mm.cfg settings
settings for your debug version of flash
mm.cfg settings Posted on: 06/21/2013 9:47pm
Quote Post
Never let a computer tell´╗┐ me shit.

shamelessly stolen from jpauclair.net/2010/02/10/mmcfg-treasure/ ( with a few modifications of course)

The mm.cfg files is located in:

  • Windows <= XP; C:\Documents and Settings\username\mm.cfg
  • Windows >= Vista; C:\Users\username\mm.cfg
  • OSX; /Library/Application Support/Macromedia/mm.cfg
  • Linux; home/username/mm.cfg

This file is interpreted when a Flash Player instance launches a SWF and gives indication of what should or shouldn’t be done.
For example, I (kolonelkadat) use the following parameters:

ErrorReportingEnable=0
SuppressDebuggerExceptionDialogs=1
TraceOutputFileEnable=1
TraceOutputBuffered =1
MaxWarnings=50

Many other options are specified in the Adobe FlashPlayer Admin Guide… but most of is NOT DOCUMENTED!

There is a LOT of thing to talk about and many cutting edge tools to improve your understanding of flash.

So let’s get into it

The Treasure

The complete list of features of mm.cfg is at the end of the post, but first lets talk about what’s most interesting.
I took my favorite 7 features and made detailed explanation with example for each one so here they are:

TraceOutputBuffered = 1|0

This feature is essential to the rest of all the cool features because they output A LOT of lines in the flashlog

This is a very simple features but it change everything. Did you ever had problem tracing to many information and losing half of it in the flashlog?
Well this is a known bug. If you make a loop of 1 000 000 and you trace the iterator, the flashlog will skip thousand of entries and will take 100% of your CPU while writing to disk.
If you set this variable to true, the traces will be buffered and the write to disk will output multiple lines in one access.
Performance? By default (without this feature), I’m able to trace 3600 line in 6 seconds and my CPU is at 100%.
If I turn the features on, I can trace 1 000 000 lines in the same time! And my CPU is not even near 100%.

AS3Verbose = 1|0

This one is totally crazy.
It traces detailed information about SWF ByteCode structure and Runtime parsing of the bytecode!
You don’t need any software… no special framework to bind in your own SWF… just this one flag!

click here to reveal output
verify Main/CallFoo()
define incoming args
@0  arg   0
@1  arg   0
@2  arg   0
@3  arg   0
@4  arg   0
@5  arg   0
alloc local traits
@6  alloc 4
@7  alloc 8
alloc CallStackNode
@8  alloc 48
param 0
@9  ldop  0(@5)
@10               imm   4
debug_enter
@11               imm   0
@12               imm   1
@13               lea   0(@7)
@14               lea   0(@8)
@15               lea   0(@6)
save state
@16               def   @9
@17               imm   165651400
@18               st    0(@6) <- @17
@19               usea  @16
@20               st    0(@7) <- @19
@21               def   @10
cse   @11
@22               st    4(@7) <- @11
@23               cm    MethodEnv::debugEnter (@3, @4, @5, @15, @12, @14, @13, @11)
@26               ld    164427072(0)
cse   @11
@27               ucmp  @26 @11
@28               jne   @27 -> 0
@29               alloc 0
stack:
scope: [global Object$ flash.events::EventDispatcher$ flash.display::DisplayObject$ flash.display::InteractiveObject$ flash.display::DisplayObjectContainer$ flash.display::Sprite$ Main$]
locals: Main@16
0:debugfile "C:\Dev\src;;Main.as"
@30               imm   164421632
@31               ldop  44(@30)
@32               imm   165988864
save state
@33               cm    Debugger::debugFile (@31, @32)
stack:
scope: [global Object$ flash.events::EventDispatcher$ flash.display::DisplayObject$ flash.display::InteractiveObject$ flash.display::DisplayObjectContainer$ flash.display::Sprite$ Main$]
locals: Main@16
2:debugline 29
cse   @30
cse   @31
@35               imm   29
save state
@36               cm    Debugger::debugLine (@31, @35)
stack:
scope: [global Object$ flash.events::EventDispatcher$ flash.display::DisplayObject$ flash.display::InteractiveObject$ flash.display::DisplayObjectContainer$ flash.display::Sprite$ Main$]
locals: Main@16
4:getlocal0
@38               use   @16 [0]
stack: Main@38
scope: [global Object$ flash.events::EventDispatcher$ flash.display::DisplayObject$ flash.display::InteractiveObject$ flash.display::DisplayObjectContainer$ flash.display::Sprite$ Main$]
locals: Main@38
5:pushscope
stack:
scope: [global Object$ flash.events::EventDispatcher$ flash.display::DisplayObject$ flash.display::InteractiveObject$ flash.display::DisplayObjectContainer$ flash.display::Sprite$ Main$] Main@38
locals: Main@38
6:debugline 31
cse   @30
cse   @31
@39               imm   31
save state
@40               def   @38
@41               use   @40 [0]
@42               st    4(@7) <- @41
@43               cm    Debugger::debugLine (@31, @39)
stack:
scope: [global Object$ flash.events::EventDispatcher$ flash.display::DisplayObject$ flash.display::InteractiveObject$ flash.display::DisplayObjectContainer$ flash.display::Sprite$ Main$] Main@40
locals: Main@16
8:pushbyte 3
@45               imm   3
stack: int@45
scope: [global Object$ flash.events::EventDispatcher$ flash.display::DisplayObject$ flash.display::InteractiveObject$ flash.display::DisplayObjectContainer$ flash.display::Sprite$ Main$] Main@40
locals: Main@16
10:returnvalue
cse   @14
save state
@46               def   @45
@47               cm    MethodEnv::debugExit (@3, @14)
@49               use   @46 [2]
@50               ret   @49
@51               bb

