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mame's Introduction

pipeline status

Libretro notice

Before sending bug reports to the upstream bug tracker, make sure the bugs are reproducible in the latest standalone release.

To build libretro MAME core from source you need to use Makefile.libretro make file:

make -f Makefile.libretro

For faster building after the initial makefile creation:

make -f Makefile.libretro PREMAKE=0

For Windows install lld for much faster linking.


MAME

Join the chat at https://gitter.im/mamedev/mame

Continuous integration build status:

OS/Compiler Status
Linux/clang and GCC CI (Linux)
Windows/MinGW GCC and clang CI (Windows)
macOS/clang CI (macOS)
UI Translations Compile UI translations
Documentation Build documentation
BGFX Shaders Rebuild BGFX shaders

Static analysis status for entire build (except for third-party parts of project):

Coverity Scan Status

What is MAME?

MAME is a multi-purpose emulation framework.

MAME's purpose is to preserve decades of software history. As electronic technology continues to rush forward, MAME prevents this important "vintage" software from being lost and forgotten. This is achieved by documenting the hardware and how it functions. The source code to MAME serves as this documentation. The fact that the software is usable serves primarily to validate the accuracy of the documentation (how else can you prove that you have recreated the hardware faithfully?). Over time, MAME (originally stood for Multiple Arcade Machine Emulator) absorbed the sister-project MESS (Multi Emulator Super System), so MAME now documents a wide variety of (mostly vintage) computers, video game consoles and calculators, in addition to the arcade video games that were its initial focus.

How to compile?

If you're on a UNIX-like system (including Linux and macOS), it could be as easy as typing

make

for a full build,

make SUBTARGET=tiny

for a build including a small subset of supported systems.

See the Compiling MAME page on our documentation site for more information, including prerequisites for macOS and popular Linux distributions.

For recent versions of macOS you need to install Xcode including command-line tools and SDL 2.0.

For Windows users, we provide a ready-made build environment based on MinGW-w64.

Visual Studio builds are also possible, but you still need build environment based on MinGW-w64. In order to generate solution and project files just run:

make vs2019

or use this command to build it directly using msbuild

make vs2019 MSBUILD=1

Where can I find out more?

Contributing

Coding standard

MAME source code should be viewed and edited with your editor set to use four spaces per tab. Tabs are used for initial indentation of lines, with one tab used per indentation level. Spaces are used for other alignment within a line.

Some parts of the code follow Allman style; some parts of the code follow K&R style -- mostly depending on who wrote the original version. Above all else, be consistent with what you modify, and keep whitespace changes to a minimum when modifying existing source. For new code, the majority tends to prefer Allman style, so if you don't care much, use that.

All contributors need to either add a standard header for license info (on new files) or inform us of their wishes regarding which of the following licenses they would like their code to be made available under: the BSD-3-Clause license, the LGPL-2.1, or the GPL-2.0.

See more specific C++ Coding Guidelines on our documentation web site.

License

The MAME project as a whole is made available under the terms of the GNU General Public License, version 2 or later (GPL-2.0+), since it contains code made available under multiple GPL-compatible licenses. A great majority of the source files (over 90% including core files) are made available under the terms of the 3-clause BSD License, and we would encourage new contributors to make their contributions available under the terms of this license.

Please note that MAME is a registered trademark of Gregory Ember, and permission is required to use the "MAME" name, logo, or wordmark.

Copyright (c) 1997-2024  MAMEdev and contributors

This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2, as provided in
docs/legal/GPL-2.0.

This program is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License for
more details.

Please see COPYING for more details.

mame's People

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mame's Issues

MAME 2009 (Wii U version) game slowdown problems

I couldn't find a thread for MAME 2009 (0.135u4) so I put my request here.

There is an issue with the MAME 2009 core in my Wii U Retroarch.

Mortal Kombat 2 and Ultimate Mortal Kombat 3 go through SEVERE slowdown when they boot up.

