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21   GroovyMAME / Re: GroovyMAME 0.287 - Switchres 2.22bon May 13, 2026, 01:04:34 pm

Started by Calamity - Last post by arc11

here is the ui.ini and snapshots

22   GroovyMAME / Groovyarcade Plus 2026.04 X 86 64on May 13, 2026, 11:54:06 am

Started by immortanjoexxx - Last post by immortanjoexxx

MAME 0.287: Updated to the latest version.

                                           :banghead: Various bugs identified in version 2026.02 have been resolved :banghead:

This version brings several fixes and updates to the original GroovyArcade (Substring). The main objective was to correct known bugs, update system components, and include new features to facilitate use in different setups.

LptKeycoder: Integrated support for parallel port keycoders, specifically the common diode-based control scheme for LPT ports.

OpenPPJOY (JAMMA Board): Driver included for interfacing with JAMMA hardware. For Flycast and RetroArch users (which do not natively support the four virtual SNES controllers created), the Arcade Game Pro utility is available in the GroovyArcade setup under Joystick Setup. This tool maps system controls, disables the original buttons, and converts them into keyboard commands; just configure and you're set.

Raspberry Pi Pico Support (NKRO Keycoder): A ready-to-use keycoder firmware is included in the shared/joysticks folder. It features NKRO (No-Key Rollover), allowing for simultaneous key presses without limits or "ghosting" conflicts. To use it, simply copy the file onto your Raspberry Pi Pico.

Dynamic Screen Swapping: A streamlined option to toggle between LCD and CRT (15kHz) monitors.

HDMI Audio Fix: If you are using an HDMI cable and experiencing audio issues, select your HDMI output in the GroovyArcade setup under Audio/Default Card, then activate the HDMI Audio Fix and reboot the system.

Updated Emulators: RetroArch and Flycast are now included and fully pre-configured.

Fightcade: Located at /home/arcade/shared/fightcade. Double-click Fightcade2.sh to make it appear under the "Games" section in the main start menu.

Smart Shared Folder: A system that allows you to add ROMs, BIOS, and custom configurations directly to the ISO before installation. The folder is located inside the ISO; anything placed there will be automatically copied, and existing files with the same name will be overwritten. This allows you to build a custom ISO with your preferred settings and games ready to go, eliminating the need for manual configuration after installation.

Link Download: https://archive.org/details/groovyarcade-plus-2026.04-x-86-64

23   GroovyMAME / Re: GroovyMAME 0.287 - Switchres 2.22bon May 13, 2026, 11:38:30 am

Started by Calamity - Last post by arc11

Hello

My configuration is a windows desktop with 2 screens,
primary is LCD horizontal 1080p for debug messages
DISPLAY2 is a MS9-29 cabinet with rotated screen (for shmups) connected with JAMMAsd (240x320)

I compile the binary with MSYS2 without SDL.

The original mame 0.287 compiles and work as expected without modification ( I use the basic mame OSD menu to select game with deskptop keyboard)
The GM 0.287 needs the 3 modifications mentionned to work the same way.

I run mame with :
mame -screen  "\\.\DISPLAY2" -switchres -v

Thank you (and sorry for late reply)

ps I'll try to get screenshots and others infos soon

24   GroovyMAME / Re: Groovymame latest version No nag and diffon May 13, 2026, 06:19:51 am

Started by fred92 - Last post by haynor666

or a No Nag version of Groovymame 0.285, as I can't seem to get 0.287 running on my system.

0.285 is working perfectly, but 0.287 give me the following error: -

"The procedure entry point std terminate could not be located in the dynamic link library api-ms-win-crt-private-l1-1-0.dll "

I compiled my version with older tools (previous one) and no nag still works in my build. I'm on windows 10.

Code: [Select]
diff -Nru src/frontend/mame/ui/mainmenu.cpp src-nonag/frontend/mame/ui/mainmenu.cpp
--- src/frontend/mame/ui/mainmenu.cpp Fri Aug  1 08:56:06 2025
+++ src-nonag/frontend/mame/ui/mainmenu.cpp Fri Aug  8 18:45:30 2025
@@ -191,6 +191,10 @@
 
  item_append(menu_item_type::SEPARATOR);
 
+ // DISABLE SELECT NEW MACHINE & FAVORITES
+ if (!machine().options().skip_gameinfo())
+ {
+
  if (!mame_machine_manager::instance()->favorite().is_favorite(machine()))
  item_append(_("menu-main", "Add To Favorites"), 0, (void *)FAVORITE);
  else
@@ -201,7 +205,7 @@
  item_append(string_format(_("menu-main", "About %1$s"), emulator_info::get_appname()), 0, (void *)ABOUT);
 
  item_append(menu_item_type::SEPARATOR);
-
+ }
 //  item_append(_("menu-main", "Quit From System"), 0, (void *)QUIT_GAME);
 
  if (machine_phase::INIT == m_phase)
@@ -210,6 +214,7 @@
  }
  else
  {
+ if (!machine().options().skip_gameinfo())
  item_append(_("menu-main", "Select New System"), 0, (void *)SELECT_GAME);
  item_append(_("menu-main", "Close Menu"), 0, (void *)DISMISS);
  }
diff -Nru src/frontend/mame/ui/ui.cpp src-nonag/frontend/mame/ui/ui.cpp
--- src/frontend/mame/ui/ui.cpp Fri Aug  1 08:56:07 2025
+++ src-nonag/frontend/mame/ui/ui.cpp Fri Aug  8 18:45:26 2025
@@ -303,6 +303,8 @@
  handler_callback_func(
  [this] (render_container &container) -> uint32_t
  {
+ // DISABLE INITIALIZING, LOADING & DECRYPTING MESSAGES
+ if (!machine().options().skip_gameinfo())
  draw_text_box(container, messagebox_text, ui::text_layout::text_justify::LEFT, 0.5f, 0.5f, colors().background_color());
  return 0;
  }));
@@ -632,6 +634,9 @@
  bool show_gameinfo = !machine().options().skip_gameinfo();
  bool show_warnings = true;
  bool video_none = strcmp(downcast<osd_options &>(machine().options()).video(), OSDOPTVAL_NONE) == 0;
+
+ // FORCE INTERACTIVE WARNING MESSAGES (HARD RESET)
+ first_time = show_gameinfo;
 
