###############################################################################
# xmamerc.dist
# Sample configuration file for X-Mame
###############################################################################
#
# you should copy ( and edit ) this file to $HOME/xmame/xmamerc
#
# by j.w.r.degoede@et.tudelft.nl
#
# Available since release 0.20.3
#
# Each line has the format:
# <option> <value>
#
# Spaces, tabs, newlines and empty lines are allowed anywhere in the file
# Every thing that follows "#" sign is considered a comment, and ignored
#
###############################################################################

#
############################ General options ##########################
#

# Where does your Mame rom files reside? 
# This option can be overriden by MAMEDIR environment variable
rompath		/usr/games/lib/xmame:/usr/local/lib/xmame:/usr/lib/games/xmame

# Also Mame needs a public-writable directory to store high scores
spooldir        /var/lib/games/xmame

# Where can xmame find the cheat database?
cheatfile	/usr/lib/games/xmame/CHEAT.DAT

# What is your loved game? ( remember that mame defaults to "pacman" )
defaultgame	galturbo

# Type here the name of the display where play xmame
# overriden by DISPLAY environment variable. Not usefull in config file but...
# displayname	localhost:0.0

#
############################ Audio options ##########################
#

# Use sound if available. default is 0 (Don't)
sound	 	0

# Use stereo sound if available
stereo		1

# Force use of 8 bit sound in stead of 16
8bit		0

# For people who have more then one soundcard and don't want to use
# their default card. 
# not every implementations supports this feature
# Linux & most others:
audiodevice	/dev/dsp
#audiodevice	/dev/dsp0
#audiodevice	/dev/dsp1

# Sun & some others:
#audiodevice	/dev/audio

# select audio sample frequency ( 11050-44100 )
# not every implementations supports this feature
samplefreq	22050

# if your audio is timer based you can manually set audio timer frequency
timerfreq	50

#volume in db (-24(soft) - 0(loud))
volume		-3

#
######################### INPUT OPTIONS ##############################
#

# Use mouse if available
mouse		1

# what kind of joystick to use, if any
# 0 No joystick
# 1 i386 style joystick driver (if compiled in)
# 2 Fm Town Pad support (if compiled in)
# 3 X11 input extension joystick (if compiled in)
# 4 new i386 linux 1.x.x joystick driver (if compiled in)
joytype		0

# Is your joystick analog?
analogstick	0

# If using X11 based joystick enter name of joystick device
# Use provided "xlistdev" command, to see which one are availables 
# on your system
x11joyname 	Joystick

# When using FM TOWNS game pad you can select pad device name
paddevname	/dev/pad00

#
######################### VIDEO OPTIONS ##############################
#

# Define X and Y axis scale related to original bitmap. Default is 1,
# since xmame-0.34b5.3 also used to scale vector games, vector games also
# except values like 1.5 and even 0.5 these are rounded for normal games
widthscale	2
heightscale	2

#scale sets both widthscale and heightscale in one option
#scale 2

# We want autoframeskip ;)
autoframeskip	1

# If your screen refresh is to slow, you can skip frames with frameskip option,
# not needed with autoframeskip
# frameskip	3

#Slowdown games which run to fast
throttle	1

# If MIT shared memory support is compiled in you can disable it setting to 0
# ( default is 1 --> try to use mitshm if available )
mitshm		1

# Some games shows "flickering" when screen refresh occurs. You can select
# between XFlush() or XSync() as screen refresh method
xsync	       1

# If you have problems with colors, perhaps find usefull force usage of
# a private color map structure
privatecmap	0

#use tweaked vgamodes, might not work on all machines, use with caution
tweak		0

#simulate scanlines when possible
scanlines	1

#use linear framebuffer with svgalib when available. Should work on all
#cards who claim to support it, but doesn't so use this to turn it on
#if your card does work
#linear		1


#gamma-correction & brightness
gamma-correction 1.0
brightness	100

#
############################ Vector Options     ##########################
#

antialias	0
translucency	1
flicker		0.0
beam		1.0

# give all vector games a comfartable resolution instead off the blocky 
# default
vectorres	640x480 

#
############################ Keyboard remapping ##########################
#
# The relevant part of src/osdepend.h may be found in /usr/share/doc/xmame/scancodes

# The main reason for this file: keyboard remapping sequences
# syntax follows:
#
# mapkey	<Xcode>,<Scancode>
#
# Xcode means the HEX code of the key as appears in /usr/include/X11/keysymdef.h
# Scancode means the hexadecimal code that represents the value used for Xmame
# 	in keyboard inputs, as defined in src/osdepend.h xmame source file
# IMPORTANT: 
#	1- Due to some limitations, only LATIN-1 X-codes ( 0x0000-0x00ff ) and
#	Especial X-keycodes ( 0xff00-0xffff ) are supported
#	2- Some keys are keyboard dependent: As Xmame works internally with
#	Standard US-AT keyboard codes, you must take care in remmaping some keys
#

# An example: map space as "firebutton" (Mame predefines it as OSD_KEY_RCONTROL)
# in simbolic Xlib/Mame notation it should be:
#
# mapkey XK_space,OSD_KEY_RCONTROL 
# 
# So looking in X11/keysymdef.h and src/osdepend.h we'll write
mapkey	0x0020,0x0039

# (Other example). To use F8 key to insert coin you shoud use:
# mapkey  0xffc5,0x0004