The first Mortal Kombat for MAME boots up fine and works great though the audio is a bit choppy.

Thanks!

Guardian Force Doesn't Work (Works in Standalone 0.191)

The 0.191 update should have fixed this game, but it's still getting stuck on a black screen after the title screen on the latest nightly build. I tested 0.191 stand alone and it works there.

Also, in RetroArch's menu, it still says 0.190.

Cave games like Ibara and Deathsmiles don't crackle anymore with hard sync frames 0 :D

Compilation error?

Ran git clone, and complied. Got the error below:
make -j11 GCC 5.4.1 detected Compiling src/osd/modules/render/drawretro.cpp... ../../../../../src/osd/modules/render/drawretro.cpp: In member function ‘virtual int renderer_retro::draw(int)’: ../../../../../src/osd/modules/render/drawretro.cpp:77:6: error: unused variable ‘pitch’ [-Werror=unused-variable] int pitch = (width + 3) & ~3; ^ cc1plus: all warnings being treated as errors

Running on Ubuntu 16.04.
Anything I'm missing?

Resolution / stretch issue - feedback

New issue to give some feedback. That's on win7 x64.

Core without libco: The stretching problem is still here (old vertical strip rendering), x68000 is slow and the image is glitched (distorted in diagonal).
Then I can't launch x68000 games again after my first test: it's crashing at AV change.
(no core-option cfg, no nvram, nothing... strange)

The ui.bdf trick seems to work.

Core with libco: Always crash on mame GUI message "loading Machine" while booting.
I tried with altered rendering too but it's the same.
Backtrace gave me this.

Remapping of controls for specific games not available

Not sure if MAME supports it or not, but I wanted to remap the controls for a specific game and the option was not available in the QUICK menu. Also, looks like (from preliminary testing) that the core overwrite configurations also does not work in MAME.

Thank you.

[Linux] Build failing on i386

Do I need to parse something to i386 build? This is what I'm using for x86_64 and ARM64:

ifeq ($(ARCH),amd64)
	EXTRA_OPTS = PTR64=1
else ifeq ($(ARCH),arm64)
	EXTRA_OPTS = ARCHOPTS="-mabi=lp64" NOASM=1 FORCE_DRC_C_BACKEND=1
endif

The errors:

barcrest.make:609: recipe for target '../../../../libretro/obj/libretro/src/mame/drivers/mpu4.o' failed
make[4]: *** [../../../../libretro/obj/libretro/src/mame/drivers/mpu4.o] Error 1
Makefile:118: recipe for target 'barcrest' failed

bfm.make:739: recipe for target '../../../../libretro/obj/libretro/src/mame/drivers/bfm_sc4.o' failed
make[4]: *** [../../../../libretro/obj/libretro/src/mame/drivers/bfm_sc4.o] Error 1

Makefile:121: recipe for target 'bfm' failed
make[3]: *** [bfm] Error 2

https://launchpadlibrarian.net/321931544/buildlog_ubuntu-zesty-i386.libretro-mame_1%3A0.185-r201705311220-9f8a36a-57~ubuntu17.04.1_BUILDING.txt.gz


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Update to 0.192

You're probably aware that a new upstream version is out, but just in case.

Mame esc key crashes RA

If one accidentally exit the mame core using the standard escape key, while RA's exit key is mapped to anything beyond the standard escape key IE the Pause Break key, mame will bring RA down with a either a Segmentation fault (core dumped) or it'll give either an abbreviated backtrace or an unabridged version that floods the terminal rendering it useless.

The abbreviated backtrace: https://pastebin.com/3MR6ksCS

Running the latest nightly of the testing ppa

Mame internal rotation problem

Rotating from Mame Gui keeps the previous framebuffer resolution with a wrongly scaled picture in its middle.

I tried to disable it for vertical games (as it is automatically applied for those) from here but it gives the same result as using the GUI rotation = wrong scale.

