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	<id>https://wiki.mamedev.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Stiletto</id>
	<title>MAMEDEV Wiki - User contributions [en-gb]</title>
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	<updated>2026-04-04T12:55:21Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Developer_WIPs&amp;diff=8109</id>
		<title>Developer WIPs</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Developer_WIPs&amp;diff=8109"/>
		<updated>2022-08-08T20:57:37Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These pages are here to serve as WIPs, to-do lists, or whatever else the developer wants to talk about here (as long as it&#039;s MAME related!)&lt;br /&gt;
&lt;br /&gt;
* [[Aaron&#039;s To-Do List]] (Aaron Giles)&lt;br /&gt;
* [[Andreas N&#039;s To-Do List]] (Andreas Naive)&lt;br /&gt;
* [http://mamedev.emulab.it/kale/todo-list/ Kale&#039;s To-Do List] (Angelo Salese)&lt;br /&gt;
* [[Couriersud&#039;s To-Do List]] (Couriersud)&lt;br /&gt;
* [[Edstrom&#039;s To-Do List]] (Edstrom)&lt;br /&gt;
* [[Ernesto&#039;s To-Do List]] (Ernesto Corvi)&lt;br /&gt;
* [[MooglyGuy&#039;s To-Do List]] (MooglyGuy)&lt;br /&gt;
* [[Phil B&#039;s To-Do List]] (Philip Bennett)&lt;br /&gt;
* [[Reip&#039;s To-Do List]] (Pierpaolo Prazzoli)&lt;br /&gt;
* [[Arbee&#039;s To-Do List]] (R. Belmont)&lt;br /&gt;
* [[Robbie&#039;s To-Do List]] (Roberto Fresca)&lt;br /&gt;
* [[Shattered&#039;s To-Do List]] (shattered, external contributor)&lt;br /&gt;
* [[Vas Crabb&#039;s To-Do List]] (Vas Crabb)&lt;br /&gt;
&lt;br /&gt;
And here are links to individual active developers&#039; pages that are maintained elsewhere:&lt;br /&gt;
&lt;br /&gt;
* [https://aarongiles.com Aaron&#039;s Almanac (Home of Aaron Giles)] (Aaron Giles)&lt;br /&gt;
* [https://web.archive.org/web/20200616084501id_/http://andreasnaive.blogspot.com/search/label/emulaci%C3%B3n/ Notas de Andy] (Andreas Naive)&lt;br /&gt;
* [https://ajg.mameworld.info/ Drew&#039;s MAMEography] (Andrew Gardner)&lt;br /&gt;
* [https://mamedev.emulab.it/kale/ Kale&#039;s MAME WIP] (Kale / Angelo Salese)&lt;br /&gt;
* [http://mess.redump.net/people/mahlemiut mahlemiut] (mahlemiut / Barry Rodewald)&lt;br /&gt;
* [https://www.bryanmcphail.com/wp/?cat=25 BryanMcPhail.com] (Mish / Bryan McPhail)&lt;br /&gt;
* [http://www.techno-junk.org/ Charles MacDonald&#039;s Home Page] (Charles MacDonald)&lt;br /&gt;
* [http://mess.redump.net/people/curt_coder Curt Coder] (Curt Coder)&lt;br /&gt;
* [https://mamedev.emulab.it/haze/ David Haywood&#039;s MAME™ WIP] (Haze / David Haywood)&lt;br /&gt;
* [https://redump.net/ Duke&#039;s Home] (Duke / Dirk Best)&lt;br /&gt;
* [http://mess.redump.net/people/duke Duke] (Duke / Dirk Best)&lt;br /&gt;
* [https://mamedev.emulab.it/etabeta/ etabeta&#039;s playground] (etabeta / Fabio Priuli)&lt;br /&gt;
* [https://firehawke.sanctuarycrew.com/posts/ Firehawke&#039;s Braindump] (Firehawke)&lt;br /&gt;
* [https://avoidspikes.blogspot.com/ Avoid Spikes] (Frank Palazzolo)&lt;br /&gt;
* [https://tsk-tsk.net/ hap&#039;s stuff] (hap)&lt;br /&gt;
* [https://agemame.mameworld.info AGEMAME HQ] (ElCondor / James Wallace)&lt;br /&gt;
* [https://stolistic.blogspot.com/ PE+/S+ Emulation via MAME] (Stolistic / Jim Stolis)&lt;br /&gt;
* [http://mess.redump.net/people/lord_nightmare Lord Nightmare] (Lord Nightmare / Jonathan Gevaryahu)&lt;br /&gt;
* [http://www.lucaelia.com/mame.php Luca&#039;s MAME Drivers] (Luca Elia)&lt;br /&gt;
* [https://micko-wip.blogspot.com/ Micko&#039;s WIP] (Micko / Miodrag Milanović)&lt;br /&gt;
* [http://mess.redump.net/people/mizapf Michael Zapf] (Michael Zapf)&lt;br /&gt;
* [http:///blog.polygonal-moogle.com/ Mog&#039;s Code Blog] (MooglyGuy)&lt;br /&gt;
* [https://philwip.mameworld.info/ PhilWIP] (Philip Bennett)&lt;br /&gt;
* [https://rbelmont.mameworld.info/ Arbee&#039;s WIP Emporium] (R. Belmont)&lt;br /&gt;
* [http://messui.polygonal-moogle.com/ The MESSUI Place] (Robbbert)&lt;br /&gt;
* [https://robbie.mameworld.info/ Risen From My Grave] (Robbie / Roberto Fresca)&lt;br /&gt;
* [https://smf.mameworld.info/ smf&#039;s Blog] (smf)&lt;br /&gt;
* [https:////tlindner.macmess.org frakendirary] (Tim Lindner)&lt;br /&gt;
* [http://slanina.pl/mame.html slanina] (dox / Tomasz Slanina)&lt;br /&gt;
* [https://rants.vastheman.com/category/technology/mame/ Rants from Vas] (cuavas / Vas Crabb)&lt;br /&gt;
* [https://vlinde.mameworld.info/ Ville&#039;s Development Log] (Ville Linde)&lt;br /&gt;
* [http://mess.redump.net/people/wilbert_pol Wilbert Pol] (judge / Wilbert Pol)&lt;br /&gt;
&lt;br /&gt;
And historical links to individual developers&#039; pages that have gone offline, inactive, or are no longer contributing:&lt;br /&gt;
&lt;br /&gt;
* [https://www.bryanmcphail.com/wip/index.html VCMAME.NET - Bryan&#039;s MAME WIP] (Mish / Bryan McPhail) (archived)&lt;br /&gt;
* [https://www.atarihq.com/danb/ Dan B&#039;s Videogame Tech Web Site] (Dan Boris)&lt;br /&gt;
* [https://web.archive.org/web/20110207115709/http://widel.com/ Dave&#039;s Arcade] (Dave Widel) (archived)&lt;br /&gt;
* [https://derrick.mameworld.info/ D&#039;s MAME Stuff] (Derrick Renaud)&lt;br /&gt;
* [https://web.archive.org/web/20040816085654id_/http://www.mamehot.net:80/php/bujar.php Jarek Burczyński MameWip Page] (Jarek Burczyński) (archived)&lt;br /&gt;
* [https://web.archive.org/web/20210128044540/http://www.manuelabadia.com/blog/CategoryView,category,MAME.aspx Manuel Abadia] (Manuel Abadia)&lt;br /&gt;
* [https://web.archive.org/web/20220424033100id_/http://nebula.emulatronia.com/ Nebula&#039;s Homepage] (ElSemi / Miguel Ángel Horna)&lt;br /&gt;
* [https://web.archive.org/web/20111229202331/http://moogle-tech.com/blog MAME, MESS, and Other Fun] (MooglyGuy) (archived)&lt;br /&gt;
* [https://norbertkehrer.github.io/ Norbert&#039;s Emulators] (Norbert Kehrer)&lt;br /&gt;
* [https://web.archive.org/web/20080105050042/http://www.machna.com/games/ Stroff&#039;s Game &amp;amp; Emulation WIP] (Stroff / Phil Stroffolino) (archived)&lt;br /&gt;
* [https://mamelife.blogspot.com/ Nicola&#039;s MAME Ramblings] (Nicola Salmoria)&lt;br /&gt;
* [http://upstephh.free.fr/ The Ultimate Patchers&#039; Site] (stephh)&lt;br /&gt;
* [https://tourniquet.mameworld.info/ Tourniquet&#039;s MAME News] (Tourniquet / Paul Priest)&lt;br /&gt;
* [https://reip.mameworld.info/ Reip&#039;s MAME WIP] (Reip / Pierpaolo Prazzoli)&lt;br /&gt;
* [https://mamedev.emulab.it/robiza/ Robiza’s MAME blog] (Robiza / Roberto Zandonà)&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Developer_WIPs&amp;diff=8108</id>
		<title>Developer WIPs</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Developer_WIPs&amp;diff=8108"/>
		<updated>2022-08-08T20:49:42Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These pages are here to serve as WIPs, to-do lists, or whatever else the developer wants to talk about here (as long as it&#039;s MAME related!)&lt;br /&gt;
&lt;br /&gt;
* [[Aaron&#039;s To-Do List]] (Aaron Giles)&lt;br /&gt;
* [[Andreas N&#039;s To-Do List]] (Andreas Naive)&lt;br /&gt;
* [http://mamedev.emulab.it/kale/todo-list/ Kale&#039;s To-Do List] (Angelo Salese)&lt;br /&gt;
* [[Couriersud&#039;s To-Do List]] (Couriersud)&lt;br /&gt;
* [[Edstrom&#039;s To-Do List]] (Edstrom)&lt;br /&gt;
* [[Ernesto&#039;s To-Do List]] (Ernesto Corvi)&lt;br /&gt;
* [[MooglyGuy&#039;s To-Do List]] (MooglyGuy)&lt;br /&gt;
* [[Phil B&#039;s To-Do List]] (Philip Bennett)&lt;br /&gt;
* [[Reip&#039;s To-Do List]] (Pierpaolo Prazzoli)&lt;br /&gt;
* [[Arbee&#039;s To-Do List]] (R. Belmont)&lt;br /&gt;
* [[Robbie&#039;s To-Do List]] (Roberto Fresca)&lt;br /&gt;
* [[Shattered&#039;s To-Do List]] (shattered, external contributor)&lt;br /&gt;
* [[Vas Crabb&#039;s To-Do List]] (Vas Crabb)&lt;br /&gt;
&lt;br /&gt;
And here are links to individual active developers&#039; pages that are maintained elsewhere:&lt;br /&gt;
&lt;br /&gt;
* [https://aarongiles.com Aaron&#039;s Almanac (Home of Aaron Giles)] (Aaron Giles)&lt;br /&gt;
* [https://web.archive.org/web/20200616084501id_/http://andreasnaive.blogspot.com/search/label/emulaci%C3%B3n/ Notas de Andy] (Andreas Naive)&lt;br /&gt;
* [https://ajg.mameworld.info/ Drew&#039;s MAMEography] (Andrew Gardner)&lt;br /&gt;
* [https://mamedev.emulab.it/kale/ Kale&#039;s MAME WIP] (Kale / Angelo Salese)&lt;br /&gt;
* [http://mess.redump.net/people/mahlemiut mahlemiut] (mahlemiut / Barry Rodewald)&lt;br /&gt;
* [https://www.bryanmcphail.com/wp/?cat=25 BryanMcPhail.com] (Mish / Bryan McPhail)&lt;br /&gt;
* [http://www.techno-junk.org/ Charles MacDonald&#039;s Home Page] (Charles MacDonald)&lt;br /&gt;
* [http://mess.redump.net/people/curt_coder Curt Coder] (Curt Coder)&lt;br /&gt;
* [https://mamedev.emulab.it/haze/ David Haywood&#039;s MAME™ WIP] (Haze / David Haywood)&lt;br /&gt;
* [https://redump.net/ Duke&#039;s Home] (Duke / Dirk Best)&lt;br /&gt;
* [http://mess.redump.net/people/duke Duke] (Duke / Dirk Best)&lt;br /&gt;
* [https://mamedev.emulab.it/etabeta/ etabeta&#039;s playground] (etabeta / Fabio Priuli)&lt;br /&gt;
* [https://firehawke.sanctuarycrew.com/posts/ Firehawke&#039;s Braindump] (Firehawke)&lt;br /&gt;
* [https://avoidspikes.blogspot.com/ Avoid Spikes] (Frank Palazzolo)&lt;br /&gt;
* [https://tsk-tsk.net/ hap&#039;s stuff] (hap)&lt;br /&gt;
* [https://agemame.mameworld.info AGEMAME HQ] (ElCondor / James Wallace)&lt;br /&gt;
* [https://stolistic.blogspot.com/ PE+/S+ Emulation via MAME] (Stolistic / Jim Stolis)&lt;br /&gt;
* [http://mess.redump.net/people/lord_nightmare Lord Nightmare] (Lord Nightmare / Jonathan Gevaryahu)&lt;br /&gt;
* [http://www.lucaelia.com/mame.php Luca&#039;s MAME Drivers] (Luca Elia)&lt;br /&gt;
* [https://micko-wip.blogspot.com/ Micko&#039;s WIP] (Micko / Miodrag Milanović)&lt;br /&gt;
* [http://mess.redump.net/people/mizapf Michael Zapf] (Michael Zapf)&lt;br /&gt;
* [http:///blog.polygonal-moogle.com/ Mog&#039;s Code Blog] (MooglyGuy)&lt;br /&gt;
* [https://philwip.mameworld.info/ PhilWIP] (Philip Bennett)&lt;br /&gt;
* [https://rbelmont.mameworld.info/ Arbee&#039;s WIP Emporium] (R. Belmont)&lt;br /&gt;
* [http://messui.polygonal-moogle.com/ The MESSUI Place] (Robbbert)&lt;br /&gt;
* [https://robbie.mameworld.info/ Risen From My Grave] (Robbie / Roberto Fresca)&lt;br /&gt;
* [https://smf.mameworld.info/ smf&#039;s Blog] (smf)&lt;br /&gt;
* [https:////tlindner.macmess.org frakendirary] (Tim Lindner)&lt;br /&gt;
* [http://slanina.pl/mame.html slanina] (dox / Tomasz Slanina)&lt;br /&gt;
* [https://rants.vastheman.com/category/technology/mame/ Rants from Vas] (cuavas / Vas Crabb)&lt;br /&gt;
* [https://vlinde.mameworld.info/ Ville&#039;s Development Log] (Ville Linde)&lt;br /&gt;
* [http://mess.redump.net/people/wilbert_pol Wilbert Pol] (judge / Wilbert Pol)&lt;br /&gt;
&lt;br /&gt;
And historical links to individual developers&#039; pages that have gone offline, inactive, or are no longer contributing:&lt;br /&gt;
&lt;br /&gt;
* [https://www.bryanmcphail.com/wip/index.html VCMAME.NET - Bryan&#039;s MAME WIP] (Mish / Bryan McPhail) (archived)&lt;br /&gt;
* [https://www.atarihq.com/danb/ Dan B&#039;s Videogame Tech Web Site] (Dan Boris)&lt;br /&gt;
* [https://web.archive.org/web/20110207115709/http://widel.com/ Dave&#039;s Arcade] (Dave Widel) (archived)&lt;br /&gt;
* [https://derrick.mameworld.info/ D&#039;s MAME Stuff] (Derrick Renaud)&lt;br /&gt;
* [https://web.archive.org/web/20040816085654id_/http://www.mamehot.net:80/php/bujar.php Jarek Burczyński MameWip Page] (Jarek Burczynski) (archived)&lt;br /&gt;
* [https://web.archive.org/web/20210128044540/http://www.manuelabadia.com/blog/CategoryView,category,MAME.aspx Manuel Abadia] (Manuel Abadia)&lt;br /&gt;
* [https://web.archive.org/web/20220424033100id_/http://nebula.emulatronia.com/ Nebula&#039;s Homepage] (ElSemi / Miguel Ángel Horna)&lt;br /&gt;
* [https://web.archive.org/web/20111229202331/http://moogle-tech.com/blog MAME, MESS, and Other Fun] (MooglyGuy) (archived)&lt;br /&gt;
* [https://norbertkehrer.github.io/ Norbert&#039;s Emulators] (Norbert Kehrer)&lt;br /&gt;
* [https://web.archive.org/web/20080105050042/http://www.machna.com/games/ Stroff&#039;s Game &amp;amp; Emulation WIP] (Stroff / Phil Stroffolino) (archived)&lt;br /&gt;
* [https://mamelife.blogspot.com/ Nicola&#039;s MAME Ramblings] (Nicola Salmoria)&lt;br /&gt;
* [http://upstephh.free.fr/ The Ultimate Patchers&#039; Site] (stephh)&lt;br /&gt;
* [https://tourniquet.mameworld.info/ Tourniquet&#039;s MAME News] (Tourniquet / Paul Priest)&lt;br /&gt;
* [https://reip.mameworld.info/ Reip&#039;s MAME WIP] (Reip / Pierpaolo Prazzoli)&lt;br /&gt;
* [https://mamedev.emulab.it/robiza/ Robiza’s MAME blog] (Robiza / Roberto Zandonà)&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Developer_WIPs&amp;diff=8107</id>
		<title>Developer WIPs</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Developer_WIPs&amp;diff=8107"/>
		<updated>2022-08-08T20:48:00Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These pages are here to serve as WIPs, to-do lists, or whatever else the developer wants to talk about here (as long as it&#039;s MAME related!)&lt;br /&gt;
&lt;br /&gt;
* [[Aaron&#039;s To-Do List]] (Aaron Giles)&lt;br /&gt;
* [[Andreas N&#039;s To-Do List]] (Andreas Naive)&lt;br /&gt;
* [http://mamedev.emulab.it/kale/todo-list/ Kale&#039;s To-Do List] (Angelo Salese)&lt;br /&gt;
* [[Couriersud&#039;s To-Do List]] (Couriersud)&lt;br /&gt;
* [[Edstrom&#039;s To-Do List]] (Edstrom)&lt;br /&gt;
* [[Ernesto&#039;s To-Do List]] (Ernesto Corvi)&lt;br /&gt;
* [[MooglyGuy&#039;s To-Do List]] (MooglyGuy)&lt;br /&gt;
* [[Phil B&#039;s To-Do List]] (Philip Bennett)&lt;br /&gt;
* [[Reip&#039;s To-Do List]] (Pierpaolo Prazzoli)&lt;br /&gt;
