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Author Topic: MAME moving to c++20  (Read 6512 times)

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Robbbert

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MAME moving to c++20
« on: April 11, 2026, 04:02:27 am »
If you haven't already, read this: https://www.mamedev.org/?p=563

If TL/DR, basically Windows 10 and 11 are the only versions where it will work. I tried Windows 7: there's an entry point not found so cannot start.

Also, for the Unix folk, QT5 is gone, need to use QT6.

Minimum version of GCC is now 11, although they recommend Clang. I'm staying with GCC while it works.

I haven't built 32-bit for a long time but I've heard it will no longer compile.

No April release; May is expected to be the next one.

I suspect that it might be possible to fix the windows 7 issue; I have a theory but can't be bothered to try it out.

This also means that the next "official" releases of ARCADE64 and MAMEUI will also be restricted to Win10/11 64-bit.

If you guys want to see what works, grab the latest git and try building.

Calamity

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Re: MAME moving to c++20
« Reply #1 on: April 13, 2026, 04:03:49 am »
I don't do any testing on Windows 7 myself, anyway I'm glad we got the emusync features ready for 286-287 because I suspect some folks will be tied to Windows 7 to avoid upgrading their cabinets.

Since Windows 11 is basically a no-go territory and will only get worse, GroovyMAME/Emudriver support will remain limited to Windows 10 as long as it's around.

Linux is the future-proof path.
Important note: posts reporting GM issues without a log will be IGNORED.
Steps to create a log:
 - From command line, run: groovymame.exe -v romname >romname.txt
 - Attach resulting romname.txt file to your post, instead of pasting it.

CRT Emudriver, VMMaker & Arcade OSD downloads, documentation and discussion:  Eiusdemmodi

Robbbert

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Re: MAME moving to c++20
« Reply #2 on: April 13, 2026, 04:51:31 pm »
I did try out the possibility of fixing the windows 7 problem and it turned out to be quite simple. So the solution exists should anyone be interested.

Due to m$ limitations I couldn't "upgrade" any of my numerous pc collection to Windows 11, therefore I have never tried it. I wasn't going to be forced to buy a new computer to satisfy the requirements of a large foreign corporation - at least not yet. Still using 7 for day-to-day tasks, and 10 for emulation.

I know nothing about Linux, hoping to stay away as long as possible.

Recapnation

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Re: MAME moving to c++20
« Reply #3 on: April 27, 2026, 05:30:34 pm »


There are lots of Japanese Windows games which won't work properly beyond W7/Vista and they benefit greatly from a 15-kHz set-up, so this OS will always have a place for gaming enthusiasts beyond personal reasons. (Sure, you can have 2 dedicated set-up's, but c'mon).

So, Robbbert, anything you can share with us for the future will be welcome.

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Re: MAME moving to c++20
« Reply #4 on: April 28, 2026, 05:01:45 pm »
I know nothing about Linux, hoping to stay away as long as possible.

This is so cruel  :'(

nix999

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Re: MAME moving to c++20
« Reply #5 on: Yesterday at 01:34:56 pm »
 ;D I agree ... Linux is king.

CRTFTW

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Re: MAME moving to c++20
« Reply #6 on: Yesterday at 07:06:50 pm »

Since Windows 11 is basically a no-go territory and will only get worse, GroovyMAME/Emudriver support will remain limited to Windows 10 as long as it's around.

Linux is the future-proof path.

I understand this sentiment, but Windows 11 is unfortunately still best for those of us that want somewhat full-functionality on our Emudriver PC's.

Like being able to connect to the internet without too many worries.

But also being able to play modern PC games and 3rd party mods without worrying about Linux compatibility layers.

An example being my frequent use case: using Special K to enforce specific resolutions and super low-latency Vsync (Latent Sync) on modern pixel art games. Latent Sync with its delay bias adjustment is essentially "frame delay" that works on most PC games. It's been super nice for cutting input latency to basically nil on modern pixel art games.

I don't think there's anything quite equivalent to that I could use on Linux. Like I know I could play those games, I know they'll be low latency, but I'm not sure if there is method to essentially do the frame delay I'm currently doing via Special K.
« Last Edit: Yesterday at 07:13:50 pm by CRTFTW »

Robbbert

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Re: MAME moving to c++20
« Reply #7 on: Yesterday at 10:56:15 pm »


There are lots of Japanese Windows games which won't work properly beyond W7/Vista and they benefit greatly from a 15-kHz set-up, so this OS will always have a place for gaming enthusiasts beyond personal reasons. (Sure, you can have 2 dedicated set-up's, but c'mon).

So, Robbbert, anything you can share with us for the future will be welcome.

Rather than me type it all out again, link to my post on the subject:
https://www.1emulation.com/forums/topic/37887-moving-to-c20/#findComment-368580

I haven't tested again since that was written, but I can do so if the patch doesn't work any more.

« Last Edit: Yesterday at 10:57:53 pm by Robbbert »