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  2. Hi Would it be possible to make MAMEUI even more user friendly by changing some small dialog window properties? I'm thinking of: - putting the dialog windows in "Options" menu to the center of the screen. It's easier if all windows appear in the center of the screen. Also the "properties", "properties for drivername.cpp" and "add to custom folder" windows if you right click a game. And finally "View" -> "Custom filters" and "View" -> "Customize fields" windows. I don't know if MAMEUI uses Win32 API or MFC but Google AI gave this example implementation for Win32 API and it seems very easy. https://ibb.co/14Gy3mL https://ibb.co/Tq13WpMC - making the "add to custom folder" window (right click a game) much bigger when it's displayed (or certainly resizable by the user, if this is possible) since it's way too small to work with INI files with long file names and a lot of filter groups inside and can't be resized by the user. See screenshot https://ibb.co/PvrkW1Hk - adding a messagebox that appears after clicking "delete game settings" and "reset play stats" (right click a game): "game settings of game X deleted" and "play stats of game X reset". Right now there is no feedback to the user and this is a bit weird. Thanks in advance!
  3. Hi Would it be possible to add a feature in the "Show Folders" menu (when right clicking the treeview at the left), called "User folders" with a checkbox (just like all other items in the menu). It can be enable/disabled to show/hide. This is the menu: https://ibb.co/FLfxrHqT This feature shows or hides all INI files the user has copied to "folders" folder of MAMEUI. So it just runs the existing code to displays all the INI files and shows or hides it in the treeview, depending on the checkbox. This would give me 2 advantages over the current version: I can hide all INI files without having to remove them from my "folders" folder and close/open MAMEUI again I can quickly test new INI files I made and see if they are loaded in MAMEUI without closing/opening the program each time (since the new feature just runs the INI file reading code when you enable it) Thanks for thinking about this!
  4. Hi Would it be possible to add either add one of the 2 clone features? a feature to select the clone color for the game list if this is not possible: a feature to set parents to bold font and clones to normal font (both using the same font you choose in options -> system list font) Thanks in advance
  5. Today
  6. MAME DAT files are now also provided.
  7. In the arcade side, MAME tries to make the latest version the parent, which is completely opposite to what it should be. Definitely not the original. So, this suggestion has been accepted and implemented. Also, in the treeview (thing on the left side) it already says Parent.
  8. In history.xml you can find the correct history of a game. For Mortal Kombat, we can find the "original" game is: Mortal Kombat (rev 1.0 08/09/92) (Midway 1992) [ROM set: mkla1] It is NOT the parent which is called "original" in MAMEUI PROTO 4.0 (July 14, 1992): * Prototype version. * You cannot play as the same character. * Menu won't allow cursors to pass each other in 2-player selection. * Sub-Zero has new corner infinite (ex. uppercut, freeze and repeat) * Sub-Zero has faster recovery after slide and can go straight into sweep for most instances * Sub-Zero can freeze opponent in air for 'Finish Him/Her' as he's falling from uppercut, and do fatality in air and body will fall to ground frozen * Liu Kang can do Flying Kick when you do a HK first in air than F, F HK * Raiden can now do Torpedo after doing a jumping kick for more combo possibilities PROTO 8.0 (July 21, 1992): * Prototype version. PROTO 9.0 (July 28, 1992): * Prototype version. REV. 1.0 (August 9, 1992): * First official release of Mortal Kombat. * In a 2-player game, both players could not choose the same character. * Liu Kang had Uppercut - Flying Kick Combo. REV. 2.0 (August 9, 1992): * Both players could choose the same character. * New Shang Tsung death animation added. * Merchandise promo added. * More blood added. REV. 3.0 (August 31, 1992): * Computer intelligence increased. * Reptile added. * Comic book offer is a switch setting. REV. 4.0 (September 28, 1992): * Reptile clues added (shadows on moon, see Tips and Tricks section). * Sonya and Kano could fight Reptile. * Block allowed during fatality. * Goro's theme played during all Endurance rounds. REV. 4.0 [T-Unit] (February 11, 1993): * Runs on the newer Midway T Unit hardware, the same hardware as Mortal Kombat II REV. 5.0 [T-Unit] (March 19, 1993): * Bug fix release.
