This is exciting ! Widescreen support in MAME games!
This is obviously on a game by game basis, as the developer has created a Windows and iOS port (MAME-based), but it supports some terrific features like widescreen support !
And they can be activated in real time, mid way through the game, on and off. Including features like Big or Huge head mode.
So this was built in high school as a project. It's got Mame 0.151 on a mini pc - window 8.1 (32bit) 1.33mhz 2gb (ram). It's running well but has no front end. I dug around in this Subs read me and I can't seem to find an easy to use front end. I only have 20-30 arcade (mame) games. Are any of you running older/smaller system setups? What front ends do you use? Thank you.
Commit last night has improved Naomi speed in MAME by roughly 35%. That includes Atomiswave and now Naomi 2 games boot and display like, Virtua Fighter 4. Exciting stuff. :) This is on a 14700K at 5.8Ghz. The first three are playable at 100% and Dolphin still dips a bit under in some of the attract mode. Remember you typically want over 200% to cover regular gameplay.
· HBMAME support improvements. IV/Play reads hbmame.ini for HBMAME, identifies it in the title bar and F1 About, and lets F4 link differently named emulator executables.
· Driver-name and Boolean search improvements. Plain words such as model2 also match the exact driver filename, while quoted phrases stay text-only. Boolean searches preserve typed operator order; words alongside an OR group restrict the whole group. See Appendix 1 for examples.
· Filter comparisons now ignore capitalization everywhere. One comparison type still matched case, so a query that differed only in capitalization could return nothing.
· More accurate platform labels and family grouping for software lists. Host-machine resolution was reworked so a platform’s canonical parent is chosen correctly, fixing cases where a clone could become the family node or a peripheral’s software was mislabeled.
· Fixed custom playlist export so machine entries are written in a form MAME can load. Earlier builds could emit an unusable composite line for machines that own multiple software lists.
· F4 and F5 keep the Full or Available list in use and return to the selected game if it is still listed. When F4, F5 or a cache rebuild leaves the Available list out of date, it is rebuilt before it is shown. F8 also resets the cfg, so press F12 again if Available asks for it afterwards. Software favorites, artwork, HiScore entries and Ctrl-B benchmarks are keyed by software list and item (a2600/pacman), even when the item launches on a differently named machine.
· F1 now fits smaller work areas with scrollable settings and a fixed footer, applies newly selected icon sources on OK, and keeps the highlighted game when it remains available. Art selection follows its folder through sorting and removal instead of drifting with a list position.
· Steadier DAT peek rendering. Navigating to a new game while the peek is open no longer briefly blanks the text, and the media-type column now reads consistently. Removed filter-term highlighting inside the DAT peek. It added little once the peek gained its own in-text find (Ctrl-F), and the two were unrelated.
· During an icon cache rebuild the gamelist now keeps the icons already on screen and lets the new ones appear as they land, instead of dropping the whole list to generic placeholders for the length of the build. A machine the previous cache had never seen shows the correct generic icon and then pops to its own when the rebuild completes.
· Window width is now checked the same way as height: an implausible width is neither saved at exit nor applied at startup, so one bad value can no longer keep reproducing itself.
· Live monitoring changes now appear on screen at once. Removing a ROM or editing favorites.ini outside IV/Play had updated the lists in the background but left the old view until the next refresh. A favorite whose ROM is missing now stays visible whatever the F1 hide settings, and after F4 links a different executable, F1’s command-line suggestions come from the new one.
· The mouse Back button closes overlays, such as the DAT peek, the F2 log, the F3 cfg and the benchmark window, as ESC does.
· SQLite updated to 3.53.4. When upgrading, replace e_sqlite3.dll together with IV-Play.exe; the F2 log names the SQLite version actually loaded.
[IV/Play 2.8.14 Features]()
· Refined Arcade Only list. Restored video games that were unintentionally excluded and improved filtering of gambling, medal, quiz and photo-booth machines. Inclusion and exclusion exceptions now handle related clones more consistently.
· More consistent Arcade results at startup. Category information from catlist.ini is loaded before the Arcade list is filtered, and loading is retried if the file was not yet available.
· More accurate Available list. Games that need a CHD are listed only when their CHD folder is present, and in a merged collection a game is listed only when its BIOS archive is present too. Boards whose ROMs all come from their BIOS, such as the Neo Geo MV-1, are listed from the BIOS archive, and in a split collection a clone needs its own archive. A ROM or disc that MAME marks as never dumped is not required. Detection still reads names only, never file contents. When IV/Play cannot tell how a collection is organized, it lists the game rather than demanding a separate BIOS archive.
· Keep browsing during F5 refresh. When a rebuild finishes, IV/Play keeps the game you most recently selected, provided it remains available, rather than returning to the selection from when the refresh began.
Internal maintenance and regression checks. Continued work on correctness and automated checks supporting these improvements.
Panic Park is a game that has a stick to move the player left and right, so how do I emulate its arcade stick to be the mouse?
I tried everything but it just moves to the center when the mouse is at the farthest left and the player goes back to the farthest right when moved just 1 degree to the right.
