Active Threads | Active Posts | Unanswered Today | Since Yesterday | This Week
Non-Windows MAME Support Jump to new posts
Re: Mame doesn't detect devices Golden Child 04/14/21 08:45 PM
It'd be great to be able to have SDL open a mouse or keyboard in an exclusive mode EVIOCGRAB because otherwise the rest of the system interprets the events as coming from the primary mouse and keyboard.

As it currently stands, you can have multiple joysticks, just not multiple mice and keyboards.
4 38 Read More
MAME Jump to new posts
Re: BASF Digilog 7120 rfka01 04/14/21 08:24 PM
One guy was suggesting the MCM66700 series char ROM series with the 7x11 cell a result of internal shifting by 2 or 3 pixels for the descenders.
11 458 Read More
MAME Jump to new posts
Re: Kim-Venture Golden Child 04/14/21 07:28 PM
It looks like the wav is possibly too "quiet". I tried to amplify it in audacity but it didn't seem to help.

Zooming in looks very very nondescript in the quietest areas.

I would think that the peaks would stay relatively constant along the whole track instead of getting progressively quieter.

(course I know very little about kim and cassettes so take it with a grain of salt)
4 139 Read More
MAME Jump to new posts
Re: Video Settings for Golden Tee R. Belmont 04/14/21 03:11 AM
LCDs don't look good at anything but their native resolution, while CRTs didn't have that problem. You can bridge the gap to an extent by using shaders; Haze uses crt-geom-deluxe, which comes with MAME, on his streams and it looks really nice.
3 154 Read More
MAME Jump to new posts
Re: Recording video in MAME xinyingho 04/13/21 09:08 PM
"-snapview native" did the trick. Thanks for pointing me to the good options. And for whoever maintains the doc section of mamedev, thanks to him as well smile
2 70 Read More
MAME Jump to new posts
Re: Punch Out not working on MAMEUIFX64 .172 but works tdmame 04/12/21 11:57 PM
The error was files missing. In the end it was an easy fix: bad rom but my bad for overlooking that possibility. All set now. Thanks.
6 232 Read More
MAME Jump to new posts
Re: How to switch off Mame floppy sounds on Geneve MameBuster 04/12/21 10:17 PM
Originally Posted by mizapf
We do have a Wiki (Ninerpedia); I actually put information about MAME there but moved it to my own web server, see

I'm asking for a private conversation because I don't even know where you need help - on the MAME level, on the Geneve emulation level, on the Geneve application level, ...? If we find out what you need, we can post that result here.

The Geneve 9640 is more like an Amiga or a PC than a simple home computer; for instance, you need a boot disk with the operating system. It is not as simple to set up as the TI-99/4A which just needs its ROMs.

Hello - sorry as i write before i dont know why not writing here in public about small problem i have because this forum is here to do this way and other people later can read and benefit . i think at least . i want not "private conversation" there no reason for this doing . or there is secret about mame ? i know that i must have boot disk , i asked for strange loud noise of floppy drive in emu so you see my mamesytem is running..
i do not want to handle any menu of mame if possible - i want start with commandline from Dos so i need list or manual of parameters but not have ?
only in your head and in private conversation not good i think - knowledge will not last long if wiki does not answer easy qeustions
but all running now good so thank to all, and i hope am allowed come back when have more qeustions - good evening
24 345 Read More
MAME Jump to new posts
Re: Domain name Vas Crabb 04/12/21 03:44 PM
Gregory Ember is Stiletto - I’m sure you can contact him.
1 124 Read More
MAME Jump to new posts
Re: What do I need to do to make my ROMS work Golden Child 04/12/21 01:14 PM
obvious hint: look for mame and the version number or a recent version number

most roms don't change from version to version

also if you wanna use your existing roms, you could try an older version of mame that could match them better.

and remember the first rule of fight club
13 327 Read More
MAME Jump to new posts
Re: Xerox Alto / Alto II Shoegazer 04/12/21 03:28 AM
Ah yes the tip-off for alto1 should have been the fact that there's no connected display. smile

As for alto2, that would have been neat to see running in mame in whatever state it was in. Too bad it regressed, but hopefully that can be resolved someday (thanks AJR).

Had no idea about Contralto but it looks nice (and I love the name), though there must be some local JS interpreter issue preventing it from working in my (Firefox 87) browser. At least the code provides some good documentation of the hardware. From what you say Al, it certainly sounds better than Salto with its jittery cursor implementation and clock issues. As impressive as Salto was, it had a long way to go.
6 161 Read More
MAME Jump to new posts
Re: ZOOM ZFX-2 sound chip support Prehistoricman 04/11/21 08:42 PM
Hello again.

