sdlmame

Langue: en

Version: 2009-01-10 (ubuntu - 07/07/09)

Section: 1 (Commandes utilisateur)

NAME

sdlmame - The Multiple Arcade Machine Emulator on SDL library

SYNOPSIS

sdlmame [options] gamename

DESCRIPTION

sdlmame is a derivative work from the Multiple Arcade Machine Emulator - MAME(tm) aimed at replacing custom multimedia library with SDL, to make original code portable to different platforms with minimal change.

Started in 1997 by Nicola Salmoria, MAME was originally intended as a series of emulators for individual games, which were later combined into a single multi-game emulator. In the following years, MAME grew over and over up to the actual size, with more than 100 contributors to the project.

OPTIONS

Core commands

-help, -?
Displays current sdlmame version and copyright notice.
-validate, -valid
Performs internal validation on every driver in the system. Run this before submitting changes to ensure that you haven't violated any of the core system rules.

Configuration commands

-createconfig, -cc
Creates the default mame.ini file in the current directory. All the configuration options (not commands) described below can be permanently changed by editing this configuration file.
-showconfig, -sc
Displays the current configuration settings.
-showusage, -su
Displays a summary of all the command line options. For options that are not mentioned here, the short summary given by sdlmame -showusage is usually sufficient.

Frontend commands

NOTE: By default, all the '-list' commands below write info to the screen. If you wish to write the info to a textfile instead, use redirection, e.g. sdlmame -listxml > ~/mamelist.xml writes the full list of supported game to file mamelist.xml in your home directory.
-listxml, -lx [gamename|wildcard]
List comprehensive details for all of the supported games. The output is quite long, so it is usually better to redirect this into a file. The output is in XML format. By default all games are listed; however, you can limit this list by specifying a driver name or wildcard after the -listxml command.
-listfull, -ll [gamename|wildcard]
Displays a list of game driver names and descriptions. By default all games are listed; however, you can limit this list by specifying a driver name or wildcard after the -listfull command.
-listsource, -ls [gamename|wildcard]
Displays a list of drivers and the names of the source files their game drivers live in. Useful for finding which driver a game runs on in order to fix bugs. By default all games are listed; however, you can limit this list by specifying a driver name or wildcard after the -listsource command.
-listclones, -lc [gamename|wildcard]
Displays a list of clones. By default all clones are listed; however, you can limit this list by specifying a driver name or wildcard after the -listclones command.
-listbrothers, -lb [gamename|wildcard]
Displays a list of "brothers" or other drivers from same sourcefile. By default all games are listed; however, you can limit this list by specifying a driver name or wildcard after the -listbrothers command.
-listcrc
Displays a full list of CRCs of all ROM images referenced by all drivers within sdlmame code.
-listroms gamename
Displays a list of ROM images referenced by the specified game.
-listsamples gamename
Displays a list of samples referenced by the specified game.
-verifyroms [gamename|wildcard]
Checks for invalid or missing ROM images. By default all drivers that have valid ZIP files or directories in the rompath are verified; however, you can limit this list by specifying a driver name or wildcard after the -verifyroms command.
-verifysamples [gamename|wildcard]
Checks for invalid or missing samples. By default all drivers that have valid ZIP files or directories in the samplepath are verified; however, you can limit this list by specifying a driver name or wildcard after the -verifyroms command.
-romident
Attempts to identify ROM files, if they are known to sdlmame, in the specified .zip file or directory. This command can be used to try and identify ROM sets taken from unknown boards. On exit, the errorlevel is returned as one of the following:
0 all files were identified
7 all files were identified except for some "non-ROM" files
8 some files were identified
9 no files were identified

Configuration options

-[no]readconfig, -[no]rc
Enables or disables the reading of the config files. When enabled (which is the default), sdlmame reads the following config files in order:
1. mame.ini
the main configuration file
2. [name].ini
where name is your executable name, i.e. sdlmame unless you changed it (e.g. if you renamed sdlmame to sdlmame0118, the parsed file will be sdlmame0118.ini)
3. debug.ini, if the debugger is enabled
4. vector.ini, for vector games only
5. [driver].ini
based on the source filename of the game driver
6. [parent].ini
for clones only, may be called recursively
7. [gamename].ini
note this sometimes resolves to the same of the source driver
The settings in the later ini's override those in the earlier ini's. So, for example, if you wanted to disable overlay effects in the vector games, you can create a vector.ini with the "effect none" line in it, and it will override whatever effect value you have in your mame.ini. The default is ON (-readconfig).