This feature is great to put a vertical game in the right direction to have vertical scanlines with shaders and it can be applied to particular games/drivers/other with mame ini system.

I tried to modify libretro.cpp and swapped width/height but it got me nowhere.
It seems it's not that simple with this core.


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Rad Rally problem

Rad Rally (radr) isn't working here while it's OK on Mame 0.181 stand-alone (0.181 romset).

Pretty strange as other segas32 games seem to work fine.
Haven't seen a recent commit or issue about it on Mame Tester/source.

SUBTARGET=arcade build

Is it possible to build only arcade subtarget yet? It was working with 0.174 I think.

make -f Makefile.libretro SUBTARGET=arcade

make[4]: Entering directory '/<<BUILDDIR>>/libretro-mame-0.174+r32285.10~40~ubuntu16.04.1/src/devices/cpu/m68000'
make[3]: *** No rule to make target 'scripts/src/formats.lua', needed by 'build/projects/retro/mamearcade/gmake-linux/Makefile'.  Stop.
make[3]: *** Waiting for unfinished jobs....
cp -fR "3rdparty/SDL2/include/" "build/generated/includes/SDL2"
Linking m68kmake...
Generating M68K source files...

	Musashi v4.90 680x0, CPU32, and ColdFire emulator
	Copyright Karl Stenerud and the MAME team.

Generated 1972 opcode handlers from 523 primitives
make[4]: Leaving directory '/<<BUILDDIR>>/libretro-mame-0.174+r32285.10~40~ubuntu16.04.1/src/devices/cpu/m68000'
make[3]: Leaving directory '/<<BUILDDIR>>/libretro-mame-0.174+r32285.10~40~ubuntu16.04.1'
Makefile.libretro:170: recipe for target 'build' failed
make[2]: *** [build] Error 2

Issues building on Debian 8 with clang

Having a bit of trouble building this. Is there a lot WIP yet? I'm aware that the libretro nighly build PPA hasn't updated this core binary since June of this year. I'm ok being patient, but wanted to make sure there wasn't something I was doing wrong. Maybe I am missing a package such as libc++?

override_dh_auto_build:
	# MAME
	make OVERRIDE_CXX="clang++-3.8" OVERRIDE_CC="clang-3.8" USELIBCO=1 SUBTARGET=arcade $(PLATFORM)
	# MESS
	make OVERRIDE_CXX="clang++-3.8" OVERRIDE_CC="clang-3.8" USELIBCO=1 SUBTARGET=mess $(PLATFORM)

Nvram issues Time Crisis Android

Hi,

Getting error when trying to load Time Crisis (timecris)
"SUBCPU START WAIT = NG"

Game doesnt boot.

From research I believe this is related to Nvram but is unclear. Nvram folder/file is created.

Worked first time on windows setup with same rom & folder


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MAME 0.188 - mame_libretro.dll

Crashes when loading a game from this list.

Game & Watch: Mickey & Donald

Game & Watch: Mario Bros.

Game & Watch: Mario's Cement Factory (new wide screen)

Frogger (Coleco)

Can you check on these please? There might be some others from MESS side that won't load at all. MAME side is fine.

Overlapping core and frontend options

With the way the core is currently setup, there are times where one needs to access the MAME menu to remap the correspondence between a machine's input settings, some default retroarch bindings (such as P for pause and ESC for quit) overlap with MAME ones and in ESC's case, provided the front end isn't setup to quit immediately, the core drops you in what appears to be MAME's ROM selection menu.

Shouldn't options like these be disabled in the core, and the associated features left for the frontend to handle for the sake of consistency?


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Add support for cheats?

Sorry to open an issue for that, but i don't understand why the mame2003 core is apparently the only one supporting cheats. Plus, a very old cheat file format that is not used since, like 10 years ago. (Now mame uses a 7zipped xml file which is waaay less heavy, 1.7Mb instead of 13)

Any technical reasons that makes impossible the cheat support for the other core instances?