* [[Arbee&#039;s To-Do List]] (R. Belmont)&lt;br /&gt;
* [[Robbie&#039;s To-Do List]] (Roberto Fresca)&lt;br /&gt;
* [[Shattered&#039;s To-Do List]] (shattered, external contributor)&lt;br /&gt;
* [[Vas Crabb&#039;s To-Do List]] (Vas Crabb)&lt;br /&gt;
&lt;br /&gt;
And here are links to individual active developers&#039; pages that are maintained elsewhere:&lt;br /&gt;
&lt;br /&gt;
* [https://aarongiles.com Aaron&#039;s Almanac (Home of Aaron Giles)] (Aaron Giles)&lt;br /&gt;
* [https://web.archive.org/web/20200616084501id_/http://andreasnaive.blogspot.com/search/label/emulaci%C3%B3n/ Notas de Andy] (Andreas Naive)&lt;br /&gt;
* [https://ajg.mameworld.info/ Drew&#039;s MAMEography] (Andrew Gardner)&lt;br /&gt;
* [https://mamedev.emulab.it/kale/ Kale&#039;s MAME WIP] (Kale / Angelo Salese)&lt;br /&gt;
* [http://mess.redump.net/people/mahlemiut mahlemiut] (mahlemiut / Barry Rodewald)&lt;br /&gt;
* [https://www.bryanmcphail.com/wp/?cat=25 BryanMcPhail.com] (Mish / Bryan McPhail)&lt;br /&gt;
* [http://www.techno-junk.org/ Charles MacDonald&#039;s Home Page] (Charles MacDonald)&lt;br /&gt;
* [http://mess.redump.net/people/curt_coder Curt Coder] (Curt Coder)&lt;br /&gt;
* [https://mamedev.emulab.it/haze/ David Haywood&#039;s MAME™ WIP] (Haze / David Haywood)&lt;br /&gt;
* [https://redump.net/ Duke&#039;s Home] (Duke / Dirk Best)&lt;br /&gt;
* [http://mess.redump.net/people/duke Duke] (Duke / Dirk Best)&lt;br /&gt;
* [https://mamedev.emulab.it/etabeta/ etabeta&#039;s playground] (etabeta / Fabio Priuli)&lt;br /&gt;
* [https://firehawke.sanctuarycrew.com/posts/ Firehawke&#039;s Braindump] (Firehawke)&lt;br /&gt;
* [https://tsk-tsk.net/ hap&#039;s stuff] (hap)&lt;br /&gt;
* [https://agemame.mameworld.info AGEMAME HQ] (ElCondor / James Wallace)&lt;br /&gt;
* [https://stolistic.blogspot.com/ PE+/S+ Emulation via MAME] (Stolistic / Jim Stolis)&lt;br /&gt;
* [http://mess.redump.net/people/lord_nightmare Lord Nightmare] (Lord Nightmare / Jonathan Gevaryahu)&lt;br /&gt;
* [http://www.lucaelia.com/mame.php Luca&#039;s MAME Drivers] (Luca Elia)&lt;br /&gt;
* [https://micko-wip.blogspot.com/ Micko&#039;s WIP] (Micko / Miodrag Milanović)&lt;br /&gt;
* [http://mess.redump.net/people/mizapf Michael Zapf] (Michael Zapf)&lt;br /&gt;
* [http:///blog.polygonal-moogle.com/ Mog&#039;s Code Blog] (MooglyGuy)&lt;br /&gt;
* [https://philwip.mameworld.info/ PhilWIP] (Philip Bennett)&lt;br /&gt;
* [https://rbelmont.mameworld.info/ Arbee&#039;s WIP Emporium] (R. Belmont)&lt;br /&gt;
* [http://messui.polygonal-moogle.com/ The MESSUI Place] (Robbbert)&lt;br /&gt;
* [https://robbie.mameworld.info/ Risen From My Grave] (Robbie / Roberto Fresca)&lt;br /&gt;
* [https://smf.mameworld.info/ smf&#039;s Blog] (smf)&lt;br /&gt;
* [https:////tlindner.macmess.org frakendirary] (Tim Lindner)&lt;br /&gt;
* [http://slanina.pl/mame.html slanina] (dox / Tomasz Slanina)&lt;br /&gt;
* [https://rants.vastheman.com/category/technology/mame/ Rants from Vas] (cuavas / Vas Crabb)&lt;br /&gt;
* [https://vlinde.mameworld.info/ Ville&#039;s Development Log] (Ville Linde)&lt;br /&gt;
* [http://mess.redump.net/people/wilbert_pol Wilbert Pol] (judge / Wilbert Pol)&lt;br /&gt;
&lt;br /&gt;
And historical links to individual developers&#039; pages that have gone offline, inactive, or are no longer contributing:&lt;br /&gt;
&lt;br /&gt;
* [https://www.bryanmcphail.com/wip/index.html VCMAME.NET - Bryan&#039;s MAME WIP] (Mish / Bryan McPhail) (archived)&lt;br /&gt;
* [https://www.atarihq.com/danb/ Dan B&#039;s Videogame Tech Web Site] (Dan Boris)&lt;br /&gt;
* [https://web.archive.org/web/20110207115709/http://widel.com/ Dave&#039;s Arcade] (Dave Widel) (archived)&lt;br /&gt;
* [https://derrick.mameworld.info/ D&#039;s MAME Stuff] (Derrick Renaud)&lt;br /&gt;
* [https://avoidspikes.blogspot.com/ Avoid Spikes] (Frank Palazzolo)&lt;br /&gt;
* [https://web.archive.org/web/20040816085654id_/http://www.mamehot.net:80/php/bujar.php Jarek Burczyński MameWip Page] (Jarek Burczynski) (archived)&lt;br /&gt;
* [https://web.archive.org/web/20210128044540/http://www.manuelabadia.com/blog/CategoryView,category,MAME.aspx Manuel Abadia] (Manuel Abadia)&lt;br /&gt;
* [https://web.archive.org/web/20220424033100id_/http://nebula.emulatronia.com/ Nebula&#039;s Homepage] (ElSemi / Miguel Ángel Horna)&lt;br /&gt;
* [https://web.archive.org/web/20111229202331/http://moogle-tech.com/blog MAME, MESS, and Other Fun] (MooglyGuy) (archived)&lt;br /&gt;
* [https://norbertkehrer.github.io/ Norbert&#039;s Emulators] (Norbert Kehrer)&lt;br /&gt;
* [https://web.archive.org/web/20080105050042/http://www.machna.com/games/ Stroff&#039;s Game &amp;amp; Emulation WIP] (Stroff / Phil Stroffolino) (archived)&lt;br /&gt;
* [https://mamelife.blogspot.com/ Nicola&#039;s MAME Ramblings] (Nicola Salmoria)&lt;br /&gt;
* [http://upstephh.free.fr/ The Ultimate Patchers&#039; Site] (stephh)&lt;br /&gt;
* [https://tourniquet.mameworld.info/ Tourniquet&#039;s MAME News] (Tourniquet / Paul Priest)&lt;br /&gt;
* [https://reip.mameworld.info/ Reip&#039;s MAME WIP] (Reip / Pierpaolo Prazzoli)&lt;br /&gt;
* [https://mamedev.emulab.it/robiza/ Robiza’s MAME blog] (Robiza / Roberto Zandonà)&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Developer_WIPs&amp;diff=8106</id>
		<title>Developer WIPs</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Developer_WIPs&amp;diff=8106"/>
		<updated>2022-08-08T20:28:37Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These pages are here to serve as WIPs, to-do lists, or whatever else the developer wants to talk about here (as long as it&#039;s MAME related!)&lt;br /&gt;
&lt;br /&gt;
* [[Aaron&#039;s To-Do List]] (Aaron Giles)&lt;br /&gt;
* [[Andreas N&#039;s To-Do List]] (Andreas Naive)&lt;br /&gt;
* [http://mamedev.emulab.it/kale/todo-list/ Kale&#039;s To-Do List] (Angelo Salese)&lt;br /&gt;
* [[Couriersud&#039;s To-Do List]] (Couriersud)&lt;br /&gt;
* [[Edstrom&#039;s To-Do List]] (Edstrom)&lt;br /&gt;
* [[Ernesto&#039;s To-Do List]] (Ernesto Corvi)&lt;br /&gt;
* [[MooglyGuy&#039;s To-Do List]] (MooglyGuy)&lt;br /&gt;
* [[Phil B&#039;s To-Do List]] (Philip Bennett)&lt;br /&gt;
* [[Reip&#039;s To-Do List]] (Pierpaolo Prazzoli)&lt;br /&gt;
* [[Arbee&#039;s To-Do List]] (R. Belmont)&lt;br /&gt;
* [[Robbie&#039;s To-Do List]] (Roberto Fresca)&lt;br /&gt;
* [[Shattered&#039;s To-Do List]] (shattered, external contributor)&lt;br /&gt;
* [[Vas Crabb&#039;s To-Do List]] (Vas Crabb)&lt;br /&gt;
&lt;br /&gt;
And here are links to individual active developers&#039; pages that are maintained elsewhere:&lt;br /&gt;
&lt;br /&gt;
* [http://aarongiles.com Aaron&#039;s Almanac (Home of Aaron Giles)] (Aaron Giles)&lt;br /&gt;
* [http://web.archive.org/web/20200616084501id_/http://andreasnaive.blogspot.com/search/label/emulaci%C3%B3n/ Notas de Andy] (Andreas Naive)&lt;br /&gt;
* [http://ajg.mameworld.info/ Drew&#039;s MAMEography] (Andrew Gardner)&lt;br /&gt;
* [http://mamedev.emulab.it/kale/ Kale&#039;s MAME WIP] (Kale / Angelo Salese)&lt;br /&gt;
* [http://mess.redump.net/people/mahlemiut mahlemiut] (mahlemiut / Barry Rodewald)&lt;br /&gt;
* [http://www.bryanmcphail.com/wp/?cat=25 BryanMcPhail.com] (Mish / Bryan McPhail)&lt;br /&gt;
* [http://www.techno-junk.org/ Charles MacDonald&#039;s Home Page] (Charles MacDonald)&lt;br /&gt;
* [http://mess.redump.net/people/curt_coder Curt Coder] (Curt Coder)&lt;br /&gt;
* [http://mamedev.emulab.it/haze/ David Haywood&#039;s MAME™ WIP] (Haze / David Haywood)&lt;br /&gt;
* [http://redump.net/ Duke&#039;s Home] (Duke / Dirk Best)&lt;br /&gt;
* [http://mess.redump.net/people/duke Duke] (Duke / Dirk Best)&lt;br /&gt;
* [http://mamedev.emulab.it/etabeta/ etabeta&#039;s playground] (etabeta / Fabio Priuli)&lt;br /&gt;
* [https://firehawke.sanctuarycrew.com/posts/ Firehawke&#039;s Braindump] (Firehawke)&lt;br /&gt;
* [http://tsk-tsk.net/ hap&#039;s stuff] (hap)&lt;br /&gt;
* [http://agemame.mameworld.info AGEMAME HQ] (ElCondor / James Wallace)&lt;br /&gt;
* [http://stolistic.blogspot.com/ PE+/S+ Emulation via MAME] (Stolistic / Jim Stolis)&lt;br /&gt;
* [http://mess.redump.net/people/lord_nightmare Lord Nightmare] (Lord Nightmare / Jonathan Gevaryahu)&lt;br /&gt;
* [http://www.lucaelia.com/mame.php Luca&#039;s MAME Drivers] (Luca Elia)&lt;br /&gt;
* [http://micko-wip.blogspot.com/ Micko&#039;s WIP] (Micko / Miodrag Milanović)&lt;br /&gt;
* [http://mess.redump.net/people/mizapf Michael Zapf] (Michael Zapf)&lt;br /&gt;
* [http:///blog.polygonal-moogle.com/ Mog&#039;s Code Blog] (MooglyGuy)&lt;br /&gt;
* [http://philwip.mameworld.info/ PhilWIP] (Philip Bennett)&lt;br /&gt;
* [http://rbelmont.mameworld.info/ Arbee&#039;s WIP Emporium] (R. Belmont)&lt;br /&gt;
* [http://messui.polygonal-moogle.com/ The MESSUI Place] (Robbbert)&lt;br /&gt;
* [http://robbie.mameworld.info/ Risen From My Grave] (Robbie / Roberto Fresca)&lt;br /&gt;
* [http://smf.mameworld.info/ smf&#039;s Blog] (smf)&lt;br /&gt;
* [https:////tlindner.macmess.org frakendirary] (Tim Lindner)&lt;br /&gt;
* [http://slanina.pl/mame.html slanina] (dox / Tomasz Slanina)&lt;br /&gt;
* [http://rants.vastheman.com/category/technology/mame/ Rants from Vas] (cuavas / Vas Crabb)&lt;br /&gt;
* [http://vlinde.mameworld.info/ Ville&#039;s Development Log] (Ville Linde)&lt;br /&gt;
* [http://mess.redump.net/people/wilbert_pol Wilbert Pol] (judge / Wilbert Pol)&lt;br /&gt;
&lt;br /&gt;
And historical links to individual developers&#039; pages that have gone offline, inactive, or are no longer contributing:&lt;br /&gt;
&lt;br /&gt;
* [http://www.bryanmcphail.com/wip/index.html VCMAME.NET - Bryan&#039;s MAME WIP] (Mish / Bryan McPhail) (archived)&lt;br /&gt;
* [http://www.atarihq.com/danb/ Dan B&#039;s Videogame Tech Web Site] (Dan Boris)&lt;br /&gt;
* [http://web.archive.org/web/20110207115709/http://widel.com/ Dave&#039;s Arcade] (Dave Widel) (archived)&lt;br /&gt;
* [http://derrick.mameworld.info/ D&#039;s MAME Stuff] (Derrick Renaud)&lt;br /&gt;
* [http://avoidspikes.blogspot.com/ Avoid Spikes] (Frank Palazzolo)&lt;br /&gt;
* [http://web.archive.org/web/20040816085654id_/http://www.mamehot.net:80/php/bujar.php Jarek Burczyński MameWip Page] (Jarek Burczynski) (archived)&lt;br /&gt;
* [http://web.archive.org/web/20210128044540/http://www.manuelabadia.com/blog/CategoryView,category,MAME.aspx Manuel Abadia] (Manuel Abadia)&lt;br /&gt;
* [http://nebula.emulatronia.com/ Nebula&#039;s Homepage] (ElSemi / Miguel Ángel Horna)&lt;br /&gt;
* [http://web.archive.org/web/20111229202331/http://moogle-tech.com/blog MAME, MESS, and Other Fun] (MooglyGuy) (archived)&lt;br /&gt;
* [http://norbertkehrer.github.io/ Norbert&#039;s Emulators] (Norbert Kehrer)&lt;br /&gt;
* [http://web.archive.org/web/20080105050042/http://www.machna.com/games/ Stroff&#039;s Game &amp;amp; Emulation WIP] (Stroff / Phil Stroffolino) (archived)&lt;br /&gt;
* [http://mamelife.blogspot.com/ Nicola&#039;s MAME Ramblings] (Nicola Salmoria)&lt;br /&gt;
* [http://upstephh.free.fr/ The Ultimate Patchers&#039; Site] (stephh)&lt;br /&gt;
* [http://tourniquet.mameworld.info/ Tourniquet&#039;s MAME News] (Tourniquet / Paul Priest)&lt;br /&gt;
* [http://reip.mameworld.info/ Reip&#039;s MAME WIP] (Reip / Pierpaolo Prazzoli)&lt;br /&gt;
* [http://mamedev.emulab.it/robiza/ Robiza’s MAME blog] (Robiza / Roberto Zandonà)&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Developer_WIPs&amp;diff=7648</id>
		<title>Developer WIPs</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Developer_WIPs&amp;diff=7648"/>
		<updated>2021-05-13T02:43:42Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These pages are here to serve as WIPs, to-do lists, or whatever else the developer wants to talk about here (as long as it&#039;s MAME related!)&lt;br /&gt;
&lt;br /&gt;
* [[Aaron&#039;s To-Do List]] (Aaron Giles)&lt;br /&gt;
* [[Andreas N&#039;s To-Do List]] (Andreas Naive)&lt;br /&gt;
* [http://mamedev.emulab.it/kale/todo-list/ Kale&#039;s To-Do List] (Angelo Salese)&lt;br /&gt;
* [[Couriersud&#039;s To-Do List]] (Couriersud)&lt;br /&gt;
* [[Edstrom&#039;s To-Do List]] (Edstrom)&lt;br /&gt;
* [[Ernesto&#039;s To-Do List]] (Ernesto Corvi)&lt;br /&gt;
* [[MooglyGuy&#039;s To-Do List]] (MooglyGuy)&lt;br /&gt;
* [[Phil B&#039;s To-Do List]] (Philip Bennett)&lt;br /&gt;
* [[Reip&#039;s To-Do List]] (Pierpaolo Prazzoli)&lt;br /&gt;
* [[Arbee&#039;s To-Do List]] (R. Belmont)&lt;br /&gt;
* [[Robbie&#039;s To-Do List]] (Roberto Fresca)&lt;br /&gt;
* [[Shattered&#039;s To-Do List]] (shattered, external contributor)&lt;br /&gt;
* [[Vas Crabb&#039;s To-Do List]] (Vas Crabb)&lt;br /&gt;
&lt;br /&gt;
And here are links to individual active developers&#039; pages that are maintained elsewhere:&lt;br /&gt;
&lt;br /&gt;
* [http://aarongiles.com Aaron&#039;s Almanac (Home of Aaron Giles)] (Aaron Giles)&lt;br /&gt;
* [http://web.archive.org/web/20200616084501id_/http://andreasnaive.blogspot.com/search/label/emulaci%C3%B3n/ Notas de Andy] (Andreas Naive)&lt;br /&gt;
* [http://ajg.mameworld.info/ Drew&#039;s MAMEography] (Andrew Gardner)&lt;br /&gt;
* [http://mamedev.emulab.it/kale/ Kale&#039;s MAME WIP] (Kale / Angelo Salese)&lt;br /&gt;
* [http://mess.redump.net/people/mahlemiut mahlemiut] (mahlemiut / Barry Rodewald)&lt;br /&gt;
* [http://www.bryanmcphail.com/wp/?cat=25 BryanMcPhail.com] (Mish / Bryan McPhail)&lt;br /&gt;
* [http://www.techno-junk.org/ Charles MacDonald&#039;s Home Page] (Charles MacDonald)&lt;br /&gt;
* [http://mess.redump.net/people/curt_coder Curt Coder] (Curt Coder)&lt;br /&gt;
* [http://mamedev.emulab.it/haze/ David Haywood&#039;s MAME™ WIP] (Haze / David Haywood)&lt;br /&gt;
* [http://redump.net/ Duke&#039;s Home] (Duke / Dirk Best)&lt;br /&gt;