AS3Trace = 1|0

This one is also very useful for debugging
It trace every single call to any function that is being called in the SWF at runtime!
It’s like expending the StackTrace to the full software run time.
Kolonel's note: If you are going to use this, I suggest sending your trace output file to a RAM disk that is atleast 4GB. This file gets very large very quickly. Even when output is buffered, it will take a tremendously long time to flush to disk. and this can cause errors in games that do lots of server handshaking.

If you got a crash hard to find, you can turn this on and you will see ALL the last function executed that leaded to the crash.

You can even see Timer Call and Events callbacks!

Click to show Output
1255552 AVMINF: MTHD ProfilerAgent/stopProfiling () @ 0x05DA35A0
1255552 AVMINF: MTHD global/flash.sampler::stopSampling () @ 0x0A8C2B20
1255553 AVMINF: MTHD flash.display::DisplayObject/get root () @ 0x0A8C06B0
1255553 AVMINF: MTHD flash.events::EventDispatcher/removeEventListener () @ 0x0A8C2110
1255553 AVMINF: MTHD flash.events::EventDispatcher/removeEventListener () @ 0x0A8C2110
1255553 AVMINF: MTHD flash.events::EventDispatcher/removeEventListener () @ 0x0A8C2110
1255553 AVMINF: MTHD flash.events::EventDispatcher/removeEventListener () @ 0x0A8C2110
1255553 AVMINF: MTHD flash.events::EventDispatcher/removeEventListener () @ 0x0A8C2110
1255553 AVMINF: MTHD flash.events::EventDispatcher/removeEventListener () @ 0x0A8C2110
1255553 AVMINF: MTHD flash.net::Socket/flush () @ 0x0A8C2AD0
1255553 AVMINF: MTHD flash.net::Socket/close () @ 0x0A8C2B70
1255553 AVMINF: MTHD flash.net::Socket/_init () @ 0x0A8C0DF0
1255553 AVMINF: MTHD flash.utils::Timer/stop () @ 0x0A8C2CB0
1255554 AVMINF: MTHD flash.utils::Timer/reset () @ 0x0A8C1B20
1255554 AVMINF: MTHD flash.utils::Timer/get running () @ 0x0A8C1C30
1255554 AVMINF: MTHD flash.net::Socket/internalClose () @ 0x0A8C2D00
1255554 AVMINF: MTHD flash.events::EventDispatcher/removeEventListener () @ 0x0A8C2110
1255554 AVMINF: MTHD flash.utils::Timer/stop () @ 0x0A8C2CB0
1255554 AVMINF: MTHD flash.system::System$/resume () @ 0x0A8C2D50
1256675 AVMINF: MTHD flash.utils::Timer/tick () @ 0x0A8C2DA0
1256675 AVMINF: MTHD flash.utils::Timer/_timerDispatch () @ 0x0A8C2FF0
1256675 AVMINF: MTHD flash.events::TimerEvent () @ 0x0A8C3040
1256675 AVMINF: MTHD flash.events::Event () @ 0x0A8C1AC0
1256675 AVMINF: MTHD Main/OnTimer () @ 0x00B70910
1256675 AVMINF: MTHD global/trace () @ 0x0A8C2170
MyTimer
1258705 AVMINF: MTHD flash.utils::Timer/tick () @ 0x0A8C2DA0
1258705 AVMINF: MTHD flash.utils::Timer/_timerDispatch () @ 0x0A8C2FF0
1258705 AVMINF: MTHD flash.events::TimerEvent () @ 0x0A8C3040
1258705 AVMINF: MTHD flash.events::Event () @ 0x0A8C1AC0
1258705 AVMINF: MTHD Main/OnTimer () @ 0x00B70910
1258705 AVMINF: MTHD global/trace () @ 0x0A8C2170
MyTimer