BGFX Build Failure

Is this expected to build in its current state? It appears to fail on BGFX for me...

Compiling src/osd/modules/render/drawretro.cpp...
In file included from ../../../../../src/osd/modules/osdwindow.cpp:13:0:
../../../../../src/osd/modules/render/drawbgfx.h:8:23: fatal error: bgfx/bgfx.h: No such file or directory
 #include <bgfx/bgfx.h>
                       ^
compilation terminated.
make[2]: *** [osd_retro.make:876: ../../../../linux_gcc/obj/x64/Release/osd_retro/src/osd/modules/osdwindow.o] Error 1

MAME core crashes on SHIELD TV

Also reported at https://forums.libretro.com/t/mame-core-crashes-on-shield-tv/14335

On a fresh installation of retroarch (1.7.0) on a shield tv, with the "Arcade (MAME) core loaded (version 0.193), with updated database, using with a single game scanned (pbaction from the 0.193 merged rom set), retroarch crashes when launching the game. This game runs perfectly on exactly the same setup on a windows 10 machine.

I have pasted the log file at https://pastebin.com/jtPHG0rF, but some relevant lines look like:

01-18 18:41:17.529 29864 29886 I RetroArch: Game name: pbaction, Game description: Pinball Action (set 1)
01-18 18:41:17.530 29864 29886 I RetroArch: System not found: MAME
01-18 18:41:17.530 29864 29886 I RetroArch: Driver MAME not found -1
01-18 18:41:17.530 29864 29886 I RetroArch: Creating frontend for game: pbaction

01-18 18:41:17.887 29864 29886 F libc : Fatal signal 6 (SIGABRT), code -6 in tid 29886 (Thread-2)

Is there anything further you need to assist with debugging?

[Windows] Mame.ini samplepath not taken into account [$15]

Paths parameters are not taken into account when updated in system/mame/ini/mame.ini file

Workaround would be to allow this options to sit into the core_options.

Idea was to have samples sitting along with Roms, and not into the System (ideally without entering a absolute path. ie: mame_path_samples = CONTENT\samples )

Thanks


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Poor rendering of vector games

I think stand-alone Mame uses HLSL for that, but we probably can make them look better?

Using alternate render and bumping up the resolution helps, but it's limited to 960*720.
Perhaps add more resolutions? 1080p 1440p 2160p

Or allow reading of ini files resolution setting to be used by the alternate renderer?
We could then make a vector.ini with whatever resolution and settings.

Dynamic linking error

@r-type

The current version on the buildbot does not work. This is what I get upon trying to dynamically load the core in RetroArch-

RetroArch [ERROR] :: Failed to open libretro core: "/home/squarepusher/libretro-super/dist/unix/mame_libretro.so"
RetroArch [ERROR] :: Error(s): /home/squarepusher/libretro-super/dist/unix/mame_libretro.so: undefined symbol: _ZTI18segam1audio_device

stvbios roms hang retroarch with mame armhf core

All roms using stvbios (http://www.progettoemma.net/index.php?&gioco=stvbios) hang the armhf build of retroarch with mame cores > 2003 = leaves retroarch inactive with a white frame border on load.
no error message in the retroarch console, romsets load properly. the core works great with other roms non stvbios-related.

those roms load fine with mame2003 though (same issue with mame16_libretro.so, mame2014_libretro.so and mame2010_libretro.so)

seems to be the same issue reported there : https://forums.libretro.com/t/mame-stvbios-games/6137

cf libretro/mame2015-libretro#61
builds tested from nightly https://answers.launchpad.net/~libretro/+archive/ubuntu/testing/+packages?field.name_filter=mame

Building with microsoft tools

Upstream mame can be compiled with msbuild from command line (MSBUILD=1) or from visual studio 2015 (vs2015). Neither of these seems to work for libretro mame. twinaphex said @bparker06 managed to make the buildbot use visual studio. Is there any info on that?

