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MAME 0.262 & clones : Multiple Arcade Machine Emulator


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@Bruce 735 roms t'as vraiment fait du tri!!

Moi mon full-set est un peu plus complet 29354 roms donc je te laisse imaginer pour les MAJ j'ai pas d'autres choix que d'utiliser ctrlmamepro pour les effectuer

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Oui c'est vrai Cartok mais bon un jour ou l'autre ça le sera... enfin j'espère. Puis, faut bien dire que les maj et autre redimensionnement de chd via chdman... bah moi j'ai jamais rien pigé à leur syntaxe de merde.

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Journal de bord,


Toujours le même problème avec Mame 0.171 qu'avec Mame 0.170 (plantage par l'augmentation continue de la mémoire RAM utilisée pendant l'update), alors que Mame 0.169 update toujours aussi nickel sur mon poste.


J'espère que les développeurs de Mame lisent ce forum :(



(et qu'ils lisent le français)

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As tu essayer d'autre MAME 0.171




ou:(MAME32plus (ash build)










MAMEUIFX : KO (exactement le même syndrome qu'avec MAMEUI)

HBMAME :    KO (exactement le même syndrome qu'avec MAMEUI)

MAMEUI (ash built) : KO (exactement le même syndrome qu'avec MAMEUI) (edit)


MAME (sur mamedev.org) : ça marche !!! (mais bon, bonjour l'interface :(: )

Edited by yamato
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Sinon as tu un autre PC ? (portable etc....pour que tu teste un MAME 0.170 ou 0.171 ou chez un pote pour voir si ta toujours ce probleme ).



J'approuve cette idée. J'essairerai quand j'en aurai l'opportunité (pas de deuxième PC à la maison). Merci pour votre aide.

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Dernieres news sur mame, la "mame-team" change les conditions d'utilisation de l'émulateur. Je ne connais pas les détails, mais il semblerait que cela provoque un arrêt de certains builds non officiels (fin probable de mameuiFX, entre autres).


Source : http://www.emu-france.com/news/43320-www-mame-change-ses-conditions-8230/

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Je pense qu'on arrivera toujours a trouver des versions modifiées de Mame.La communauté pour cet emulateur est enorme  tout du moins je l'espère.

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Oh m***e, je suis depuis des années sur mameuifx... J'ai tendance à penser aussi que d'autres frontends arriverons avec la communauté, je ne veux pas non plus me retrouver avec un truc genre mame 0.60. En gros quelle est la raison ?


C'est bon j'ai vu.

Edited by Space Sheriff-
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  • 4 weeks later...


Voila MAME 0.172:

le lien:



change log:(attention il y a de la lecture même si j'ai pas tous lus)






MAMETesters Bugs Fixed


- 06168: [Crash/Freeze] (neogeo.c) kof10th: Unable to start/Fatal error (ajrhacker)

- 06159: [Crash/Freeze] (triforce.c) triforce: Crash/Exception before OK (Osso)

- 06144: [Crash/Freeze] Running with -video d3d -numscreens 2 and above crashes MAME

- 06152: [interface] "Show mouse pointer" option stays off (dankan1890)

- 06147: [sound] (model2.c) daytona: Some songs can not be played and cause audio

to halt (R. Belmont)

- 06145: [DIP/Input] (astrocde.c) gorf and clones: Gorf Outputs missing Quark Laser

(Joystick) Lamp Output (David Haywood)

- 06143: [Documentation] They are "Master Sets", NOT "Originals" (dankan1890)

- 02389: [DIP/Input] (nbmj8688.c) housemnq, housemn2, bijokkog, bijokkoy: Inputs

slightly wrong for the LCD games. (cuavas)

- 06156: [interface] a5200,a7800,smspal,sms1,sms1pal,aes,vectrex,a400,a800,c64,c128:

GUI software list cartridge picker fails to select cartridge


Source Changes



-Added data-driven shader system for BGFX renderer [Ryan Holtz]


* Allows an arbitrary number of passes, with arbitrary connections

between passes.