I've completed a C++ Emulator for the TMS57070 enough to run most things I can throw at it:

If anybody was to take a shot at implementing sound for the Type Zero, this would make a great starting point. They would, of course, need the host processor emulated too.
I don't think I can do anything to directly help MAME since the hardware is so unknown to me. I tried figuring out the data path from HDD to the audio devices, but it's beyond me.
26 1,703 Read More
MAME Jump to new posts
Re: Question about mame input Stiletto 04/11/21 08:40 PM
If you need netplay, probably better to use MAMEHub at this point and leave K******a behind in the past.

MAMEHub Community exists mainly on Discord these days, but there's also a reddit. Latest binary I last saw was 0.216-based but I think there's even newer now if you bother to register. It's described as a "pre-alpha" though so your mileage may vary. They offer Windows and Linux builds, plus there's source on GitHub.
6 167 Read More
MAME Jump to new posts
Re: New Midway Source Code discovery Moburma 04/11/21 02:56 PM
I see the above and other stuff I've found since is already in the source now which is great so I'll lay off. One thing I have found that doesn't seem to be there yet - there's a prototype ROMset for Total Carnage that presents itself as "Proto v3.0". There are also graphics ROMs presumably for this version which differ from the known sets, but no sound ROMs.
5 372 Read More
MAME Jump to new posts
Re: The new for 2021 WIP thread R. Belmont 04/10/21 08:32 PM
Some stuff you can do with the recently promoted Mac drivers. All of these are fresh installs from floppy images using the new floppy emulation.

Adobe Illlustrator
[Linked Image from]

Aldus FreeHand
[Linked Image from]

Aldus PageMaker
[Linked Image from]

Microsoft Word 5.1a
[Linked Image from]
24 3,797 Read More
Non-Windows MAME Support Jump to new posts
Re: Using a second keyboard as a joystick on linux Golden Child 04/08/21 04:24 PM
So I translate the turntables into relative movements, but the relative event handling never "centers" itself after you stop moving. This keeps the gun turret continually spinning left or right in Tron, or the mouse pointer moving left,right,up,or down in the last direction moved.

I've tried to digest how mame handles the movements internally, there's got to be a way to stop the movement.

        else if (buffer[0]==0xb0) // convert midi controller message into EV_REL events
      					button_event.type = EV_REL;
						button_event.code = (buffer[1]==25) ? REL_X : (buffer[1]==24) ? REL_Y : 0;  // turntable is 25 and 24
						button_event.value = (buffer[2] >= 64) ? buffer[2]-127 : buffer[2];   //  turntable moves are signed 7 bit, really never gets higher than +/- 30 with the fastest spin I could do
					  if(write(fd, &button_event, sizeof button_event) < 0)
							  return 1;
						// send SYNC event
						button_event.type = EV_SYN;
						button_event.code = 0;
						button_event.value = 0;

					  if(write(fd, &button_event, sizeof button_event) < 0)
							  return 1;

It's interesting how x movement will stop the y movement and vice versa.



                        // loop over all (track)balls
                        for (int ball = 0; ball < SDL_JoystickNumBalls(joy); ball++)
                                int itemid;

                                if (ball * 2 < INPUT_MAX_ADD_RELATIVE)
                                        itemid = ITEM_ID_ADD_RELATIVE1 + ball * 2;
                                        itemid = ITEM_ID_OTHER_AXIS_RELATIVE;

                                snprintf(tempname, sizeof(tempname), "R%d %s", ball * 2, devinfo->name());
                                devinfo->device()->add_item(tempname, (input_item_id)itemid, generic_axis_get_state<std::int32_t>, &devinfo->joystick.
balls[ball * 2]);
                                snprintf(tempname, sizeof(tempname), "R%d %s", ball * 2 + 1, devinfo->name());
                                devinfo->device()->add_item(tempname, (input_item_id)(itemid + 1), generic_axis_get_state<std::int32_t>, &devinfo->joy
stick.balls[ball * 2 + 1]);

                static int event_types[] = {


      // relative and positional controls all map directly with a 512x scale factor
                // The relative code is set up to allow specifing PORT_MINMAX and default values.
                // The validity checks are purposely set up to not allow you to use anything other
                // a default of 0 and PORT_MINMAX(0,mask).  This is in case the need arises to use
                // this feature in the future.  Keeping the code in does not hurt anything.
                if (m_adjmin > m_adjmax)
                        // adjust for signed
                        m_adjmin = -m_adjmin;

                if (m_wraps)

                m_minimum = (m_adjmin - m_adjdefvalue) * INPUT_RELATIVE_PER_PIXEL;
                m_maximum = (m_adjmax - m_adjdefvalue) * INPUT_RELATIVE_PER_PIXEL;