* [http://mess.redump.net/people/duke Duke] (Duke / Dirk Best)&lt;br /&gt;
* [http://mamedev.emulab.it/etabeta/ etabeta&#039;s playground] (etabeta / Fabio Priuli)&lt;br /&gt;
* [https://firehawke.sanctuarycrew.com/posts/ Firehawke&#039;s Braindump] (Firehawke)&lt;br /&gt;
* [http://tsk-tsk.net/ hap&#039;s stuff] (hap)&lt;br /&gt;
* [http://agemame.mameworld.info AGEMAME HQ] (ElCondor / James Wallace)&lt;br /&gt;
* [http://stolistic.blogspot.com/ PE+/S+ Emulation via MAME] (Stolistic / Jim Stolis)&lt;br /&gt;
* [http://mess.redump.net/people/lord_nightmare Lord Nightmare] (Lord Nightmare / Jonathan Gevaryahu)&lt;br /&gt;
* [http://www.lucaelia.com/mame.php Luca&#039;s MAME Drivers] (Luca Elia)&lt;br /&gt;
* [http://micko-wip.blogspot.com/ Micko&#039;s WIP] (Micko / Miodrag Milanović)&lt;br /&gt;
* [http://mess.redump.net/people/mizapf Michael Zapf] (Michael Zapf)&lt;br /&gt;
* [http://philwip.mameworld.info/ PhilWIP] (Philip Bennett)&lt;br /&gt;
* [http://rbelmont.mameworld.info/ Arbee&#039;s WIP Emporium] (R. Belmont)&lt;br /&gt;
* [http://messui.polygonal-moogle.com/ The MESSUI Place] (Robbbert)&lt;br /&gt;
* [http://robbie.mameworld.info/ Risen From My Grave] (Robbie / Roberto Fresca)&lt;br /&gt;
* [http://smf.mameworld.info/ smf&#039;s Blog] (smf)&lt;br /&gt;
* [http://slanina.pl/mame.html slanina] (dox / Tomasz Slanina)&lt;br /&gt;
* [http://rants.vastheman.com/category/technology/mame/ Rants from Vas] (cuavas / Vas Crabb)&lt;br /&gt;
* [http://vlinde.mameworld.info/ Ville&#039;s Development Log] (Ville Linde)&lt;br /&gt;
* [http://mess.redump.net/people/wilbert_pol Wilbert Pol] (judge / Wilbert Pol)&lt;br /&gt;
&lt;br /&gt;
And historical links to individual developers&#039; pages that have gone offline, inactive, or are no longer contributing:&lt;br /&gt;
&lt;br /&gt;
* [http://www.bryanmcphail.com/wip/index.html VCMAME.NET - Bryan&#039;s MAME WIP] (Mish / Bryan McPhail) (archived)&lt;br /&gt;
* [http://www.atarihq.com/danb/ Dan B&#039;s Videogame Tech Web Site] (Dan Boris)&lt;br /&gt;
* [http://web.archive.org/web/20110207115709/http://widel.com/ Dave&#039;s Arcade] (Dave Widel) (archived)&lt;br /&gt;
* [http://derrick.mameworld.info/ D&#039;s MAME Stuff] (Derrick Renaud)&lt;br /&gt;
* [http://avoidspikes.blogspot.com/ Avoid Spikes] (Frank Palazzolo)&lt;br /&gt;
* [http://web.archive.org/web/20040816085654id_/http://www.mamehot.net:80/php/bujar.php Jarek Burczyński MameWip Page] (Jarek Burczynski) (archived)&lt;br /&gt;
* [http://web.archive.org/web/20210128044540/http://www.manuelabadia.com/blog/CategoryView,category,MAME.aspx Manuel Abadia] (Manuel Abadia)&lt;br /&gt;
* [http://nebula.emulatronia.com/ Nebula&#039;s Homepage] (ElSemi / Miguel Ángel Horna)&lt;br /&gt;
* [http://web.archive.org/web/20111229202331/http://moogle-tech.com/blog MAME, MESS, and Other Fun] (MooglyGuy) (archived)&lt;br /&gt;
* [http://norbertkehrer.github.io/ Norbert&#039;s Emulators] (Norbert Kehrer)&lt;br /&gt;
* [http://web.archive.org/web/20080105050042/http://www.machna.com/games/ Stroff&#039;s Game &amp;amp; Emulation WIP] (Stroff / Phil Stroffolino) (archived)&lt;br /&gt;
* [http://mamelife.blogspot.com/ Nicola&#039;s MAME Ramblings] (Nicola Salmoria)&lt;br /&gt;
* [http://upstephh.free.fr/ The Ultimate Patchers&#039; Site] (stephh)&lt;br /&gt;
* [http://tourniquet.mameworld.info/ Tourniquet&#039;s MAME News] (Tourniquet / Paul Priest)&lt;br /&gt;
* [http://reip.mameworld.info/ Reip&#039;s MAME WIP] (Reip / Pierpaolo Prazzoli)&lt;br /&gt;
* [http://mamedev.emulab.it/robiza/ Robiza’s MAME blog] (Robiza / Roberto Zandonà)&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=7591</id>
		<title>SDL Supported Platforms</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=7591"/>
		<updated>2021-04-02T02:21:00Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are downloads for MAME/MESS on non-Windows platforms including Mac OS X, Linux, and BSD family operating systems.&lt;br /&gt;
&lt;br /&gt;
Technical support for MAME on non-Windows platforms and for MESS on all platforms is available on [http://forums.bannister.org/ the bannister.org forums].&lt;br /&gt;
&lt;br /&gt;
== Source code download ==&lt;br /&gt;
&lt;br /&gt;
The following links are for source code, either pre-packaged by MAMEDev or you can simply clone/fork us on Github to follow the team&#039;s progress in real-time.  Download these if you&#039;d like to learn to develop for MAME/MESS, or if you know how to build the emulator and just want to follow along quickly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| MAME/MESS releases || http://mamedev.org/release.html&lt;br /&gt;
|-&lt;br /&gt;
| Live MAME/MESS WIP on Github || https://github.com/mamedev/mame&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A guide to building MAME/MESS on Mac OS X is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=58897#Post58897 here].  An equivalent guide for Linux is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=35138#Post35138 here].&lt;br /&gt;
&lt;br /&gt;
== Regularly Updated binaries and packages (usually within a few versions of baseline) ==&lt;br /&gt;
&lt;br /&gt;
These links are for binaries and/or distribution packages for Mac OS X, the BSD family, and a variety of popular Linux distributions.  Download these if you can&#039;t or don&#039;t wish to build MAME and don&#039;t mind waiting for the next release date to see progress.&lt;br /&gt;
&#039;&#039;&#039;Please Note&#039;&#039;&#039;:  In all source release versions starting with 0.162, MAME is a binary which consists the entirety of source (including the former MESS project).  As a result, MESS links here will likely only be available up to 0.161 with anything beyond expected to be obtained at the MAME link.  For the time being, old MESS can be compiled using &amp;quot;SUBTARGET=mess&amp;quot; while older MAME (arcade only) can be made with &amp;quot;SUBTARGET=arcade&amp;quot;.  Support for these older styles of binaries will be discontinued in the near future.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X Intel || MAME || https://sdlmame.lngn.net ,  https://ports.macports.org/port/mame/summary&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC || MAME/MESS || http://mirrors.xmission.com/mame/mac/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Arch Linux || MAME || https://www.archlinux.de/packages/community/x86_64/mame , https://aur.archlinux.org/packages/mame-git/&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MAME || http://packages.debian.org/search?keywords=mame&lt;br /&gt;
|-&lt;br /&gt;
| Fedora || MAME || https://apps.fedoraproject.org/packages/mame&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MAME || https://www.freshports.org/emulators/mame/ , https://svnweb.freebsd.org/ports/head/emulators/mame/&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MESS || https://www.freshports.org/emulators/mess/ , https://svnweb.freebsd.org/ports/head/emulators/mess/&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MAME || https://pkgs.org/download/mame , https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Gentoo/Funtoo Linux || MAME/MESS || http://gpo.zugaina.org/games-emulation/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Mageia || MAME || https://madb.mageia.org/package/show/name/mame/release/cauldron/application/0&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MAME || http://pkgsrc.se/emulators/mame , https://cdn.netbsd.org/pub/pkgsrc/current/pkgsrc/emulators/mame/README.html&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || MAME || http://openports.se/emulators/mame&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || SDLMAME || https://pkgs.org/download/sdlmame , https://abf.openmandriva.org/openmandriva/sdlmame/build_lists&lt;br /&gt;
|-&lt;br /&gt;
| OpenSUSE || MAME/MESS || https://software.opensuse.org/package/mame and https://software.opensuse.org/package/mame-mess&lt;br /&gt;
|-&lt;br /&gt;
| Raspbian || MAME || https://choccyhobnob.com/&lt;br /&gt;
|-&lt;br /&gt;
| Slackware || MAME/MESS || http://sourceforge.net/projects/mameforslack&lt;br /&gt;
|-&lt;br /&gt;
| Solus || MAME || https://pkgs.org/download/mame&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MAME || http://sdlmame.wallyweek.org/repository/&lt;br /&gt;
|-&lt;br /&gt;
| Void Linux || MAME || https://github.com/void-linux/void-packages/tree/master/srcpkgs/mame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Discontinued/Irregularly Updated ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC (10.5) || SDLMAME || https://www.mediafire.com/folder/07r0cvcq1i39g/OSX_PPC_10.5_%28SDL2%29&lt;br /&gt;
|-&lt;br /&gt;
| CentOS || SDLMAME || http://repoforge.org/use/  -  Follow directions at &amp;quot;Using RepoForge&amp;quot; then choose desired package&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MESS || http://packages.debian.org/search?keywords=mess&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MESS/SDLMESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| Google Native Client || MAME || https://chrome.google.com/webstore/detail/kcfbijoldkenmemnbbkjnpdhnijgahck , http://web.archive.org/web/20120603114635/https://developers.google.com/native-client/community/porting/MAME&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MESS || http://pkgsrc.se/emulators/mess&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || SDLMAME || http://openports.se/emulators/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || SDLMESS || http://openports.se/emulators/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || SDLMESS || https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| OS/2 Warp || SDLMAME || https://hobbes.nmsu.edu/?search=sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || SDLMAME || https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || MESS/SDLMESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || SDLMESS || https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MESS || https://pkgs.org/download/mess&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || SDLMAME || https://emulationrealm.net/downloads/file/1509-sdlmame-intermediate-ps3&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || SDLMESS || https://emulationrealm.net/downloads/file/1462-sdlmess-ps3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Targets for which MAME/MESS have been known to exist, but have custom OSDs/Interfaces ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform&lt;br /&gt;
|-&lt;br /&gt;
| Android (ARM)&lt;br /&gt;
|-&lt;br /&gt;
| Apple iOS&lt;br /&gt;
|-&lt;br /&gt;
| Microsoft XBOX / XBOX 360 / XBOX One&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo Wii (PowerPC) / Wii U / Switch&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=7590</id>
		<title>SDL Supported Platforms</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=7590"/>
		<updated>2021-04-02T02:06:14Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are downloads for MAME/MESS on non-Windows platforms including Mac OS X, Linux, and BSD family operating systems.&lt;br /&gt;
&lt;br /&gt;
Technical support for MAME on non-Windows platforms and for MESS on all platforms is available on [http://forums.bannister.org/ the bannister.org forums].&lt;br /&gt;
&lt;br /&gt;
== Source code download ==&lt;br /&gt;
&lt;br /&gt;
The following links are for source code, either pre-packaged by MAMEDev or you can simply clone/fork us on Github to follow the team&#039;s progress in real-time.  Download these if you&#039;d like to learn to develop for MAME/MESS, or if you know how to build the emulator and just want to follow along quickly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| MAME/MESS releases || http://mamedev.org/release.html&lt;br /&gt;
|-&lt;br /&gt;
| Live MAME/MESS WIP on Github || https://github.com/mamedev/mame&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A guide to building MAME/MESS on Mac OS X is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=58897#Post58897 here].  An equivalent guide for Linux is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=35138#Post35138 here].&lt;br /&gt;
&lt;br /&gt;
== Regularly Updated binaries and packages (usually within a few versions of baseline) ==&lt;br /&gt;
&lt;br /&gt;
These links are for binaries and/or distribution packages for Mac OS X, the BSD family, and a variety of popular Linux distributions.  Download these if you can&#039;t or don&#039;t wish to build MAME and don&#039;t mind waiting for the next release date to see progress.&lt;br /&gt;
&#039;&#039;&#039;Please Note&#039;&#039;&#039;:  In all source release versions starting with 0.162, MAME is a binary which consists the entirety of source (including the former MESS project).  As a result, MESS links here will likely only be available up to 0.161 with anything beyond expected to be obtained at the MAME link.  For the time being, old MESS can be compiled using &amp;quot;SUBTARGET=mess&amp;quot; while older MAME (arcade only) can be made with &amp;quot;SUBTARGET=arcade&amp;quot;.  Support for these older styles of binaries will be discontinued in the near future.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X Intel || MAME || https://sdlmame.lngn.net ,  https://ports.macports.org/port/mame/summary&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC || MAME/MESS || http://mirrors.xmission.com/mame/mac/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Arch Linux || MAME || https://www.archlinux.de/packages/community/x86_64/mame , https://aur.archlinux.org/packages/mame-git/&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MAME || http://packages.debian.org/search?keywords=mame&lt;br /&gt;
|-&lt;br /&gt;