  9. Using "Original" is actually wrong since a parent is not always the first game released (in a parent/clone relation). There is no historical meaning at all in a parent/clone relation, only an implementation meaning as the machine with the most common code is indicated as parent. As a consequence chooseing "original" instead of "parent" is a wrong word. See below for an example: you can see a machine release in 1993 is the parent, but wrongly called "original". That's why the word "parent" is the right decision (as MAME always uses). https://ibb.co/23xSbZqb
  10. Yesterday
  11. FWIW "Original" makes more sense to me, so I say keep it as is.
  12. WinArcadia 34.71 (Windows XP/Vista/7/8/10/11): 31 July 2025 DroidArcadia 4.2 (Android): 16 June 2025 AmiArcadia 34.71 (AmigaOS 3): 31 July 2025 AmiArcadia 34.71 (AmigaOS 4): 31 July 2025 AmiArcadia 34.7 (MorphOS): 23 July 2025 Super Bug Advance 1.3 (Game Boy Advance): 11 September 2009 AmiArcadia and WinArcadia are multi-emulators/assemblers/disassemblers of these machines: * Emerson Arcadia 2001 console family (Bandai, Emerson, Grandstand, Intervision, Leisure-Vision, Leonardo, MPT-03, Ormatu, Palladium, Poppy, Robdajet, Tele-Fever, Tempest, Tryom, Tunix, etc.) (c. 1982); * Interton VC 4000 console family (Acetronic, Cabel, Fountain, Hanimex, Interton, Prinztronic, Radofin, Rowtron, Soundic, Voltmace, Waddingtons, etc.) (c. 1978); * Elektor TV Games Computer (1979); * PIPBUG- and BINBUG-based machines (Electronics Australia 77up2 and 78up5, Signetics Adaptable Board Computer, Eurocard 2650, etc.) 1977-1978); * Signetics Instructor 50 trainer (1978); * Signetics TWIN minicomputer (1976); * Central Data 2650 microcomputer (1977); * PHUNSY microcomputer (c. 1980); * Ravensburger Selbstbaucomputer aka 2650 Minimal Computer trainer (1984); * Hofacker MIKIT 2650 trainer (1978); * Astro Wars, Galaxia, Laser Battle and Lazarian coin-ops by Zaccaria (1979-1981); * Malzak 1 and 2 coin-ops by Kitronix (c. 1981); * AY-3-8500/8550/8600-based Pong systems (Coleco Telstar Galaxy, Sheen TVG-201, etc.) (1976-1977); and * VTech Type-right machine (1985). Features include: ReAction GUI, load/save snapshots, windowed and full- screen modes, CPU tracing, trainer, drag and drop support, graphics scaling, automatic load/save of configuration/game, keyboard/joystick/ gamepad/paddle/mouse/trackball/Vision-dapter support, autofire, turbo mode, gameplay recording/playback, sprite demultiplexing, help windows, source code, debugger, frame skipping, redefinable keys, save screenshots (9 supported formats), REXX port, network play (IPv4 and IPv6), real-time monitor, locale support, game selection sidebar, text-to-speech, artefacting, support for ZIPped games, clipboard support, palette editor, memory editor, tone retuning, high score management, force feedback, sprite editor, 3D, assembler, CALM & IEEE-694 support, Scale2x/3x/4x and HQx filters, animation recording (5 supported formats), sound recording (8 supported formats), horizon dejittering, tape decks (4 supported formats), RetroAchievements support, printer emulation, floppy disk drive emulation, screen editor, papertape emulation. The supported languages are currently English, Dutch, French, German, Greek, Italian, Polish, Russian and Spanish. Changes since V34.7: Summary: * Added support for user-supplied backgrounds (WinArcadia only). * Miscellaneous improvements and bug fixes. Details: pong,tr: fixed: "debug|options »" submenu was not ghosted. cd2650,phunsy: fixed: speed was slightly incorrect. twin: DIR command now performs additional disk structure integrity checks. wa: fixed: using the sidebar could cause a crash. removed pointless shadowing option. wa: "enhance skies?" option now supports using user-supplied imagery. http://amigan.1emu.net/releases/ http://amigan.yatho.com
  13. Hi When I first used MAMEUI I was confused because the word "original" is used instead of "parent". I can imagine MAME beginners are getting confused too. Is it maybe possible to replace this word? IMHO it makes not much sense to use another word for "parent" and create unneeded confusion, because MAME always uses "parent" everywhere. Here are screenshots where it is used. https://ibb.co/kgNcZW4p https://ibb.co/mC63dV7t kind regards MAMElicious
  14. Last week
