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Vas Crabb 42fbb9c396 Make osd_file a polymorphic class that's held with smart pointers
Make avi_file a class that's held with smart pointers, encapsulate various AVI I/O structures
Make zip_file and _7z_file classes rather than having free functions everywhere
Hide zip/7z class implementation behind an interface, no longer need to call close() to send back to the cache
Don't dump as much crap in global namespace
Add solaris PTY implementation
Improve variable expansion for SDL OSD - supports ~/$FOO/${BAR} syntax
Rearrange stuff so the same things are in file module for all OSDs
Move file stuff into its own module

7z/zip open and destruct are still not thread-safe due to lack of interlocks around cache access
Directory functions still need to be moved to file module
SDL OSD may not initialise WinSock on Windows
2016-03-14 18:55:00 +11:00
3rdparty compile with latest bgfx,bx (nw) 2016-03-08 12:58:10 +01:00
artwork Missed a few files (nw) 2016-03-05 10:45:40 +01:00
benchmarks fix building benchmarks (nw) 2016-03-08 13:09:32 +01:00
bgfx bgfx shader chain (nw) 2016-03-05 11:18:08 +01:00
docs Added README and LICENSE files (CC0) to folders containing meta-data or documentation (nw) 2016-03-05 10:31:41 +01:00
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hash Format fixes for tutor.xml (nw) 2016-03-06 18:47:11 -05:00
hlsl Fixed missing const (nw) 2016-01-26 22:24:47 +01:00
keymaps Added README and LICENSE files (CC0) to folders containing meta-data or documentation (nw) 2016-03-05 10:31:41 +01:00
language Start translating some things to Dutch (nw) 2016-03-10 22:09:20 +01:00
nl_examples Add license to files that were not part of build or are containing data to build sources for cpu emulation (nw) 2016-03-05 10:29:28 +01:00
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scripts Make osd_file a polymorphic class that's held with smart pointers 2016-03-14 18:55:00 +11:00
shaders Added README and LICENSE files (CC0) to folders containing meta-data or documentation (nw) 2016-03-05 10:31:41 +01:00
src Make osd_file a polymorphic class that's held with smart pointers 2016-03-14 18:55:00 +11:00
tests Add some more per folder licenses (nw) 2016-03-05 10:56:44 +01:00
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LICENSE.md License clarifications (nw) 2016-03-04 09:51:51 -05:00
makefile Added ability to build using system libuv (1.8.0 or higher required) 2016-03-12 13:07:14 +01:00
README.md minor README adjustments (nw) 2016-03-04 10:37:52 -05:00

MAME

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

What is MAME?

MAME originally stood for Multiple Arcade Machine Emulator.

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 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 *NIX or OSX system, it could be as easy as typing

make

for a MAME build,

make SUBTARGET=arcade

for an arcade-only build, or

make SUBTARGET=mess

for MESS build.

For Linux users we have provided you with all the prerequisites.

For recent versions of OSX 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 vs2015

or use this command to build it directly using msbuild

make vs2015 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 GNU 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 GNU 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.

License

The MAME project as a whole is distributed 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 files (over 90% including core files) are under the BSD-3-Clause License and we would encourage new contributors to distribute files under this license.

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

Copyright (C) 1997-2016  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 as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

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.

You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.

Please see LICENSE.md for further details.