* Ships by default with three effects: default, unfiltered, and hlsl

* default: Simple bilinear stretch

* unfiltered: Simple nearest-neighbor stretch

* hlsl: A close reimplementation of the Direct3D HLSL shaders. Does

not currently support bloom or vectors.

* Select the "shader chain" you wish to use with -bgfx_screen_chains

* Adjust the settings to your liking with slider controls, saving and

loading settings and presets will be added in a future version.

* See bgfx/chains/hlsl.json ans bgfx/hlsl/blit.json for JSON format


* For additional information, see the official MAME documentation.


-Improved Scanline Simulation [imJezze]


* Changed the amount of scanline darkness, a setting of 1.0 now

becomes fully black (to get the same result as before, halve your

current setting)

* Scanline height now depends on the brightness of the underlying


* The amount of the scanline brightness and overdrive now depends on

the scanline darkness

* Renamed 'Scanline Screen Height' to 'Scanline Screen Scale' and

'Scanline Indiv. Height' to 'Scanline Height'

- Fixed Bloom Level Alignment

* Fixed target dimensions of bloom levels, which results in much

better alignment, especially for games with very low resolutions.

Therefore, current bloom settings might appear less intense than


- Quality and Performance improvements

* HLSL now uses non-power-of-two-sized target surfaces (breaks

compatibility with graphics cards based on R300/R400/NV30 and older)

* HLSL target surfaces now have the size of the screen canvas

* Removed HLSL pre-scale factor

* HLSL now uses a sharp bilinear interpolation to pre-scale textures

to screen canvas size, based on [Themaister]'s implementation

* Improved overall performance. Based on the previously required

pre-scale factors, speedups range 5-50% depending on graphics

hardware, more if a higher prescale factor was used.

* Improved shadow mask quality (pixel-perfect) in screen-mode

* Fixed half source texel offset of bloom level alignment

* Removed ./hlsl/artwork_support folder

* All shaders after pre-scale are now based on screen coordinates

(workaground until both raster and vector passes can work on texture


* Disabled distortion shader for more than one screen and for

artworks in full mode, does not affect artworks in cropped mode

(workaground until both raster and vector passes can work on texture



-at: Created at motherboard device and split PCI and PS/2 machines into

own files [Carl]


-UI [Maurizio Petrarota]

* Enabled user interface navigation through UI_CONFIGURE button (tab

key by default).

* Added support for "covers" images collection.

* Added support for "gameinit.dat".

* Improved ROM-less checking at startup.

* Improved vertical orientation rendering.

* Fixed missing mouseover highlight.

* Fixed search in software lists.

* Fixed DATs reload after path changes.

* Fixed software load failure from BIOS submenu.


-Bloom refactoring [imJezze]

* Calculation of bloom dimensions is now done only once, when render

target is created.

* Reduced blur width for non-vector screens.

* Implemented shadow UV option for source tile mode.


-apple2gs.cpp: Dumped the 341-0749 ROM and confirmed the 341-0728 Apple

IIGS ROMs. [brian Troha]


-Type-safe C++ printf analog and vector-backed iostreams [Vas Crabb]

* Supports most C99, glibc, SUS and MSVCRT format specifications

* Allows formatting any object with stream output operator with %s

* Replaces strformat, strprintf and strcatprintf

* Move to type-safe templates for logerror and popmessage

* Remove now-unnecessary I64FMT from calls to logerror/popmessage

* Eliminate core_i64_format functions for the most part


-Modernised much of the file handling code [Vas Crabb]

* Made core_file, osd_file, and avi_file and polymorphic classes

* Moved osd_file implementations to shareable OSD module code

* Made zip/7z implementations of archive_file with common API

* Prefer destructors over explicit close functions

* Made APIs supply smart pointers

* Pass std::string though lots of APIs rather than C string pointers

* Added methods for flushing user-space file buffers

* Made archive_file create/destroy thread-safe

* Fixed buffer overrun when walking zip ECD

* Fixed some resource leaks in file handling code

* Fixed edge cases where incorrect error code was returned on Windows

* Added Solaris PTY implementation

* Support ~/$FOO/${BAR} expansion with SDL OSD

* Made emu_file handle zip and 7z archives identically

* Search archives with CRC+path, CRC+partial path, CRC, path, partial

path when loading ROMs/artwork/cheats/etc.