  15. Fallout 1 Xbox Port Release (V0.1.0-Alpha) by jroc-hb download link and release information. [code]https://github.com/jroc-hb/fallout1-ce-xbox[/code]
  16. * Qemu v7.2.19, v10.0.3 [PC] - https://download.qemu.org/ * Gopher2600 v0.50.0 [Atari 2600] - https://github.com/JetSetIlly/Gopher2600/releases/ * Steem v4.2.0 [Atari ST] - https://sourceforge.net/projects/steemsse/files * VBA_M v2.2.1 [GB/GBA] - https://github.com/visualboyadvance-m/visualboyadvance-m/releases * BGB v1.6.6 [GB] - http://bgb.bircd.org/ * XEMU v0.8.95 [XBOX] - https://github.com/xemu-project/xemu/releases
  17. Earlier
  18. WinArcadia 34.7 (Windows XP/Vista/7/8/10/11): 23 July 2025 DroidArcadia 4.2 (Android): 16 June 2025 AmiArcadia 34.7 (AmigaOS 3): 23 July 2025 AmiArcadia 34.7 (AmigaOS 4): 23 July 2025 AmiArcadia 34.6 (MorphOS): 16 July 2025 Super Bug Advance 1.3 (Game Boy Advance): 11 September 2009 AmiArcadia and WinArcadia are multi-emulators/assemblers/disassemblers of these machines: * Emerson Arcadia 2001 console family (Bandai, Emerson, Grandstand, Intervision, Leisure-Vision, Leonardo, MPT-03, Ormatu, Palladium, Poppy, Robdajet, Tele-Fever, Tempest, Tryom, Tunix, etc.) (c. 1982); * Interton VC 4000 console family (Acetronic, Cabel, Fountain, Hanimex, Interton, Prinztronic, Radofin, Rowtron, Soundic, Voltmace, Waddingtons, etc.) (c. 1978); * Elektor TV Games Computer (1979); * PIPBUG- and BINBUG-based machines (Electronics Australia 77up2 and 78up5, Signetics Adaptable Board Computer, Eurocard 2650, etc.) 1977-1978); * Signetics Instructor 50 trainer (1978); * Signetics TWIN minicomputer (1976); * Central Data 2650 microcomputer (1977); * PHUNSY microcomputer (c. 1980); * Ravensburger Selbstbaucomputer aka 2650 Minimal Computer trainer (1984); * Hofacker MIKIT 2650 trainer (1978); * Astro Wars, Galaxia, Laser Battle and Lazarian coin-ops by Zaccaria (1979-1981); * Malzak 1 and 2 coin-ops by Kitronix (c. 1981); * AY-3-8500/8550/8600-based Pong systems (Coleco Telstar Galaxy, Sheen TVG-201, etc.) (1976-1977); and * VTech Type-right machine (1985). Features include: ReAction GUI, load/save snapshots, windowed and full- screen modes, CPU tracing, trainer, drag and drop support, graphics scaling, automatic load/save of configuration/game, keyboard/joystick/ gamepad/paddle/mouse/trackball/Vision-dapter support, autofire, turbo mode, gameplay recording/playback, sprite demultiplexing, help windows, source code, debugger, frame skipping, redefinable keys, save screenshots (9 supported formats), REXX port, network play (IPv4 and IPv6), real-time monitor, locale support, game selection sidebar, text-to-speech, artefacting, support for ZIPped games, clipboard support, palette editor, memory editor, tone retuning, high score management, force feedback, sprite editor, 3D, assembler, CALM & IEEE-694 support, Scale2x/3x/4x and HQx filters, animation recording (5 supported formats), sound recording (8 supported formats), horizon dejittering, tape decks (4 supported formats), RetroAchievements support, printer emulation, floppy disk drive emulation, screen editor, papertape emulation. The supported languages are currently English, Dutch, French, German, Greek, Italian, Polish, Russian and Spanish. Changes since V34.6: Summary: * BINBUG, CD2650, PHUNSY: added "Settings|Emulator|Frame-based emulation?" option. * Debugger: added INJECT and RENAME commands. * Miscellaneous improvements and bug fixes. Details: binbug,cd2650,phunsy: added "settings|emulator|frame-based emulation?" toggle. wa: fixed: some submenus were ghosted/unghosted incorrectly. cd2650: fixed: speed was incorrect (esp. in 4.732 mhz mode). aa: os4.1fe: fixed: "settings|bios »" submenu was missing items. binbug,twin,cd2650: debugger: added RENAME command. split "debug|disk submenu" from "debug|project" submenu. various code-level improvements. aa: os4: fixed: window was too large with empty space in some situations. binbug,twin,cd2650: debugger: added INJECT command. cd2650: fixed: floppy drive subwin: filename indicator was sometimes incorrect. incorporated Anthony's latest Greek translation. debugger: now accepts LD and LDIR as synonyms for DIR. http://amigan.1emu.net/releases/ http://amigan.yatho.com
  19. I can confirm that plugging some earphones with a built-in mic works. You might try plugging anything with a mic. The idea is to have an input device detected in Windows. I didn't have to change anything in MAME.
