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  1. Yesterday
  2. Since you are changing the icons, I had another idea. What about making a different icon for machines that support software lists? Right now, we have no way to filter the software list machines and also no way to visually see them in the list. So there are now grey icons with ? and the stop sign. Could you make green/yellow chips with another thing (like the ? and the stop sign) that indicates the machines supports software lists? I don't know what would be best but maybe a small floppy disk? (or something else) Maybe it's not really visible very well. Or maybe you could make a new field "supports software lists" here? ("yes"/"no" depending if the machine supports software lists or not) Just asking your opinion
  3. Hi! First, it's great working with you since you actively listen to users and implement changes! I just love the new icons approach. I have several questions here: - how can a checkbox have 3 states? I never used/saw it and according to me you can only check/uncheck it. So I need explanation in order to understand the next release How to enable the intermediate state of a checkbox? I think not many people know a 3-state checkbox, so you are creating confusion here, just by using it. Are you interested to replace it with 3 radiobuttons (one for each state, and of course 1 can be enabled, the other 2 get disabled automatically)? According to me much better and no confusion. - what do you mean by "driver" icons? I only know about the icons (green/red/yellow, see issue about missing icons) that were shipped with John IV's version of MAMEUI. Are those the driver icons? I need to know this in order to test the next release You are writing a lot of new information now and I can imagine users don't know how it all works. I will need to save the information too since I won't remember it all. Once John IV's version of MAMEUI had a CHM file included (see link). Would you be interested to update this file with this new information and include it with MAMEUI ? Where else can we find a sort of "manual" for MAMEUI?You could also update the "Art & Support Files" there with all the supported DAT files (since it's not up to date anymore) and remove some information like "Game changes" and "MAMEUI Changes" Is there a way to make tooltips appear when you go with the mouse over widgets? In that way you can write explanation for the new checkbox. https://limewire.com/d/UWkgJ#kEI9aro93I
  4. Few more changes with icons. A working bios gets the blue chip. The redx override setting has a 3-state checkbox (first time I've used one). - unticked = red/yellow/green chips, but if driver icons are found they will override for working games. - intermediate = same as above, but the red chip is replaced by red X. - ticked = driver icons will always be used. If there's no icon, then it falls back to intermediate. If you don't want driver icons at all, change your icon directory settings to point away from the icons or delete them.
  5. This question has been asked before, and the answer is still the same: no. It's up to the community to provide non-essential extras.
  6. Last week
  7. here you go has the dlc unlocked and has some mods as well. inlcudes mario mania mod and sparkster mod. link [code]https://www.mediafire.com/file/d7e9xvvpkzarfny/Sonic+Mania+Plus+(Modloader).7z/file[/code]
  8. new link [code]https://www.mediafire.com/file/avxtwx3hgqlgevf/SM64_60fps_Wide_128mb.rar/file[/code]
  9. new link [code]https://www.mediafire.com/file/1v5muzty2iguzke/CannonballX.rar/file[/code]
  10. I’m not very familiar with arcade debugging, so I’m hoping to get some guidance. What I know so far: The palettes are located in: mm_c_04 (gng) gg4.bin (gngb) 10n.rom (makaimur) Arthur’s red/green (RG) values come from: 06 00 CA A8 75 54 88 66 44 99 84 60 AA C0 C7 00 Arthur’s blue (B) values come from: B0 00 80 60 00 00 A0 80 60 00 00 00 C0 00 00 00 Arthur’s palette is located at address $40. However, Arthur’s death animation frames load a different palette at $70, with the following values: RG: BB 00 33 45 57 69 A9 87 60 80 A0 B5 55 77 99 00 B: B0 00 80 A0 B0 C0 70 50 00 00 00 00 50 70 90 00 What I want to do: I want Arthur’s death animation to use his normal palette (the one at $40) instead of the alternate palette at $70.
  11. Sorry, this forum is so slow, my browser keeps loading forever and this post was added twice ...
  12. Hi The support for HBMAME on progettosnaps is close to dead and there is no update in years. See https://www.progettosnaps.net/snapshots/othersets.php Since you maintain HBMAME and test the newly added games, would it be possible that you provide us with a snaps pack (only in-game gameplay screenshot) for HBMAME on the official HBMAME's website? You could add the newly added games (when you test them, you can make a screenshot at the same time) and slowly add the older ones.
