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Hello I'm having an issue with compiling MAME for Windows could anyone help? I have Visual Studio 2015 (With Update 3) installed. As well as msys64 installed to C:\ I followed the official instructions on the MAME Tools page for building for Windows. Anyways the problem I'm having is it will begin compiling and after about 15 minutes it throws me this error Generated 1972 opcode handlers from 523 primitives
make[1]: Leaving directory '/c/msys64/home/vanit/mame/src/devices/cpu/m6800'
c:/mysys64/home/vanit/mame/scripts/genie.lua:536: File definition for TARGET=mame SUBTARGET=mame does not exist
stack traceback:
[C]: in function 'error'
c:/msys64/home/vanit/mame/scripts/genie.lua:536: in main chunk
[C]: in upvalue 'builtin_dofile'
[string "premake = { }..."]:84: in function 'dofile'
[string "_WORKING_DIR = os.getcwd()..."]:45: in function '_premake_main'
make: * [makefile:1061: vs2015_uwp] Error 1
Any help would be appriciated
@wiired24 - you'll probably get better help either on https://github.com/mamedev/mame , on http://forums.bannister.org, or irc: freenode #mame / #mame-dev
no one really uses this anymore
Hi, I am compiling MAME for Mac and follow the procedure of this one https://github.com/mamedev/mame ; and after the compiling finished, nothing change? How can I play game as there is no app or plist appeared in my Mac ?
I tried http://forums.bannister.org//ubbthreads.php?ubb=showflat&Number=58897&page=1 but the third link of step 1 is not working... and also I found this one http://docs.mamedev.org/initialsetup/compilingmame.html is difficult for me to understand... I just want to play game Orz...
R. Belmont
Jincong: if the compiling finished successfully, there should've been a "mame64" executable created. However, MAME by itself is a command line / UNIX executable; you can double-click it but it's not entirely meant to be used that way. If you want a Mac GUI interface, you'll want to download the QMC2 frontend and use that in conjunction with the compiled MAME.
Also, as @stilett0 noted, we don't normally check this; you're better off using one of the alternate support methods he lists. Even Reddit /r/mame is checked more often.
i am trying to compile in ubuntu 17.04 and i getting an error saying cant find SDL2/SDL_ttf.h any ideas?
im upgrading from mame 0.97 to the new mame v0.194 but it's saying that there's missing files
heya guys
anyone experienced with the MAME Lua engine?
Hi all ... when looking at CPS1 schematics and its architecture, I wonder how close the MAME implement is to the real hardware, as there is little infos about the PPU chipset
how close would one rate the MAME implementation to rendering the CPS1 game in general ? close to perfect ?
Julian Sikorski
does anybody know how to include an objective-c file in a cpp file?
how can I build for iOS ?
R. Belmont
iOS is not a supported platform at this time.
It shouldn't be hard to make work to some extent, but MAMEdev can't help you with it.
I think if it can build for macos, it should be supported for iOS, but i can not built success under catalina, some plugin missing in AppKit.framework
Umm can anyone help me compile mame
I've been reading the manual and forums and looking for a solution but I can't seem to do it
R. Belmont
What platform are you compiling on? We have instructions for supported platforms at https://docs.mamedev.org/initialsetup/compilingmame.html
Conor Malcolm
Hi, is there any documentation on how to hook into the output from mame, like what game is playing and how many credits there are (similar to what led blinky achieves)?
hi hello
Morning gents. I would like to compile MAME for Windows using one driver (i.e. pacman.cpp) , and minimize the size of the compiled binary as much as possible.
Is it possible to compile MAME without using a GUI, just command line? I tried to compile it this way:
make REGENIE=1 SOURCES=src/mame/drivers/pacman.cpp PLATFORM=x64 MINGW64=/mingw64
But the size of my binary was always about 145 megabytes and I still couldn't get rid of the GUI.
R. Belmont
@spke: Strip the binary afterwards for space reduction. You aren't going to get it much under 100 megabytes probably though. Assuming you mean the internal GUI (e.g. the menu that comes up when you press Tab) that can't be eliminated. Normally we only get that request from people making Chinese ripoff consoles, hopefully you're not one of those.
@rb6502 lol no, I am one of those who want a handmade replica of an old cabinet
Hello hello! Does the project support community bounties? I'd like for someone to make Sangokushi Taisen support on Sega Chihiro a reality 😁
Luca Gualandris
i have a problem with mame which does not recognize the cpp folder i need to do

Hi, I've only just come across MAME and i've noticed it has some code for 'ADSP-2106x SHARC Disassembler' (https://github.com/mamedev/mame/blob/master/src/devices/cpu/sharc/sharcdsm.cpp)

I'm currently in the process of reverse engineering a thermal camera which makes use of an ADSP-2106x.
I've determined that the ADSP boots off an external flash, and i've since desoldered it and taken an image.

Can MAME somehow take my dumped flash contents and run it somehow? (i assume the answer is yes...) I've had a look at the documentation but nothing stands out at me. Could someone please point me in the right direction?

Jeremy Palmer
Hi does anyone know if it's possible to create MAME bezel overlays with layouts where you could have instruction cards that could be changed/toggle in game via a user interface key combo? E.g https://youtu.be/QeK8Imu4eiI?t=400. The type of cards are one like here https://drive.google.com/drive/u/0/folders/194hszpMtQBUKWEyx3Ph4YoJLPXRkUYkg. I've read https://docs.mamedev.org/techspecs/layout_script.html and can't see any obvious ways to do this.
R. Belmont
@fsync-io Yes, MAME can run (and debug) arbitrary ADSP-2106x SHARC code. It's possible depending on the specific model in your camera that it has additional instructions that we don't currently support. You would need to create a driver; that's kind of an important hole in our documentation right now. Alternatively, send your flash dump as instructed here: https://wiki.mamedev.org/index.php?title=Submitting_Source_Code and we can add it so you'll be able to debug it.
@palmerj That's not possible to my knowledge, although enough of the component pieces are there that it probably could be made possible. That's more of a @cuavas thing though, hopefully he can chime in.
Jeremy Palmer
Thanks @rb6502. So even with some sort of LUA scripting it wouldn't be possible?
R. Belmont
@palmerj It might be possible with LUA scripting, I don't know enough about it to say for sure though.
Jeremy Palmer
@cuavas are you able to help?
Helo gentlemen. Will you please tell me, is there the way to enable overscan areas in MAME?
I wanted to know if MAME could qork with GGPO client instead of kaillera client to have lesser frame delays for big pings?
3 replies
hello i wanted to if anyone could point me to the right direction on a problem im having
joaquin rufo guttierrez
Hello, MAME 0.240 will be released today???
can anyone explain the difference between normal boot and boot from command line interface?
IE, games like tiger lcd and konami lcd boot fine from cli but if that feature is not enabled, they fail and mame thinks tiger lcd games are game.com titles
Jeremy Palmer
When using the MAME debugger, does anyone know how to print memory addresses which are not regions. I'm trying to print out the memory values for the NVRAM memory in UMK3 (memory/:maincpu/0/:nvram). But can't work out the syntax. nvram.b@xxxx doesn't work. I know the NVRAM is mapped into the main program region (0x1400000 - 0x145ffff for UMK3), but didn't want to have to add 0x1400000 for each read.