  20. Yes, directly from each file. Due to the large size of history.xml, the history.idx has a list of games and offsets, so that MAMEUI can go directly to the info in history.xml .
  21. A final question about MAMEUI: since there is no history.db, where do you read all data from? Is it ready directly from history.xml, gameinit.dat, ... when you click a game?
  22. Can't help you with that. I don't know how MAME works in that area, and I don't know LUA either. Some things are a bit different, for example with gameinit.dat, if MAMEUI can't find the game, it will look for the parent and show that info instead, since it's usually the same. But, MAME won't do that.
  23. Thanks! Any chance you also have knowledge of the MAME way of reading DAT files? I'm having big problems here (test files/code available there): https://github.com/mamedev/mame/issues/13965
  24. In MAMEUI, go to Options -> Default System Options -> LUA -> Enabled plugins -> Add whatever you want from the list. .\mame.ini will be updated. However, for the display of DAT files in the History window, the plugins make no difference. You only need to place the DAT files into the folder you're using for them. The settings that you would use in MAME only apply when you're running a game and use the Tab menu like you would in MAME.
  25. Thanks! Everything is clear except the last line. What to put in the "plugin" variable exactly? Can you give an example for gameinit.dat ? Is it this one you mean? Because I don't need to use this for MAME. # # SCRIPTING OPTIONS # autoboot_command autoboot_delay 0 autoboot_script console 0 plugins 1 plugin noplugin
  26. * MAMEUI's handling of DAT files has nothing to do with MAME, no code is shared. * In the menu, Options -> Directories -> DAT files -> is where DAT files should be stored. * The only DAT files supported are: gameinit.dat, history.xml, messinfo.dat, mameinfo.dat, command.dat * The list is hard-coded and users cannot add more. * There's no history.db, but there's an equivalent history.idx . There's no support of adding more DATs via LUA script or any other means. * Plugin.ini is not used - the selected plugins are stored in mame.ini -> plugin (this idea is supported by MAME).
  27. * Denise v2.6 [C64/Amiga] - https://sourceforge.net/projects/deniseemu/files * Gopher64 v1.1.0 [N64] - https://github.com/gopher64/gopher64/releases * PPSSPP v1.19.3 [Sony PSP] - https://github.com/hrydgard/ppsspp/releases * XEMU v0.8.94 [XBOX] - https://github.com/xemu-project/xemu/releases
  28. Note that this is NOT a negative comment! I just try to understand how MAMEUI handles DAT files and if there are similarities or differences with official MAME. Until now I can't figure it out because what works in MAME does not work in MAMEUI here. That's why I ask for an explanation of the developer of MAMEUI. Thanks
  29. Hello I try to make DAT files work in the history tab of MAMEUI but it's not working as expected. I copy all the DAT files to "DATs" folder while the LUA scripts in "plugins/data" are all there. I can't make existing DAT files (command.dat, gameinit.dat, ...) as own made DAT files (which work in official MAME because I tested them) work in MAMEUI. Also the "history.db" is not written in the "data" folder (as MAME is doing). Can you please inform what DAT files should work and if own made DAT files should also work (as in official MAME when you write the needed LUA scripts and put them in "plugins/data")? I also don't understand why "history.db" is not written in the "data" folder. In addition, I also don't find the "plugin.ini" file (as MAME has) for enabling the data plugins. Is MAMEUI not using plugin.ini or how to enable the data plugins? Thanks in advance!
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