* Added support for 7z archives via zippath API

* Support 7z archives for fullpath loading and media file manager

* Made romcmp tool support 7z archives


-Improved OSD font API [Vas Crabb]

* Release font handles on destruction

* Moved font enumeration into OSD, implement for SDL, Windows, OSX

* Fixed drawing characters outside Unicode BMP with sdl_ttf

* Support TTC fonts with sdl_ttf

* Separated font display names from configuration names

* Made OSX font configuration name the PostScript face name

* Made sdl_ttf configuration name Family|Style

* Supply ui_small font as a BDF file with Adobe glyph names


-Fixed stack smash bugs in INP read/write and better encapsulate the INP

header I/O code (thanks Tafoid for reporting), fix divide-by-zero in

pathological case of zero-frame recording [Vas Crabb]


-Fixed file naming issue when creating new image from internal file

manager with media loaded (thanks BIOS-D for reporting) [Vas Crabb]


-Fixed many mismatched free() / delete / delete [] errors [Vas Crabb]


-Cleaned up primary.fx [imJezze]

* Split primary.fx into 3 techniques for vector buffer, screen

and UI pass

* Moved register_texture() for shaders outside of texture_info


* Added render_primitive parameter to register_texture(); currently


* Removed other unused register_texture() definition


-IGS009 driver improvements: Added both missing PPI8255 devices and

routed all inputs/outputs through them. Derived a memory map for Grand

Prix '98, that seems to lacks of these devices. [Roberto Fresca]


-Rewrote input routines as modules [brad Hughes]


-Reparented all sets of IGS Jingle Bell. Added technical information

about the hardware [Roberto Fresca]


-Few miscellaneous N64 changes / improvements [Happy]

* Changed MemPak formatting code to better document actual format.

* Avoid adjusting screen timings when VI blank video mode set.

* Fixed: PIF reportedly only clears top bit of status byte.

* Fixed: DD read fail needs to mask against head as well as track.


-Fixed flipped sprite positioning in toypop [Katsuhiko Kagami]


-crazybon improvements [Vas Crabb, Ioannis Bampoulas]

* Updated DIP switch descriptions/defaults according to manual

* Hooked up reel stop buttons and add to layout


-Added original Dyna Cherry Master '99 QL-1 V9B.00 set [Vas Crabb, Ioannis Bampoulas]

* Renamed existing set to cmast99b - it's hacked to remove Dyna name

* Added DIP switch settings and defaults from manual, nothing confirmed

* Confirmed correct ROM loading

* Added notes, including how to reach input test


-newbrain: Dumped the COP internal ROM. [Chris Despinidis]


-newbrain: Rewrote the driver to modern standards. [Curt Coder]


-cop400: Implemented the MICROBUS interface. [Curt Coder]


-peplus.cpp: Added dump of cap1144.u50 [badbaud]


-segam1audio: Fixed ROM mapping (MT6147) and corrected authorship. [R. Belmont]


-Butterfly Dream 97: Created its own machine driver. Perfectly decoded

graphics for gfx bank 1. [Roberto Fresca]


-Butterfly Dream 97: Decoded graphics for gfx bank 2. [Roberto Fresca]


-NoteTaker: Documented more multiprocessor related addresses, fixed some

address map issues. [Lord Nightmare]


-HLSL presets [imJezze]

* Added general presets for raster and vector screens

* Added special presets for Game Boy (monochrome LCD) and Game Boy

Advance (color LCD)


-ibm5170.xml: Added SICOS mouse driver and SICOS Paint. [Curt Coder]


-Super Poker: Added the missing PPI 8255s and routed the involved

inputs/outputs through them. 3super8 has PPI initialization

routines, but seems to be a leftover since it lacks them. Also

cleaned up the driver and added technical notes. [Roberto Fresca]


