godot

title: godot(6)

summary: multi\-platform 2D and 3D game engine with a feature\-rich editor

text:
# godot(6)

## NAME
godot - multi-platform 2D and 3D game engine with a feature-rich editor

## SYNOPSIS
godot [options] [path to scene or 'project.godot' file]

## DESCRIPTION
Godot Engine is an advanced, feature-packed, multi-platform 2D and 3D game engine.

It provides a huge set of common tools, so you can just focus on making your game without reinventing the wheel.

### General options:
-h, --help

Display this help message.

--version

Display the version string.

-v, --verbose

Use verbose stdout mode.

--quiet

Quiet mode, silences stdout messages. Errors are still displayed.

### Run options:
-e, --editor

Start the editor instead of running the scene.

-p, --project-manager

Start the project manager, even if a project is auto-detected.

-q, --quit

Quit after the first iteration.

-l, --language <locale>

Use a specific locale (<locale> being a two-letter code).

--path <directory>

Path to a project (<directory> must contain a 'project.godot' file).

-u, --upwards

Scan folders upwards for project.godot file.

--main-pack <file>

Path to a pack (.pck) file to load.

--render-thread <mode>

Render thread mode ('unsafe', 'safe', 'separate').

--remote-fs <address>

Remote filesystem (<host/IP>[:<port>] address).

--remote-fs-password <password>

Password for remote filesystem.

--audio-driver <driver>

Audio driver ('PulseAudio', 'ALSA', 'Dummy').

--audio-output-latency <ms>

Override audio output latency in milliseconds (default is 15 ms). Lower values make sound playback more reactive but increase CPU usage, and may result in audio cracking if the CPU can't keep up.

--video-driver <driver>

Video driver ('Vulkan', 'GLES2').

### Display options:
-f, --fullscreen

Request fullscreen mode.

-m, --maximized

Request a maximized window.

-w, --windowed

Request windowed mode.

-t, --always-on-top

Request an always-on-top window.

--resolution <W>x<H>

Request window resolution.

--position <X>,<Y>

Request window position.

--low-dpi

Force low-DPI mode (macOS and Windows only).

--no-window

Disable window creation (Windows only). Useful together with --script.

### Debug options:
-d, --debug

Debug (local stdout debugger).

-b, --breakpoints

Breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead).

--profiling

Enable profiling in the script debugger.

--remote-debug <address>

Remote debug (<host/IP>:<port> address).

--debug-collisions

Show collisions shapes when running the scene.

--debug-navigation

Show navigation polygons when running the scene.

--max-fps <fps>

Set a maximum number of frames per second rendered (can be used to limit power usage). A value of 0 results in unlimited framerate.

--frame-delay <ms>

Simulate high CPU load (delay each frame by <ms> milliseconds). Do not use as a FPS limiter; use --max-fps instead.

--time-scale <scale>

Force time scale (higher values are faster, 1.0 is normal speed).

--disable-render-loop

Disable render loop so rendering only occurs when called explicitly from script.

--disable-crash-handler

Disable crash handler when supported by the platform code.

--fixed-fps <fps>

Force a fixed number of frames per second. This setting disables real-time synchronization.

--print-fps

Print the frames per second to the stdout.

### Standalone tools:
-s, --script <script>

Run a script.

--check-only

Only parse for errors and quit (use with --script).

--export-release <preset> <path>

Export the project in release mode using the given preset and output path. The preset name should match one defined in export_presets.cfg.

<path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe').

The target directory must exist.

--export-debug <preset> <path>

Export the project in debug mode using the given preset and output path. The preset name should match one defined in export_presets.cfg.

<path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe').

The target directory must exist.

--export-pack <preset> <path>

Export the project data only using the given preset and output path. The <path> extension determines whether it will be in PCK or ZIP format.

--doctool <path>

Dump the engine API reference to the given <path> in XML format, merging if existing files are found.

--no-docbase

Disallow dumping the base types (used with --doctool).

--build-solutions

Build the scripting solutions (e.g. for C# projects). Implies --editor and requires a valid project to edit.

--dump-gdextension-interface

Generate GDExtension header file 'gdextension_interface.h' in the current folder. This file is the base file required to implement a GDExtension.

--dump-extension-api

Generate JSON dump of the Godot API for GDExtension bindings named 'extension_api.json' in the current folder.

--test <test>

Run a unit test ('string', 'math', 'physics', 'physics_2d', 'render', 'oa_hash_map', 'gui', 'shaderlang', 'gd_tokenizer', 'gd_parser', 'gd_compiler', 'gd_bytecode', 'ordered_hash_map', 'astar').

## FILES
XDG_DATA_CONFIG/godot/ or ~/.config/godot/

User-specific configuration folder, contains persistent editor settings, script and text editor templates and projects metadata.

XDG_DATA_HOME/godot/ or ~/.local/share/godot/ Contains the default configuration and user data folders for Godot-made games (user:// path), as well as export templates.

XDG_DATA_CACHE/godot/ or ~/.cache/godot/ Cache folder for generated thumbnails and scene previews, as well as temporary location for downloads.

/usr/share/doc/godot/ Additional documentation files.

/usr/share/licenses/godot/ Detailed licensing information.

## SEE ALSO
See the project website at https://godotengine.org and the source code repository at https://github.com/godotengine/godot for more details.

## BUGS
Godot Engine is a free and open source project and welcomes any kind of contributions. In particular, you can report issues or make suggestions on Godot's issue tracker at https://github.com/godotengine/godot/issues.

## AUTHOR
Man page written by Rémi Verschelde <remi@godotengine.org> on behalf of the Godot Engine development team.


greed

package: greed

title: greed(6)

text:
# greed(6)

## NAME
greed - eat a game field until you run out of moves

## SYNOPSIS
greed [-s] [-w width] [-h height] [-f] [-p] [-r seed]

## DESCRIPTION
The object of Greed is to erase as much of the screen as possible by moving around in a grid of numbers. To move your cursor, simply use your arrow keys or the the hjklyubn keys or your numeric keypad (with Num Lock on). Your location is signified by the @ symbol. The following diagram shows how the basic movement keys work.

```
y k u  7 8 9

 \|/    \|/
h-+-l  4-+-6

 /|\    /|\
b j n  1 2 3
```

When you move in a direction, you erase N number of grid squares in that direction, N being the first number in that direction. Your score reflects the total number of squares eaten.

Greed will not let you make a move that would have placed you off the grid or over a previously eaten square. If no valid moves exist, your game ends.

Other Greed commands are Ctrl-L to redraw the screen, p to toggle the highlighting of the possible moves, and q to quit.

The -w and -h options set the width and height of the board. The -f option size the board to fit your terminal window

With option -p, display all your next possible moves with a reverse-video highlight. During the game, p toggles this feature on and off.

The -r option sets the random seed (useful for reproducible games).

With the -s option, output the hight score file

## ENVIRONMENT
The environment variable GREEDOPTS can override the default color set, which will be parsed as a string of the form:

```
        <c1><c2><c3><c4><c5><c6><c7><c8><c9>[:[p]]
```

where <cn> is a character describing the color for digit n. The color letters are read as follows:

```
        b = blue,

        g = green,

        c = cyan,

        r = red,

        m = magenta,

        y = yellow,

        w = white.
```

In addition, capitalizing a letter turns on the A_BOLD attribute for that letter.

If the string ends with a trailing :, letters following are taken as game options. At present, only p (equivalent to an initial p command) is defined.

## FILES
/usr/lib/games/greed.hs

Default location of Greed high scores.

~/.greedscores

Where they’re put if the default location cannot be written to..

## AUTHORS == ORIGINALLY WRITTEN
Written by Matt Day. Maintained by <esr@snark.thyrsus.com>. See ESR’s home page at http://www.catb.org/~esr/ for updates and other resources.

## BUGS
This really ought to be an X game, but that would have been too much like work.

branch: sisyphus


gtans

package: gtans

title: gtans(6)

summary: Tangram game for X

text:
# gtans(6)

## NAME
gtans - Tangram game for X

## SYNOPSIS
gtans [no options]

## DESCRIPTION
Gtans is a tangram game that runs in X. Tangram is a kind of puzzle game where the player has to arrange a set of pieces to match a given shape.

## OPTIONS
No command-line options

Use the graphical interface to customize the program. See below.

## USAGE
move the pieces (known as tans) until they match the figure drawn on the right window. You must always use the seven tans and they should not be laid on top of one another.

To move a tan, click and drag it with left mouse button, for rotation click AROUND it. You can flip the selected tan by right-clicking. This is usefull for the parallelogram tan (all positions can not be reached by rotating only).

