; Virtual Memory Definition File
;
; The format of this file is :
;
; NAME THRESHOLD COMMIT DISTRIBUTE
;
; NAME      - The 8-character MAME game name
;
; THRESHOLD - Number indicating the least amount of MB that needs to be 
;             requested for it to be allocated as virtual memory.
;
;             Memory is allocated in chunks during game loading.  If, for 
;             example, this number is 4, then any request that is made to 
;             allocate more than 4MB of memory will be allocated using virtual 
;             memory.  Otherwise, it will be allocated using physical memory.
;
;             Smaller threshold values means more virtual memory being used.
;             If a game is loading slowly, you can try increasing this number.
;             Increasing it too much may result in getting "out of memory"
;             errors again, though.
;
; COMMIT    - The amount of physical memory to use for each virtual memory block.
;
;             Virtual memory is allocated in 4MB blocks.  The commit size 
;             indicates how much of that 4MB is real, physical memory.
;             1  = 64KB * 1  ( 64KB )
;             2  = 64KB * 2  ( 128KB )
;             3  = 64KB * 3  ( 192KB )
;             ...
;             8  = 64KB * 8  ( 512KB )
;             ...
;             16 = 64KB * 16 ( 1024KB ) 
;             ...
;             24 = 64KB * 24 ( 1536KB ) 
;             ...
;             32 = 64KB * 32 ( 2048KB ) 
;             ...
;             48 = 64KB * 32 ( 3072KB ) 
;             ...
;             64 = 64KB * 64 ( 4096KB ) ( meaning all virtual memory is actually
;                                         physical memory )
;
;             If your game is loading slowly, you can increase this value.
;             Increasing it too much may result in getting "out of memory"
;             errors again, though.
;
; DISTRIBUTE - This indicates how you would like to distribute the remaining 
;              physical memory once the game is completely loaded.  
;
;              1 - distribute all remaining memory to vmem block #1
;              2 - distribute all remaining memory to vmem block #2
;              3 - distribute remaining memory evenly between block 1 and 2
;              4 - distribute all remaining memory to vmem block #3
;              5 - distribute remaining memory evenly between block 1 and 3
;              7 - distribute remaining memory evenly between block 1,2 and 3
;              8 - distribute all remaining memory to vmem block #4
;              65535 - distribute remaining memory evenly between all blocks
;
;              In most cases, it's a good idea to leave this value at 65535
;              so that all chunks get their fair share of what's left.  
;              However, if your game is playing choppy and it seems like it's 
;              reading/writing a lot to disk, you may try experimenting with 
;              this value in the hopes that one particular section needs
;              more physical memory than the others.  Unless you are debugging
;              the program with the XDK, you will have no way of knowing 
;              what sections to try.  It will be strictly trial-and-error.
;              

gnbarich 4 36 65535
hotgmck3 4 49 65535
kf2k3pcb 4 47 65535
photoy2k 4 48 65535
raf102j  4 48 65535
rockn1   4 42 65535
rockn2   4 41 65535
rockn3   4 41 65535
rockn4   4 41 65535
rocknms  4 25 65535
kov      4 30 65535
kovj     4 30 65535
kov115   4 30 65535
kovplus  4 30 65535
kovplusa 4 30 65535
daraku   4 31 65535
rdft22kc 4 29 65535
grdians  4 27 65535