AS3StaticProfile = 1|0

This flag enable Just in Time Compiler (NanoJIT) logs.

It gives detailed information on function conversion, bytecode conversion, MIR (machine-dependent intermediate representation) created, memory used and many others.
At the end of execution, it also output a summary of all bytecode processed (For each opcode you have the number of occurrence, relatives importance, etc)

Click to show output
size profile Main/CallFoo
abc 12 mir 880 md 204
1773K mir/s  74K md/s  96% in compile during 854 micros
204 bytes from 55 MIR instructions 61 MD. max span 0 cse 7 dead 0
76 bytes of stack with 5 spills 5 steals 5 remats using 0 times
size profile Main/CallFooBar
abc 23 mir 1088 md 262
2386K mir/s  85K md/s  96% in compile during 921 micros
262 bytes from 68 MIR instructions 76 MD. max span 0 cse 10 dead 0
88 bytes of stack with 8 spills 7 steals 5 remats using 0 times
 
verified instructions 3395
verified code size 7441
cpool size 0
cpool int size 1
cpool uint size 0
cpool double size 0
cpool string size 568
cpool namespacesize 12
cpool namespace set size 0
cpool multiname size 75
methods size 20100
instances size 39
classes size 2
scripts size 8
bodies size 82873
18  0 % 36 B    0 %  kill
5   0 % 5 B 0 %  label
1   0 % 4 B 0 %  ifngt
10  0 % 40 B    0 %  jump
6   0 % 24 B    0 %  iftrue
22  0 % 88 B    1 %  iffalse
4   0 % 16 B    0 %  ifeq
4   0 % 16 B    0 %  ifne
2   0 % 8 B 0 %  iflt
2   0 % 2 B 0 %  pushwith
93  2 % 93 B    1 %  popscope
2   0 % 2 B 0 %  nextname
16  0 % 16 B    0 %  pushnull
2   0 % 2 B 0 %  pushundefined
79  2 % 158 B   2 %  pushbyte
6   0 % 19 B    0 %  pushshort
9   0 % 9 B 0 %  pushtrue
6   0 % 6 B 0 %  pushfalse
1   0 % 1 B 0 %  pushnan
50  1 % 50 B    0 %  pop
21  0 % 21 B    0 %  dup
2   0 % 2 B 0 %  swap
113 3 % 331 B   4 %  pushstring
43  1 % 86 B    1 %  pushint
11  0 % 22 B    0 %  pushdouble
202 5 % 202 B   2 %  pushscope
1   0 % 2 B 0 %  pushnamespace
2   0 % 6 B 0 %  hasnext2
143 4 % 382 B   5 %  newfunction
60  1 % 216 B   2 %  callproperty
102 3 % 102 B   1 %  returnvoid
9   0 % 9 B 0 %  returnvalue
13  0 % 26 B    0 %  constructsuper
9   0 % 30 B    0 %  constructprop
49  1 % 173 B   2 %  callpropvoid
4   0 % 8 B 0 %  newobject
5   0 % 10 B    0 %  newarray
2   0 % 2 B 0 %  newactivation
45  1 % 114 B   1 %  newclass
391 11 %    1011 B  13 %     findpropstrict
119 3 % 290 B   3 %  findproperty
96  2 % 197 B   2 %  getlex
158 4 % 432 B   5 %  setproperty
18  0 % 36 B    0 %  getlocal
18  0 % 36 B    0 %  setlocal
2   0 % 2 B 0 %  getglobalscope
9   0 % 18 B    0 %  getscopeobject
365 10 %    938 B   12 %     getproperty
174 5 % 443 B   5 %  initproperty
2   0 % 4 B 0 %  getslot
102 3 % 204 B   2 %  setslot
6   0 % 6 B 0 %  convert_i
11  0 % 11 B    0 %  convert_u
11  0 % 11 B    0 %  convert_b
6   0 % 14 B    0 %  coerce
3   0 % 3 B 0 %  coerce_a
7   0 % 7 B 0 %  coerce_s
1   0 % 1 B 0 %  negate
2   0 % 2 B 0 %  increment
6   0 % 6 B 0 %  not
6   0 % 6 B 0 %  add
4   0 % 4 B 0 %  subtract
1   0 % 1 B 0 %  multiply
5   0 % 5 B 0 %  divide
1   0 % 1 B 0 %  lshift
3   0 % 3 B 0 %  rshift
2   0 % 2 B 0 %  bitand
2   0 % 2 B 0 %  bitor
6   0 % 6 B 0 %  equals
2   0 % 2 B 0 %  lessthan
2   0 % 2 B 0 %  greaterequals
1   0 % 1 B 0 %  increment_i
275 8 % 275 B   3 %  getlocal0
49  1 % 49 B    0 %  getlocal1
36  1 % 36 B    0 %  getlocal2
17  0 % 17 B    0 %  getlocal3
13  0 % 13 B    0 %  setlocal1
14  0 % 14 B    0 %  setlocal2
11  0 % 11 B    0 %  setlocal3
23  0 % 144 B   1 %  abs_jump
54  1 % 330 B   4 %  debug
168 4 % 456 B   6 %  debugline
19  0 % 50 B    0 %  debugfile