Search path options

IMPORTANT: Please use the path, directory and file options in mame.ini ONLY. Otherwise, the outcome may be unpredictable and not consistent across releases.
-rompath, -rp, -biospath, -bp, pathname
Specifies a list of paths within which to find ROM or hard disk images. Multiple paths can be specified by separating them with semicolons. The default is 'roms' (that is, a directory "roms" in the same directory as the sdlmame executable).
-samplepath, -sp pathname
Specifies a list of paths within which to find sample files. Multiple paths can be specified by separating them with semicolons. The default is 'samples' (that is, a directory "samples" in the same directory as the sdlmame executable).
-artpath, -artwork_directory pathname
Specifies a list of paths within which to find artwork files. Multiple paths can be specified by separating them with semicolons. The default is 'artwork' (that is, a directory "artwork" in the same directory as the sdlmame executable).
-ctrlrpath, -ctrlr_directory pathname
Specifies a list of paths within which to find controller-specific configuration files. Multiple paths can be specified by separating them with semicolons. The default is 'ctrlr' (that is, a directory "ctrlr" in the same directory as the sdlmame executable).
-inipath pathname
Specifies a list of paths within which to find .INI files. Multiple paths can be specified by separating them with semicolons. The default is '/etc/sdlmame/'.
-fontpath pathname
Specifies a list of paths within which to find .BDF font files. Multiple paths can be specified by separating them with semicolons. The default is '.' (that is, search in the same directory as the sdlmame executable).
-cheatpath pathname
Specifies a list of paths within which to find cheat files. Multiple paths can be specified by separating them with semicolons. The default is 'cheat' (that is, a directory "cheat" in the same directory as the sdlmame executable).

Output Directory Options

-cfg_directory pathname
Specifies a single directory where configuration files are stored. Configuration files store user configurable settings that are read at startup and written when sdlmame exits. The default is 'cfg' (that is, a directory "cfg" in the same directory as the sdlmame executable). If this directory does not exist, it will be automatically created.
-nvram_directory pathname
Specifies a single directory where NVRAM files are stored. NVRAM files store the contents of EEPROM and non-volatile RAM (NVRAM) for games which used this type of hardware. This data is read at startup and written when sdlmame exits. The default is 'nvram' (that is, a directory "nvram" in the same directory as the sdlmame executable). If this directory does not exist, it will be automatically created.
-memcard_directory pathname
Specifies a single directory where memory card files are stored. Memory card files store the contents of removable memory cards for games which used this type of hardware. This data is read and written under control of the user via the "Memory Card" menu in the user interface. The default is 'memcard' (that is, a directory "memcard" in the same directory as the sdlmame executable). If this directory does not exist, it will be automatically created.
-input_directory pathname
Specifies a single directory where input recording files are stored. Input recordings are created via the -record option and played back via the -playback option. The default is 'inp' (that is, a directory "inp" in the same directory as the MAME executable). If this directory does not exist, it will be automatically created.
-state_directory pathname
Specifies a single directory where save state files are stored. Save state files are read and written either upon user request, or when using the -autosave option. The default is 'sta' (that is, a directory "sta" in the same directory as the sdlmame executable). If this directory does not exist, it will be automatically created.
-snapshot_directory pathname
Specifies a single directory where screen snapshots are stored, when requested by the user. The default is 'snap' (that is, a directory "snap" in the same directory as the sdlmame executable). If this directory does not exist, it will be automatically created.
-diff_directory pathname
Specifies a single directory where hard drive differencing files are stored. Hard drive differencing files store any data that is written back to a hard disk image, in order to preserve the original image. The differencing files are created at startup when a game with a hard disk image. The default is 'diff' (that is, a directory "diff" in the same directory as the sdlmame executable). If this directory does not exist, it will be automatically created.
-comment_directory pathname
Specifies a single directory where debugger comment files are stored. Debugger comment files are written by the debugger when comments are added to the disassembly for a game. The default is 'comments' (that is, a directory "comments" in the same directory as the sdlmame executable). If this directory does not exist, it will be automatically created.