If you are a beginner to Tangram you should try the first 10 figures. The other ones are not sorted, some of them are very difficult (to my taste).

When a figure has been solved the background color of the silhouette area changes. The solved figures are remembered by saving a status file in the user's directory (~/.gtans/afile.figures.status for a figure file called afile.figures)

Show a tan This button shows the position of a tan. Each further click will display an other tan.

Show outline Draw the figure in the main area. This makes the game much easier.

Preferences Most of this menu's options allow you to change the colors used by the game. For the main area you may choose textures (pixmap files) instead of colors. Some sample files are supplied (I can't remember where I found them) but as the complete pathname is saved in the config file you can choose a file located anywhere (for example in /usr/share/pixmaps/). On a 8 bits display the colors may not be exactly what you want (GTK tries to find the best matching color).

Preferences/Tans size/Increase Makes the tans 5 % bigger relatively to the game area. If you resize the window the tans size will be scaled.

Preferences/Tans size/Decrease Makes the tans 4.76 % smaller

Preferences/Accuracy Changes the precision of the comparison between the tans position and the solution. A lower accuracy makes the game more easy.

Preferences/Rotation Step by step allows only rotation by increment of 11.5 degrees. Continuous rotation makes the game more difficult and you probably shouldn't use it unless you really dislike step by step rotation.

Preferences/Figures file Allows you to choose another figures file.

Preferences/Save config Save a config file in the user's home directory.

Misc/Clear figure status Set the current figure as unsolved.

Misc/Clear all figures status Set all the loaded figures (i.e. from the current figure file) as unsolved.

## FILES
~/.gtans/.gtansrc Configuration options for gtans. All of these options can be set from the interface, there should be no need to edit this file.

~/.gtans/somename.figures.status Status files (for each figures file the user played with) remenbering which figures where solved.

## SEE ALSO
The gtans homepage at <http://altern.org/bwt>. Additional information and documentation can also be found in /usr/share/doc/gtans/ .

## AUTHOR
The author of gtans is Philippe Banwarth <bwt@altern.org>


gtkballs

package: gtkballs

title: gtkballs(6x)

summary: A simple logic game

text:
# gtkballs(6x)

## NAME
gtkballs - A simple logic game

## SYNOPSIS
gtkballs [options]

## DESCRIPTION
This manual page documents GtkBalls. GtkBalls is a simple logic game. The goal of this game is to make the highest score by matching a number of balls of the same color in a horizontal, vertical or diagonal line. For further information on how to play this game refer to the rules section in this manual page.

## OPTIONS
--display [hostname:dpy]

Specify what display GtkBalls should use. See X (1x) for more information on the syntax of hostname and display.

## RULES
The standard play area of GtkBalls is a 9x9 grid (it can be changed through "Rules" option in ingame menu). When GtkBalls is first started a number of balls are placed in a random manner on the grid. Balls are in different colors (and/or shape). You may move balls on the grid by selecting them and selecting an empty square on the grid as destination for the ball you selected. Balls will only move if they are not blocked by other balls. Each time you move a ball, unless you score some points, new balls appear in a random manner on the grid. If the grid is full then the game is lost. However this is bound to happen, your goal is to make the highest score. In order to do this you must make lines in a vertical, horizontal or diagonal way with balls of the same color. By default a line must have at least five balls of the same color (it can also be changed through "Rules" option in ingame menu). Making a line of minimum amount of the balls, specifed in rules, will earn you twice the points for your score. If you make lines over minimum amount of the balls it will earn you even more points. In order to help you decide which ball you are going to move, there is an indicator on top of the grid that shows what colors the next balls that will appear on the grid will be.

## USING THE INTERFACE
GtkBalls is a graphical program using the Gtk+ windowing toolkit. This section describes it's user interface.

### THE GAME MENU
New

Selecting this menu entry will abandon the current game and start a new one or start another game if you just finished one. You may use the keyboard shortcut CTRL-N to do this also.

Rules

Selecting this menu entry will open "Rules" dialog box, where you can set board width and height, number of different objects to appear on the board, number of objects that will appear on the board after each turn and number of objects that must form the line to eliminate it. You may use the keyboard shortcut CTRL-R to do this also.

Save

Selecting this menu entry will open "Save game" dialog box, where you can save current game to play it later. You may use the keyboard shortcut CTRL-S to do this also.

Load

Selecting this menu entry will open "Load game" dialog box, where you can load previously saved game. You may use the keyboard shortcut CTRL-L to do this also.

Hall Of Fame

Selecting this menu entry will open a dialog box showing the high scores. Only the ten best scores are shown. This dialog also displays the name of the person who achieved a high score and it's date. You may use the keyboard shortcut CTRL-H to do this also.

Quit

Selecting this menu entry will quit GtkBalls. You may use the keyboard shortcut CTRL-Q to do the same thing.

### THE EDIT MENU
Undo

Selecting this menu entry will undo your last move. You may use the keyboard shortcut CTRL-U to do this also.

### THE SETTINGS MENU
Preferences

Selecting this menu entry will open the "Preferences" dialog box. You may use the keyboard shortcut CTRL-P to open it also. This dialog box allows you to set some options. Click on a check box to activate or deactivate them. Click on the theme name to select it. Then click on the Apply button to save your settings or click on Ok button to save your settings and close this dialog box. You can disable the showing of footprints, path of the ball, color of the next balls indicator, animation of disappearing of the ball and set time limit per move from this dialog box.

### THE HELP MENU
Rules

Selecting this menu entry will display a dialog box describing rules of the game. You may use the keyboard shortcut F1 to open it also.

About

Selecting this menu entry will display a dialog with the logo and the copyright information of GtkBalls. You may use the keyboard shortcut CTRL-A to open it also. For more details on the license, click on the Show license button. This will open another dialog box where you can read the GNU General Public License.

## SEE ALSO
The GtkBalls web site at: http://gtkballs.antex.ru

## AUTHORS
GtkBalls was created by Eugene Morozov <jmv@online.ru>. This manual page was created by Christoph Thompson <obituary@freshmeat.net>. Current maintainer of GtkBalls and this manual page is drF_ckoff <dfo@antex.ru>.

## COPYRIGHT
GtkBalls is copyright 1998, 1999 Eugene V. Morozov under the terms of the GNU General Public License. GtkBalls is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the license, or (at your option) any later version.


heroes

package: heroes-sdl

title: heroes(6)

text:
# heroes(6)

## NAME
Heroes - a game like Nibbles or Tron, just better

## SYNOPSIS
heroes [OPTIONS]...

## DESCRIPTION
Heroes is a game similar to the "Tron" and "Nibbles" games of yore but includes many graphical improvements and new game features.

Mandatory arguments to long options are mandatory for short options too.

### General options:
-v, --version

display version number

-h, --help

display this help

-q, --quiet

don't print warning messages

-Q, --really-quiet

don't even print error messages

-v, --verbose=CHANNELS

enable or disable debugging channels (see --list=debug for available channels)

-l, --list=WORD

show some internal information; WORD can be 'debug', 'resources', 'sound-drivers' or 'sound-tracks'

### Sound options:
-d, --driver=N[,OPTIONS]

use Nth driver for sound output (0:autodetect) (see --list=sound-drivers for available Ns)

-S, --no-sound

disable sound

-X, --no-sfx

disable sound-effects

-m, --mono

non-stereo output

-8, --8bits

8bits sound output

-i, --high-quality

high quality mixer

### Display options:
-G, --gfx-options=OPTIONS

pass OPTIONS to the display driver

-F, --full-screen

full screen mode

-2, --double

stretch the display twofold

-3, --triple

stretch the display threefold

-4, --quadruple

stretch the display fourfold

-e, --even-lines

display only even-lines

### Miscellaneous options:
--cpu-off

disable computer opponents

--default-scores

restore default scores file

--default-options

restore default options file

--default-saves

restore default saves file

-s, --swap-sides

swap sides in two player mode

--no-double-fx

disable combination of rotozoom and waves

-g, --go

skip the introduction

-J, --no-joystick

disable joystick handling

These options can be set in your file ~/.heroes/heroesrc (which is read before parsing other command line options) using a line like the following:

Options: -gs -d3,buffer=11,count=4

Visit http://heroes.sourceforge.net/ for news, documentation, and updates.