  // disable everything if we are using -str for 300 or fewer seconds, or if we're the empty driver,
  // or if we are debugging, or if there's no mame window to send inputs to

25   Project Announcements / Re: The Web - VirtUal Pinball eXTremeon May 13, 2026, 04:05:11 am

Started by Ond - Last post by Ond

Very useful, thanks Scott!  I've bookmarked those links. It's funny I'm chatting with Malenko regularly at the moment, we are both working on our Vpins right now, as I mentioned earlier. I have two of the tables you mentioned Defender and Alien Poker. Alien Poker is one of my favs. I think I'd rather play two separate buttons than one stacked one for dual flippers though. I'm looking forward to setting those tables up as you've described, with the Magna save buttons. I'm fine with modding the scripts for VPX tables, I've already done a bit of that.


Dang, I do love a big red button!


It cost $18  :o

26   Project Announcements / Re: The Web - VirtUal Pinball eXTremeon May 12, 2026, 11:17:50 pm

Started by Ond - Last post by PL1

Thanks Scott, that's actually pretty interesting to me. Tables with upper flippers! Can you give me examples of some? I want to check them our.  :cheers:

*edit, you just mean tables with upper flippers in general that are scripted to allow separate control right?  :P
Yes, I'm referring to tables that have separate controls for lower and upper flippers.
- Family Guy has Stewie's mini-playfield
- Nip-It has the "ballygator" (upper right)
- Defender uses upper flippers to trigger 'smart bomb' and left lane kickback 'reverse' functions

There's a fairly extensive list over at VPForums.
https://www.vpforums.org/index.php?showtopic=30377

Malenko mentioned a while back that there were a number of Williams tables from the 90s that used stacked leaf switches so you can trigger the lower flipper with a partial press and lower+upper flippers with a full press.

PBJ showed that Alien Poker has that stacked leaf switch control configuration.
Pushing the right flipper button in from 1% to about 60% depth.



And then pushing it further.



The VP recreations I've seen of those tables have the upper and lower flippers tied to a single keystroke so you lose the ability to cradle a ball on the lower flipper during multiball while working the upper flipper.

Destruk mentions over on VPForums that you can do separate upper/lower flipper controls in VP if you add the keycode(s) and modify the script for the table.
https://www.vpforums.org/index.php?showtopic=21460
- Malenko mentioned that "The Getaway: High Speed II" is a table where you would really want that functionality.

The only tables with upper flippers that you wouldn't want to mod the script for would be the 7 or 8 with MagnaSave.


Scott

Started by fablog - Last post by fablog

Hi everyone,

​I'm currently restoring a Sega Model 3 sit-down cabinet and I need to redo the monitor assembly. I think I messed up the order of the parts because I can't get the front plastic bezel to fit at the end of the process.

​I need to tilt the monitor back to start over, but I'm doing this completely solo and the weight of the 29" CRT makes me nervous.

​Could anyone share the exact steps or tips for the following when working alone?

​Tilting the monitor back: How do I safely detach the top and let the monitor tilt/rest back on its bottom pivot points without dropping it?

​Reassembly procedure: What is the exact step-by-step sequence to put the structure back together safely? I need to know the proper order to handle the monitor, the top metal crossbar, and the side panels when doing this by myself. (Note: The monitor's top metal ears mount to the front of the top crossbar).

​Thanks,

Fabien



Envoyé de mon Pixel 10 Pro en utilisant Tapatalk

28   Project Announcements / Re: The Web - VirtUal Pinball eXTremeon May 12, 2026, 07:29:48 pm

Started by Ond - Last post by Zebidee

I found this awesome red button.


Dang, I do love a big red button!





29   Project Announcements / Re: Retro Bartopon May 12, 2026, 05:44:14 pm

Started by popsicle - Last post by emphatic

That came out great!  :cheers:

30   GroovyMAME / Re: GroovyMAME 0.287 - Switchres 2.22bon May 12, 2026, 11:20:31 am

Started by Calamity - Last post by Calamity

Hi arc11,

1.- The input_mister backend requires SDL for its scancode definitions. So the actual fix for this will involve moving INPUT_MISTER into the build scripts so the dependency is properly handled, instead of moving it into input_mister which basically allows the build by breaking the module. I'll fix this when I have a chance.

2.- I'll add your fix for jammasd/rawinput.

3.- Font rendering is fine for everyone, at least with the suggested use of uismall font. I'll tell you the same I did in 2025: please provide the exact configuration that makes the fonts look bad (destkop res, ini, screen-shot, etc. -hopefully before 2027 ;)) anything that allows me figuring out the issue in case there is an edge case we didn't cover. The change you suggest breaks an implemented feature (integer scaled ui fonts).
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