| Fedora || MAME || https://apps.fedoraproject.org/packages/mame&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MAME || https://www.freshports.org/emulators/mame/ , https://svnweb.freebsd.org/ports/head/emulators/mame/&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MESS || https://www.freshports.org/emulators/mess/ , https://svnweb.freebsd.org/ports/head/emulators/mess/&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MAME || https://pkgs.org/download/mame , https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Gentoo/Funtoo Linux || MAME/MESS || http://gpo.zugaina.org/games-emulation/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Mageia || MAME || https://madb.mageia.org/package/show/name/mame/release/cauldron/application/0&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MAME || http://pkgsrc.se/emulators/mame , https://cdn.netbsd.org/pub/pkgsrc/current/pkgsrc/emulators/mame/README.html&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || MAME || http://openports.se/emulators/mame&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || SDLMAME || https://pkgs.org/download/sdlmame , https://abf.openmandriva.org/openmandriva/sdlmame/build_lists&lt;br /&gt;
|-&lt;br /&gt;
| OpenSUSE || MAME/MESS || https://software.opensuse.org/package/mame and https://software.opensuse.org/package/mame-mess&lt;br /&gt;
|-&lt;br /&gt;
| Raspbian || MAME || https://choccyhobnob.com/&lt;br /&gt;
|-&lt;br /&gt;
| Slackware || MAME/MESS || http://sourceforge.net/projects/mameforslack&lt;br /&gt;
|-&lt;br /&gt;
| Solus || MAME || https://pkgs.org/download/mame&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MAME || http://sdlmame.wallyweek.org/repository/&lt;br /&gt;
|-&lt;br /&gt;
| Void Linux || MAME || https://github.com/void-linux/void-packages/tree/master/srcpkgs/mame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Discontinued/Irregularly Updated ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC (10.5) || SDLMAME || https://www.mediafire.com/folder/07r0cvcq1i39g/OSX_PPC_10.5_%28SDL2%29&lt;br /&gt;
|-&lt;br /&gt;
| CentOS || SDLMAME || http://repoforge.org/use/  -  Follow directions at &amp;quot;Using RepoForge&amp;quot; then choose desired package&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MESS || http://packages.debian.org/search?keywords=mess&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MESS/SDLMESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| Google Native Client || MAME || http://tiny.cc/NaCLMAME , http://tiny.cc/NaCLMAMECaseStudy&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MESS || http://pkgsrc.se/emulators/mess&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || SDLMAME || http://openports.se/emulators/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || SDLMESS || http://openports.se/emulators/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || SDLMESS || https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| OS/2 Warp || SDLMAME || https://hobbes.nmsu.edu/?search=sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || SDLMAME || https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || MESS/SDLMESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || SDLMESS || https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MESS || https://pkgs.org/download/mess&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || SDLMAME || https://emulationrealm.net/downloads/file/1509-sdlmame-intermediate-ps3&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || SDLMESS || https://emulationrealm.net/downloads/file/1462-sdlmess-ps3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Targets for which MAME/MESS have been known to exist, but have custom OSDs/Interfaces ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform&lt;br /&gt;
|-&lt;br /&gt;
| Android (ARM)&lt;br /&gt;
|-&lt;br /&gt;
| Apple iOS&lt;br /&gt;
|-&lt;br /&gt;
| Microsoft XBOX / XBOX 360 / XBOX One&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo Wii (PowerPC) / Wii U / Switch&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=7589</id>
		<title>SDL Supported Platforms</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=7589"/>
		<updated>2021-04-02T01:58:18Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are downloads for MAME/MESS on non-Windows platforms including Mac OS X, Linux, and BSD family operating systems.&lt;br /&gt;
&lt;br /&gt;
Technical support for MAME on non-Windows platforms and for MESS on all platforms is available on [http://forums.bannister.org/ the bannister.org forums].&lt;br /&gt;
&lt;br /&gt;
== Source code download ==&lt;br /&gt;
&lt;br /&gt;
The following links are for source code, either pre-packaged by MAMEDev or you can simply clone/fork us on Github to follow the team&#039;s progress in real-time.  Download these if you&#039;d like to learn to develop for MAME/MESS, or if you know how to build the emulator and just want to follow along quickly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| MAME/MESS releases || http://mamedev.org/release.html&lt;br /&gt;
|-&lt;br /&gt;
| Live MAME/MESS WIP on Github || https://github.com/mamedev/mame&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A guide to building MAME/MESS on Mac OS X is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=58897#Post58897 here].  An equivalent guide for Linux is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=35138#Post35138 here].&lt;br /&gt;
&lt;br /&gt;
== Regularly Updated binaries and packages (usually within a few versions of baseline) ==&lt;br /&gt;
&lt;br /&gt;
These links are for binaries and/or distribution packages for Mac OS X, the BSD family, and a variety of popular Linux distributions.  Download these if you can&#039;t or don&#039;t wish to build MAME and don&#039;t mind waiting for the next release date to see progress.&lt;br /&gt;
&#039;&#039;&#039;Please Note&#039;&#039;&#039;:  In all source release versions starting with 0.162, MAME is a binary which consists the entirety of source (including the former MESS project).  As a result, MESS links here will likely only be available up to 0.161 with anything beyond expected to be obtained at the MAME link.  For the time being, old MESS can be compiled using &amp;quot;SUBTARGET=mess&amp;quot; while older MAME (arcade only) can be made with &amp;quot;SUBTARGET=arcade&amp;quot;.  Support for these older styles of binaries will be discontinued in the near future.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X Intel || MAME/MESS || https://sdlmame.lngn.net ,  https://ports.macports.org/port/mame/summary&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC || MAME/MESS || http://mirrors.xmission.com/mame/mac/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Arch Linux || MAME || https://www.archlinux.de/packages/community/x86_64/mame , https://aur.archlinux.org/packages/mame-git/&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MAME || http://packages.debian.org/search?keywords=mame&lt;br /&gt;
|-&lt;br /&gt;
| Fedora || MAME || https://apps.fedoraproject.org/packages/mame&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MAME || https://www.freshports.org/emulators/mame/ , https://svnweb.freebsd.org/ports/head/emulators/mame/&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MESS || https://www.freshports.org/emulators/mess/ , https://svnweb.freebsd.org/ports/head/emulators/mess/&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MAME || https://pkgs.org/download/mame , https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Gentoo/Funtoo Linux || MAME/MESS || http://gpo.zugaina.org/games-emulation/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Mageia || MAME || https://madb.mageia.org/package/show/name/mame/release/cauldron/application/0&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MAME/MESS || http://pkgsrc.se/emulators/mame , https://cdn.netbsd.org/pub/pkgsrc/current/pkgsrc/emulators/mame/README.html&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || MAME || http://openports.se/emulators/mame&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || SDLMAME || https://pkgs.org/download/sdlmame , https://abf.openmandriva.org/openmandriva/sdlmame/build_lists&lt;br /&gt;
|-&lt;br /&gt;
| OpenSUSE || MAME/MESS || https://software.opensuse.org/package/mame and https://software.opensuse.org/package/mame-mess&lt;br /&gt;
|-&lt;br /&gt;
| Raspbian || MAME || https://choccyhobnob.com/&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || MAME || https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Slackware || MAME/MESS || http://sourceforge.net/projects/mameforslack&lt;br /&gt;
|-&lt;br /&gt;
| Solus || MAME || https://pkgs.org/download/mame&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MAME || http://sdlmame.wallyweek.org/repository/&lt;br /&gt;
|-&lt;br /&gt;
| Void Linux || MAME || https://github.com/void-linux/void-packages/tree/master/srcpkgs/mame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Discontinued/Irregularly Updated ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC (10.5) || SDLMAME || https://www.mediafire.com/folder/07r0cvcq1i39g/OSX_PPC_10.5_%28SDL2%29&lt;br /&gt;
|-&lt;br /&gt;
| CentOS || SDLMAME || http://repoforge.org/use/  -  Follow directions at &amp;quot;Using RepoForge&amp;quot; then choose desired package&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MESS || http://packages.debian.org/search?keywords=mess&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MESS/SDLMESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| Google Native Client || MAME || http://tiny.cc/NaCLMAME , http://tiny.cc/NaCLMAMECaseStudy&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MESS || http://pkgsrc.se/emulators/mess&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || SDLMAME || http://openports.se/emulators/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || SDLMESS || http://openports.se/emulators/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || SDLMESS || https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| OS/2 Warp || SDLMAME || https://hobbes.nmsu.edu/?search=sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || SDLMAME || https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || MESS/SDLMESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || SDLMESS || https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MESS || https://pkgs.org/download/mess&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || SDLMAME || https://emulationrealm.net/downloads/file/1509-sdlmame-intermediate-ps3&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || SDLMESS || https://emulationrealm.net/downloads/file/1462-sdlmess-ps3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Targets for which MAME/MESS have been known to exist, but have custom OSDs/Interfaces ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform&lt;br /&gt;
|-&lt;br /&gt;
| Android (ARM)&lt;br /&gt;
|-&lt;br /&gt;
| Apple iOS&lt;br /&gt;
|-&lt;br /&gt;
| Microsoft XBOX / XBOX 360 / XBOX One&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo Wii (PowerPC) / Wii U / Switch&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=7588</id>
		<title>SDL Supported Platforms</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=7588"/>
		<updated>2021-04-02T01:57:44Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are downloads for MAME/MESS on non-Windows platforms including Mac OS X, Linux, and BSD family operating systems.&lt;br /&gt;
&lt;br /&gt;
Technical support for MAME on non-Windows platforms and for MESS on all platforms is available on [http://forums.bannister.org/ the bannister.org forums].&lt;br /&gt;
&lt;br /&gt;
== Source code download ==&lt;br /&gt;
&lt;br /&gt;
The following links are for source code, either pre-packaged by MAMEDev or you can simply clone/fork us on Github to follow the team&#039;s progress in real-time.  Download these if you&#039;d like to learn to develop for MAME/MESS, or if you know how to build the emulator and just want to follow along quickly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| MAME/MESS releases || http://mamedev.org/release.html&lt;br /&gt;
|-&lt;br /&gt;
| Live MAME/MESS WIP on Github || https://github.com/mamedev/mame&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A guide to building MAME/MESS on Mac OS X is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=58897#Post58897 here].  An equivalent guide for Linux is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=35138#Post35138 here].&lt;br /&gt;
&lt;br /&gt;
== Regularly Updated binaries and packages (usually within a few versions of baseline) ==&lt;br /&gt;
&lt;br /&gt;
These links are for binaries and/or distribution packages for Mac OS X, the BSD family, and a variety of popular Linux distributions.  Download these if you can&#039;t or don&#039;t wish to build MAME and don&#039;t mind waiting for the next release date to see progress.&lt;br /&gt;
&#039;&#039;&#039;Please Note&#039;&#039;&#039;:  In all source release versions starting with 0.162, MAME is a binary which consists the entirety of source (including the former MESS project).  As a result, MESS links here will likely only be available up to 0.161 with anything beyond expected to be obtained at the MAME link.  For the time being, old MESS can be compiled using &amp;quot;SUBTARGET=mess&amp;quot; while older MAME (arcade only) can be made with &amp;quot;SUBTARGET=arcade&amp;quot;.  Support for these older styles of binaries will be discontinued in the near future.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X Intel || MAME/MESS || https://sdlmame.lngn.net ,  https://ports.macports.org/port/mame/summary&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC || MAME/MESS || http://mirrors.xmission.com/mame/mac/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Arch Linux || MAME || https://www.archlinux.de/packages/community/x86_64/mame , https://aur.archlinux.org/packages/mame-git/&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MAME || http://packages.debian.org/search?keywords=mame&lt;br /&gt;