State/playback options

-state slot
Immediately after starting the specified game, will cause the save state in the specified slot to be loaded.
-[no]autosave
When enabled, automatically creates a save state file when exiting sdlmame and automatically attempts to reload it when later starting sdlmame with the same game. This only works for games that have explicitly enabled save state support in their driver. The default is OFF (-noautosave).
-playback, -pb filename
Specifies a file from which to play back a series of game inputs. This feature does not work reliably for all games, but can be used to watch a previously recorded game session from start to finish. In order to make things consistent, you should only record and playback with all configuration (.cfg), NVRAM (.nv), and memory card files deleted. The default is NULL (no playback).
-record, -rec filename
Specifies a file to record all input from a game session. This can be used to record a game session for later playback. This feature does not work reliably for all games, but can be used to watch a previously recorded game session from start to finish. In order to make things consistent, you should only record and playback with all configuration (.cfg), NVRAM (.nv), and memory card files deleted. The default is NULL (no recording).
-snapname name
Describes how MAME should name files for snapshots. name is a string that provides a template that is used to generate a filename. Three simple substitutions are provided: the / character represents the path separator on any target platform (even Windows); the string %g represents the driver name of the current game; and the string %i represents an incrementing index. If %i is omitted, then each snapshot taken will overwrite the previous one; otherwise, MAME will find the next empty value for %i and use that for a filename. The default is %g/%i, which creates a separate folder for each game, and names the snapshots under it starting with 0000 and increasing from there.
-snapsize widthxheight
Hard-codes the size for snapshots and movie recording. By default, MAME will create snapshots at the game's current resolution in raw pixels, and will create movies at the game's starting resolution in raw pixels. If you specify this option, then MAME will create both snapshots and movies at the size specified, and will bilinear filter the result. Note that this size does not automatically rotate if the game is vertically oriented. The default is 'auto'.
-snapview viewname
Specifies the view to use when rendering snapshots and movies. By default, both use a special 'internal' view, which renders a separate snapshot per screen or renders movies only of the first screen. By specifying this option, you can override this default behavior and select a single view that will apply to all snapshots and movies. Note that viewname does not need to be a perfect match; rather, it will select the first view whose name matches all the characters specified by viewname. For example, -snapview native will match the "Native (15:14)" view even though it is not a perfect match. viewname can also be 'auto', which selects the first view with all screens present. The default value is 'internal'.
-mngwrite filename
Writes each video frame to the given filename in MNG format, producing an animation of the     game session. Note that -mngwrite only writes video
frames; it does not save any audio data. Use -wavwrite for that, and reassemble the audio/video using offline tools. The default is NULL (no recording).
-aviwrite filename
Stream video and sound data to the given filename in AVI format, producing an animation of the game session complete with sound. The default is NULL (no recording).
-wavwrite filename
Writes the final mixer output to the given filename in WAV format, producing an audio recording of the     game session. The default is NULL
(no recording).

Performance options

-[no]autoframeskip, -[no]afs
Automatically determines the frameskip level while you're playing the game, adjusting it constantly in a frantic attempt to keep the game running at full speed. Turning this on overrides the value you have set for -frameskip below. The default is OFF (-noautoframeskip).
-frameskip, -fs value
Specifies the frameskip value (autoframeskip must be disabled). This is the number of frames out of every 12 to drop when running. For example, if you say -frameskip 2, then sdlmame will display 10 out of every 12 frames. By skipping those frames, you may be able to get full speed in a game that requires more horsepower than your computer has. The default value is 0, which skips no frames.
-seconds_to_run, -str value
This option can be used for benchmarking and automated testing. It tells MAME to stop execution after a fixed number of seconds. By combining this with a fixed set of other command line options, you can set up a consistent environment for benchmarking MAME performance. In addition, upon exit, the -str option will write a screenshot called final.png to the game's snapshot directory.
-[no]throttle
Configures the default thottling setting. When throttling is on, sdlmame attempts to keep the game running at the game's intended speed. When throttling is off, sdlmame runs the game as fast as it can. Note that the fastest speed is more often than not limited by your graphics card, especially for older games. The default is ON (-throttle).
-[no]sleep
Allows sdlmame to give time back to the system when running with -throttle. This allows other programs to have some CPU time, assuming that the game isn't taxing 100% of your CPU resources. This option can potentially cause hiccups in performance if other demanding programs are running. The default is ON (-sleep).
-speed
Controls the speed of gameplay, relative to realtime; smaller numbers are slower. Default is 1.00.
-refreshspeed, -rs
Automatically adjusts the -speed parameter to keep the effective refresh rate below that of the lowest screen refresh rate.
-multithreading, -mt
Enable multithreading; this enables rendering and blitting on a separate thread. The default is OFF.
-sdlvideofps
Show SDL video performance.