## REPORTING BUGS
Report bugs to <heroes-bugs@lists.sourceforge.net>.

## COPYRIGHT
Copyright © 2002 Alexandre Duret-Lutz, Romuald Genevois, Alexandre Liverneaux and Philippe Meisburger.

This is free software; see the source for copying conditions. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

## SEE ALSO
The full documentation for Heroes is maintained as a Texinfo manual. If the info and Heroes programs are properly installed at your site, the command

info Heroes

should give you access to the complete manual.


heroeslvl

title: heroeslvl(6)

summary: inspect Heroes' level files

text:
# heroeslvl(6)

## NAME
heroeslvl - inspect Heroes' level files

## SYNOPSIS
heroeslvl [OPTIONS]... levels

## DESCRIPTION
Heroeslvl is a tool used to inspect Heroes' level files.

Mandatory arguments to long options are mandatory for short options too.

-v, --version

display version number

-h, --help

display this help

-p, --print=WHAT

select information to display. WHAT should be one or more of these characters:

d

print square directions

f

print filename

h

print header

i

print tile details

t

print square type map

T

print type keys

w

print square wall map

@

print tunnels

-i, --indent

indent everything but the filename

When no options are given, the default is -ipfh.

## REPORTING BUGS
Report bugs to <heroes-bugs@lists.sourceforge.net>.

## COPYRIGHT
Copyright © 2002 Alexandre Duret-Lutz.

This is free software; see the source for copying conditions. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.


hex-a-hop

package: hex-a-hop

title: hex-a-hop(6)

summary: puzzle game based on hexagonal tiles

text:
# hex-a-hop(6)

## NAME
hex-a-hop - puzzle game based on hexagonal tiles

## DESCRIPTION
Hex‐a‐hop is a puzzle game based on hexagonal tiles. There is no time limit and no real‐time element.

The objective is simply to destroy all the green hexagonal tiles on each of the 100 levels. As you progress through the game, more types of tiles are introduced which make things more difficult and interesting.

## USAGE
You can move the character around with the keys Q,W,E,A,S,D, or with the numeric keypad. Alternatively, you can use the mouse and click on the tile you'd like to move to.

Use 'U', backspace or the right mouse button to undo mistakes. The 'Esc' key (or middle mouse button) brings up a menu from which you can restart if you get stuck.

Your goal is to break all the green tiles. You mainly do this by jumping on them. They will crack when you land on them, and only disintegrate when you jump off. Try not to trap yourself!

During the game, you will be given hints and instructions on what to do. Use the cursor keys or click on the arrows to scroll through the help pages. More pages will be added as you progress through the game, as new tiles will keep appearing.

You can choose which level to attempt next from the map screen. Silver levels are ones you've cleared. Black levels are ones you haven't completed yet, but are available to play.

There is no time limit and no real‐time element, so take as long as you like.

## SEE ALSO
You can find more about the game on its homepage: http://hexahop.sourceforge.net/

In Debian's version, game data is stored in the directory $HOME/.hex-a-hop/. If the environment variable $HOME is not set, it'll use /tmp/ instead.

## AUTHOR
The game has been written by Tom Beaumont, and is distributed under the GNU General Public License, either version 2 of the License, or (at your option) any later version.


instead

package: instead

title: instead(6)

text:
# instead(6)

## NAME
INSTEAD - Simple Text Adventure Engine, The Interpreter

## DESCRIPTION
The interpreter of STEAD (Simple Text Adventures) allows one to play games that combine visual novels, text adventures and classic quests of 1990-s. The STEAD games features are:

* very simple source code of the stories. (based on LUA);

* graphical game interface;

* supports music and images;

* theme support - a game may change the interface look;

* portability (originally written for Linux, depends on SDL and lua).

## SYNOPSIS
sdl-instead [options] [game.zip or game.idf or path to game]

## OPTIONS
-debug

Debug mode (for game developers).

-nosound

Run the game without sound.

-vsync

Vsync output. (SDL2 only)

-gamespath <path>

Add path with games.

-themespath <path>

Add path with themes.

-nostdgames

Do not use default games.

-nostdthemes

Do not use default themes.

-game <basename>

Select game in gamespath.

-theme <basename>

Select theme in themespath.

-owntheme

Force game to use own theme.

-notheme

Do not use own game theme.

-fullscreen

Run the game in fullscreen mode.

-nocursor

Do not use game mouse cursors (use system one)

-hires / -nohires

Set/unset the high resolution when run in fullscreen mode.

-window

Run the game in windowed mode.

-resizable

Resizable window (SDL2 only)

-scale <scale>

Scale window (SDL2 only)

-noautosave

Disable autosave load.

-encode <lua file> [encoded file]

Encode lua file. Encoded file can be executed with doencfile("encoded file").

-idf <path to resources directory or game>

Build idf file [INSTEAD data file] from directory.

-mode [WxH]

Use WxH resolution.

-modes <WxH>[,<WxH>[,<WxH>]] ...

Define available resolutions.

-software

Force software rendering

-renderer <opengl|direct3d|software|...>

Select default renderer (SDL2 only)

-fontscale <percents>

Font scaling.

-nopause

Do not pause the game on window minimize.

-lang <lang code>

Select language.

-hinting 0|1|2|3

Set the font hinting mode (helpful with infinality).

-install [game in zip]

Install game from zip archive

-quit

Quit :)

-appdata [fullpath]

Store saves and settings in appdata path. Path must exist!

-chunksize [size in bytes]

Size for audio buffer. Try this if sound lags.

-version

Show version and exit.

-lua <script.lua> [arguments]

Exec lua script (for game developers).

-luac <script.lua>

Check lua script (for game developers).

-standalone

Run game in standalone mode (no sandbox, no games selection ...).

-noconfig

Do not load saved config (run with defaults).

-profile <profile>

Using configuration profile. Profile file is the ini-styled file with parameter = value pairs. Where is parameters are arguments without -.

Configuration file name is 'insteadrc' and it's located in ~/.instead/.

Games can be downloaded from http://instead-games.sf.net. Unzip them in ~/.instead/games.

## CONTROLS
Please, see tutorial.

## LICENCE
This software is covered by the terms of the MIT license.

## WARRANTY
None.

## COPYRIGHT AND CREDITS
Peter Kosyh

INSTEAD author.

Ilya Ryndin

Initial port to Windows.

Mahno Aleksey, Anton Kolosov

Port to Android.

.dm

Port to Mac OS X.

Andrey Afletdinov

Port to Windows CE.

Vadim Balashoff

Advices.

Vladimir Zhirov

Advices.

Alexander Yakovlev

manual.tex support.

Serj Kalichev

Advices and default theme correction.

Vladimir Podobaev, Oleg Gvozdev

Testers.

Alexander Soborov

Wiki support.

Andrew Lobanov

Games repository, slackbuild.

Many others for comments, bug reports, games and ideas.

## SEE ALSO
https://instead-hub.github.io


title: lbreakout2(6)

summary: breakout clone with pretty graphics

text:
# lbreakout2(6)

## NAME
lbreakout2 - breakout clone with pretty graphics

## SYNOPSIS
lbreakout2

## DESCRIPTION
This manual page briefly documents the lbreakout2 command. This manual page was written for the Debian GNU/Linux distribution because the original program does not have a manual page.

Further documentation is available in /usr/share/doc/lbreakout2.

lbreakout2 is a game written in the style of the games Breakout and xboing. The goal is to eliminate a series of screens of bricks by repeatedly striking them with bouncing balls.

## OPTIONS
lbreakout2 accepts no options.

## SEE ALSO
/usr/share/doc/lbreakout2/index.html

## AUTHOR
This manual page was written by Daniel Burrows <Daniel_Burrows@brown.edu>, for the Debian GNU/Linux system (but may be used by others).


title: lbreakout2server(6)

summary: lbreakout2 multi-player server

text:
# lbreakout2server(6)

## NAME
lbreakout2server - lbreakout2 multi-player server

## SYNOPSIS
lbreakout2server

## DESCRIPTION
This manual page briefly documents the lbreakout2server command. This manual page was written for the Debian GNU/Linux distribution because the original program does not have a manual page.

Further documentation is available in /usr/share/doc/lbreakout2.

lbreakout2 is a game written in the style of the games Breakout and xboing. This server allows two or more players to play against each other.

## OPTIONS
-p <port>

the port the server will run on (default is 2002).

-l <limit>

maximum number of users that may connect to the server (default is 30).

-m <message>

this message is displayed to welcome a user.

-a <password>

a user that logs in with this name will become administrator named admin (default is no admin).

-f <framerate>

the number of calls to the send/recv handler per second. The default is 33.