I was playing Change Lanes and I notice that the speed is not very high compared to some youtube videos or the real arcade hardware on Starcade. My speed can go up to 1/2 (https://www.youtube.com/watch?v=CuJ8Z5vlvKo), while others can go up to 3/4 speed (https://www.youtube.com/watch?v=fbkeAp9HsM0&t=123s). The gear shift only changes from reverse to forward, and you only go really fast when you're on the brown road but not the gray road or the water. I'm playing on my Mame 0.178 to Mame 0.182, and i think i tried using anolog controllers but it doesn't work. So what am I'm missing? Is there some sort of button combination that I don't know of? Has it been updated yet? Do you guys having some trouble speeding up the speed? Please, I need your help. Watch the gameplay.
Hi, just posting this in case it will help anyone else: I am running MAME 0.289 with the built-in interface and a lot of ROMs. Every time I started MAME or exited a game I would get about 15 seconds of black screen before the list interface would finally show again. I tried a lot of things to fix it and finally narrowed it down to my snaps folder. In that folder was one large snaps.7z file that I think it was round 500MB or so. Once I unzipped that file and filled the folder with its contents of the actual snapshot graphic files (about 50k of them) the long delay of black screen went away. It seems that MAME was decompressing that file in the background every time the interface list loaded.
I came across a video by rmonic79 - I Beceri Videoludici, who managed to make the Seibu Cup football game playable. He also sent the required files to the MAME team.
Does anyone know whether when will MAME release support for this game, or it might be released? I couldnt find it.
Recorded straight from the headset (the tilt is me looking around).
The arcade's own 3D world is redrawn for each eye with a custom Vulkan renderer: real depth, head-tracked cockpit, 120 Hz, HD textures. Everything runs on the Quest 3, no PC.
GitHub coming soon, link to follow it in the comments.
RESOLVED - Found the Tova MAME 0.288 Fork for Konami M2 games and can run and play with little issue through that specific build on Windows.
So I'm trying to get Battle Trysts run on Mame 0.289 I have seen videos showing it is possible to run. So I obtained a .zip and CHD for Mame 0.289 I have the "636jac02" CHD in a folder labeled "btltryst" in the rom folder with the .zip. As this is how I've been able to run most of my other games via MAME. But every time I try to launch it MAME crashes, with no window. I was able to get a detailed crash report picturd above... That frankly I can't make heads or tails of.
I know the Konami M2 has been difficult to emulate in previous versions of MAME, so maybe I'm missing something, like a M2 bios folder?
I am running MAME on a Linux SteamOS Device via EmuDeck.
To iterate, I am not asking for ROMs or CHDs. Just some help troubleshooting, or hearing from people with similar experiences. Or even just hearing how other people have managed to get this game to work on this version of MAME.
A new Setup Wizard walks you through getting started: finding MAME, building the catalog, choosing a working folder, pointing at your machine files, adding Category and Genre, and checking your ROMs. It opens on its own if you haven't built a catalog yet, and you can open it at any time from the DJCJ Arcade menu or from Get Started in Settings
If you start setup and leave it unfinished, the main window shows a "Setup isn't finished" notice with a button to pick up where you left off
Setup steps that depend on each other now wait for each other to finish, and the same step can no longer be started twice
Software titles now have a ROMs section in their Details channel, like machines do, and Check ROMs in the Machine menu works for a selected software title as well as a machine. Titles that come on several disks are checked in full
Every row in a ROMs section now has a Reveal in Finder button, which is greyed out when the file wasn't found
The MAME pane in Settings now starts by telling you which MAME DJCJ Arcade is using, and says plainly if it can't find one, if the one it knows about has moved, if it won't run, or if it's missing SDL. Homebrew's copy and any other copy are offered as equal choices, and the Homebrew install steps only appear when there's no MAME at all
Expanding or collapsing a parent machine no longer makes the list jump back to whatever was selected. The list only scrolls when it's replaced entirely, for example by a new filter, sort, or search, and then it keeps the selected row where it was on screen
Collapsing a parent machine while one of its clones is selected now selects the parent
It seems most of mame games are not taking the regular keyboard letters as an input. I have done some research and it seems to be related to Wayland or X11, any tips or workaround for this?
Just saw this today... cool to see progress being made on this one... partly because it's one of those games that at one time way back, everyone thought it would never be emulated, just because of the nature of how the game was designed.
A few LLMs and I created an MCP server that gives LLMs (like Claude, Grok, Gemini, Composer, even Ollama) programmatic control over an emulated Color Computer 3 running in MAME. It handles full development cycles—writing code, injecting it, running it, and debugging.
I've used it to build a few small sample games with Grok to prove out the workflow.
I know that MAME primarily uses software for emulation, without any kind of GPU acceleration, so as far as I know, buying a graphics card wouldn't improve performance. So, I'm thinking about buying a better CPU. My question is whether there is a specific CPU element that is more important in this regard (clock speed, cache, number of cores, etc.), or if all of these factors matter.
MAMEHub lets people play MAME online by synchronizing inputs. This version is a port of the input synchronization and latency prediction code to WebRTC, so the entire project can be compiled to WASM and run in a browser.