If no one did that for mame, can someone give me hints on how to change the makefiles to make it work?

The first error that appears is that it's missing unistd.h in osdlib_retro.cpp. The msbuild way hasn't even been considered since it's a unix header, and no way to skip it has been given in the code.

Can't compile mess in retropie

I've been trying to compile mess for retropie by going to retropie setup>manage packages>experimental>lr_mess>update from source. It keeps failing at the same part. I've tried again on a fresh images. Does anyone know how I can get it to build? Here's where it keeps failing:

`Musashi v4.90 680x0, CPU32, and ColdFire emulator
Copyright Karl Stenerud and the MAME team.

Generated 1972 opcode handlers from 523 primitives
make[2]: Leaving directory '/home/pi/RetroPie-Setup/tmp/build/lr-mess/src/devices/cpu/m68000'
3rdparty/genie/bin/linux/genie --distro=generic --OPTIMIZE=3 --NOWERROR='1' --target='mame' --subtarget='mess' --build-dir='build' --NO_USE_MIDI='1' --PYTHON_EXECUTABLE='python2' --USELIBCO='1' --NOASM='1' --osd='retro' --targetos='linux' --PLATFORM='arm' --gcc=linux-gcc --gcc_version=4.9.2 gmake
GCC version 5.0 or later needed
makefile:1206: recipe for target 'build/projects/retro/mamemess/gmake-linux/Makefile' failed
make[1]: *** [build/projects/retro/mamemess/gmake-linux/Makefile] Error 255
make[1]: *** Waiting for unfinished jobs....
make[1]: Leaving directory '/home/pi/RetroPie-Setup/tmp/build/lr-mess'
Makefile.libretro:170: recipe for target 'build' failed
make: *** [build] Error 2
/home/pi
Could not successfully build MESS emulator - MESS Port for libretro (/home/pi/RetroPie-Setup/tmp/build/lr-mess/mess_libretro.so not found).`


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1 frame of input lag in the RA core

I was testing a particular game on RA vs stand-alone MAME and noticed there's always 1 additional frame of input lag in RA.

Testing is putting the game on pause (P), keeping an action button pushed down, going to next frame (K in RA, left_shift+P in MAME) until the action has an effect on screen.
The result is always 1 more frame in RA.

Is there something that could be changed, like the place where the input is polled in the port, to fix that?

Mame 0.193 / core 0.193, RA 1.7, win7 x64.

[Segfault]when retroachievement is used, crashes at 2nd launch of a game

When retroarchievement is enabled, mame causes segfault when running 2nd game

a short discussion in iirc says theres a call for HAVE_CHEEVOS or RETRO_ENVIRONMENT_SET_SUPPORT_ACHIEVEMENTS but since its not used in this core, it should be disabled by default. having to manually turn off achievement does not cause a crash:

im linking the issue posted here : libretro/RetroArch#4615


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Support hiscore.dat

Is there a way to have hiscore.dat working on this core ?
It's working on mame2016-libretro but not on this upstream version.

Mame doesn't apply the right framerate on game start

I was testing a custom resolution of 54.7Hz to run Mortal Kombat 1 and observe the scrolling on title screen (when you insert a coin).

I specified video_refresh_rate = "54.7" in a Mame.cfg override that is working on core start.
I see my TV switching to it and reported it in retroarch video settings "Estimated screen framerate".

But the scrolling is jerky showing the game is not running at that framerate.
When I change Throttle in Mame core options, a re-init happens and the scrolling is now perfectly smooth!

The thing is, you can just change that throttle setting from OFF to ON and then back to OFF again, resume, it's smooth.

I think the reason is SET_SYSTEM_AV_INFO is called while it wasn't called on initial boot?

Analog Deadzone Option

I have some analog drift on my controller's left stick in games like Enduro Racer or OutRun. It seems fine in stand alone MAME with joystick_deadzone set to the default 0.3 though. I tried setting read config on (verified it working by changing the brightness) and making sure it was set the same as stand alone in mame.ini, but still got the drift. Is the libretro port ignoring that option?