## SEE ALSO
/usr/share/doc/lbreakout2/index.html

## AUTHOR
This manual page was written by Colin Tuckley <colint@debian.org>, for the Debian GNU/Linux system (but may be used by others).


lgeneral

package: lgeneral

title: lgeneral(6)

summary: a turn-based strategy game engine.

text:
# lgeneral(6)

## NAME
LGeneral - a turn-based strategy game engine.

## SYNOPSIS
lgeneral [options] [resource-file]

## DESCRIPTION
LGeneral is a strategy game engine heavily inspired by Panzer General. You play single scenarios or whole campaigns turn by turn against a human player or the AI.

## OPTIONS
--ai-debug=<loglev>

Verbosity level of debug messages for AI turn

--campaign-start=<state>

Initial state to start campaign with (debug only)

--control=<who>

Entity who controls the current side. <who> is either human, or cpu (short: h, or c). Multiple options can be specified. In this case the first option refers to the first side, the second option to the second side, etc.

--(no-)deploy-turn

Allow/Disallow deployment of troops before scenario starts.

--(no-)purchase

Enable/Disable option for purchasing by prestige. If disabled the predefined reinforcements are used.

--notitle

Inhibit title screen

--speed=<n> Accelerate animation speed by <n>

--version

Display version information and quit

<resource-file> scenario file relative to scenarios-directory, or campaign file relative to campaigns-directory under /usr/share/games/lgeneral

## SEE ALSO
lgc-pg(1)


lincity-ng

package: lincity-ng-data

title: lincity-ng(6)

text:
# lincity-ng(6)

## NAME
lincity-ng - City simulator game with polished graphics

## SYNOPSIS
lincity-ng [options]

## DESCRIPTION
This manual page documents briefly the usage of lincity-ng

lincity-ng is a City Simulation Game. It is a polished and improved version of the old LinCity game: You are required to build and maintain a city. You must feed, house, provide jobs and goods for your residents. You can build a sustainable economy with the help of renewable energy and recycling, or you can go for broke and build rockets to escape from a pollution ridden and resource starved planet, it's up to you. Due to the finite resources available in any one place, this is not a game that you can leave for long periods of time.

This game is similar to the commercial simulation game with a similar name.

## OPTIONS
These programs follow the usual GNU command line syntax, with long options starting with two dashes (`-'). A summary of options is included below.

-h, --help

Show summary of options.

-v, --version

Show version of program.

-g, --gl

Use the OpenGL display mode

-s, --sdl

Use the SDL display mode

-w, --window

Run lincity-ng in windowed mode

-f, --fullscreen

Run lincity-ng in fullscreen mode

-m, --mute

Turn off sound

-S, --size

specify screensize (eg. -S 1024x768)

## UPGRADE from 1.x to 2.x
A new format for saved games is used since 2.0, but old games can be imported and automagically converted. Just copy $HOME/.lincity/* (old location for lincity and lincity-ng 1.x) to $HOME/.lincity-ng/ (new location since 2.0).

cp -a ~/.lincity/* ~/.lincity-ng/

At the start of the game, one message will popup to remind you have some changes to do in your city.

## AUTHOR
lincity-ng was written by Wolfgang Becker, Matthias Braun, David Kamphausen, Corey Keasling, IJ Peters, Ingo Ruhnke, Jimmy Salmon, Greg Sharp and others. Please see the documentation for a list of all contributors.

This manual page was written by Moritz Muehlenhoff, for the Debian project (but may be used by others). Updated by Lincity-NG team.


title: liquidwar6(6)

summary: a unique multiplayer wargame

text:
# liquidwar6(6)

## NAME
liquidwar6 - a unique multiplayer wargame

## SYNOPSIS
liquidwar6 [--option1[=value1]] ... [--optionN[=valueN]]

## DESCRIPTION
Liquid War 6 is a unique multiplayer wargame. Your army is a blob of liquid and you have to try and eat your opponents. Rules are very simple yet original, they have been invented by Thomas Colcombet. It is possible to play alone against the computer but the game is really designed to be played with friends, on a single computer, on a LAN, or on Internet.

## WARNING
Liquid War 6 is documented using the GNU info documentation system, and is also self-documented.

Type "info liquidwar6", "liquidwar6 --help" or read the documentation online on http://www.gnu.org/software/liquidwar6/manual/

## COPYING
Copyright (C) 2005, 2006, 2007, 2008, 2009, 2010, 2011, 2012, 2013, 2014, 2015 Christian Mauduit <ufoot@ufoot.org>

This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>.

## AUTHOR
Christian Mauduit <ufoot@ufoot.org>


lmarbles

package: lmarbles

title: lmarbles(6)

summary: build figures out of colored marbles

text:
# lmarbles(6)

## NAME
marbles - build figures out of colored marbles

## SYNOPSIS
marbles

## DESCRIPTION
This manual page was written for the Debian GNU/Linux distribution because the original program does not have a manual page.

You goal in the puzzle game marbles is to create a more or less complex figure out of single marbles within a time limit to reach the next level. Sounds easy? Well, there is a problem: If a marble starts to move, it will not stop until it hits a wall or another marble.

## OPTIONS
None.

## FILES
~/.marbles.cfg

Automatically generated configfile. This is not meant for human editing.

/var/lib/games/lmarbles.prfs

Global preferences and score file. Not for human editing.

## BUGS
Please report any bugs you find to Michael Speck <kulkanie@gmx.net>

## LICENCE
marbles is covered by the GNU General Public License(GPL).

## SEE ALSO
lbreakout(1)

/usr/share/doc/marbles/*

## AUTHOR
Michael Speck <kulkanie@gmx.net>

This manual page was written by Uwe Hermann <uh1763@hermann-uwe.de>, for the Debian GNU/Linux system (but may be used by others).


snipes

package: lsnipes

title: snipes(6)

summary: a text maze game

text:
# snipes(6)

## NAME
snipes - a text maze game

## SYNOPSIS
snipes [-cdsx] [-jkqv] [level]

## DESCRIPTION
snipes is a single-player text-mode action game in which the object is to wander a maze killing evil smiley face characters (the "snipes") and the hives which create them. Of course, the snipes try to kill you at the same time.

The level argument is of the form [A-Z][1-9]. The alphabetic character specifies characteristics of the level, such as whether or not diagonal shots bounce off the walls. The numeric character specifies the level of difficulty. More details in the LEVELS section below.

Use the grey arrow keys to move and the keys a, s, d, and w to fire. (This works best with a QWERTY layout, of course.) You can move diagonally by pressing a combination of one vertical movement key with one horizontal movement key simultaneously and a similar approach will allow you to fire diagonally. Holding the space bar makes you move faster. CTRL-C is quit.

While running snipes on the console (not in X) you will be unable to switch VTs. Pressing CTRL-Z will suspend the raw keyboard mode (re-enabling VT switching) until you press Enter.

Jenny scrolling is named after a friend who suggested it. While it makes the screen less flickery, it's a little hard to deal with IMHO.

### DISPLAY TARGET OPTIONS
-c

Use ncurses(3X).

-d

Use doublewide font hack with ncurses(3X).

-s

Use svgalib(7).

-x

Use X Window System.

### GENERAL OPTIONS
-j

Use Jenny scrolling mode.

-k

Force keyboard to use safe (non-raw) mode (only with ncurses(3X) display target).

-q

Quiet mode: do not play sound effects.

-v

Display version number and exit.

## LEVELS
There are three hives for levels 1->4, four hives for 5->8 and 5 hives for level 9. The maximum number of sprites for each difficulty level is 10, 25, 40, 55, 70, 90, 110, 130 and 150.

The level letter determines which features are enabled:

ABCDEFGHIJKLMNOPQRSTUVWXYZ

**** **** ****** walls deadly

******** ** walls can be destroyed

* * * * * * * * * * * *** ghosts

** ** ** ** ** **** bouncy shots

## HISTORY
Novell NetWare 2.x came with a pair of "network testing utility" programs (games) called nsnipes and ncsnipes. nsnipes worked on monochrome displays while ncsnipes worked on color displays. The networked Novell version was based on a single player version made by SuperSet Software, called either hsnipes or just snipe. snipes is a from-scratch reimplementation and shares no code with the Novell or SuperSet games.

## BUGS
The snipes are pretty stupid about where they go and when and where they shoot.

In the DOS version, vertical movement is slowed down so that it seems to be about the same speed as horizontal movement. This program currently does not do that.

In the DOS version, diagonal shots don't travel exactly diagonally. The deltaX values change in the pattern {2, 2, 3, 2, 3}. See weapons.c for more detail. This program currently uses deltaX=1.