|-&lt;br /&gt;
| Fedora || MAME || https://apps.fedoraproject.org/packages/mame&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MAME || https://www.freshports.org/emulators/mame/ , https://svnweb.freebsd.org/ports/head/emulators/mame/&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MESS || https://www.freshports.org/emulators/mess/ , https://svnweb.freebsd.org/ports/head/emulators/mess/&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MAME || https://pkgs.org/download/mame , https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Gentoo/Funtoo Linux || MAME/MESS || http://gpo.zugaina.org/games-emulation/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Mageia || MAME || https://madb.mageia.org/package/show/name/mame/release/cauldron/application/0&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MAME/MESS || http://pkgsrc.se/emulators/mame , https://cdn.netbsd.org/pub/pkgsrc/current/pkgsrc/emulators/mame/README.html&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || MAME || http://openports.se/emulators/mame&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || SDLMAME || https://pkgs.org/download/sdlmame , https://abf.openmandriva.org/openmandriva/sdlmame/build_lists&lt;br /&gt;
|-&lt;br /&gt;
| OpenSUSE || MAME/MESS || https://software.opensuse.org/package/mame and https://software.opensuse.org/package/mame-mess&lt;br /&gt;
|-&lt;br /&gt;
| Raspbian || MAME || https://choccyhobnob.com/&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || MAME || https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Slackware || MAME/MESS || http://sourceforge.net/projects/mameforslack&lt;br /&gt;
|-&lt;br /&gt;
| Solus || MAME/MESS || https://pkgs.org/download/mame&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MAME || http://sdlmame.wallyweek.org/repository/&lt;br /&gt;
|-&lt;br /&gt;
| Void Linux || MAME || https://github.com/void-linux/void-packages/tree/master/srcpkgs/mame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Discontinued/Irregularly Updated ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC (10.5) || SDLMAME || https://www.mediafire.com/folder/07r0cvcq1i39g/OSX_PPC_10.5_%28SDL2%29&lt;br /&gt;
|-&lt;br /&gt;
| CentOS || SDLMAME || http://repoforge.org/use/  -  Follow directions at &amp;quot;Using RepoForge&amp;quot; then choose desired package&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MESS || http://packages.debian.org/search?keywords=mess&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MESS/SDLMESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| Google Native Client || MAME || http://tiny.cc/NaCLMAME , http://tiny.cc/NaCLMAMECaseStudy&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MESS || http://pkgsrc.se/emulators/mess&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || SDLMAME || http://openports.se/emulators/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || SDLMESS || http://openports.se/emulators/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || SDLMESS || https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| OS/2 Warp || SDLMAME || https://hobbes.nmsu.edu/?search=sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || SDLMAME || https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || MESS/SDLMESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || SDLMESS || https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MESS || https://pkgs.org/download/mess&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || SDLMAME || https://emulationrealm.net/downloads/file/1509-sdlmame-intermediate-ps3&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || SDLMESS || https://emulationrealm.net/downloads/file/1462-sdlmess-ps3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Targets for which MAME/MESS have been known to exist, but have custom OSDs/Interfaces ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform&lt;br /&gt;
|-&lt;br /&gt;
| Android (ARM)&lt;br /&gt;
|-&lt;br /&gt;
| Apple iOS&lt;br /&gt;
|-&lt;br /&gt;
| Microsoft XBOX / XBOX 360 / XBOX One&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo Wii (PowerPC) / Wii U / Switch&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=7587</id>
		<title>SDL Supported Platforms</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=7587"/>
		<updated>2021-04-02T01:49:04Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are downloads for MAME/MESS on non-Windows platforms including Mac OS X, Linux, and BSD family operating systems.&lt;br /&gt;
&lt;br /&gt;
Technical support for MAME on non-Windows platforms and for MESS on all platforms is available on [http://forums.bannister.org/ the bannister.org forums].&lt;br /&gt;
&lt;br /&gt;
== Source code download ==&lt;br /&gt;
&lt;br /&gt;
The following links are for source code, either pre-packaged by MAMEDev or you can simply clone/fork us on Github to follow the team&#039;s progress in real-time.  Download these if you&#039;d like to learn to develop for MAME/MESS, or if you know how to build the emulator and just want to follow along quickly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| MAME/MESS releases || http://mamedev.org/release.html&lt;br /&gt;
|-&lt;br /&gt;
| Live MAME/MESS WIP on Github || https://github.com/mamedev/mame&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A guide to building MAME/MESS on Mac OS X is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=58897#Post58897 here].  An equivalent guide for Linux is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=35138#Post35138 here].&lt;br /&gt;
&lt;br /&gt;
== Regularly Updated binaries and packages (usually within a few versions of baseline) ==&lt;br /&gt;
&lt;br /&gt;
These links are for binaries and/or distribution packages for Mac OS X, the BSD family, and a variety of popular Linux distributions.  Download these if you can&#039;t or don&#039;t wish to build MAME and don&#039;t mind waiting for the next release date to see progress.&lt;br /&gt;
&#039;&#039;&#039;Please Note&#039;&#039;&#039;:  In all source release versions starting with 0.162, MAME is a binary which consists the entirety of source (including the former MESS project).  As a result, MESS links here will likely only be available up to 0.161 with anything beyond expected to be obtained at the MAME link.  For the time being, old MESS can be compiled using &amp;quot;SUBTARGET=mess&amp;quot; while older MAME (arcade only) can be made with &amp;quot;SUBTARGET=arcade&amp;quot;.  Support for these older styles of binaries will be discontinued in the near future.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X Intel || MAME/MESS || https://sdlmame.lngn.net ,  https://ports.macports.org/port/mame/summary&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC || MAME/MESS || http://mirrors.xmission.com/mame/mac/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Arch Linux || MAME || https://www.archlinux.de/packages/community/x86_64/mame , https://aur.archlinux.org/packages/mame-git/&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MAME || http://packages.debian.org/search?keywords=mame&lt;br /&gt;
|-&lt;br /&gt;
| Fedora || MAME || https://apps.fedoraproject.org/packages/mame&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MAME || https://www.freshports.org/emulators/mame/ , https://svnweb.freebsd.org/ports/head/emulators/mame/&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MESS || https://www.freshports.org/emulators/mess/ , https://svnweb.freebsd.org/ports/head/emulators/mess/&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MAME || https://pkgs.org/download/mame , https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Gentoo/Funtoo Linux || MAME/MESS || http://gpo.zugaina.org/games-emulation/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Mageia || MAME || https://madb.mageia.org/package/show/name/mame/release/cauldron/application/0&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MAME/MESS || http://pkgsrc.se/emulators/mame , https://cdn.netbsd.org/pub/pkgsrc/current/pkgsrc/emulators/mame/README.html&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || MAME || http://openports.se/emulators/mame&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || SDLMAME || https://pkgs.org/download/sdlmame , https://abf.openmandriva.org/openmandriva/sdlmame/build_lists&lt;br /&gt;
|-&lt;br /&gt;
| OpenSUSE || MAME/MESS || https://software.opensuse.org/package/mame and https://software.opensuse.org/package/mame-mess&lt;br /&gt;
|-&lt;br /&gt;
| Raspbian || MAME || https://choccyhobnob.com/&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || MAME || https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Slackware || MAME/MESS || http://sourceforge.net/projects/mameforslack&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MAME || http://sdlmame.wallyweek.org/repository/&lt;br /&gt;
|-&lt;br /&gt;
| Void Linux || MAME || https://github.com/void-linux/void-packages/tree/master/srcpkgs/mame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Discontinued/Irregularly Updated ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC (10.5) || SDLMAME || https://www.mediafire.com/folder/07r0cvcq1i39g/OSX_PPC_10.5_%28SDL2%29&lt;br /&gt;
|-&lt;br /&gt;
| CentOS || SDLMAME || http://repoforge.org/use/  -  Follow directions at &amp;quot;Using RepoForge&amp;quot; then choose desired package&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MESS || http://packages.debian.org/search?keywords=mess&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MESS/SDLMESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| Google Native Client || MAME || http://tiny.cc/NaCLMAME , http://tiny.cc/NaCLMAMECaseStudy&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MESS || http://pkgsrc.se/emulators/mess&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || SDLMAME || http://openports.se/emulators/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || SDLMESS || http://openports.se/emulators/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || SDLMESS || https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| OS/2 Warp || SDLMAME || https://hobbes.nmsu.edu/?search=sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || SDLMAME || https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || MESS/SDLMESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || SDLMESS || https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MESS || https://pkgs.org/download/mess&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || SDLMAME || https://emulationrealm.net/downloads/file/1509-sdlmame-intermediate-ps3&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || SDLMESS || https://emulationrealm.net/downloads/file/1462-sdlmess-ps3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Targets for which MAME/MESS have been known to exist, but have custom OSDs/Interfaces ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform&lt;br /&gt;
|-&lt;br /&gt;
| Android (ARM)&lt;br /&gt;
|-&lt;br /&gt;
| Apple iOS&lt;br /&gt;
|-&lt;br /&gt;
| Microsoft XBOX / XBOX 360 / XBOX One&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo Wii (PowerPC) / Wii U / Switch&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=7586</id>
		<title>SDL Supported Platforms</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=7586"/>
		<updated>2021-04-02T01:48:05Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are downloads for MAME/MESS on non-Windows platforms including Mac OS X, Linux, and BSD family operating systems.&lt;br /&gt;
&lt;br /&gt;
Technical support for MAME on non-Windows platforms and for MESS on all platforms is available on [http://forums.bannister.org/ the bannister.org forums].&lt;br /&gt;
&lt;br /&gt;
== Source code download ==&lt;br /&gt;
&lt;br /&gt;
The following links are for source code, either pre-packaged by MAMEDev or you can simply clone/fork us on Github to follow the team&#039;s progress in real-time.  Download these if you&#039;d like to learn to develop for MAME/MESS, or if you know how to build the emulator and just want to follow along quickly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| MAME/MESS releases || http://mamedev.org/release.html&lt;br /&gt;
|-&lt;br /&gt;
| Live MAME/MESS WIP on Github || https://github.com/mamedev/mame&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A guide to building MAME/MESS on Mac OS X is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=58897#Post58897 here].  An equivalent guide for Linux is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=35138#Post35138 here].&lt;br /&gt;
&lt;br /&gt;
== Regularly Updated binaries and packages (usually within a few versions of baseline) ==&lt;br /&gt;
&lt;br /&gt;
These links are for binaries and/or distribution packages for Mac OS X, the BSD family, and a variety of popular Linux distributions.  Download these if you can&#039;t or don&#039;t wish to build MAME and don&#039;t mind waiting for the next release date to see progress.&lt;br /&gt;