Ideally, I'd like to be have analog deadzone as a core option for easy access.

libretro-mame core installed from the testing ppa crashing on boot.

Just installed it an tried to load the core (not launching a game).

uname -a
Linux AIVAS 4.4.0-83-generic #106-Ubuntu SMP Mon Jun 26 17:54:43 UTC 2017 x86_64 x86_64 x86_64 GNU/Linux

XDG_CONFIG_HOME=/media/i30817/Huggin/Downloads retroarch -v
RetroArch [INFO] :: This is RetroArch version 1.6.1 (Git fb33dcf)
RetroArch [INFO] :: === Build =======================================
Capabilities: MMX MMXEXT SSE1 SSE2 SSE3 SSSE3 SSE4
Built: Jul 1 2017
RetroArch [INFO] :: Version: 1.6.1
RetroArch [INFO] :: Git: fb33dcf
RetroArch [INFO] :: =================================================
RetroArch [INFO] :: [Config]: Loading default config.
RetroArch [INFO] :: [Config]: loading config from: (null).
RetroArch [INFO] :: Looking for config in: "/media/i30817/Huggin/Downloads/retroarch/retroarch.cfg".
RetroArch [INFO] :: Environ SET_PIXEL_FORMAT: RGB565.
RetroArch [INFO] :: Redirecting save file to "/media/i30817/Huggin/Downloads/retroarch/saves/.srm".
RetroArch [INFO] :: Redirecting savestate to "/media/i30817/Huggin/Downloads/retroarch/savestates/.state".
RetroArch [INFO] :: Version of libretro API: 1
RetroArch [INFO] :: Compiled against API: 1
RetroArch [INFO] :: [Audio]: Set audio input rate to: 29970.03 Hz.
RetroArch [INFO] :: Found shader "/media/i30817/Huggin/Downloads/retroarch/shaders/retroarch.cgp"
RetroArch [INFO] :: Found shader "/media/i30817/Huggin/Downloads/retroarch/shaders/retroarch.glslp"
RetroArch [INFO] :: [Video]: Video @ fullscreen
RetroArch [ERROR] :: [Wayland]: Failed to connect to Wayland server.
RetroArch [INFO] :: [GLX]: GLX_OML_sync_control and GLX_MESA_swap_control supported, using better swap control method...
RetroArch [INFO] :: [GL]: Found GL context: x
RetroArch [INFO] :: [GL]: Detecting screen resolution 1366x768.
RetroArch [INFO] :: [XINERAMA]: Xinerama version: 1.1.
RetroArch [INFO] :: [XINERAMA]: Xinerama screens: 1.
RetroArch [INFO] :: [GLX]: Using Xinerama on screen #0.
RetroArch [INFO] :: [GLX]: X = 0, Y = 0, W = 1366, H = 768.
RetroArch [INFO] :: [GLX]: Using windowed fullscreen.
RetroArch [INFO] :: [GLX]: Found swap function: glXSwapIntervalMESA.
RetroArch [INFO] :: [GLX]: glXSwapInterval(1)
RetroArch [INFO] :: [GL]: Vendor: X.Org, Renderer: Gallium 0.4 on AMD RV710 (DRM 2.43.0 / 4.4.0-83-generic, LLVM 3.8.0).
RetroArch [INFO] :: [GL]: Version: 3.0 Mesa 12.0.6.
RetroArch [INFO] :: [GL]: Using resolution 1366x768
RetroArch [INFO] :: [GL]: Default shader backend found: glsl.
RetroArch [INFO] :: [Shader driver]: Using GLSL shader backend.
RetroArch [INFO] :: [GLSL]: Checking GLSL shader support ...
RetroArch [WARN] :: [GL]: Stock GLSL shaders will be used.
RetroArch [INFO] :: [GLSL]: Found GLSL vertex shader.
RetroArch [INFO] :: [GLSL]: Found GLSL fragment shader.
RetroArch [INFO] :: [GLSL]: Linking GLSL program.
RetroArch [INFO] :: [GLSL]: Found GLSL vertex shader.
RetroArch [INFO] :: [GLSL]: Found GLSL fragment shader.
RetroArch [INFO] :: [GLSL]: Linking GLSL program.
RetroArch [INFO] :: [GLSL]: Found GLSL vertex shader.
RetroArch [INFO] :: [GLSL]: Found GLSL fragment shader.