The X Window version of snipes is extremely slow.

The fact that snipes uses raw keyboard mode makes bugs somewhat more problematic than they would be otherwise. The remainder of this section describes how to minimize problems. Note that this section does not apply if you use the X Window System display target because that target does not have these problems.

Different types of computers have different keyboard scancode mappings. In order to deal with this, the dumpkeys program is used to determine the keyboard mapping at run-time. If the mapping can not be loaded from dumpkeys for any reason, raw keyboard mode will be unavailable.

If snipes crashes, the keyboard may be left in raw mode. In that case, the console will be unusable: you will not be able to switch VTs and when you type, garbage will probably appear on the screen. Recent versions of snipes should be good at preventing this, but you can be extra safe by running it like so:

snipes; kbd_mode -a; stty sane; reset

After snipes runs, even if it terminates by crashing, the subsequent three commands will run. Note that the last two restore some screen settings which may also be incorrect.

If snipes hangs for some reason, it's harder to get things fixed. If you're on a network, you can always log in remotely and kill the snipes process ("killall snipes" should do.) There are other things you can do without having to log in remotely, however. One is to set up gpm(1) (the cut and paste utility for virtual consoles) to be able to execute commands for you when you use certain combinations of mouse clicks. The command I use in my startup scripts looks like:

gpm -t $MOUSETYPE -S '/usr/bin/killall -9 snipes;/usr/bin/kbd_mode -a::'

See the man page for gpm(1) for more information on how this works. In short, it lets you kill snipes and restore the keyboard using a special sequence of mouse button clicks. If you use this method, you will want to make sure you use whatever path is appropriate on your system for the killall(1) and kbd_mode(1) programs.

Finally, recent versions of the Linux kernel have support for some "magic" SysRq key commands. If you have compiled your kernel with this enabled, pressing Alt-SysRq-R will change the keyboard translation mode back to "cooked".

## FILES
/usr/X11R6/lib/X11/fonts/misc/vga.pcf

Screen font for X display. Provided with dos(1).

/usr/lib/kbd/consolefonts/snipes.psf

Screen font for doublewide font hack.

## SEE ALSO
ncurses(3X), svgalib(7), dumpkeys(1), dos(1).

## AUTHOR
snipes was written by Jeremy Boulton, with some help from John Meacham on the X Window System programming.


lugaru

package: lugaru

title: lugaru(6)

text:
# lugaru(6)

## NAME
Lugaru - free and open source ninja rabbit fighting game

## DESCRIPTION
Lugaru (pronounced Loo-GAH-roo) is a cross-platform third-person action game. The main character, Turner, is an anthropomorphic rebel bunny rabbit with impressive combat skills. In his quest to find those responsible for slaughtering his village, he uncovers a far-reaching conspiracy involving the corrupt leaders of the rabbit republic and the starving wolves from a nearby den. Turner takes it upon himself to fight against their plot and save his fellow rabbits from slavery.

## SYNOPSIS
lugaru [options]

## OPTIONS
-h, --help

Print usage and exit.

-f, --fullscreen

Start the game in fullscreen mode.

-w, --windowed

Start the game in windowed mode (default).

--nomousegrab

Disable mousegrab.

--mousegrab

Enable mousegrab (default).

--nosound

Disable sound.

--force-alsa

Force use of ALSA back-end.

--force-oss

Force use of OSS back-end.

--openal-info

Print info about OpenAL at launch.

--showresolutions

List the resolutions found by SDL at launch.

-d, --devtools

Enable dev tools: console, level editor and debug info.

## FILES
XDG_CONFIG_HOME/lugaru/ or ~/.config/lugaru/

User-specific configuration folder, contains the config.txt file.

XDG_DATA_HOME/lugaru/ or ~/.local/share/lugaru/ User-specific data folder, contains saved user progress, screenshots and saved maps.

/usr/share/doc/lugaru/ Additional documentation files and licensing information.

## SEE ALSO
See the project website at https://osslugaru.gitlab.io/ and the source code repository at https://gitlab.com/osslugaru/lugaru for more details.

## BUGS
Lugaru is a free and open source game and welcomes any kind of contributions. In particular, you can report issues or make suggestions on Lugaru's issue tracker at https://gitlab.com/osslugaru/lugaru/issues.

## AUTHOR
Man page written by Rémi Verschelde <remi@verschelde.fr> on behalf of the OSS Lugaru development team.


mame

package: mame

title: mame(6)

summary: Multi-purpose emulation framework

text:
# mame(6)

## NAME
MAME - Multi-purpose emulation framework

## SYNOPSIS
mame [options] gamename

## DESCRIPTION
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 MAME 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 -showusage is usually sufficient.

### Frontend commands
All the list commands below write info to the screen. If you wish to write the info to a textfile instead, use redirection. For example, mame -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 MAME code.

-listroms, -lr 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 rom path 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 MAME, 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

-listdevices, -ld

Output the list of devices referenced by a given game or set of games.

-listslots, -lslot

Output the list of available slots and slot devices for the system.

-listmedia, -lm

Output the list of available media for the system.

-listsoftware, -lsoft

Output the list of known software for the system.

-verifysoftware, -vsoft [gamename|wildcard]

Checks for invalid or missing ROM images in your software lists. 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 specific driver name or wildcard.

-getsoftlist, -glist

Retrieve software list by name.

-verifysoftlist, -vlist [softwarelistname]

Checks a specified software list for missing ROM images if files exist for issued softwarelistname. 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 specific softwarelistname (without .XML).

-listmidi, -mlist

Create a list of list available MIDI I/O devices for use with emulation.

-listnetwork, -nlist

List available network adapters.

### Configuration options
-[no]readconfig, -[no]rc

Enables or disables the reading of the config files. When enabled (which is the default), MAME 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. mame unless you changed it (e.g. if you renamed mame to mame0137, the parsed file will be mame0137.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).

-[no]writeconfig, -[no]wc

Write configuration to [driver].ini on exit. Default is OFF (-nowriteconfig).

### Search path options
Be careful to 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 MAME executable).

-hashpath pathname

Specifies a list of paths within which to search for software hash files. Multiple paths can be specified by separating them with semicolons. The default is 'hash' (that is, a directory 'hash' in the same directory as the MAME 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 MAME 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 MAME 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 MAME 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/mame/'.

-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 MAME 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 MAME executable).

-crosshairpath pathname

Specifies a list of paths within which to find crosshair files. Multiple paths can be specified by separating them with semicolons. The default is 'crosshair' (that is, a directory "crosshair" in the same directory as the MAME executable). If the Crosshair is set to default in the menu, MAME will look for gamenameross#.png and then cross#.png in the specified crosshairpath, where # is the player number. Failing that, MAME will use built-in default crosshairs.

-pluginspath pathname

Specifies a single path within which to find plugins. The default is 'plugins' (that is, a directory 'plugins' in the same directory as the MAME executable).

-languagepath pathname

Specifies a single path within which to find language files. The default is 'language' (that is, a directory 'language' in the same directory as the MAME 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 MAME exits. The default is 'cfg' (that is, a directory "cfg" in the same directory as the MAME 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 MAME exits. The default is 'nvram' (that is, a directory "nvram" in the same directory as the MAME 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 MAME 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 MAME 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 MAME 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 MAME 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 MAME and automatically attempts to reload it when later starting MAME 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).

-[no]exit_after_playback

If play back is enabled (see -playback option) the program exits when end of file is reached. Otherwise the machine will continue to run. Default is OFF (-noexit_after_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).

-[no]record_timecode

Specify whether to create a timecode file. It contains a line with elapsed times on each press of timecode shortcut key (default is F12). This option works only when recording mode is enabled (-record option). The file is saved on inp folder. Default is OFF (-norecord_timecode).

-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).

-snapname string

Describes how MAME should name files for snapshots. string 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 literal %g represents the driver name of the current game; and the literal %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. Example: if you use mame robby -snapname foo/%g%i snapshots will be saved as snaps/foo/robby0000.png, snaps/foo/robby0001.png and so on.

-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 internal|auto|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'.

-[no]snapbilinear

Specify whether snapshot/movie should have bilinear filtering applied. Default is ON (-snapbilinear).

-statename string

Describes how MAME should store save state files, relative to the state_directory path. string provides a template that is used to generate a relative path. Two simple substitutions are provided: the / character represents the path separator on any target platform (even Windows); the literal %g represents the driver name of the current game. The default is '%g', which creates a separate folder for each game. Example: if you use mame robby -statename foo/%g save states will be stored inside sta/foo/robby/.