Rotation options

-[no]rotate
Rotate the game to match its normal state (horizontal/vertical). This ensures that both vertically and horizontally oriented games show up correctly without the need to rotate your monitor. If you want to keep the game displaying 'raw' on the screen the way it would have in the arcade, turn this option OFF. The default is ON (-rotate).
-[no]ror | -[no]rol
Rotate the game screen to the right (clockwise) or left (counter- clockwise) relative to either its normal state (if -rotate is specified) or its native state (if -norotate is specified). The default for both of these options is OFF (-noror -norol).
-[no]autoror | -[no]autorol
These options are designed for use with pivoting screens that only pivot in a single direction. If your screen only pivots clockwise, use -autorol to ensure that the game will fill the screen either horizontally or vertically in one of the directions you can handle. If your screen only pivots counter-clockwise, use -autoror.
-[no]flipx
-[no]flipy
Flip (mirror) the game screen either horizontally (-flipx) or vertically (-flipy). The flips are applied after the -rotate and -ror/-rol options are applied. The default for both of these options is OFF (-noflipx -noflipy).

Artwork options

-[no]artwork_crop, -[no]artcrop
Enable cropping of artwork to the game screen area only. This option can also be controlled via the Video Options menu in the user interface. The default is OFF (-noartwork_crop).
-[no]use_backdrops, -[no]backdrop
Enables/disables the display of backdrops. The default is ON (-use_backdrops).
-[no]use_overlays, -[no]overlay
Enables/disables the display of overlays. The default is ON (-use_overlays).
-[no]use_bezels, -[no]bezel
Enables/disables the display of bezels. The default is ON (-use_bezels).

Screen options

-brightness value
Controls the default brightness, or black level, of the game screens. This option does not affect the artwork or other parts of the display. Using the sdlmame UI, you can individually set the brightness for each game screen; this option controls the initial value for all visible game screens. The standard value is 1.0. Selecting lower values (down to 0.1) will produce a darkened display, while selecting higher values (up to 2.0) will give a brighter display. The default is 1.0.
-contrast value
Controls the contrast, or white level, of the game screens. This option does not affect the artwork or other parts of the display. Using the sdlmame UI, you can individually set the contrast for each game screen; this option controls the initial value for all visible game screens. The standard value is 1.0. Selecting lower values (down to 0.1) will produce a dimmer display, while selecting higher values (up to 2.0) will give a more saturated display. The default is 1.0.
-gamma value
Controls the gamma, which produces a potentially nonlinear black to white ramp, for the game screens. This option does not affect the artwork or other parts of the display. Using the sdlmame UI, you can individually set the gamma for each game screen; this option controls the initial value for all visible game screens. The standard value is 1.0, which gives a linear ramp from black to white. Selecting lower values (down to 0.1) will increase the nonlinearity toward black, while selecting higher values (up to 3.0) will push the nonlinearity toward white. The default is 1.0.
-pause_brightness value
This controls the brightness level when MAME is paused. The default value is 0.65.

Vector rendering options

-[no]antialias, -[no]aa
Enables antialiased line rendering for vector games. The default is ON (-antialias).
-beam width
Sets the width of the vectors. This is a scaling factor against the standard vector width. A value of 1.0 will keep the default vector line width. Smaller values will reduce the width, and larger values will increase the width. The default is 1.0.
-flicker value
Simulates a vector "flicker" effect, similar to a vector monitor that needs adjustment. This option requires a float argument in the range of 0.00-100.00 (0=none, 100=maximum). The default is 0.