                // make the scaling the same for easier coding when we need to scale
                m_scaleneg = m_scalepos = compute_scale(1, INPUT_RELATIVE_PER_PIXEL);

                if (m_field.analog_reset())
                        // delta values reverse from center
                        m_reverse_val = 0;
                        // positional controls reverse from their max range
                        m_reverse_val = m_maximum + m_minimum;

                        // relative controls reverse from 1 past their max range
                        if (m_wraps)
                                // FIXME: positional needs -1, using INPUT_RELATIVE_PER_PIXEL skips a position (and reads outside the table array)
                                if(field.type() == IPT_POSITIONAL || field.type() == IPT_POSITIONAL_V)
                                        m_reverse_val --;
                                        m_reverse_val -= INPUT_RELATIVE_PER_PIXEL;
12 328 Read More
MAME Jump to new posts
Re: Volume Control Not Working macollin2 04/08/21 02:15 PM
Thanks for the replies! I did discover the tilde yesterday so I’m happy to get that working. There is also a Volume Up and Volume Down key in the Tab menu but those buttons don’t seem to do anything.

I guess I was accustomed to using Mame 2013 through retroarch where I could use +/- to make the volume go all the way up to +200% and down to 0% with on key. It sounds like the only to do this through MAME is with the tilde and then arrow keys.

Thanks again!
3 195 Read More
MAME Jump to new posts
Re: 8bit Apples - Apple I, II, /// and the 16 bit GS R. Belmont 04/08/21 01:56 PM
I think it's more likely that it can work on the ///, but the firmware's not usable and by 1982 it was pretty clear the machine wasn't going anywhere so they didn't want to write a driver. The Bufferboard's a special case since it only uses the slot for power and can't communicate with the host Apple.
675 152,626 Read More
MAME Jump to new posts
Re: PC98 argnvs 04/08/21 10:18 AM
NEC MS-DOS V6.2 installable PC-9801 RA(80386) equal and new machine.
IF EPSON MS-DOS V6.2 then installable it machine.
156 101,242 Read More
MAME Jump to new posts
Re: Assert in MK4 at end of -str 90 John IV 04/07/21 01:20 AM
Here are the results of the MK4 seg fault backtrace with the mame daily build and its sym file. I'm not sure why lines 0-7 are empty in their parens, doesn't look helpful. In the future what is the minimum required to get a backtrace to help dev debug. I'm not a programmer, but know enough to build nightly and would appreciate a bit more insight.

Can someone explain a few things about getting a back trace:
1. Do I have to build a -DEBUG and -SYMBOLS build, when I do it's 2.5GB and WIndows 10 is currently telling me 'this app won't run on your PC'
2. Is it sufficient to just build with -SYMBOLS to get the *.sym file to match the .exe.
3. When it's said that MAME now 'contains' a debugger how does that relate to a -DEBUG build are they redundant?
4. Why would you build with SYMBOLS=1 and strip them with STRIP_SYMBOLS=1 in the same make?
5. What should be showing in those ?? () lines in the backtrace?

(gdb) run mk4 -str 90 -nothrottle -norc -screen \\.\DISPLAY2 -window
Starting program: c:\O\Games\MAME\mame64.exe mk4 -str 90 -nothrottle -norc -screen \\.\DISPLAY2 -window
[New Thread 7212.0x1b54]
[New Thread 7212.0x3740]
[New Thread 7212.0x3338]
[New Thread 7212.0x33c4]
[New Thread 7212.0x37c8]
warning: onecore\windows\directx\database\helperlibrary\lib\perappusersettingsqueryimpl.cpp(121)\d3d9.dll!00007FFDE5F578D0: (caller: 00007FFDE5F16442) ReturnHr(1) tid(1068) 8000FFFF Catastrophic failure
warning: onecore\windows\directx\database\helperlibrary\lib\perappusersettingsqueryimpl.cpp(98)\d3d9.dll!00007FFDE5F1646B: (caller: 00007FFDE5F14C2D) ReturnHr(2) tid(1068) 8000FFFF Catastrophic failure
warning: onecore\windows\directx\database\helperlibrary\lib\directxdatabasehelper.cpp(1410)\d3d9.dll!00007FFDE5F16597: (caller: 00007FFDE5F14C2D) ReturnHr(3) tid(1068) 8000FFFF Catastrophic failure
[New Thread 7212.0x33d4]
warning: onecore\com\combase\objact\objact.cxx(827)\combase.dll!00007FFE150AD7D9: (caller: 00007FFE150AC5AA) ReturnHr(1) tid(1068) 800401F0 CoInitialize has not been called.
[New Thread 7212.0x3144]
[New Thread 7212.0x2188]
[New Thread 7212.0x1cc0]
[New Thread 7212.0x6b4]
[New Thread 7212.0x16d0]
[New Thread 7212.0x870]
[New Thread 7212.0x2eac]
[New Thread 7212.0x1fd0]
[New Thread 7212.0x3294]
[New Thread 7212.0x1bc]
[New Thread 7212.0x1724]
[New Thread 7212.0xd8c]
[New Thread 7212.0x1b1c]
[New Thread 7212.0x90c]
c32boot.bin ROM NEEDS REDUMP
WARNING: the machine might not run correctly.
[New Thread 7212.0x9c0]
[New Thread 7212.0xd14]
[New Thread 7212.0xe38]
[New Thread 7212.0x22ac]
[New Thread 7212.0x340c]