 
 
 

AS3DynamicProfile = 1|0

This one give dynamic information about the opcodes being called and gives statistic for each.
The statistics include count, cycles, %count, %times and CPI

My question is: Having access to the CPI (Cycle per instruction) will we be able to conclude all
fights between what operation is faster that the others
? Cycle counts does not lies (on the same platform…)
But there is a problem with this one, it crash all the time.
My guess is it can’t process “Flash Object” like Movieclip, Event, and all the other and only support operation valid in tamarin.

Click here to show sample output
total count=278 cycles=35508249 avg CPI=127727
user      1.9%
gc        0%
decoder  97.7%
verifier  1.6%
codegen   0.2%
count       cycles        %count    %time     CPI       opcode
-----       --------      -------   -------   ---       ------
2           34714742       0.7      97.7      17357371  decode
211         602237        75.8       1.6      2854      verifyop
6           89138          2.1       0.2      14856     codegenop
3           78305          1.0       0.2      26101     newclass
7           4813           2.5       0.0      687       findpropstrict
6           3922           2.1       0.0      653       setslot
4           3260           1.4       0.0      815       initproperty
4           2724           1.4       0.0      681       getproperty
9           1859           3.2       0.0      206       getlocal0
4           1639           1.4       0.0      409       verifypass
2           1190           0.7       0.0      595       returnvoid
1           755            0.3       0.0      755       pushnamespace
3           745            1.0       0.0      248       abs_jump
2           550            0.7       0.0      275       findproperty
5           527            1.7       0.0      105       pushscope
1           403            0.3       0.0      403       pushnull
2           382            0.7       0.0      191       pushbyte
1           331            0.3       0.0      331       popscope
1           331            0.3       0.0      331       pushundefined
2           238            0.7       0.0      119       pushint
2           158            0.7       0.0      79        pushdouble

LogGPU = 1|0

This enable logging GPU information about current SWF while it runs.
Use GPULogOutputFileName = [path] to specify where to output that log.
Use DisplayGPUBlend = 1 to display the little green square while GPU runs
use ForceGPUBlend = 1 (At your own risk) to force GPU event if your videocard is not officially listed as valid for Flash GPU.