&#039;&#039;&#039;Please Note&#039;&#039;&#039;:  In all source release versions starting with 0.162, MAME is a binary which consists the entirety of source (including the former MESS project).  As a result, MESS links here will likely only be available up to 0.161 with anything beyond expected to be obtained at the MAME link.  For the time being, old MESS can be compiled using &amp;quot;SUBTARGET=mess&amp;quot; while older MAME (arcade only) can be made with &amp;quot;SUBTARGET=arcade&amp;quot;.  Support for these older styles of binaries will be discontinued in the near future.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X Intel || MAME/MESS || https://sdlmame.lngn.net ,  https://ports.macports.org/port/mame/summary&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC || MAME/MESS || http://mirrors.xmission.com/mame/mac/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Arch Linux || MAME || https://www.archlinux.de/packages/community/x86_64/mame , https://aur.archlinux.org/packages/mame-git/&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MAME || http://packages.debian.org/search?keywords=mame&lt;br /&gt;
|-&lt;br /&gt;
| Fedora || MAME || https://apps.fedoraproject.org/packages/mame&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MAME || https://www.freshports.org/emulators/mame/ , https://svnweb.freebsd.org/ports/head/emulators/mame/&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MESS || https://www.freshports.org/emulators/mess/ , https://svnweb.freebsd.org/ports/head/emulators/mess/&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MAME || https://pkgs.org/download/mame , https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Gentoo/Funtoo Linux || MAME/MESS || http://gpo.zugaina.org/games-emulation/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Mageia || MAME || https://madb.mageia.org/package/show/name/mame/release/cauldron/application/0&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MAME/MESS || http://pkgsrc.se/emulators/mame , https://cdn.netbsd.org/pub/pkgsrc/current/pkgsrc/emulators/mame/README.html&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || MAME || http://openports.se/emulators/mame&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || SDLMAME || https://pkgs.org/download/sdlmame , https://abf.openmandriva.org/openmandriva/sdlmame/build_lists&lt;br /&gt;
|-&lt;br /&gt;
| OpenSUSE || MAME/MESS || https://software.opensuse.org/package/mame and https://software.opensuse.org/package/mame-mess&lt;br /&gt;
|-&lt;br /&gt;
| Raspbian || MAME || https://choccyhobnob.com/&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || MAME || https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Slackware || MAME/MESS || http://sourceforge.net/projects/mameforslack&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MAME || http://sdlmame.wallyweek.org/repository/&lt;br /&gt;
|-&lt;br /&gt;
| Void Linux || MAME || https://github.com/void-linux/void-packages/tree/master/srcpkgs/mame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Discontinued/Irregularly Updated ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC (10.5) || SDLMAME || https://www.mediafire.com/folder/07r0cvcq1i39g/OSX_PPC_10.5_%28SDL2%29&lt;br /&gt;
|-&lt;br /&gt;
| CentOS || SDLMAME || http://repoforge.org/use/  -  Follow directions at &amp;quot;Using RepoForge&amp;quot; then choose desired package&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MESS || http://packages.debian.org/search?keywords=mess&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MESS/SDLMESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| Google Native Client || MAME || http://tiny.cc/NaCLMAME , http://tiny.cc/NaCLMAMECaseStudy&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MESS || http://pkgsrc.se/emulators/mess&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || SDLMAME || http://openports.se/emulators/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || SDLMESS || http://openports.se/emulators/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || SDLMESS || https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| OS/2 Warp || SDLMAME || https://hobbes.nmsu.edu/?dir=%2F&amp;amp;stype=all&amp;amp;sort=type_name&amp;amp;search=sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || SDLMAME || https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || MESS/SDLMESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || SDLMESS || https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MESS || https://pkgs.org/download/mess&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || SDLMAME || https://emulationrealm.net/downloads/file/1509-sdlmame-intermediate-ps3&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || SDLMESS || https://emulationrealm.net/downloads/file/1462-sdlmess-ps3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Targets for which MAME/MESS have been known to exist, but have custom OSDs/Interfaces ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform&lt;br /&gt;
|-&lt;br /&gt;
| Android (ARM)&lt;br /&gt;
|-&lt;br /&gt;
| Apple iOS&lt;br /&gt;
|-&lt;br /&gt;
| Microsoft XBOX / XBOX 360 / XBOX One&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo Wii (PowerPC) / Wii U / Switch&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Developer_WIPs&amp;diff=7528</id>
		<title>Developer WIPs</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Developer_WIPs&amp;diff=7528"/>
		<updated>2021-02-03T21:03:44Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These pages are here to serve as WIPs, to-do lists, or whatever else the developer wants to talk about here (as long as it&#039;s MAME related!)&lt;br /&gt;
&lt;br /&gt;
* [[Aaron&#039;s To-Do List]] (Aaron Giles)&lt;br /&gt;
* [[Andreas N&#039;s To-Do List]] (Andreas Naive)&lt;br /&gt;
* [http://mamedev.emulab.it/kale/todo-list/ Kale&#039;s To-Do List] (Angelo Salese)&lt;br /&gt;
* [[Couriersud&#039;s To-Do List]] (Couriersud)&lt;br /&gt;
* [[Edstrom&#039;s To-Do List]] (Edstrom)&lt;br /&gt;
* [[Ernesto&#039;s To-Do List]] (Ernesto Corvi)&lt;br /&gt;
* [[MooglyGuy&#039;s To-Do List]] (MooglyGuy)&lt;br /&gt;
* [[Phil B&#039;s To-Do List]] (Philip Bennett)&lt;br /&gt;
* [[Reip&#039;s To-Do List]] (Pierpaolo Prazzoli)&lt;br /&gt;
* [[Arbee&#039;s To-Do List]] (R. Belmont)&lt;br /&gt;
* [[Robbie&#039;s To-Do List]] (Roberto Fresca)&lt;br /&gt;
* [[Shattered&#039;s To-Do List]] (shattered, external contributor)&lt;br /&gt;
* [[Vas Crabb&#039;s To-Do List]] (Vas Crabb)&lt;br /&gt;
&lt;br /&gt;
And here are links to individual active developers&#039; pages that are maintained elsewhere:&lt;br /&gt;
&lt;br /&gt;
* [http://aarongiles.com Aaron&#039;s Almanac (Home of Aaron Giles)] (Aaron Giles)&lt;br /&gt;
* [http://andreasnaive.blogspot.com/search/label/emulaci%C3%B3n/ Notas de Andy] (Andreas Naive)&lt;br /&gt;
* [http://ajg.mameworld.info/ Drew&#039;s MAMEography] (Andrew Gardner)&lt;br /&gt;
* [http://mamedev.emulab.it/kale/ Kale&#039;s MAME WIP] (Kale / Angelo Salese)&lt;br /&gt;
* [http://mess.redump.net/people/mahlemiut mahlemiut] (mahlemiut / Barry Rodewald)&lt;br /&gt;
* [http://www.bryanmcphail.com/wp/?cat=25 BryanMcPhail.com] (Mish / Bryan McPhail)&lt;br /&gt;
* [http://www.techno-junk.org/ Charles MacDonald&#039;s Home Page] (Charles MacDonald)&lt;br /&gt;
* [http://mess.redump.net/people/curt_coder Curt Coder] (Curt Coder)&lt;br /&gt;
* [http://mamedev.emulab.it/haze/ David Haywood&#039;s MAME™ WIP] (Haze / David Haywood)&lt;br /&gt;
* [http://redump.net/ Duke&#039;s Home] (Duke / Dirk Best)&lt;br /&gt;
* [http://mess.redump.net/people/duke Duke] (Duke / Dirk Best)&lt;br /&gt;
* [http://mamedev.emulab.it/etabeta/ etabeta&#039;s playground] (etabeta / Fabio Priuli)&lt;br /&gt;
* [https://firehawke.sanctuarycrew.com/posts/ Firehawke&#039;s Braindump] (Firehawke)&lt;br /&gt;
* [http://tsk-tsk.net/ hap&#039;s stuff] (hap)&lt;br /&gt;
* [http://agemame.mameworld.info AGEMAME HQ] (ElCondor / James Wallace)&lt;br /&gt;
* [http://stolistic.blogspot.com/ PE+/S+ Emulation via MAME] (Stolistic / Jim Stolis)&lt;br /&gt;
* [http://mess.redump.net/people/lord_nightmare Lord Nightmare] (Lord Nightmare / Jonathan Gevaryahu)&lt;br /&gt;
* [http://www.lucaelia.com/mame.php Luca&#039;s MAME Drivers] (Luca Elia)&lt;br /&gt;
* [http://micko-wip.blogspot.com/ Micko&#039;s WIP] (Micko / Miodrag Milanović)&lt;br /&gt;
* [http://mess.redump.net/people/mizapf Michael Zapf] (Michael Zapf)&lt;br /&gt;
* [http://philwip.mameworld.info/ PhilWIP] (Philip Bennett)&lt;br /&gt;
* [http://rbelmont.mameworld.info/ Arbee&#039;s WIP Emporium] (R. Belmont)&lt;br /&gt;
* [http://messui.polygonal-moogle.com/ The MESSUI Place] (Robbbert)&lt;br /&gt;
* [http://robbie.mameworld.info/ Risen From My Grave] (Robbie / Roberto Fresca)&lt;br /&gt;
* [http://smf.mameworld.info/ smf&#039;s Blog] (smf)&lt;br /&gt;
* [http://slanina.pl/mame.html slanina] (dox / Tomasz Slanina)&lt;br /&gt;
* [http://rants.vastheman.com/category/technology/mame/ Rants from Vas] (cuavas / Vas Crabb)&lt;br /&gt;
* [http://vlinde.mameworld.info/ Ville&#039;s Development Log] (Ville Linde)&lt;br /&gt;
* [http://mess.redump.net/people/wilbert_pol Wilbert Pol] (judge / Wilbert Pol)&lt;br /&gt;
&lt;br /&gt;
And historical links to individual developers&#039; pages that have gone offline, inactive, or are no longer contributing:&lt;br /&gt;
&lt;br /&gt;
* [http://www.bryanmcphail.com/wip/index.html VCMAME.NET - Bryan&#039;s MAME WIP] (Mish / Bryan McPhail) (archived)&lt;br /&gt;
* [http://www.atarihq.com/danb/ Dan B&#039;s Videogame Tech Web Site] (Dan Boris)&lt;br /&gt;
* [http://web.archive.org/web/20110207115709/http://widel.com/ Dave&#039;s Arcade] (Dave Widel) (archived)&lt;br /&gt;
* [http://derrick.mameworld.info/ D&#039;s MAME Stuff] (Derrick Renaud)&lt;br /&gt;
* [http://avoidspikes.blogspot.com/ Avoid Spikes] (Frank Palazzolo)&lt;br /&gt;
* [http://web.archive.org/web/20040816085654id_/http://www.mamehot.net:80/php/bujar.php Jarek Burczyński MameWip Page] (Jarek Burczynski) (archived)&lt;br /&gt;
* [http://www.manuelabadia.com/blog/CategoryView,category,Games.aspx Manuel Abadia] (Manuel Abadia)&lt;br /&gt;
* [http://nebula.emulatronia.com/ Nebula&#039;s Homepage] (ElSemi / Miguel Ángel Horna)&lt;br /&gt;
* [http://web.archive.org/web/20111229202331/http://moogle-tech.com/blog MAME, MESS, and Other Fun] (MooglyGuy) (archived)&lt;br /&gt;
* [http://norbertkehrer.github.io/ Norbert&#039;s Emulators] (Norbert Kehrer)&lt;br /&gt;
* [http://web.archive.org/web/20080105050042/http://www.machna.com/games/ Stroff&#039;s Game &amp;amp; Emulation WIP] (Stroff / Phil Stroffolino) (archived)&lt;br /&gt;
* [http://mamelife.blogspot.com/ Nicola&#039;s MAME Ramblings] (Nicola Salmoria)&lt;br /&gt;
* [http://upstephh.free.fr/ The Ultimate Patchers&#039; Site] (stephh)&lt;br /&gt;
* [http://tourniquet.mameworld.info/ Tourniquet&#039;s MAME News] (Tourniquet / Paul Priest)&lt;br /&gt;
* [http://reip.mameworld.info/ Reip&#039;s MAME WIP] (Reip / Pierpaolo Prazzoli)&lt;br /&gt;
* [http://mamedev.emulab.it/robiza/ Robiza’s MAME blog] (Robiza / Roberto Zandonà)&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Developer_WIPs&amp;diff=6821</id>
		<title>Developer WIPs</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Developer_WIPs&amp;diff=6821"/>
		<updated>2019-09-05T22:33:12Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These pages are here to serve as WIPs, to-do lists, or whatever else the developer wants to talk about here (as long as it&#039;s MAME related!)&lt;br /&gt;
&lt;br /&gt;
* [[Aaron&#039;s To-Do List]] (Aaron Giles)&lt;br /&gt;
* [[Andreas N&#039;s To-Do List]] (Andreas Naive)&lt;br /&gt;
* [http://mamedev.emulab.it/kale/todo-list/ Kale&#039;s To-Do List] (Angelo Salese)&lt;br /&gt;
* [[Couriersud&#039;s To-Do List]] (Couriersud)&lt;br /&gt;
* [[Edstrom&#039;s To-Do List]] (Edstrom)&lt;br /&gt;
* [[Ernesto&#039;s To-Do List]] (Ernesto Corvi)&lt;br /&gt;
* [[MooglyGuy&#039;s To-Do List]] (MooglyGuy)&lt;br /&gt;
* [[Phil B&#039;s To-Do List]] (Philip Bennett)&lt;br /&gt;
* [[Reip&#039;s To-Do List]] (Pierpaolo Prazzoli)&lt;br /&gt;
* [[Arbee&#039;s To-Do List]] (R. Belmont)&lt;br /&gt;
* [[Robbie&#039;s To-Do List]] (Roberto Fresca)&lt;br /&gt;
* [[Shattered&#039;s To-Do List]] (shattered, external contributor)&lt;br /&gt;
* [[Vas Crabb&#039;s To-Do List]] (Vas Crabb)&lt;br /&gt;
&lt;br /&gt;
And here are links to individual active developers&#039; pages that are maintained elsewhere:&lt;br /&gt;
&lt;br /&gt;
* [http://aarongiles.com Aaron&#039;s Almanac (Home of Aaron Giles)] (Aaron Giles)&lt;br /&gt;
* [http://andreasnaive.blogspot.com/search/label/emulaci%C3%B3n/ Notas de Andy] (Andreas Naive)&lt;br /&gt;
* [http://ajg.mameworld.info/ Drew&#039;s MAMEography] (Andrew Gardner)&lt;br /&gt;
* [http://mamedev.emulab.it/kale/ Kale&#039;s MAME WIP] (Kale / Angelo Salese)&lt;br /&gt;
* [http://mess.redump.net/people/mahlemiut mahlemiut] (mahlemiut / Barry Rodewald)&lt;br /&gt;
* [http://www.bryanmcphail.com/wp/?cat=25 BryanMcPhail.com] (Mish / Bryan McPhail)&lt;br /&gt;
* [http://www.techno-junk.org/ Charles MacDonald&#039;s Home Page] (Charles MacDonald)&lt;br /&gt;
* [http://mess.redump.net/people/curt_coder Curt Coder] (Curt Coder)&lt;br /&gt;
* [http://mamedev.emulab.it/haze/ David Haywood&#039;s MAME™ WIP] (Haze / David Haywood)&lt;br /&gt;
* [http://redump.net/ Duke&#039;s Home] (Duke / Dirk Best)&lt;br /&gt;
* [http://mess.redump.net/people/duke Duke] (Duke / Dirk Best)&lt;br /&gt;
* [http://mamedev.emulab.it/etabeta/ etabeta&#039;s playground] (etabeta / Fabio Priuli)&lt;br /&gt;
&amp;lt;!-- * [http://firehawke.sanctuarycrew.com/blog/?cat=24 Firehawke&#039;s Stream of Consciousness] (Firehawke) --&amp;gt;&lt;br /&gt;
* [http://tsk-tsk.net/ hap&#039;s stuff] (hap)&lt;br /&gt;
* [http://agemame.mameworld.info AGEMAME HQ] (ElCondor / James Wallace)&lt;br /&gt;
* [http://stolistic.blogspot.com/ PE+/S+ Emulation via MAME] (Stolistic / Jim Stolis)&lt;br /&gt;
