Introduction:
*************

This is an Amiga port of the Multiple Arcade Machine Emulator 0.27.

Usage:
******

M.A.M.E. can be used both from CLI and WB. The options can be used as
tooltypes in the program icon and project icons.

Note:
*****

Set your stack to at least 10k.

Options:
********

GAME			The game to emulate (WB only).
LIST			Show supported games (CLI only).
LOG				Log error output.
NS=NOSOUND		Disable audio support.
FPS				Show frames per second and audio status text in titlebar.
SCREEN			Open the emulator on a custom screen choosen by an ASL
				requester.
CHANNELS		A string containing one hex number for each of the four
				audio channels. The hex number decides which virtual channel
				is going into the audio channel.
FS=FRAMESKIP n	Skip n frames to speed up the emulation. 0>=n<=3.
FT=FIRE2TIME	# 0.1s to wait to hold down fire1 before it becomes a
				fire2. This must be 0 (the default) if a real second fire
				button will be used.
AF=AUTOFIRE		Number of times to fire during a second. A non zero
				here disables the fire2 emulation.
ROL				Rotate the display to the left.
ROR				Rotate the display to the right.
DISPLAYID		ID of the desired screenmode. If the ID has the 0x prefix it
				will be treated as a hex number.
DEPTH			Bits per pixel of the desired screen.
NOJOY			Disables the joystick support.
NOSCAN			Disables the scanning of the installed games in the GUI.
W=WIDTH			Width of the window. Vector games will be scaled to fit the
				window. Bitmap games will be centered. The window will allways
				be large enough to show the bitmap graphics so this defaults
				to 0.
H=HEIGHT		Height of the window. See above.
MOUSE			Enables the mouse support. The mouse emulates a trakball so it
				only works on games that support a trakball. Remember that the
				sensitivity of the trakball can be adjusted.
LF=LESSFLICKER	A redraw method that reduces the flicker of vector games. When
				running games in a window this uses less bandwidth than the
				DOUBLEBUFFER method.
DB=DOUBLEBUFFER	The prettiest redraw method and the best one to use if a
				custom screen is used.
RL=REMOVELINES	If used then the clearing of vector buffers will be done by
				linedrawing instead by drawing a large rectangle. This can be
				used together with LESSFLICKER, DOUBLEBUFFER or alone.

Credits:
********

Amiga port by:

Mats Eirik Hansen
mats.hansen@triumph.no
http://www.stud.ntnu.no/~matsha