  13. To clarify a bit, I'm interested in following changes with 1 -> 3 interest priority. And if all approved by you, I like them all 1 font & color for everything is according to me a bit too limited in mameui. So these changes could make the UI better: 1) a separate font & color for the history.xml text (and all DAT files on the same tabpage) 2) a separate font & color for the folders list (treeview) at the left 3) a choice background image (already existing now) OR background color for everything above and the game list
  14. Solved in the other issue
  15. Thanks so much! This is perfect and exactly the change I wanted. Now all confusion is gone, especially for beginning users.
  16. hi can you reupload it please?
  17. can you reupload it on mediafire please, link is dead
  18. can you add sonic mania with dlc too please?
  19. I found that the working parent icon resource was green in arcade and grey in mameui/hbmame. So I copied the arcade resource object across, and now the working icon is green in mameui/hbmame. I still want to have the red X as an option which will mean an extra choice in the interface options. If you don't choose it you get the red chip, if you do you get the red X. About the grey chips, there 2 kinds, one with a ? to indicate it hasn't been scanned at all, and the other one has the stop sign to indicate it has been scanned and some roms are missing.
  20. WinArcadia 36.11 (Windows XP/Vista/7/8/10/11): 29 April 2026 DroidArcadia 4.52 (Android): 29 April 2026 AmiArcadia 36.11 (AmigaOS 3): 29 April 2026 AmiArcadia 36.11 (AmigaOS 4): 29 April 2026 AmiArcadia 36.1 (MorphOS): 29 March 2026 Super Bug Advance 1.31 (Game Boy Advance): 11 August 2025 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 (4 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, bezel display, industrial/scientific peripherals, magnifier. The supported languages are currently English, Dutch, French, German, Greek, Italian, Polish, Russian and Spanish. Changes since V36.1: Summary: * Miscellaneous improvements and bug fixes. Details: arcadia: improved game help for jump bug and jungler. assembler: now warns when assembly is about to cross an 8K page boundary. disassembler: signetics: fixed disassembly of DB directives. interton: added unlimited lives and time trainers for crazy crab. arcadia,interton,elektor: fixed: sprites were sometimes being demultiplexed when they should not have been. disassembler/tracer: fixed: some instructions and directives had incorrect space padding. disassembler/tracer: fixed: prefix for bit masks was incorrect in pseudocode. disassembler/tracer: no longer treats PSW flags as address labels. L I command: fixed: warnings about unusual memory regions did not take account of wrapping. arcadia: game help subwin: added mpt-03 box imagery for parashooter. improved various logging messages. various code-level improvements. aa: fixed: "Debug|Settings|WARN" menu item was unresponsive. -------------------------------------------------------------------------- DroidArcadia is the Android port of the AmiArcadia/WinArcadia emulator. These machines are emulated: * 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); * Astro Wars, Galaxia, Laser Battle and Lazarian coin-ops by Zaccaria (1979-1981); and * Malzak 1 and 2 coin-ops by Kitronix (c. 1981). Features include: artefacting, autofire, force feedback, frame skipping, game help, gamepad support, high score management, horizon dejittering, locale support, save screenshots, saved states, sprite demultiplexing, tone retuning, trainers, artefacting, support for ZIPped games, DIP switch editor, RetroAchievements support. The emulator can be used standalone, or with the ES-DE or LaunchBox frontends. The supported languages are currently English, Dutch, French, German, Greek, Italian, Polish and Spanish. Changes since V4.51: Summary: * Miscellaneous improvements and bug fixes. Details: arcadia: improved game help for jump bug and jungler. fixed: wrong version number was being reported to retroachievements server. interton: added unlimited lives and time trainers for crazy crab. arcadia,interton,elektor: fixed: sprites were sometimes being demultiplexed when they should not have been. http://amigan.1emu.net/releases/ http://amigan.yatho.com
  21. * SDLMAME 0.287 for Ubuntu - https://sdlmame.wallyweek.org/download/ * MEmu v9.5.2 [Android] - https://www.memuplay.com/blog/en/category/release-notes * Applewin v1.31.0.4 [Apple II] - https://github.com/AppleWin/AppleWin/releases * HBMAME 0.245.32 [Arcade] - https://hbmame.1emulation.com/ * GearColeco v1.6.0 [Colecovision] - https://github.com/drhelius/Gearcoleco/releases * GearBoy v3.8.3 [Gameboy] - https://github.com/drhelius/Gearboy/releases * GearSystem v3.9.6 [Genesis] - https://github.com/drhelius/Gearsystem/releases * GearLynx v1.2.10 [Atari Lynx] - https://github.com/drhelius/Gearlynx/releases * JGenesis v0.12.0 [Multiple systems] - https://github.com/jsgroth/jgenesis/releases * Gopher64 v1.1.19 [N64] - https://github.com/gopher64/gopher64/releases * GearGrafx v1.7.5 [PCE] - https://github.com/drhelius/Geargrafx/releases * SpecEmu v3.4 [Sinclair] - https://specemu.zxe.io/ * ExtraMame v26.4 [Front-end] - https://www.wintools.net/extramame/ * pfemame v3.4.4 [Front-end] - https://sourceforge.net/projects/pfemame/files/pfemame_windows_v3.4.4.zip/download * Simple Launcher v5.3.3 [Front-end] - https://github.com/drpetersonfernandes/SimpleLauncher/releases * clrmame v0.7.1 [Rom Manager] - https://mamedev.emulab.it/clrmamepro/