Thread 22 received signal SIGSEGV, Segmentation fault.
[Switching to Thread 7212.0x9c0]
0x000000014542c632 in ?? ()
(gdb) bt
#0 0x000000014542c632 in ?? ()
#1 0x000000014542c81d in ?? ()
#2 0x00000001454350a1 in ?? ()
#3 0x000000014493f240 in ?? ()
#4 0x000000014493f47b in ?? ()
#5 0x000000014493ff22 in ?? ()
#6 0x000000014ac1f271 in ?? ()
#7 0x000000014734d283 in ?? ()
#8 0x00007ffe14f5af5a in msvcrt!_beginthreadex () from C:\WINDOWS\System32\msvcrt.dll
#9 0x00007ffe14f5b02c in msvcrt!_endthreadex () from C:\WINDOWS\System32\msvcrt.dll
#10 0x00007ffe15f87034 in KERNEL32!BaseThreadInitThunk () from C:\WINDOWS\System32\kernel32.dll
#11 0x00007ffe16422651 in ntdll!RtlUserThreadStart () from C:\WINDOWS\SYSTEM32\ntdll.dll
#12 0x0000000000000000 in ?? ()
Backtrace stopped: previous frame inner to this frame (corrupt stack?)

[update:] Pull in the last hour 0.230 (mame0230-111-gec1cbee4c4f) appears to have fixed the issue, I'd still like to know the answers to the questions above though for the next back trace adventure. Thanks -
12 396 Read More
MAME Jump to new posts
OG: Primal Rage sprite offset John IV 04/06/21 08:52 PM
Hey OG, you can see this phenomenon in the attract mode during a few fights. When the opponents launch the other into the air sometimes, rather than falling to the ground and getting up, they 'get up' in the air, sprite shifted upwards by 50 pixels or so. Here's a pic of the ape righting himself in the air after being knocked down. Note his shadow is still on the ground at least.
Primal Rage
0 107 Read More
MAME Jump to new posts
Re: MAME 0.230 Stiletto 03/31/21 03:56 AM
1 354 Read More
MAME Jump to new posts
Re: Atari 400/800 Game Source for Unpublished Games Just Desserts 03/30/21 11:13 PM
1 196 Read More
MAME Jump to new posts
Re: 5k Pot & Motorcycle Steering Setup Curt 03/30/21 05:31 PM
Thank you for your reply. You and I are both guessing based on our own "experiences" :-)

I hope I can get a response from a senior member who has inner knowledge of the MAME configuration "Paddle Sensitivity". This setting DOES affect the game play in some potentiometer driving games like cruisin USA. I am able to "dial down" the steering to make it playable. I cannot "dial up" the steering in ANY motorcycle game. The config setting defaults to 100 in most cases but can go 0-255. There is no number that seems to change the steering in the motorcycle games (or perhaps ANY game that needs to be dialed up, I have only needed it to dial down a game)

With that being said, the lack of a response has me already solving this by adding another pot and another gear which will add to the build cost. I would abandon that extra work, if possible, if someone can clarify how it is supposed to work (or is not a working feature).
3 479 Read More
MAME Jump to new posts
Re: DEC VT 340 terminals crazyc 03/30/21 03:34 PM
The vt240 does support color. You need to set it in the machine config menu.
3 228 Read More
MAME Jump to new posts
Re: TMS-09xx/1xxx thread (was New Dumps) hap 03/30/21 12:34 PM
"Sound Effects Chassis" was a funny one, it was acquired/dumped by kevtris by the way, not Rik.

There are very few electromechanical handhelds/tabletops that have an MCU/CPU.
The only one I can think of is Marx Electronic Bowling, it uses a TMS1100. And that thing is huge, would you categorize it as a 'handheld' Rik? ;D
3,739 2,382,051 Read More
Page 1 of 2 1 2
Who's Online Now
1 members (Olivier Galibert), 25 guests, and 2 robots.
Key: Admin, Global Mod, Mod
Comment Guidelines: Do post respectful and insightful comments. Don't flame, hate, spam.
Forum Statistics
Most Online890
Jan 17th, 2020
Forum Host
These forums are hosted by
Forum hosted by