 

Click here to reveal sample output
[GPU-BLEND] SUCEEDED to create D3D device
[GPU-BLEND]0x1161000 MONITOR/DEVICE SWITCH, old=0x0, new=0x18fd00
[GPU-BLEND]0x1161000 Started (wMode=GPU) on device 10de 402 (6.14.11.9062) NVIDIA GeForce 8600 GT  mem:free=718, used=0
[GPU-BLEND]Begin render aa=4.  Free TextureMem=712 Mb, Used = 5
[GPU-BLEND]Using 0x13b7080 as RT vp= 0 0 800 600, aa = 4
[GPU-BLEND]Clearing buffer 0x13b7080 { 0 0 800 600 } with color ffffffff
[GPU-BLEND]Filling border & background on 0x13b7080 3 3 11 11 with bo:ffffffff, ba:ff00ff00
[GPU-BLEND]Using 0x13b7080 as RT vp= 0 0 800 600, aa = 4
[GPU-BLEND]End render
[GPU-BLEND]0x1161000 Started (wMode=GPU) on device 10de 402 (6.14.11.9062) NVIDIA GeForce 8600 GT  mem:free=716, used=0
[GPU-BLEND]Begin render aa=4.  Free TextureMem=712 Mb, Used = 5
[GPU-BLEND]Using 0x11b7080 as RT vp= 0 0 800 600, aa = 4
[GPU-BLEND]Clearing buffer 0x11b7080 { 0 0 800 600 } with color ffffffff
[GPU-BLEND]Filling border & background on 0x11b7080 3 3 11 11 with bo:ffffffff, ba:ff00ff00
[GPU-BLEND]Using 0x11b7080 as RT vp= 0 0 800 600, aa = 4
[GPU-BLEND]End render

PreloadSwf?flashvar1=value&…

This is mainly used by the FlashBuilder Profiler. When you launch a SWF profiling, FlashBuilder add this line to mm.cfg to make it run another SWF before the one you profile.
The default file is: C:/Documents and Settings/{USER}/My Documents/Flex Builder 3/.metadata/.plugins/com.adobe.flash.profiler/ProfilerAgent.swf?host=localhost&port=9999
The profiler agent is a SWF that use the as3 sampling classes to collect information and send them all over a socket connection to FlashBuilder.
FlashBuilder is only interpreting that data received from the SWF
By changing localhost by any other machine name you can connect to a remote FlashBuilder Profiler. On the Remote profiler you need to check the “wait for application” box and then start the local SWF on the other machine.

This one is just crazy powerful: See: One SWF to rule them all! and New visual Profiler

The Full List

undocumented features will be written in bold

AllowUserLocalTrust = 1|0

Lets you prevent users from designating any files on local file systems as trusted.

AS3AllocationTracking = 1|0

Enable/Disable Profiling information (if turned off, we can’t profile Allocation in FlexBuilder anymore)

AS3AutoStartSampling = 1|0

Specify if we need a feedback before starting the profiler or we start right away.

AS3CSE = 1|0

CSE is an acronym for “Common Subexpression Elimination”. It seems plausible that these may be employed by the Flash virtual machine to optimize the byte-code before executing

AS3DCE = 1|0

DCE is an acronym for “Dead Code Elimination”. It seems plausible that these may be employed by the Flash virtual machine to optimize the byte-code before executing

AS3DynamicProfile = 1|0

When enabling this (you might crash half the time) the flash player is going to collect precious profiling information on opcodes used in the Swf (count/Time/%/Cycles)

AS3MIR = 1|0

Enable/Disable Profiling information (if turned off, FlashPlayer won’t keep information on Machine-dependant intermediate representation – NanoJIT)

AS3Sampling = 1|0

Enable/Disable Profiling information (if turned off, we can’t profile in FlexBuilder anymore)

AS3SSE = 1|0

*My guess is it turns on and off SSE optimization

AS3StaticProfile = 1|0

Information Generated by NanoJit (just in time compiler used in Tamarin), including a lot of statistic on code conversion, time to process and memory use

AS3Trace = 1|0

If turned on, ALL function called (at runtime) will be outputed in the flashlogs!
You should always use in conjonction with TraceOutputBuffered=1

AS3Turbo = 1|0

??

AS3Verbose = 1|0

Trace detailed information about SWF ByteCode structure and Runtime parsing of the bytecode!

AssetCacheSize=X

Lets you specify a hard limit, in MB, on the amount of local storage that Flash Player uses for the storage of common Flash components.

AutoUpdateDisable = 1|0

Lets you prevent Flash Player from automatically checking for and installing updated versions.

AutoUpdateInterval = X

Lets you specify how often to check for an updated version of Flash Player.