  22. I looked at how ARCADE is doing it and there working parents are green chips. And even more, I like the way the icon chip colors are used in ARCADE more and I would like to ask if you want to apply the icon colors of ARCADE to MAMEUI because they are much better and intuitive for beginners too. ARCADE: - working parent: green chip (example "wboy") / working clone: lighter green chip (example "wboy2") - not working parent or clone: red chip (example "wheelfir") - partially working parent or clone: yellow chip (example "wow") - missing roms for parent or clone: grey chip (example "warlords") Why is this better then current MAMEUI icons? You can immediately see working (green), partially working (yellow) or not working (red) while missing roms are grey chips. MAMEUI is displaying grey for working parents and a red cross for not working parents/clones. The grey chip for working parents can create a lot of confusion and the red cross for not working parents/clones could better be replaced by a red chip (since the green and yellow chips also are complemented logically with a red chip for not working games) It's more consistent and intuitive if the chips are used for ALL green/yellow/red status. And in addition grey chips should be used for MISSING roms (grey is now used for working parents in MAMEUI which is totally not-intuitive !!!).
  23. You can see the yellow color for parents is working, because if you look at the screenshot, there are 4 games displayed yellow and they are all parent machines. So if you apply my request, chips having grey color will be completely eliminated from the games list because: - parents can already have yellow color chips (this behavior is already correct right now) - parents that WERE grey will be converted to green (if you apply my request) and this eliminates grey color chips completely This makes the game list have universal yellow/green colors for parents and clones and this is according to me the best to display them. I hope you can apply this change
  24. Hi For some reason the chip color for a working parent is grey but the chip color of a working clone of this parent is green. I don't know if this is a bug, but it's applied everywhere for each parent/clone available. A parent, for this reason, can NEVER have a green chip color. According to me there is no need to have a color difference between a working parent or its working clones. It makes sense to display them all green, no matter if it's a parent or clone. Would you be interested to change working parent icon's color to green, the same as their clones? It's very confusing the way it works now (the proof is that I was confused about this for days until I found out this specific behavior in MAMEUI) Below a screenshot of the latest MAMEUI version: - wboy is a parent, working, but grey color - wboy2 is a clone of wboy, working, and green color
  25. I finally found what's going on: for some reason parents have grey chips and clones have green chips (if the status is working). Can you confirm this is the intended behavior? I opened a request to change this behavior slightly. See: https://www.1emulation.com/forums/topic/37896-mameui-request-parentclone-universal-icon-color/
  26. Hi One thing that's better in ARCADE are the more font & color settings possible. MAMEUI just uses 1 font & color for everything. It's too limited anno 2026. Would you be interested to port the existing settings in ARCADE to MAMEUI? In MAMEUI choosing a background image will override all these background colors. Also a history.xml font & color is highly recommended.
  27. Here are my thoughts: - merging HBMAME with ARCADE is currently impossible since they use different MAME versions (HBMAME is using 0.245). Even if they did use the same MAME version, it's not recommended to merge them because it are 2 different worlds: officially released arcade games with a cabinet/conversion kit versus ROM hacks. - HBMAME compiled for ARM64 (I compile for Apple Silicon) is having some games to crash because it's based on old MAME 0.245 code which doesn't have ARM64 optimized code. It needs to be updated to modern MAME code - ARCADE is not offering something different then a specific filter applied to MAMEUI: exclude the non-working, mechanical and MESS games and you have the ARCADE game list. The user interface is not updated anymore and doesn't give anything that MAMEUI can't do. According to me it's a waste of time to maintain this frontend. See attached filter of MAMEUI to get ARCADE game list. My proposal: - keep HBMAME as a separate project but update it to a modern MAME version to make fully compatible ARM64 builds. The future is ARM64. - completely abandon ARCADE since you can get the ARCADE game list by applying filters in MAMEUI - keep updating MAMEUI but try to keep the source code as close to vanilla MAME
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