* [http://mess.redump.net/people/lord_nightmare Lord Nightmare] (Lord Nightmare / Jonathan Gevaryahu)&lt;br /&gt;
* [http://www.lucaelia.com/mame.php Luca&#039;s MAME Drivers] (Luca Elia)&lt;br /&gt;
* [http://micko-wip.blogspot.com/ Micko&#039;s WIP] (Micko / Miodrag Milanović)&lt;br /&gt;
* [http://mess.redump.net/people/mizapf Michael Zapf] (Michael Zapf)&lt;br /&gt;
* [http://philwip.mameworld.info/ PhilWIP] (Philip Bennett)&lt;br /&gt;
* [http://rbelmont.mameworld.info/ Arbee&#039;s WIP Emporium] (R. Belmont)&lt;br /&gt;
* [http://messui.polygonal-moogle.com/ The MESSUI Place] (Robbbert)&lt;br /&gt;
* [http://robbie.mameworld.info/ Risen From My Grave] (Robbie / Roberto Fresca)&lt;br /&gt;
* [http://smf.mameworld.info/ smf&#039;s Blog] (smf)&lt;br /&gt;
* [http://slanina.pl/mame.html slanina] (dox / Tomasz Slanina)&lt;br /&gt;
* [http://rants.vastheman.com/category/technology/mame/ Rants from Vas] (cuavas / Vas Crabb)&lt;br /&gt;
* [http://vlinde.mameworld.info/ Ville&#039;s Development Log] (Ville Linde)&lt;br /&gt;
* [http://mess.redump.net/people/wilbert_pol Wilbert Pol] (judge / Wilbert Pol)&lt;br /&gt;
&lt;br /&gt;
And historical links to individual developers&#039; pages that have gone offline, inactive, or are no longer contributing:&lt;br /&gt;
&lt;br /&gt;
* [http://www.bryanmcphail.com/wip/index.html VCMAME.NET - Bryan&#039;s MAME WIP] (Mish / Bryan McPhail) (archived)&lt;br /&gt;
* [http://www.atarihq.com/danb/ Dan B&#039;s Videogame Tech Web Site] (Dan Boris)&lt;br /&gt;
* [http://web.archive.org/web/20110207115709/http://widel.com/ Dave&#039;s Arcade] (Dave Widel) (archived)&lt;br /&gt;
* [http://derrick.mameworld.info/ D&#039;s MAME Stuff] (Derrick Renaud)&lt;br /&gt;
* [http://avoidspikes.blogspot.com/ Avoid Spikes] (Frank Palazzolo)&lt;br /&gt;
* [http://www.manuelabadia.com/blog/CategoryView,category,Games.aspx Manuel Abadia] (Manuel Abadia)&lt;br /&gt;
* [http://nebula.emulatronia.com/ Nebula&#039;s Homepage] (ElSemi / Miguel Ángel Horna)&lt;br /&gt;
* [http://web.archive.org/web/20111229202331/http://moogle-tech.com/blog MAME, MESS, and Other Fun] (MooglyGuy) (archived)&lt;br /&gt;
* [http://members.aon.at/nkehrer/ Norbert&#039;s Emulators] (Norbert Kehrer)&lt;br /&gt;
* [http://web.archive.org/web/20080105050042/http://www.machna.com/games/ Stroff&#039;s Game &amp;amp; Emulation WIP] (Stroff / Phil Stroffolino) (archived)&lt;br /&gt;
* [http://mamelife.blogspot.com/ Nicola&#039;s MAME Ramblings] (Nicola Salmoria)&lt;br /&gt;
* [http://upstephh.free.fr/ The Ultimate Patchers&#039; Site] (stephh)&lt;br /&gt;
* [http://tourniquet.mameworld.info/ Tourniquet&#039;s MAME News] (Tourniquet / Paul Priest)&lt;br /&gt;
* [http://reip.mameworld.info/ Reip&#039;s MAME WIP] (Reip / Pierpaolo Prazzoli)&lt;br /&gt;
* [http://mamedev.emulab.it/robiza/ Robiza’s MAME blog] (Robiza / Roberto Zandonà)&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=6744</id>
		<title>SDL Supported Platforms</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=6744"/>
		<updated>2019-07-17T19:30:15Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are downloads for MAME/MESS on non-Windows platforms including Mac OS X, Linux, and BSD family operating systems.&lt;br /&gt;
&lt;br /&gt;
Technical support for MAME on non-Windows platforms and for MESS on all platforms is available on [http://forums.bannister.org/ the bannister.org forums].&lt;br /&gt;
&lt;br /&gt;
== Source code download ==&lt;br /&gt;
&lt;br /&gt;
The following links are for source code, either pre-packaged by MAMEDev or you can simply clone/fork us on Github to follow the team&#039;s progress in real-time.  Download these if you&#039;d like to learn to develop for MAME/MESS, or if you know how to build the emulator and just want to follow along quickly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| MAME/MESS releases || http://mamedev.org/release.html&lt;br /&gt;
|-&lt;br /&gt;
| Live MAME/MESS WIP on Github || https://github.com/mamedev/mame&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A guide to building MAME/MESS on Mac OS X is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=58897#Post58897 here].  An equivalent guide for Linux is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=35138#Post35138 here].&lt;br /&gt;
&lt;br /&gt;
== Regularly Updated binaries and packages (usually within a few versions of baseline) ==&lt;br /&gt;
&lt;br /&gt;
These links are for binaries and/or distribution packages for Mac OS X, the BSD family, and a variety of popular Linux distributions.  Download these if you can&#039;t or don&#039;t wish to build MAME and don&#039;t mind waiting for the next release date to see progress.&lt;br /&gt;
&#039;&#039;&#039;Please Note&#039;&#039;&#039;:  In all source release versions starting with 0.162, MAME is a binary which consists the entirety of source (including the former MESS project).  As a result, MESS links here will likely only be available up to 0.161 with anything beyond expected to be obtained at the MAME link.  For the time being, old MESS can be compiled using &amp;quot;SUBTARGET=mess&amp;quot; while older MAME (arcade only) can be made with &amp;quot;SUBTARGET=mamearcade&amp;quot;.  Support for these older styles of binaries will be discontinued in the near future.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X Intel || MAME/MESS || http://sdlmame.lngn.net and https://choccyhobnob.com/&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC || MAME/MESS || http://mirrors.xmission.com/mame/mac/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Arch Linux || MAME || https://www.archlinux.de/packages/community/x86_64/mame , https://aur.archlinux.org/packages/mame-git/&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MAME || http://packages.debian.org/search?keywords=mame&lt;br /&gt;
|-&lt;br /&gt;
| Fedora || MAME || https://apps.fedoraproject.org/packages/mame&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MAME || https://www.freshports.org/emulators/mame/ , https://svnweb.freebsd.org/ports/head/emulators/mame/&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MESS || https://www.freshports.org/emulators/mess/ , https://svnweb.freebsd.org/ports/head/emulators/mess/&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MAME || https://pkgs.org/download/mame , https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Gentoo/Funtoo Linux || MAME/MESS || http://gpo.zugaina.org/games-emulation/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Mageia || MAME || https://madb.mageia.org/package/show/name/mame/release/cauldron/application/0&lt;br /&gt;
|-&lt;br /&gt;
| Microsoft Windows (2000/XP/Vista/7/8/10) || MAME/MESS || http://mamedev.org/release.html&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MAME/MESS || http://pkgsrc.se/emulators/mame , https://cdn.netbsd.org/pub/pkgsrc/current/pkgsrc/emulators/mame/README.html&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || MAME || http://openports.se/emulators/mame&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || SDLMAME || https://pkgs.org/download/sdlmame , https://abf.openmandriva.org/openmandriva/sdlmame/build_lists&lt;br /&gt;
|-&lt;br /&gt;
| OpenSUSE || MAME/MESS || https://software.opensuse.org/package/mame and https://software.opensuse.org/package/mame-mess&lt;br /&gt;
|-&lt;br /&gt;
| Raspbian || MAME || https://choccyhobnob.com/&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || MAME || https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Slackware || MAME/MESS || http://sourceforge.net/projects/mameforslack&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MAME || http://sdlmame.wallyweek.org/repository/&lt;br /&gt;
|-&lt;br /&gt;
| Void Linux || MAME || https://github.com/void-linux/void-packages/tree/master/srcpkgs/mame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Discontinued/Irregularly Updated ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC (10.5) || SDLMAME || https://www.mediafire.com/folder/07r0cvcq1i39g/OSX_PPC_10.5_%28SDL2%29&lt;br /&gt;
|-&lt;br /&gt;
| CentOS || SDLMAME || http://repoforge.org/use/  -  Follow directions at &amp;quot;Using RepoForge&amp;quot; then choose desired package&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MESS || http://packages.debian.org/search?keywords=mess&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MESS/SDLMESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| Google Native Client || MAME || http://tiny.cc/NaCLMAME , http://tiny.cc/NaCLMAMECaseStudy&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MESS || http://pkgsrc.se/emulators/mess&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || SDLMAME || http://openports.se/emulators/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || SDLMESS || http://openports.se/emulators/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || SDLMESS || https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| OS/2 Warp || SDLMAME || http://hobbes.nmsu.edu/h-search.php?key=sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || SDLMAME || https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || MESS/SDLMESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || SDLMESS || https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MESS || https://pkgs.org/download/mess&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || SDLMAME || https://emulationrealm.net/downloads/file/1509-sdlmame-intermediate-ps3&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || SDLMESS || https://emulationrealm.net/downloads/file/1462-sdlmess-ps3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Targets for which MAME/MESS have been known to exist, but have custom OSDs/Interfaces ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform&lt;br /&gt;
|-&lt;br /&gt;
| Android (ARM)&lt;br /&gt;
|-&lt;br /&gt;
| Apple iOS&lt;br /&gt;
|-&lt;br /&gt;
| Microsoft XBOX / XBOX 360 / XBOX One&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo Wii (PowerPC) / Wii U / Switch&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Taking_pictures_and_other_medias&amp;diff=6735</id>
		<title>Taking pictures and other medias</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Taking_pictures_and_other_medias&amp;diff=6735"/>
		<updated>2019-07-11T18:41:30Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Taking pictures and other medias to document a PCB is usually the first step in the process.&lt;br /&gt;
The minimum requirement is a digital still camera, the higher resolution the better. Just to give you some indication, a 5-megapixel camera is more than enough; every modern camera is good enough for our purpose.&lt;br /&gt;
What is not good is a phone camera because usually it has got a way inferior resolution, a very bad contrast range and it&#039;s very difficult to keep it steady.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The first step&#039;&#039;&#039; is to take pictures of the PCB; prepare a place that will become your &amp;quot;studio&amp;quot;, take pictures of PCBs while they are vertically laying against a wall, others prefer to take pictures with the PCB flat on the ground. In both cases use a single color, flat, opaque, neutral background; avoid plain white, it will reverberate back to the camera; avoid multicolored tiles, they usually shine and tend to alter camera contrast; eventually you can use for your background a brown paper of the kind used to wrap up delivery parcels.&lt;br /&gt;
If you take pictures of a vertical PCB use a tripod, even a very small one to hold the camera; if you do not have a tripod, put the camera at the same height of the PCB, possibly resting over some books with a rigid cover; do not hold the camera in your hands because it&#039;s much more easy to &amp;quot;move&amp;quot; the picture.&lt;br /&gt;
If you take pictures of an horizontal PCB use a tripod again, of the kind with the tilting head to hold the camera horizontal as well; if you do not have a tripod hold the camera in your hands, try to stay over the PCB with your legs slightly open, and hold your breath while taking the picture; if possible try to lay against a wall, this will help you to remain steady.&lt;br /&gt;
The lighting of your &amp;quot;studio&amp;quot; is very important: the best possible source of light is the sun, but it&#039;s not always available, therefore a very good alternative is a couple of halogen lamps of about 300-500W, illuminating the PCB from a few meters away. The very important thing is to avoid direct lighting of the PCB, but to illuminate it with light reflecting out of the walls and ceiling, resembling as much as possible the natural ambient light. NEVER use the flashlight incorporated into your camera, because it will reflect back from the PCB and &amp;quot;blind&amp;quot; the picture.&lt;br /&gt;
A good thing is to clean the PCB from dust before taking pictures; if the PCB is very dirt, at least clean the surface of the ICs with a soft slightly humid cloth, so that markings and labels are clearly visible.&lt;br /&gt;
Remember to take pictures of both sides of the PCB (components and solder), if the PCB consists of different boards packed one over the other, separate them and take pictures individually.&lt;br /&gt;
&lt;br /&gt;
An even better method is to &amp;quot;scan&amp;quot; the PCB instead of taking pictures.&lt;br /&gt;
For this method you will need an CCD flatbed scanner (a LED scanner is not good for the purpose, because it doesn&#039;t have the same depth of field as a CCD one, and the resulting scan will be blurred and out of focus).&lt;br /&gt;