Video options

-video [soft|opengl|opengl16|none]
Specifies which video subsystem to use for drawing:
soft uses software rendering, which is slower but more compatible.
opengl uses OpenGL and your graphics accelerator to speed up many aspects of drawing sdlmame including compositing artwork, overlays, and bezels, as well as stretching the image to fit your screen.
opengl16 uses alternate OpenGL code, which should provide faster output on some cards.
none does no drawing and is intended for CPU benchmarking.
Default is SOFT.
-numscreens
Reserved for future use.
-[no]window, -[no]w
Run sdlmame in either full screen or a window. This is a fully-featured window mode where the window resizes as necessary to track what the game does. And you can resize it yourself with your OS's standard window controls. The default is OFF (-nowindow).
-[no]maximize, -[no]max
Controls initial window size in windowed mode. If it is set on, the window will initially be set to the maximum supported size when you start MAME. If it is turned off, the window will start out at the smallest supported size. This option only has an effect when the -window option is used. The default is ON (-maximize).
-keepaspect, -ka
Forces the correct aspect ratio. This means when you're resizing the window in windowed mode the actual game image will resize in discrete steps to maintain the proper shape of the game graphics. If you turn this off you can resize the window to anything you like and get funny squishing and stretching. The same applies for full-screen. Default is ON (-keepaspect).
-unevenstretch, -ues
Allow non-integer stretch factors. Video purists should stay far, far away from this option, while everyone else will be happy to know that it lets you fill the screen properly in full-screen mode. Default is ON (-unevenstretch).
-effect
Name of a PNG file to use for visual effects, or 'none'. Default is 'none'.
-centerh
Center horizontally within the view area. Default is ON (-centerh).
-centerv
Center vertically within the view area. Default is ON (-centerv).
-waitvsync
Enable waiting for the start of VBLANK before flipping screens; reduces tearing effects.

Software video rendering subsystem options

NOTE: All the options in this group are available only with softare video rendering subsystem, i.e -video soft.
-prescale
Scale screen rendering by this amount in software. Default is 1.
-scalemode, -sm [none|async|yv12|yuy2|yv12x2|yuy2x2]
Hardware scaling mode.
none use software rendering.
async async overlay.
yv12 yv12 overlay.
yuy2 yuy2 overlay.
yv12x2 yv12 overlay using x2 prescaling.
yuy2x2 yuy2 overlay using x2 prescaling.
Default is NONE.

OpenGL video rendering subsystem options

NOTE: All the options in this group are available only with OpenGL video rendering subsystem, i.e -video opengl or -video opengl16.
-filter, -glfilter, -flt
Enable bilinear filtering on screen output. Default is ON (-filter).
-prescale
Scale screen rendering by this amount in software. Default is 1.
-gl_forcepow2texture
Force power of two textures. Default is NO.
-gl_notexturerect
Don't use OpenGL GL_ARB_texture_rectangle. Default is ON: turn off (set this to 0) if corruption occurs in OpenGL mode, at cost of some performance loss.
-gl_vbo
Enable OpenGL VBO, if available, for a performance increase. Default is ON: turn off (set this to 0) if corruption occurs.
-gl_pbo
Enable OpenGL PBO, if available, for a performance increase. Default is ON: turn off (set this to 0) if corruption occurs.
-gl_glsl
Enable OpenGL GLSL, if available, for a performance increase.
-gl_glsl_filter
Enable OpenGL GLSL filtering instead of FF filtering 0=plain, 1=bilinear. Default is 1: bilinear.
-glsl_shader_mame[0-9]
Preferred custom OpenGL GLSL shader set mame bitmap (from 0 to 9).
-glsl_shader_screen[0-9]
Preferred custom OpenGL GLSL shader screen bitmap (from 0 to 9).
-gl_glsl_vid_attr
Enable OpenGL GLSL handling of brightness and contrast. Better RGB game performance for free. Default is ON.
-resolution, -r
Select the resolution to use in full-screen mode. -switchres must be enabled for this to work.
-screen
-aspect, -screen_aspect
-view
-screen[0-3]
-aspect[0-3]
-resolution[0-3], -r[0-3]
-view[0-3]
All these options are reserved for future use.

Full screen options

-[no]switchres
Affects full screen mode only. Chooses if sdlmame can try to change the screen resolution (color depth is normally left alone) when in full-screen mode. If it's off, you always get your desktop resolution in full-screen mode (which can be useful for LCDs).
-useallheads
Split full screen image across monitors.