-Added layout for Frankie Dettori's 7th Heaven [John Parker]


-NoteTaker: Hooked up more of the IOCPU I/O registers. Separated reset

functions for IOCPU and EmulatorCPU. [Lord Nightmare]


-NoteTaker: Updated documentation further. Added commented out I/O map

for the EmulatorCPU [Lord Nightmare]


-Rewrote Super Cross II driver due to relicensing [Angelo Salese]


-NoteTaker: Implemented the DAC, DAC Timer, and DAC FIFO, the BIOS now

beeps on boot. Fixed several wrong polarity status bits. Documented

where the framebuffer lives. Better documented the boot process.

Hooked up the VSync Interrupt. [Lord Nightmare]


-Updated Frankie Dettori layout to MAME 'dark' style [John Parker]


-svi318: Rewrote driver. Supported are the SVI-318 and SVI-328

systems, and a slot system which adds support for the following

expander slot options:

* SV-601 Super Expander

* SV-602 Single Slot Expander

* SV-603 Coleco Game Adapter (no controller support yet)

The slot expander cards enable support for the standard

Spectravideo expansion slots. Of those, the following

cards are fully emulated:

* SV-801 Disk Controller (with 2 disk drives)

* SV-802 Centronics Printer Interface

* SV-803 16k memory expansion

* SV-805 RS-232 Interface

* SV-806 80 column card

* SV-807 64k memory expansion [Dirk Best]


-NoteTaker: Hooked up screen framebuffer. Hacked the Odd/Even interrupt

so screen drawing happens. [Lord Nightmare]


-NoteTaker: Fixed another typo in BIOS 1.5, no longer runs off into the

weeds and actually tries to load from floppy now. Needs FDC hooked up

still. [Lord Nightmare]


-r9751 improvements [brandon Munger]

* Fixed more DMA issues and added more logging

* Moved PDC floppy command trigger to correct register


-Added common debugger commands to global menu bar in OSX [Vas Crabb]

Also fixed occasional crash in Copy Visible. Note that copy

visible, paste, toggle breakpoint, and view options still require you

to use context menus in windows. Debug/Run menus only work when a

debugger window has focus, so Break is less useful than it could be.


-floppy: Fixed subtle interaction between wd_fdc initial restore and floppy reset [O. Galibert]


-IGS Super Poker: Decrypted all the US/UA sets. They are still not

working due to hardware differences with the former ones laying in the

driver. I/O are driven through IGS custom IC's instead of 2x PPI8255

devices. [Roberto Fresca]


-NoteTaker: Attached FDC and floppy drive. [Lord Nightmare]


-NoteTaker: Began to hooking up DiskReg register. [Lord Nightmare]


-netlist updates: [Couriersud]

* First steps to move towards c++11.

* Based plist on std::vector

* Replaced pstack with std::stack

* Removed pnamed_list

* Use c++ "for each" in a number of places

* Fixed two "time bombs"


-Implemented integer scaling in core renderer [Calamity]

* Moved -unevenstretch option to core renderer.

-unevenstretch: fractional stretching (default)

-nounevenstretch: integer scaling

* Added new options to core renderer:

-unevenstretchx: fractional stretching on horizontal axis, integer

scaling on vertical axis

-intscalex: horizontal integer scale factor, default is 0 (auto)

-intscaley: vertical integer scale factor, default is 0 (auto)


-Symbolics 3600: Added more documentation of the FEP PCB from PCB pictures.

[Lord Nightmare]


-Symbolics 3600: Fixed ROM mapping, add a few more PLD/PLA/PAL labels.

[Lord Nightmare]


-A lot of TTF fonts (including C/J/K fonts like unifont) do not have a

type attribute "Regular". This fix will load the first font found if

no "bold" "bold italic" "italic" or "regular" attribute was found.



-Neo-Geo updates: [JacKc]

* Added correct ROM labels and locations for ASOII and Burning Fight

early prototypes

* Added ROM locations for Last Resort prototype

* Marked alpham2p AES VERSION

* Marked burningfp AES VERSION

* Marked lresortp MVS VERSION


-Converted shanghai.cpp to use the non-legacy hd63484 video device.