-[no]burnin

Tracks brightness of the screen during play and at the end of emulation generates a PNG that can be used to simulate burn-in effects on other games. The resulting PNG is created such that the least-used areas of the screen are fully white (since burned-in areas are darker, all other areas of the screen must be lightened a touch). The intention is that this PNG can be loaded via an artwork file with a low alpha (e.g, 0.1-0.2 seems to work well) and blended over the entire screen. The PNG files are saved in the snap directory under the gamename\burnin-<screen.name>.png. The default is OFF (-noburnin).

### 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 MAME 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 throttling setting. When throttling is on, MAME attempts to keep the game running at the game's intended speed. When throttling is off, MAME 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 MAME 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 value

Controls the speed of gameplay, relative to realtime; smaller numbers are slower. Default is 1.00.

-[no]refreshspeed, -[no]rs

Automatically adjusts the -speed parameter to keep the effective refresh rate below that of the lowest screen refresh rate. Default is OFF (-norefreshspeed).

-numprocessors, -np value

Set number of processors; this overrides the number the system reports.

-bench value

Benchmark for the given number of emulated seconds; implies -video none -sound none -nothrottle.

-[no]sdlvideofps

Show SDL video performance. Default is OFF (-nosdlvideofps).

### 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). Default for both 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. Default for both is OFF (-noautoror -noautorol).

-[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. Default for both 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).

-fallback_artwork artworkname

Specifies fallback artwork if no external artwork or internal driver layout is defined. If external artwork for the system is present or a layout is included in the driver for the system, then that will take precedence.

-override_artwork artworkname

Specifies override artwork for external artwork and internal driver layout.

-artwork_font, -artfont fontname

Specifies the name of a font file to use for artwork text elements. The specifics are the same as the -uifont option.

### 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 MAME 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 MAME 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 MAME 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.

-effect [none|filename[.png]]

Name of a PNG file to use for visual effects, or 'none'. Default is 'none'.

### Vector rendering options
-beam_width_min value

-beam_width_max value

Sets the minimum and maximum width of the vectors. This is a scaling factor against the standard vector width, which is interpolated between minimum and maximum according to the beam's intensity. 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.

-beam_intensity_weight value

Applies an exponential weight to the minimum and maximum beam width. For positive values the interpolated scaling factor will affect lines with higher intensity more than lines with lower intensity. The default is 0.0.

-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|bgfx|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 MAME including compositing artwork, overlays, and bezels, as well as stretching the image to fit your screen.

bgfx uses the bgfx renderer which supports portable shaders and multiple graphics APIs including OpenGL, OpenGL ES and DirectX.

none does no drawing and is intended for CPU benchmarking.

Default is 'soft' on Linux or 'opengl' on macOS.

-numscreens [1-4]

Number of screens to create; usually, you want just one. Default is '1'.

-[no]window, -[no]w

Run MAME 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).

-[no]keepaspect, -[no]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).

-[no]unevenstretch, -[no]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).

-[no]unevenstretchx, -[no]uesx

Act as -[no]unevenstretch on horizontal basis only.

-[no]intoverscan, -[no]ios

Allow overscan on integer scaled targets.

-intscalex, -sx

Set horizontal integer scale factor.

-intscaley, -sy

Set vertical integer scale factor.

-[no]centerh

Center horizontally within the view area. Default is ON (-centerh).

-[no]centerv

Center vertically within the view area. Default is ON (-centerv).

-[no]waitvsync, -[no]vs

Enable waiting for the start of VBLANK before flipping screens; reduces tearing effects. Default is OFF (-nowaitvsync).

-[no]syncrefresh, -[no]srf

Enable using the start of VBLANK for throttling instead of the game time. Default is OFF (-nosyncrefresh).

### Software video rendering subsystem options
NOTE: All the options in this group are available only with software video rendering subsystem, i.e -video soft.

-prescale [value]

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.

-[no]filter, -[no]glfilter, -[no]flt

Enable bilinear filtering on screen output. Default is ON (-filter).

-prescale [value]

Scale screen rendering by this amount in software. Default is 1.

-[no]gl_forcepow2texture

Force power of two textures. Default is OFF (-nogl_forcepow2texture).

-[no]gl_notexturerect

Don't use OpenGL GL_ARB_texture_rectangle. Turn off if corruption occurs in OpenGL mode, at cost of some performance loss. Default is ON (-gl_notexturerect).

-[no]gl_vbo

Enable OpenGL VBO, if available, for a performance increase. Turn off if corruption occurs. Default is ON (-gl_vbo).

-[no]gl_pbo

Enable OpenGL PBO, if available, for a performance increase. Turn off if corruption occurs. Default is ON (-gl_pbo).

-[no]gl_glsl

Enable OpenGL GLSL, if available, for a performance increase. Default is OFF (-nogl_glsl).

-gl_glsl_filter value

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).

-screen

Explicit name for all screens; 'auto' here will try to make a best guess.

-aspect, -screen_aspect

Aspect ratio for all screens; 'auto' here will try to make a best guess.

-resolution, -r

Preferred resolution for all screens; format is widthxheight[@refreshrate] or 'auto'.

-view

Preferred view for all screens

-screen[0-3]

Explicit name of the first|second|third|fourth screen; 'auto' here will try to make a best guess.

-aspect[0-3]

Aspect ratio of the first|second|third|fourth screen; 'auto' here will try to make a best guess.

-resolution[0-3], -r[0-3]

Preferred resolution for the first|second|third|fourth screen; format is widthxheight[@refreshrate] or 'auto'.

-view[0-3]

Preferred view for the first|second|third|fourth screen.

### BGFX post-processing options
NOTE: All the options in this group are available only when BGFX video post-processing is enabled, i.e -video bgfx. For full info on BGFX please visit official MAME documentation page:

http://docs.mamedev.org/advanced/bgfx.html

-bgfx_path pathname

This is where your BGFX shader files are stored. The default is 'bgfx' (that is, a directory "bgfx" in the same directory as the MAME executable).

-bgfx_backend auto|opengl

Selects a rendering backend for BGFX to use. The default is 'auto', which will let MAME choose the best selection for you.

-bgfx_debug

Enables BGFX debugging features. Most users will not need to use this.

-bgfx_screen_chains default|unfiltered|hlsl[,...]

This dictates how to handle BGFX rendering on a per-display basis. For each display specify one of the possible choices:

default default bilinear filterered output

unfiltered nearest neighbor unfiltered output

hlsl HLSL display simulation through shaders

Separate directives for each window with a comma (,) and for each physical screen with a colon (:). For example, for an emulated game with 3 displays emulated on 3 windows on your monitor, -bgfx_screen_chains default,unfiltered,default specifies to apply default filter on what is been rendered on the first and third window and leave the content of the second window unfiltered.

-bgfx_shadow_mask filename

This specifies the shadow mask effect PNG file. Default is 'slot-mask.png'.

-bgfx_avi_name filename

This specifies a filename for BGFX output logging.

### Full screen options
-[no]switchres

Affects full screen mode only. Chooses if MAME 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). Default is OFF (-noswitchres).

-[no]useallheads

Split full screen image across monitors. Default is OFF (-nouseallheads).

### Sound options
-sound [sdl|portaudio|coreaudio|wasapi|xaudio2|none]

Specifies which sound subsystem to use for audio output:

sdl uses the Simple DirectMedia Layer audio output system (not available on Windows by default).

portaudio uses the PortAudio library which supports low-latency output and multiple audio APIs.

coreaudio uses the CoreAudio API (supports AudioUnit effects, only available on macOS).

wasapi uses the Windows Audio Session API (WASAPI) (only available on Windows).

xaudio2 uses the XAudio2 API (does not support sound input, only available on Windows).

none produces no audio output.

Default is 'wasapi' on Windows, 'coreaudio' on macOS or 'sdl' on other platforms.

-samplerate, -srf 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 in dB: e.g., "-volume -12" will start with -12dB attenuation. The default is 0.

-audio_latency, -alat value

This controls the amount of latency built into the audio streaming. Smaller values provide less audio delay while requiring better system performance. Higher values increase audio delay but may help avoid buffer under-runs and audio interruptions. The default is 0 and will pick a sane duration.

### Input options
-[no]coin_lockout, -[no]coinlock

Enables simulation of the "coin lockout" feature that is implemented 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 MAME 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 MAME looks for joystick/gamepad controllers. The default is ON (-joystick).

-[no]lightgun, -[no]gun

Controls whether or not MAME 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 MAME 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 MAME to report keypresses on different keyboards independently. The default is OFF (-nomultikeyboard).