AutoUpdateVersionUrl = [URL]

Lets you specify a precise server to look up for new flash version

AVHardwareDisable = 1|0

Lets you prevent SWF files from accessing webcams or microphones.

CodeSignLogFile

??

CodeSignRootCert = 1|0

??

Convert8kAnd16kAudio = 1|0

??

CrashLogEnable = 1|0

??

DisableAVM1Loading = 1|0

If turned on, no SWF of version 8 and earlier can be loaded.

DisableDeviceFontEnumeration = 1|0

Lets you prevent information on installed fonts from being displayed.

DisableIncrementalGC = 1|0

Lets you enable/disable Garbage Collector Incremental policies (more info on the GC)

DisableMulticoreRenderer = 1|0

Lets you turn off multiple core rendering

DisableNetworkAndFilesystemInHostApp = 1|0

Lets you prevent networking or file system access of any kind.

DisableProductDownload = 1|0

Lets you prevent native code applications that are digitally signed and delivered by Adobe from being downloaded.

DisableSockets = 1|0

Lets you enable or disable the use of the Socket.connect() and XMLSocket.connect() methods.

DisplayGPUBlend = 1|0

If set to 1, it will prevent GPU use even if the SWF context is setted to use GPU and your card support it.

EnableIncrementalValidation = 1|0

??

EnableLeakFile = 1|0

??

EnableSocketsTo = [address]

Lets you create a whitelist of servers to which socket connections are allowed.
EnableSocketsTo = localhost.localdomain
EnableSocketsTo = 127.0.0.1

EnforceLocalSecurityInActiveXHostApp = 1|0

Lets you enforce local security rules for a specified application.

ErrorReportingEnable = 1|0

Set the ErrorReportingEnable property to 1 to enable the debugger version of Flash Player to write error messages to the log file.

FileDownloadDisable = 1|0

Lets you prevent the ActionScript FileReference API from performing file downloads.

FileUploadDisable = 1|0

Lets you prevent the ActionScript FileReference API from performing file uploads.

ForceGPUBlend = 1|0

Force GPU blending even if you video card is not officialy supported (At your own risk!)

FrameProfilingEnable = 1|0

Enable/Disable Profiling information (if turned off, we can’t profile Frames in FlexBuilder anymore)

FullScreenDisable = 1|0

Lets you disable SWF files playing via a browser plug-in from being displayed in full-screen mode.

GCStats = 1|0

Enable/Disable Profiling information (if turned off, we can’t profile GC in FlexBuilder anymore)

GPULogOutputFileName

Lets you specify the output file for the GPU informations

HeapProfilingAS3Enable = 1|0

Enable/Disable Profiling information (if turned off, we can’t profile Heap in FlexBuilder anymore)

LegacyDomainMatching = 1|0

Lets you specify whether SWF files produced for Flash Player 6 and earlier can execute an operation that has been restricted in a newer version of Flash Player.

LocalFileLegacyAction = 1|0

Lets you specify how Flash Player determines whether to execute certain local SWF files that were originally produced for Flash Player 7 and earlier.

LocalFileReadDisable = 1|0

Lets you prevent local SWF files from having read access to files on local hard drives.

LocalStorageLimit = X

Lets you specify a hard limit on the amount of local storage that Flash Player uses (per domain) for persistent shared objects.

LogGPU = 1|0

Lets you specify if you want to output debug GPU log

MaxWarnings = X

The default value of the MaxWarnings property is 100. After 100 messages, the debugger version of Flash Player writes a message to the file stating that further error messages will be suppressed.

OverrideGPUValidation = 1|0

Overrides validation of the requirements needed to implement GPU compositing.

OverrideUserInvokedActions = 1|0

??

PolicyFileLog = 1|0

Enables the logging of policy file messages.

PolicyFileLogAppend = 1|0

Set the PolicyFileLogAppend property to 1 to save previous policy file log entries

PreloadSwf?flashvar1=value&…

Lets you specify a SWF to be loaded before the main swf.This is the profiler agent, a little flash app (ProfilerAgent.swf) that connect to the FlexBuilder Profiler via socket (localhost:9999).
FlexBuilder is only interpreting that data.
PreloadSwf=C:/Documents and Settings/{USER}/My Documents/Flex Builder 3/.metadata/.plugins/com.adobe.flash.profiler/ProfilerAgent.swf?host=localhost&port=9999
By changing localhost by any other machine name you can connect to a remote FlashBuilder Profiler. On the Remote profiler you need to check the “wait for application” box and then start the local SWF on the other machine.