[Angelo Salese]


-Rewrote overly complex rawinput_device_improve_name function for

rawinput module, plus fixing some other defects in input modules as

detected by coverity. [brad Hughes]


-Added support for Raspberry Pi cross-compile [Miodrag Milanovic]


-pcat_dyn: Added sound and marked toursol working [Carl]


-Symbolics 36xx: Renamed driver from s3600 to s3670 to better reflect

the actual model of what we're trying to emulate. Added more memory

maps from the patent, but these do not seem to match the 3670 exactly,

more investigation is required. [Lord Nightmare]


-Added additional sanity checking to the tms9927/crt5027 core.

[Lord Nightmare]


-Software List cart added (crvision): Tennis (Dick Smith, earlier, 6k

Cart [Luca Antignano, Herman Heritage]


-apple3 updates: [R. Belmont, robj]

* RAM is always present at FFCx, eliminated previous need for hack

* VIAs are clocked by PRE1M (1 MHz), fixes Confidence Test

* Fixed joystick reading; works in Sandman and Atomic Defense

* Hooked up HBlank input to VIA 1 PB6

* Support raster splits; Atomic Defense is playable (pick joystick B)


-symbolics.cpp: Added model list of the various Symbolics Inc. Lisp

machines [ian F./trintr0n]


-NAOMI/Triforce/Chihiro: Updated documentation [f205v, MetalliC]


-Implemented integer scaling in core renderer [Calamity]


-Coco Loco: Added technical notes [Roberto Fresca]


-nbmj8688 improvements [Vas Crabb]

* Improved mapping of start buttons in two-player cocktails with LCDs

* Flipped Player 2 view in two-player games with LCDs to better represent

what they see from their side of cocktail cabinet

* Added DIP locations for and


* Documented DIP switch functions/locations for bijokkoy, bijokkog,

housemnq, housemn2, livegal, mcitylov, iemotom, ryuuha, kanatuen,

kyuhito and idhimitu

* Made analyser switch a toggle for many games


-Corrected ROM names in seganinj set [Mathieu Patard]

* Also added correct 'rev A' sprite ROM (the program ROMs were rev. A,

looks like this ROM was missed when it was dumped before)


-Netlist: code maintenance [Couriersud]

* Renamed netlist_analog_t to analog_t

* Straightened object model

* Reduced access to member variables

* Use pvector for groups.

* Simple coverity fixes.


-Symbolics 3670: Added a lot more notes about the FEP/NFEP board PALs and

PROMs noting where the equations for various PALs/PROMs are in the

patent [Lord Nightmare]


-Symbolics 3670: Traced out more of the FEP v24 I/O memory map based on

the PALs from the patent [Lord Nightmare]


-apple3: Started filling in the software list. [R. Belmont]


-Improved documentation for SMS software and input devices [Enik]


-apple2: Started reverse-engineering the AE PC Transporter card [R. Belmont]


-Initial work to make MAME work on Android [Miodrag Milanovic]


-sliders.cpp: Made Alt+Arrow minimize or maximize value. [Ryan Holtz]


-Swapped the endianess of the md_slot device bus to big endian, fixing

megadriv cheats [Pugsy]


-Initial Z80SCC baudrate generator support [Joakim Larsson]


-svga_s3: Fixed potential crash when hardware pointer is at the edge of

VRAM, and fixed viewport scrolling in XF86_S3. [barry Rodewald]


-atarittl.cpp: Bugle ROM redumped for Steeplechase. [Andrew Welburn]



Translations added or modified


Chinese (Traditional / Simplified) [YuiFAN]

Dutch [Wilbert Pol]

French (Belgium) [Mevi]

German [RafTacker, rootfather]

Greek [braiNKilleRGR]

Italian [AntoPISA, Angelo Salese, Fabio Priuli]

Japanese [Katsuhiko Kagami, Vas Crabb]

Portugese (Brazil) [Ashura-X]

Russian [MetalliC]