-[no]multimouse

Determines whether MAME 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]ui_active

Enable MAME user interface on top of emulated keyboard (if present). User interface may be toggled during execution by pressing the key defined with -ui_modekey. Default is OFF (-noui_active).

-[no]offscreen_reload, -[no]reload

Controls whether or not MAME treats a second button input from a lightgun as a reload signal. In this case, MAME 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/mame/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.

-[no]natural, -[no]nat

Allows user to specify whether or not to use a natural keyboard. This allows you to start your game or system in a 'native' mode, depending on your region, allowing compatibility for non-"QWERTY" style keyboards. The default is OFF (-nonatural).

-[no]joystick_contradictory, -[no]joy_contradictory

Enable contradictory direction digital joystick input at the same time. Default is OFF (-nojoystick_contradictory).

-coin_impulse time

Set coin impulse time. A negative value for time disables the impulse; set time to 0 to obey driver or give a positive value to set impulse time.

-uimodekey, -umk value

Specifies the key used to toggle between full and partial UI mode.

-uifontprovider auto|sdl|none

Provider for ui font.

-output console|network|none

Provider for output.

-keyboardprovider auto|sdl|none

Provider for keyboard input.

-mouseprovider auto|sdl|none

Provider for mouse input.

-lightgunprovider auto|none

Provider for lightgun input.

-joystickprovider auto|sdl|none

Provider for joystick input.

-[no]keymap

Enable keymap for non-QWERTY keyboards. Used in conjunction with -keymap_file. Default is OFF (-nokeymap).

-keymap_file keymap_file

Specifies the full path to the keymap file to be used. A few keymap files are available in /usr/share/games/mess/keymaps.

-joy_idx[0-8] joystick

With these options you can assign a joystick to a specific index in MAME. Even if the kernel will list the joysticks in a different order on the next boot, MAME will still see the joystick as e.g. "Joystick 2". Use mame -v to see which joysticks are recognized. Default is 'auto'.

-[no]sixaxis

Use special handling for PS3 Sixaxis controllers. Default is OFF (-nosixaxis).

-mouse_index[1-8]

Map mouse to specific index in MAME.

-keyb_idx[0-8] keyboard

With these options you can assign a keyboard to a specific index in MAME.

-videodriver, -vd auto|x11|directfb

SDL video driver to use; 'auto' selects SDL default.

-renderdriver, -rd auto|software|opengl|directfb

SDL render driver to use; 'auto' selects SDL default.

-audiodriver, -ad auto|alsa|arts

SDL audio driver to use; 'auto' selects SDL default.

-gl_lib auto|alsa|arts

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 automatically enabling 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 MAME 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 mame -verbose and include the resulting information. The default is OFF (-noverbose).

-[no]update_in_pause

Enables updating the screen bitmap while the game is paused. This is useful for debugging in some scenarios (and gets in the way in others). Default is OFF (-noupdate_in_pause).

-[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).

-debugger debugger_name

Name of the debugger to use. Default is AUTO.

-debugger_font, -dfont font_name

Specifies the font to use for debugging. Default is AUTO.

-debugger_font_size, -dfontsize size

Specifies the font size to use for debugging.

-[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).

### Communication options
-comm_localhost

Local address to bind to.

-comm_localport

Local port to bind to.

-comm_remotehost

Remote address to connect to.

-comm_remoteport

Remote port to connect to.

### Misc options
-[no]drc

Enable DRC cpu core if available. Default is ON (-drc).

-[no]drc_use_c

Force DRC use C backend. Default is OFF (-nodrc_use_c).

-[no]drc_log_uml

Write DRC UML disassembly log. Default is OFF (-nodrc_log_uml).

-[no]drc_log_native

Write DRC native disassembly log. Default is OFF (-no_drc_log_native).

-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

Activates the cheat menu with autofire options and other tricks from the cheat database, if present. The default is OFF (-nocheat).

-[no]skip_gameinfo

Forces MAME to skip displaying the game info screen. The default is OFF (-noskip_gameinfo).

-uifont fontname

Specifies the name of a BDF font file to use for the UI font. If this font cannot be found or cannot be loaded, the system will fall back to its built-in UI font. On some platforms fontname can be a system font name instead of a BDF font file. The default is 'default' (use the OSD-determined default font).

-ui simple|cabinet

Type of UI.

-ramsize, -ram value

Size of RAM (if supported by driver).

-[no]confirm_quit

Display confirm quit screen on exit. Default is ON (-confirm_quit).

-[no]ui_mouse

Display UI mouse cursor. Default is OFF (-noui_mouse).

-autoboot_command, -ab command

Command string to execute after machine boot (in quotes ""). To issue a quote to the emulation, use """ in the string. Using \n will issue a create a new line, issuing what was typed prior as a command. Example: -autoboot_command "load """$""",8,1\n".

-autoboot_delay [value]

Timer delay (in seconds) to trigger command execution on autoboot. Default is 2.

-autoboot_script, -script [filename.lua]

File containing scripting to execute after machine boot.

-[no]console

Enable emulator LUA console. Default is OFF (-noconsole).

-[no]plugins

Enable LUA plugin support. Default is ON (-plugins).

-plugin value

List of plugins to enable.

-noplugin value

List of plugins to disable.

-language, -lang value

Display language. Default is 'English'.

-watchdog value

Specifies a number of seconds after which MAME should automatically exit if it detects that the emulation has locked up.

## SEE ALSO
chdman(1), jedutil(1), ldresample(1), ldverify(1), romcmp(1)

## LEGAL NOTICE
Please visit the MAME website for some important legal information:

http://mamedev.org/legal.html


intro

package: man-pages

title: intro(6)

summary: introduction to games

text:
# intro(6)

## NAME
intro - introduction to games

## DESCRIPTION
Section 6 of the manual describes the games and funny little programs available on the system.

## NOTES

### Authors and copyright conditions
Look at the header of the manual page source for the author(s) and copyright conditions. Note that these can be different from page to page!


mana

package: manaworld

title: mana(6)

summary: Mana: A 2D MMORPG client

text:
# mana(6)

## NAME
mana - Mana: A 2D MMORPG client

## SYNOPSIS
mana

## DESCRIPTION
This manual page documents briefly the mana ingame commands. mana is a great online game based upon the Seiken Densetsu Serie. It has its own universe, and and its own character management system, which will give you the opportunity to play in a 2D heroic-fantasy world forever.

## BINARY PARAMETERS
This program follows the usual GNU command line syntax, with long options starting with two dashes (`-'). A summary of options is included below.

-h, --help

Show summary of options.

-v, --version

Show version of the program.

-u, --skipupdate

Skip the update process.

-U, --username

Login with this username.

-P, --password

Login with this password.

-D, --default

Bypass the login process with default settings.

-p, --playername

Login with this player.

-C, --configfile

Configuration file to use

## COMMON KEYS
Arrow Keys:

Move your character around.

Left Ctrl:

Make your character attack.

Key A:

Target nearest monster.

Key G:

Get items on the ground or in a chest.

Alt + 1...9:

Shows an emoticon above your character.

Alt + I:

Shows / Hide inventory window.

Alt + K:

Shows / Hide skills window.

Alt + E:

Shows / Hide equipment window.

Alt + C:

Shows configuration window.

## AUTHOR
This manual page was written by Patrick Matthäi <patrick.matthaei@web.de> for the Mana project. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU General Public License, Version 2 any later version published by the Free Software Foundation.


mgba-qt

package: mgba

title: mgba-qt(6)

summary: Game Boy Advance emulator

text:
# mgba-qt(6)

## NAME
mgba-qt — Game Boy Advance emulator

## SYNOPSIS
mgba-qt

[-123456fg] [-b biosfile] [-C option=value] [-l loglevel] [-p patchfile] [-s n] [-t statefile] file

## DESCRIPTION
mgba-qt is a Game Boy Advance emulator. The options are as follows:

-1

Scale the window 1×.

-2

Scale the window 2×.

-3

Scale the window 3×.

-4

Scale the window 4×.

-5

Scale the window 5×.

-6

Scale the window 6×.

-b biosfile, --bios biosfile

Specify a BIOS file to use during boot. If this flag is omitted, mgba-qt will use the BIOS specified in the configuration file, or a high‐level emulated BIOS if none is specified.

-C option=value, --config option=value

Override the given config option with value.

-f

Start the emulator full‐screen.

-g

Start a gdb(1) session. By default the session starts on port 2345.