RetroArch [INFO] :: [GLSL]: Linking GLSL program.
RetroArch [INFO] :: [GLSL]: Found GLSL vertex shader.
RetroArch [INFO] :: [GLSL]: Found GLSL fragment shader.
RetroArch [INFO] :: [GLSL]: Linking GLSL program.
RetroArch [INFO] :: [GLSL]: Found GLSL vertex shader.
RetroArch [INFO] :: [GLSL]: Found GLSL fragment shader.
RetroArch [INFO] :: [GLSL]: Linking GLSL program.
RetroArch [INFO] :: [GLSL]: Found GLSL vertex shader.
RetroArch [INFO] :: [GLSL]: Found GLSL fragment shader.
RetroArch [INFO] :: [GLSL]: Linking GLSL program.
RetroArch [INFO] :: [GLSL]: Found GLSL vertex shader.
RetroArch [INFO] :: [GLSL]: Found GLSL fragment shader.
RetroArch [INFO] :: [GLSL]: Linking GLSL program.
RetroArch [INFO] :: [GLSL]: Found GLSL vertex shader.
RetroArch [INFO] :: [GLSL]: Found GLSL fragment shader.
RetroArch [INFO] :: [GLSL]: Linking GLSL program.
RetroArch [INFO] :: [GL]: Using 4 textures.
RetroArch [INFO] :: [GL]: Loaded 1 program(s).
RetroArch [INFO] :: [GL]: Using GL_RGB565 for texture uploads.
RetroArch [INFO] :: [Joypad]: Found joypad driver: "udev".
RetroArch [INFO] :: [Font]: Using font rendering backend: freetype.
RetroArch [INFO] :: [DBus]: Suspended screensaver via DBus.
RetroArch [INFO] :: [PulseAudio]: Requested 24576 bytes buffer, got 18432.
RetroArch [INFO] :: [Menu]: Found menu display driver: "menu_display_gl".
RetroArch [INFO] :: [Font]: Using font rendering backend: freetype.
RetroArch [INFO] :: [Font]: Using font rendering backend: freetype.
RetroArch [INFO] :: SRAM will not be saved.
RetroArch [INFO] :: Loading history file: [/media/i30817/Huggin/Downloads/retroarch/content_history.lpl].
RetroArch [INFO] :: Loading history file: [/media/i30817/Huggin/Downloads/retroarch/content_music_history.lpl].
RetroArch [INFO] :: Loading history file: [/media/i30817/Huggin/Downloads/retroarch/content_video_history.lpl].
RetroArch [INFO] :: Loading history file: [/media/i30817/Huggin/Downloads/retroarch/content_image_history.lpl].
RetroArch [INFO] :: [GL]: VSync => on
RetroArch [INFO] :: [GLX]: glXSwapInterval(1)
RetroArch [INFO] :: [PulseAudio]: Unpausing.
RetroArch [INFO] :: [GL]: VSync => on
RetroArch [INFO] :: [GLX]: glXSwapInterval(1)
RetroArch [INFO] :: [PulseAudio]: Pausing.
RetroArch [ERROR] :: Failed to open libretro core: "/usr/lib/x86_64-linux-gnu/libretro/mame_libretro.so"
RetroArch [ERROR] :: Error(s): /usr/lib/x86_64-linux-gnu/libretro/mame_libretro.so: undefined symbol: _ZN13md_cons_state21screen_vblank_consoleEi
RetroArch [INFO] :: [PulseAudio]: Unpausing.
RetroArch [INFO] :: [PulseAudio]: Unpausing.
RetroArch [INFO] :: [PulseAudio]: Unpausing.
RetroArch [INFO] :: [Config]: Saved new config to "/media/i30817/Huggin/Downloads/retroarch/retroarch.cfg".
RetroArch [INFO] :: [PulseAudio]: Pausing.
RetroArch [INFO] :: [XINERAMA]: Xinerama version: 1.1.
RetroArch [INFO] :: [XINERAMA]: Xinerama screens: 1.
RetroArch [INFO] :: [XINERAMA]: Saved monitor #0.
RetroArch [INFO] :: [Video]: Does not have enough samples for monitor refresh rate estimation. Requires to run for at least 4096 frames.
RetroArch [INFO] :: [Video]: Does not have enough samples for monitor refresh rate estimation. Requires to run for at least 4096 frames.