Serbian (Latin/Cyrillic) [Damjan, Miodrag Milanovic]

Spanish [A.Viloria]


New machines added or promoted from NOT_WORKING status


Lock On (Philko) [marcus, David Haywood]

Chicken Draw (2131-04, U5-01) [Kevin Eshbach, The Dumping Union]

Fire Ball (FM Work) [Team Europe, David Haywood]

Android (early build?) [Ryan Holtz, David Haywood]

Magical Touch [Carl]

Tournament Solitaire (V1.06, 08/03/95) [Carl]

Conic Electronic Football [hap, Sean Riddle]

Gakken FX-Micom R-165, aka Tandy Radio Shack Science Fair Microcomputer Trainer

[hap, Sean Riddle]

Castle Toy Einstein [hap, Sean Riddle]

Coleco Head to Head Basketball/Hockey/Soccer [hap, Sean Riddle]

Bandai Burger Time [hap, Kevin Horton, Rik]

Bandai Pengo [hap, Kevin Horton, Rik]

Bandai Zaxxon [hap, Kevin Horton, Rik]

Gakken Jungler [hap, Kevin Horton, Rik]



New clones added or promoted from NOT_WORKING status


Batsugun (Korean PCB) [Alex Cmaylo]

Player's Edge Plus (X002252P+XP000050) Shockwave Poker [brianT]

Player's Edge Plus (X002309P+XP000038) Triple Double Bonus Poker


Pleiads (Niemer S.A.) [pako ikarihardmods, Roberto Fresca]

Armed Police Batrider (Hong Kong) (Mon Dec 22 1997)

[Trap15, The Dumping Union]

Jingle Bell (EU, V141) [Roberto Fresca, Ioannis Bampoulas]

Knock Out!! (bootleg, set 3) [Paul Hogger]

Cabal (UK, Trackball) [caius]

Hipoly (bootleg of Hyper Olympic) [Roberto Fresca, Peter Weuffen]

Last Resort (prototype) [Chris Ransley]

Crazy Climber (Spanish, Rodmar bootleg) [A.R.P.A.]

Buccaneers (set 3, harder) [system11]

My Hero (bootleg, 315-5132 encryption) [Andrew Welburn]

Coco Loco (set 2) [AUMAP, Roberto Fresca]

Major Title 2 (World, alt sound CPU) [Mathieu Patard]

Pac-Man (SegaSA / Sonic) [A.R.P.A.]

Come Come (Petaco SA bootleg of Puck Man) [Manuel Giron]

Come-Cocos (Ms. Pac-Man) ('Made in Greece' Herle SA bootleg) [Heckler]

Moon Cresta (SegaSA / Sonic) [Roselson (from AUMAP)]

Pac-Man (Moon Alien 'AL-10A1' hardware) [caius, Joachim Puster]

Wave Runner GP (original, Rev A) [Arzeno Fabrice]

Spartan X (Tecfri hardware bootleg) [farzeno, rockman, David Haywood]

Toki (US, prototype?) [Kevin Eshbach]

M.A.C.H. 3 (set 2) [Matt Ownby]

M.A.C.H. 3 (set 3) [??]

Apple IIgs (ROM03 late prototype?) [brian Troha]

Super Bishi Bashi Championship (ver KAB, 3 Players) [skate]

Pac-Gal (set 2) [kurobee]



New machines marked as NOT_WORKING


Lucky Bar (W-4 with mc68705 MCU) [Roberto Fresca, Ioannis Bampoulas]

Cherry Angel (encrypted, W-4 hardware)

[Roberto Fresca, Ioannis Bampoulas]

Sharp Wizard OZ-750 [sandro Ronco]

Butterfly Dream 97 / Hudie Meng 97 [Roberto Fresca, Ioannis Bampoulas]

Super Poker (v306US) [Roberto Fresca, Ioannis Bampoulas]

Symbolics 3600 [trinitr0n/Ian F., Lord Nightmare]

Cherry Master '99 (V9B.00) [Vas Crabb, Ioannis Bampoulas]