ProductDisabled = 1|0

Creates a list of ProductManager applications that users are not permitted to install or launch.

ProductDownloadBaseUrl

??

ProfileFunctionEnable = 1|0

Enable/Disable Profiling information (if turned off, we can’t profile function in FlexBuilder anymore)

ProfilingOutputDirectory = [path]

Specify where to save the ProfilerData file

ProfilingOutputFileEnable = 1|0

Specify if we want to create a file containing all the profiler data (flashprof_1265745253708.dat)

RendererProfilingEnable = 1|0

Enable/Disable Profiling information (if turned off, we can’t profile in FlexBuilder anymore)

RTMFPP2PDisable = 1|0

Specifies how the NetStream constructor connects to a server when a value is specified for peerID, the second parameter passed to the constructor.

RTMFPTURNProxy = 1|0

Lets Flash Player make RTMFP connections through the specified TURN server in addition to normal UDP sockets.

ScriptStuckTimeout = X

Lets you specify the time after what the timeout (too much time running a script) exception will popup

SecurityDialogReportingEnable = 1|0

Lets you specify whether the Security dialog should be visible or not.

SuppressDebuggerExceptionDialogs = 1|0

Lets you specify whether the Error dialog should be visible or not.

ThirdPartyStorage

Lets you specify whether third-party SWF files can read and write locally persistent shared objects.

TraceOutputBuffered = 1|0

Specify the flash player to use a buffer before writing to disk. If you had problem when tracing tousands of lines and line were skipped, this solve the thing. It’s also a lot faster (1000000 trace in 7 seconds instead of 3200 trace in 7 sec!)

TraceOutputFileEnable = 1|0

Set TraceOutputFileEnable to 1 to enable the debugger version of Flash Player to write trace messages to the log file.
 

TraceOutputFileName= [path]

​!OBSOLETE!
(Before Flash 9) Sets the location of the log file. By default, the debugger version of Flash Player writes error messages to a file named flashlog.txt, located in the same directory in which the mm.cfg file is located. 

Beginning with the Flash Player 9 Update, you cannot modify the log file location or name. The filename is flashlog.txt, and its location is hard-coded, depending on your operating system.
 
In order to redirect the output you must make the default log file a symbolic link to the desired output location.
E.G. In windows 7 to trace output to "F:\flashlog.txt" instead of the default location,type the following into cmd.
 Dont forget to change your username!
mklink "C:\Users\USERNAME\AppData\Roaming\Macromedia\Flash Player\logs\flashlog.txt" f:\flashlog.txt
 

 The following table shows the flashlog.txt file location:

Operating System

Log file location

Windows 95/98/ME/2000/XP

  C:\Documents and Settings\username\Application Data\Macromedia\Flash Player\Logs

Windows Vista/Windows 7

  C:\Users\username\AppData\Roaming\Macromedia\Flash Player\Logs 

Macintosh OS X

  /Users/username/Library/Preferences/Macromedia/Flash Player/Logs/

Linux

  /home/username/.macromedia/Flash_Player/Logs/


UseBrokerProcess = 1|0

Lets you specify if you want to use elevated privileges or not 

WindowlessDisable = 1|0

Lets you disable Floating Flash (ex: Ads)




I use this AoB tool to make all the AoBs I post. Try the online version if you dont feel like downloading it.
"Obviously, windows are central to Windows. They are so important that they named the operating system after them. But what is a window?"

RE: mm.cfg settings Posted on: 06/22/2013 6:34pm
Quote Post
The Laziest Man on KongHack

first of all, this post is so horibly broken it pains me. your l33th4x isnt even on the same line as the other banners. theres a huge ass  scroll bar on the bottom as well. and the code black square things extends as far as the longest line so theres a fuckton of empty black space.

other than that this post is damn good. too bad i wont find any use out of it since im a noob




RE: mm.cfg settings Posted on: 06/22/2013 8:49pm
Quote Post
Never let a computer tell´╗┐ me shit.

interesting. It seems tims post cleaner cleaned out all the paragraph tags and page breaks lol.




I use this AoB tool to make all the AoBs I post. Try the online version if you dont feel like downloading it.
"Obviously, windows are central to Windows. They are so important that they named the operating system after them. But what is a window?"