Mouse cursor should not be visible

When opening up a game in mame, the mouse shows up in the middle of the screen, at least on Linux. This doesn't seem to be a problem with upstream; if I start a game with sdlmame the mouse cursor is hidden as expected.

[REQUEST] add tag between version updates if possible.

Please if possible add tags between version. Reason is that not every has the luxury of updating their current rompacks to match latest core release versions, and when that happens, current roms wont run anymore or run properly.

Being able to compile that very last commit would be of help for those who are able to compile them and share it for those that needs them.

Thanks.

Compilation with windows

I'm trying to compile with MSYS2 with that method.

JP@JP-PC MINGW64 ~/mame
$ make OSD="retro" verbose=1 RETRO=1 NOWERROR=1 OS="linux" TARGETOS="windows" CONFIG="libretro" NO_USE_MIDI="1" PTR64=1 TARGET=mame GCC="mingw64-gcc" USELIBCO=0 -j4
GCC 5.3.0 detected
Converting translation language/Russian/strings.po...
Converting translation language/Chinese_Simplified/strings.po...
Converting translation language/Belarusian/strings.po...
lauxlib.c
gcc   -MMD -MP -MP -DNDEBUG -DLUA_COMPAT_MODULE -DLUA_USE_POSIX -DLUA_USE_DLOPEN -I../../src/host/lua-5.3.0/src   -Wall -Wextra -Os  -o "obj/Release/src/host/lua-5.3.0/src/lauxlib.o" -c "../../src/host/lua-5.3.0/src/lauxlib.c"
../../src/host/lua-5.3.0/src/lauxlib.c:245:22: fatal error: sys/wait.h: No such file or directory
compilation terminated.
genie.make:263: recipe for target 'obj/Release/src/host/lua-5.3.0/src/lauxlib.o' failed
make[1]: *** [obj/Release/src/host/lua-5.3.0/src/lauxlib.o] Error 1
makefile:1445: recipe for target '3rdparty/genie/bin/linux/genie' failed
make: *** [3rdparty/genie/bin/linux/genie] Error 2
make: *** Waiting for unfinished jobs....

Am I missing something or is it perhaps not ready to be compiled?

mame core run time error on Techromancer

Run time error on window 10 when running the rom techromn.zip. The game will start and seems to run fine
until the first stage, it will just crash and the run time time error screen will pop up.

Problem with retropad's default input mapping in MAME

Most retropad buttons are no longer bound (by default)

Select, Start, Left-analog stick, a,b,x,y, lb, rb are currently bound (for Street Fighter 2!)

Previously L2 was mapped to OSD menu (TAB), R2 was mapped to framerate
Previously L3/R3 were mapped to reset and service mode (needed to start many arcade games)
The dpad is no longer mapped, but should follow Left analog
Right analog stick should be mapped for dual-stick shooters (Robotron, Smash TV, etc.)

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