Konami Contra (handheld) [hap, Sean Riddle]

Super Game (Sega Master System Multi-game bootleg) [Astroblaster] (incomplete dump)

Game Tree (PSE) [Andrew Welburn]


New clones marked as NOT_WORKING



Coco Loco (set 3) [AUMAP, Roberto Fresca]

various Super Poker sets

- (v205US), (v203US), (v200UA), (v102UA) [Roberto Fresca, Ioannis Bampoulas]

- (v114IT) [Mirko Buffoni, Roberto Fresca]

- (v116IT-MX) [MiX, Roberto Fresca]

various Jingle Bell sets

- (US, V157), (EU, V155), (EU, V153) [Roberto Fresca, Ioannis Bampoulas]

Sega Ninja (315-5113) [Mathieu Patard]


New WORKING software list additions




Super Bike (Jpn) [Jim]

Battle Fighter (Jpn) [Jim]

4-nin Mahjan (Jpn, set 2) [Jim]



Tennis (Dick Smith, earlier, 6k Cart) [Luca Antignano, Herman Heritage]



Atomic Defense [R.Belmont]

Tic-Tac-Toe [R.Belmont]

+ more


New NOT_WORKING software list additions




GP Race [Peter Wilhelmsen]



Malheureusement je le prendrais pas je garde espoir pour MAMEUIFX (de toute façon ils ont sur la bonne vois) sa sera pour la version 0.173.



Bah en tout cas,


MameUI 0.172 remarche pour moi (après les versions 0.170 et 0.171 qui ne marchaient pas)


Mon dossier est clos !

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Il y a une chose que je ne comprend pas.


Qu'est ce que MameUIFX a que MameUI n'a pas ? Perso je préfère MameUI à MameUIFX (MameUI 0.172 qui était dispo immédiatement après la sortie de Mame 0.172), encore que les différences entre les deux m'apparaissent mineures. Mais peut-être que je me trompe.

Edited by yamato
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Moi j'utilise aussi MAMEUI64,et j'avoue que je n'ai jamais eu de problèmes avec les differentes versions que j'ai testées.

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Le mien ne ressemble pas du tout a ça je te post un screen demain,mais j'ai les "icons" "snap" "background" enfin bref tout ce qu'il faut pour avoir un mame ui qui tient la route!

Pour tes problèmes de roms s'affichants en vert ou autre c'est juste une question de reglage de l'èmu,mais bon mame ui est l'emu que je maitrise le mieux donc pour moi tout parait simple!

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Merci pour ta photo,en effet je vois que tes roms (donc sa ce voie que je connais rien sur cette émulateur).

Comment ta configurer pour qu'on voit que tes roms?

Dans la colonne à gauche,


sélectionner "Available" au lieu de "All Games".

Edited by yamato
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Je te donnerais des explication ce week end car cette semaine mes 2 monstres sont a la maison (vacances scolaires obligent!) :rolleyes:  :rolleyes:

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Ces pas possible car sur mon image j'ai cliquer sur available:(et j'avais mis qu'une rom)



Et cartok ma bien dit ces normal il faut faire un réglage.(j'attendrais son tuto tranquillement)..


Ce sont des MESS.


Pour ne pas les afficher fait clic-droit sur "Available",  "Custom Filters" et coche la case "MESS".

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  • 4 weeks later...
  • Team

MAME 0.173b du 27 Avril 2016 :




changelog : http://mamedev.org/releases/whatsnew_0173.txt


pour les snapshot tu aura tout ici, pour le moment mis a jour en 0.172 : http://www.progettosnaps.net/snapshots/

Edited by WildWolf
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je ne sais pas comment voir les images des jeux

j'ai mis les photos dans les deux dossiers snap et titles

j'ai mameuifx64 1.172.1


logiquement les noms des photos ce sont les même que les roms, je me vois mal renommer des milliers de roms...

Edited by julie4k
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vous savez comment sauvegarder les touches des configurations des manettes ( une fois régler ) pour éviter de les régler a chaque fois qu il sortent une mise a jour de Mame ?

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