Sound options

-[no]sound
Enable or disable sound altogether. The default is ON (-sound).
-samplerate, -sr value
Sets the audio sample rate. Smaller values (e.g. 11025) cause lower audio quality but faster emulation speed. Higher values (e.g. 48000) cause higher audio quality but slower emulation speed. The default is 48000.
-[no]samples
Use samples if available. The default is ON (-samples).
-volume, -vol value
Sets the startup volume. It can later be changed with the user interface (see Keys section). The volume is an attenuation in dB: e.g., "-volume -12" will start with -12dB attenuation. The default is 0.
-audio_latency value
This controls the amount of latency built into the audio streaming. The latency parameter controls the lower threshold. The default is 1 (meaning lower=1/5 and upper=2/5). Set it to 2 (-audio_latency 2) to keep the sound buffer between 2/5 and 3/5 full. If you crank it up to 4, you can definitely notice the lag.

Input options

-[no]coin_lockout, -[no]coinlock
Enables simulation of the "coin lockout" feature that is implmeneted on a number of game PCBs. It was up to the operator whether or not the coin lockout outputs were actually connected to the coin mechanisms. If this feature is enabled, then attempts to enter a coin while the lockout is active will fail and will display a popup message in the user interface. If this feature is disabled, the coin lockout signal will be ignored. The default is ON (-coin_lockout).
-ctrlr controller
Enables support for special controllers. Configuration files are loaded from the ctrlrpath. They are in the same format as the .cfg files that are saved, but only control configuration data is read from the file. The default is NULL (no controller file).
-[no]mouse
Controls whether or not sdlmame looks for a mouse controller to use. Note that in many cases, lightguns are treated as mice by the operating system, so you may need to enable this to enable lightgun support. When this is enabled, you will not be able to use your mouse while playing a game. If you want to get control of your computer back, you will need to either pause the game or quit. The default is OFF (-nomouse).
-[no]joystick, -[no]joy
Controls whether or not sdlmame looks for joystick/gamepad controllers. The default is ON (-joystick).
-[no]lightgun, -[no]gun
Controls whether or not sdlmame makes use of lightgun controllers. Note that most lightguns map to the mouse, so using -lightgun and -mouse together may produce strange results. The default is OFF (-nolightgun).
-[no]multikeyboard, -[no]multikey
Determines whether sdlmame differentiates between multiple keyboards. Some systems may report more than one keyboard; by default, the data from all of these keyboards is combined so that it looks like a single keyboard. Turning this option on will enable sdlmame to report keypresses on different keyboards independently. The default is OFF (-nomultikeyboard).
-[no]multimouse
Determines whether sdlmame differentiates between multiple mice. Some systems may report more than one mouse device; by default, the data from all of these mice is combined so that it looks like a single mouse. Turning this option on will enable MAME to report mouse movement and button presses on different mice independently. The default is OFF (-nomultimouse).
-[no]steadykey, -[no]steady
Some games require two or more buttons to be pressed at exactly the same time to make special moves. Due to limitations in the PC keyboard hardware, it can be difficult or even impossible to accomplish that using the standard keyboard handling. This option selects a different handling that makes it easier to register simultaneous button presses, but has the disadvantage of making controls less responsive. The default is OFF (-nosteadykey).
-[no]offscreen_reload, -[no]reload
Controls whether or not sdlmame treats a second button input from a lightgun as a reload signal. In this case, sdlmame will report the gun's position as (0,MAX) with the trigger held, which is equivalent to an offscreen reload. This is only needed for games that required you to shoot offscreen to reload, and then only if your gun does not support off screen reloads. The default is OFF (-nooffscreen_reload).
-joystick_map, -joymap map
Controls how joystick values map to digital joystick controls. See /usr/share/doc/sdlmame/config.txt for full details on map format.
-joystick_deadzone, -joy_deadzone, -jdz value
If you play with an analog joystick, the center can drift a little. joystick_deadzone tells how far along an axis you must move before the axis starts to change. This option expects a float in the range of 0.0 to 1.0. Where 0 is the center of the joystick and 1 is the outer limit. The default is 0.3.
-joystick_saturation, -joy_saturation, -jsat value
If you play with an analog joystick, the ends can drift a little, and may not match in the +/- directions. joystick_saturation tells how far along an axis movement change will be accepted before it reaches the maximum range. This option expects a float in the range of 0.0 to 1.0, where 0 is the center of the joystick and 1 is the outer limit. The default is 0.85.
-keymap
Enable keymap for non-QWERTY keyboards. Used in conjuction with -keymap_file.
-keymap_file keymap_file
Specifies the full path to the keymap file to be used. Shipped keymap files lie in /usr/share/games/sdlmame/keymaps.
-joy_idx1 joystick
-joy_idx2 joystick
-joy_idx3 joystick
-joy_idx4 joystick
-joy_idx5 joystick
-joy_idx6 joystick
-joy_idx7 joystick
-joy_idx8 joystick
With these options you can assign a joystick to a specific index in sdlmame. Even if the kernel will list the joysticks in a different order on the next boot, sdlmame will still see the joystick as e.g. "Joystick 2". Use sdlmame -v to see which joysticks are recognized. Default is AUTO.
-sixaxis
Use special handling for PS3 Sixaxis controllers.
-videodriver, -vd x11|directfb|auto
SDL video driver to use; auto selects SDL default.
-audiodriver, -ad alsa|arts|auto
SDL audio driver to use; auto selects SDL default.
-gl_lib alsa|arts|auto
Alternative libGL.so to use; auto selects SDL default.