-l loglevel

Log messages during emulation. loglevel is a bitmask defining which types of messages to log:

- 1 – fatal errors

- 2 – errors

- 4 – warnings

- 8 – informative messages

- 16 – debugging messages

- 32 – stub messages for unimplemented features

- 64 – in‐game errors

The default is to log warnings, errors, fatal errors, and status messages.

-p patchfile, --patch patchfile

Specify a patch file in BPS, IPS, or UPS format.

-s n, --frameskip n

Skip every n frames.

-t statefile, --savestate statefile

Load initial game state from statefile.

## CONTROLS
The default controls are as follows:

A

x

B

z

L

a

R

s

Start

⟨Enter⟩

Select

⟨Backspace⟩

Load state

F1–F9

Save state

⟨Shift⟩‐F1–F9

Frame advance

⟨Ctrl⟩‐n

## ENVIRONMENT
XDG_CONFIG_HOME

The location where mgba-qt will look for the configuration directory. If not set, ~/.config is used.

## FILES
$XDG_CONFIG_HOME/mgba/config.ini

Default mgba(6) configuration file.

$XDG_CONFIG_HOME/mgba/qt.ini

Default mgba-qt configuration file.

portable.ini

If this file exists in the current directory, mgba-qt will read config.ini and qt.ini from the current directory instead of $XDG_CONFIG_HOME/mgba.

## AUTHORS
Jeffrey Pfau <jeffrey@endrift.com>

## HOMEPAGE

- mGBA homepage

- Development repository

- Bug tracker

- Message board


mgba

package: mgba-cli

title: mgba(6)

summary: Game Boy Advance emulator

text:
# mgba(6)

## NAME
mgba — Game Boy Advance emulator

## SYNOPSIS
mgba

[-123456dfg] [-b biosfile] [-C option=value] [-c cheatfile] [-l loglevel] [-p patchfile] [-s n] [-t statefile] file

## DESCRIPTION
mgba is a Game Boy Advance emulator. The options are as follows:

-1

Scale the window 1×.

-2

Scale the window 2×.

-3

Scale the window 3×.

-4

Scale the window 4×.

-5

Scale the window 5×.

-6

Scale the window 6×.

-b biosfile, --bios biosfile

Specify a BIOS file to use during boot. If this flag is omitted, mgba will use the BIOS specified in the configuration file, or a high‐level emulated BIOS if none is specified.

-C option=value, --config option=value

Override the given config option with value.

-c cheatfile, --cheats cheatfile

Apply cheat codes from cheatfile.

-d

Start emulating via the command‐line debugger.

-f

Start the emulator full‐screen.

-g

Start a gdb(1) session. By default the session starts on port 2345.

-l loglevel

Log messages during emulation to stdout. loglevel is a bitmask defining which types of messages to log:

- 1 – fatal errors

- 2 – errors

- 4 – warnings

- 8 – informative messages

- 16 – debugging messages

- 32 – stub messages for unimplemented features

- 64 – in‐game errors

The default is to log warnings, errors, fatal errors, and status messages.

-p patchfile, --patch patchfile

Specify a patch file in BPS, IPS, or UPS format.

-s n, --frameskip n

Skip every n frames.

-t statefile, --savestate statefile

Load initial game state from statefile.

## CONTROLS
The default controls are as follows:

A

x

B

z

L

a

R

s

Start

⟨Enter⟩

Select

⟨Backspace⟩

Load state

F1–F9

Save state

⟨Shift⟩‐F1–F9

Frame advance

⟨Ctrl⟩‐n

## DEBUGGER
When mgba is run with the -d option, the command‐line debugger is enabled. It supports the following commands:

b[reak] address

b[reak]/a address

b[reak]/t address

Set a breakpoint – ARM (‘/a’), Thumb (‘/t’), or the current CPU mode – at address.

c[ontinue]

Continue execution.

d[elete] address

Delete a breakpoint at address.

dis[asm] [address [count]]

dis[asm]/a [address [count]]

dis[asm]/t [address [count]]

dis[assemble] [address [count]]

dis[assemble]/a [address [count]]

dis[assemble]/t [address [count]]

Disassemble count instructions starting at address, as ARM (‘/a’), Thumb (‘/t’), or the current CPU mode. If count is not specified, only disassemble the instruction at address. If address is not specified, only disassemble the current address.

h[elp]

Print help.

i[nfo]

status

Print the current contents of general‐purpose registers and the current program state register, and disassemble the current instruction.

n[ext]

Execute the next instruction.

p[rint] value ...

p[rint]/t value ...

p[rint]/x value ...

Print one or more values as binary (‘/t’), hexadecimal (‘/x’), or decimal.

q[uit]

Quit the emulator.

reset

Reset the emulation.

r/1 address

r/2 address

r/4 address

Read a byte (‘/1’), halfword (‘/2’), or word (‘/4’) from address.

w[atch] address

Set a watchpoint at address.

w/1 address data

w/2 address data

w/4 address data

Write data as a byte (‘/1’), halfword (‘/2’), or word (‘/4’) to address.

w/r register data

Write data as a word to register.

x/1 address [count]

x/2 address [count]

x/4 address [count]

Examine count bytes (‘/1’), halfwords (‘/2’), or words (‘/4’) from address. If count is not specified, examine 16 bytes, 8 halfwords, or 4 words.

## ENVIRONMENT
XDG_CONFIG_HOME

The location where mgba will look for the configuration directory. If not set, ~/.config is used.

## FILES
$XDG_CONFIG_HOME/mgba/config.ini

Default mgba configuration file.

portable.ini

If this file exists in the current directory, mgba will read config.ini from the current directory instead of $XDG_CONFIG_HOME/mgba.

## AUTHORS
Jeffrey Pfau <jeffrey@endrift.com>

## HOMEPAGE

- mGBA homepage

- Development repository

- Bug tracker

- Message board


luanti

package: minetest

title: luanti(6)

summary: voxel game engine

text:
# luanti(6)

## NAME
luanti, luantiserver - voxel game engine

## SYNOPSIS
luanti [--server SERVER OPTIONS | CLIENT OPTIONS] [COMMON OPTIONS]

luantiserver [SERVER OPTIONS] [COMMON OPTIONS]

## DESCRIPTION
Luanti (formerly Minetest) is a voxel game engine with easy modding and game creation.

## COMMON OPTIONS
--help

Print allowed options and exit

--version

Print version information and exit

--config <value>

Load configuration from specified file

--logfile <value>

Set logfile path ('' for no logging)

--info

Print more information to console

--verbose

Print even more information to console

--trace

Print enormous amounts of information to console

--quiet

Print only errors to console

--color always | never | auto

Coloured logs, default: 'auto'

--log-timestamp wall | relative | none

Timestamped logs, default: 'wall'

--gameid <value> | list

Set gameid or list available ones

--worldname <value>

Set world path by name

--world <value>

Set world path

--worldlist path | name | both

Get list of worlds ('path' lists paths, 'name' lists names, 'both' lists both)

--map-dir <value>

Same as --world (deprecated)

--port <value>

Set network port (UDP) to use

--run-unittests

Run unit tests and exit

--run-benchmarks

Run benchmarks and exit

## CLIENT OPTIONS
--address <value>

Address to connect to ('' = local game)

--go

Skip main menu, go directly in-game

--name <value>

Set player name

--password <value>

Set password

--password-file <value>

Set password from contents of file

--random-input

Enable random user input (for testing)

## SERVER OPTIONS
--migrate <value>

Migrate from current map backend to another. See supported backends with --help.

--migrate-auth <value>

Migrate from current auth backend to another. See supported backends with --help.

--migrate-players <value>

Migrate from current players backend to another. See supported backends with --help.

--migrate-mod-storage <value>

Migrate from current mod storage backend to another. See supported backends with --help.

--terminal

Display an interactive terminal over ncurses during execution.

## ENVIRONMENT VARIABLES
LUANTI_GAME_PATH

Colon delimited list of directories to search for games. This should be used instead of MINETEST_GAME_PATH, which is deprecated.

LUANTI_MOD_PATH

Colon delimited list of directories to search for mods. This should be used instead of MINETEST_MOD_PATH, which is deprecated.

LUANTI_USER_PATH

Path to Luanti user data directory (only on RUN_IN_PLACE=0 build)

LOG_TIMESTAMP

Equivalent to --log-timestamp

## BUGS
Please report all bugs at https://github.com/luanti-org/luanti/issues.

## AUTHORS
Perttu Ahola <celeron55@gmail.com> and contributors.

This man page was originally written by Juhani Numminen <juhaninumminen0@gmail.com>.

## WWW
http://www.luanti.org/