Input automatic enable options

-paddle_device, -paddle [none|keyboard|mouse|lightgun|joystick]
-adstick_device, -adstick [none|keyboard|mouse|lightgun|joystick]
-pedal_device, -pedal [none|keyboard|mouse|lightgun|joystick]
-dial_device, -dial [none|keyboard|mouse|lightgun|joystick]
-trackball_device, -trackball [none|keyboard|mouse|lightgun|joystick]
-lightgun_device [none|keyboard|mouse|lightgun|joystick]
-positional_device [none|keyboard|mouse|lightgun|joystick]
-mouse_device [none|keyboard|mouse|lightgun|joystick]
Each of these options controls autoenabling the mouse, or joystick depending on the presence of a particular class of analog control for a particular game. For example, if you specify the option -paddle mouse, then any game that has a paddle control will automatically enable mouse controls just as if you had explicitly specified -mouse. Note that these controls override the values of -[no]mouse, -[no]joystick, etc.

Debugging options

-[no]log
Creates a file called error.log which contains all of the internal log messages generated by the sdlmame core and game drivers. The default is OFF (-nolog).
-[no]verbose, -[no]v
Displays internal diagnostic information. This information is very useful for debugging problems with your configuration. IMPORTANT: when reporting bugs, please run with sdlmame -verbose and include the resulting information. The default is off (-noverbose).
-update_in_pause
Enables updating the screen bitmap while the game is paused. This is useful for debuggin in some scenarios (and gets in the way in others).
-[no]debug, -[no]d
Activates the integrated debugger. By default, the debugger is entered by pressing the tilde (~) key during emulation. It is also entered immediately at startup. The default is OFF (-nodebug).
-debugscript filename
Specifies a file that contains a list of debugger commands to execute immediately upon startup. The default is NULL (no commands).
-[no]oslog
Outputs the error.log data to the system debugger. This can be used at the same time as -log to output the log data to both targets as well. Default is OFF (-nooslog).

Misc options

-bios biosname
Specifies the specific BIOS to use with the current game, for game systems that make use of a BIOS. The -listxml output will list all of the possible BIOS names for a game. The default is 'default'.
-[no]cheat, -[no]c
Enables the reading of the cheat database, if present, and the Cheat menu in the user interface. The default is OFF (-nocheat).
-[no]skip_gameinfo
Forces sdlmame to skip displaying the game info screen. The default is OFF (-noskip_gameinfo).
The main issue involves ROM images. ROM images are protected under the copyrights of their authors, and CANNOT be distributed in the same package as sdlmame. Download any ROM images at your own risk and responsibility.

PLEASE BE AWARE OF THE POSSIBLE LEGAL RAMIFICATIONS OF DOWNLOADING ROM IMAGES, BEFORE YOU ACTUALLY DO SO! YOU HAVE BEEN WARNED, AND WE TAKE NO RESPONSIBILITY FOR YOUR ACTIONS -- YOU ARE ON YOUR OWN!