Remove the cover from the scanner to have more room to place the PCB on the scanning glass.&lt;br /&gt;
Place your PCB on the scanning glass, align it accurately, and let it scan at a minimum of 200dpi (300 is better, a little bit slower).&lt;br /&gt;
If the PCB is larger than the scanning windows, you will have to take multiple scans until you have covered the total surface of the PCB.&lt;br /&gt;
Now repeat the process with the OTHER side of the PCB.&lt;br /&gt;
All the resulting files are easily manipulated with a couple of graphics utilities: as an example, you can use ImageCompositeEditor to stitch together the different scans and get a single picture file of the whole PCB + Irfanview to trim the pictures and remove the not needed side parts, and to resize them.&lt;br /&gt;
&lt;br /&gt;
If the PCB is working, it&#039;s now time to go to &#039;&#039;&#039;step two&#039;&#039;&#039;: taking pictures of the game in action.&lt;br /&gt;
So, connect the PCB to your test rig, fire it up and let the game run for a few minutes so that your monitor gets to the right temperature. Calibrate your monitor to have a good full picture of the game, with warm saturated colors, and make sure that the full image is shown within the borders. Now switch off all ambient lights so that the monitor itself is the only source of light, and holding the camera in your hands keep as steady as possible and take pictures of the game at boot up, at title screen, at intro and attract mode, and during game as well. It is not important to have them at very high resolution, on the contrary 640x480 or 800x600 are more than good. Sometimes it&#039;s a good idea to film a few seconds of the game, especially if the game is extremely rare and there are no movies of it available on the net. A similar thing is valid for sounds: if the game is extremely rare or very old and there are no sample available, record the sounds of the game. There are 2 ways to do it: with a microphone or directly connecting the PCB to your computer sound card. With a microphone you get a lower quality samples, possibly degraded by the quality of the speakers on your test rig and by the quality of the microphone itself; but it&#039;s a simple method and it&#039;s highly recommended if you do not know how your PCB works. Connecting the PCB directly to your sound card requires a little of electronic knowledge, a soldering iron and a clear idea of what you are doing; if you do not know how to do it DO NOT DO IT! otherwise you will end up with a broken PCB and a broken sound card.&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=How_to_correctly_document_a_PCB&amp;diff=6734</id>
		<title>How to correctly document a PCB</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=How_to_correctly_document_a_PCB&amp;diff=6734"/>
		<updated>2019-07-11T18:34:07Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PCBs (Printed Circuit Boards) are the source and the goal of the whole MAME project.&lt;br /&gt;
They are the goal, because emulating their behavior and their working mechanism is what MAME does.&lt;br /&gt;
They are the source, because every information in a MAME driver comes directly from them; and because the driver itself is a &amp;quot;virtual&amp;quot; PCB, mimicking the real one.&lt;br /&gt;
&lt;br /&gt;
We&#039;ll focus therefore on how to correctly extract information from a PCB, and how to organize them in such a way that this information will be useful to MAMEDevs when they&#039;ll code a driver.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Documenting a PCB is a 3 step job:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;1) [[Taking pictures and other medias|taking pictures]]&#039;&#039;&lt;br /&gt;
&#039;&#039;2) [[Dumping roms|dumping ROMs]]&#039;&#039;&lt;br /&gt;
&#039;&#039;3) writing documentation&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each of the 3 steps will have a separate article in the near future, detailing everything that is needed to know; for the moment let&#039;s just have a quick look at them.&lt;br /&gt;
&lt;br /&gt;
1) &#039;&#039;&#039;[[Taking pictures and other medias|Taking pictures and other media]]&#039;&#039;&#039; (like recording sounds and filming videos) is usually the first and easiest thing you can do with a PCB; no special expertise is needed for this task, just a little bit of patience and care.&lt;br /&gt;
With a digital camera you should take pictures of the whole PCB, both front (component) and back (solder) side. If the PCB consists of different boards packed one over the other, separate them and take pictures individually. If you can connect the PCB to a cabinet or to a test rig, do it; and take pictures of the game at boot up, at title screen, at intro and attract mode, and during game as well.&lt;br /&gt;
If your camera is capable of recording videos, film some seconds of the game during title / attract mode and in game. This task is needed if your PCB is particularly rare and good videos of the game are not available; filming kof2k is usually not needed ;)&lt;br /&gt;
Same goes for game sound recordings, they could be needed by MAMEDevs if your game is rare or with a discrete sound board or unusual custom sound chip. A game generating sounds out of an AY-3-8910 usually doesn&#039;t require any recording.&lt;br /&gt;
&lt;br /&gt;
2) &#039;&#039;&#039;[[Dumping roms|Dumping ROMs]]&#039;&#039;&#039; is somewhat considered the &amp;quot;cool&amp;quot; part of the documenting process; it isn&#039;t. It&#039;s a long and tedious task requiring dedicated equipment, extreme accuracy, electronics background and a forgiving better-half! ;)&lt;br /&gt;
The minimum equipment required is an &amp;quot;EPROM programmer&amp;quot;: that is a dedicated hardware and software appliance, where you will put the EPROMs extracted from the PCB and &amp;quot;read&amp;quot; them. The software will then save the content in a file on your PC. Obviously, an EPROM programmer capable of reading 10.000+ different kind of chips is better than one reading only some hundreds; and the cost for it will be proportional.&lt;br /&gt;
You will probably also need one or more soldering irons, a hot air reworking station, some desoldering tools, pliers, screwdrivers, chip removers, etc.&lt;br /&gt;
You will need to dump EVERYTHING that is dumpable on the PCB, so it will be PROMs, EPROMs, EEPROMs, maskROMs, flashROMs, PLDs, PALs, GALs, and everything else which contains a memory like MCUs and the like.&lt;br /&gt;
You will need to dump every single chip a minimum of 3 times (possibly with different current/voltage levels) and compare the 3 reads to check if they match. If they don&#039;t you will have to figure out why, solve the problem and read them 3 times again.&lt;br /&gt;
You will need to compare the files you dumped with already known files and check if there is any match.&lt;br /&gt;
&lt;br /&gt;
3) &#039;&#039;&#039;Writing documentation&#039;&#039;&#039; is the last task for you, and it&#039;s even more tedious than dumping.&lt;br /&gt;
All important parts of the PCB need to be listed and their function explained. Worth documenting in particular are the frequencies of the crystal or ceramic oscillators, whose values are essential for determining proper timings and are all too frequently obscured by glare on photos.&lt;br /&gt;
Also, the pictures you took in step 1 must be listed, as well as files you dumped in step 2.&lt;br /&gt;
A meaningful description of the PCB is extremely important for MAMEDevs, they will only have it as a guide while coding a driver, so the more accurate you are the more likely there will be a working driver sooner or later.&lt;br /&gt;
&lt;br /&gt;
Isn&#039;t documenting PCBs tedious? Well, it&#039;s also extremely satisfactory and ego-building; when you correctly document a PCB, and in a few days you have it emulated in MAME, you can proudly pat yourself on the shoulder: a piece of the arcade games history has been preserved for the future, and you were a part of it!&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=PROM&amp;diff=6733</id>
		<title>PROM</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=PROM&amp;diff=6733"/>
		<updated>2019-07-10T20:36:04Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;   PROMREF V1.91&lt;br /&gt;
(original version V1.6 Jan 13,1999, by Al Kossow, available from http://web.archive.org/web/20020326090742/http://www.spies.com:80/arcade/schematics/PromRef.txt )&lt;br /&gt;
(special thanks to GURU for maintaining and expanding it for many years. http://members.iinet.net.au/~lantra9jp1_nbn/gurudumps/ )&lt;br /&gt;
(many infos and markings added thanks to Yasuhiro Ogawa)&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------&lt;br /&gt;
Quick equivalence table (most common)&lt;br /&gt;
&lt;br /&gt;
           ns     Fujitsu     Signet    AMD     MMI       Nation   TI         Harris    Farch  Inter Rayth  Intel Russian    NEC     Mitsubishi  OKI&lt;br /&gt;
  32x8 OC (50) == 7111        82S23     27S18   6330-1    74S188   18SA30     7602-5           5600                          uPB400              MSL8216&lt;br /&gt;
  32x8 OC (50) == 7056                  27S08&lt;br /&gt;
  32x8 OC (25) ==             82S23A    27S18A  63S080&lt;br /&gt;
  32x8 OC (25) ==                               63LS080&lt;br /&gt;
  32x8 OC (15) ==                                         87S188&lt;br /&gt;
  32x8 TS (50) == 7112        82S123    27S19   6331-1    74S288   18S030     7603-5           5610                          uPB410  M54730      MSL8215&lt;br /&gt;
  32x8 TS (50) == 7051                  27S09&lt;br /&gt;
  32x8 TS (25) ==             82S123A   27S19A  63S081    74S288&lt;br /&gt;
  32x8 TS (25) ==                               63LS081&lt;br /&gt;
  32x8 TS (15) ==                                         87S288&lt;br /&gt;
  64x8 OC (75) ==                                                  54186&lt;br /&gt;
  64x8 OC (75) ==                                                  74186&lt;br /&gt;
 256x4 OC (50) == 7113(7057), 82S126,   27S20,  6300-1,   74S387,  24SA10,    7610-5,   9341C, 5603, 29660, 3601, KR556RT4&lt;br /&gt;
 256x4 OC (25) ==             82S126a,  27S20a, 63S140,                       7610A&lt;br /&gt;
 256x4 OC (75) ==                                                  54187&lt;br /&gt;
 256x4 OC (75) ==                                                  74187&lt;br /&gt;
 256x4 TS (50) == 7114(7052), 82S129,   27S21,  6301-1,   74S287,  24S10,     7611-5,   93427, 5623, 29661, 3621, KR556RT11&lt;br /&gt;
 256x4 TS (25) ==             82S129A,  27S21A, 63S141,                       7611A&lt;br /&gt;
 512x4 OC (50) == 7115,       82S130,   27S12,  6305-1,   74S570,             7620-5,   93436, 5604  29610, 3602&lt;br /&gt;
 512x4 OC (33) ==             82S130A,  27S12A, 63S240,   74S570A,            7620A-5,                      3602A&lt;br /&gt;
 512x4 TS (50) == 7116(7053), 82S131,   27S13,  6306-1,   74S571,             7621-5,   93446, 5624, 29611, 3622&lt;br /&gt;
 512x4 TS (30) ==             82S131A,  27S13A, 63S241,   74S571A,            7621A,                        3622A&lt;br /&gt;
 256x8 OC      == 7117,                                   74S470,  18SA22&lt;br /&gt;
 256x8 TS (100)==             82LS135,                    74S471,  28L22&lt;br /&gt;
 256x8 TS (45) == 7118,       82S135,           6309-1,            28S22,                                         KR558RR1&lt;br /&gt;
1024x4 OC      == 7121,       82S136    27S32,            74S572,             7642,                               KR556RT12&lt;br /&gt;
1024x4 TS (60) == 7122(7054), 82S137,   27S33,  6353-1,   74S573,  24S41,     7643-5,   93453,       29641, 3625, KR556RT13&lt;br /&gt;
1024x4 TS (45) ==             82S137A,          63S441,   74S573A,            7643A&lt;br /&gt;
1024x4 TS (35) ==             82S137B,  27S33A, 63S441A,  74S573B,            7643B&lt;br /&gt;
 512x8 OC      == 7123,       82s146,   27S28,            74S473,             7648&lt;br /&gt;
 512x8 TS (60) == 7124,       82S147,           6349-1,   74S472,  28S42,     7649-5,                29621&lt;br /&gt;
 512x8 TS (45) ==             82S147A,  27S29,  6349-2,   74S472A,            7649A-5,               29621A&lt;br /&gt;
 512x8 OC      == 7125,       82S140,                                         7640,                         3604, KR556RT5&lt;br /&gt;
 512x8 TS      == 7126,       82S141,   27S31,  6341-1,   74S474,  28S46,     7641-5,   9344,        29625, 3624, KR556RT17&lt;br /&gt;
2048x4 OC      == 7127,       82S184,   27S184,           87S184,             7684&lt;br /&gt;
2048x4 TS (100)== 7128,       82S185,                                         7685-5,   93515,       29651        KR556RT14&lt;br /&gt;
2048x4 TS (50) ==             82S185A,  27S185, 63S841,   87S185,  24S81,     7685A,                 29651A&lt;br /&gt;
2048x4 TS (45) ==             82S185B,                    87S185A, 24S81-55&lt;br /&gt;
1024x8 OC      == 7131,       82S180,   27s180, 6380,     87S180,             7680,     93450&lt;br /&gt;
1024x8 TS (70) == 7132,       82S181,   27S181, 6381-1,   74S450,  28S86,     7681-5,   93451,       29631, 3628&lt;br /&gt;
1024x8 TS (55) ==             82S181A,          6381-2,   87S181,  28S86-60,  7681A,                 29631A&lt;br /&gt;
1024x8 TS (30) ==             82S181C,          63S881,   87S181A&lt;br /&gt;
4096x4 OC      ==                       27S40&lt;br /&gt;
4096x4 TS (45) == 7152,       82S195,   27S41,  63S1641,  87S195,             76165-5,  93513&lt;br /&gt;
4096x4 TS (35) ==             82S195A,  27S41A, 63S1641A, 87S195A&lt;br /&gt;
4096x4 TS (25) ==             82S195B&lt;br /&gt;
2048x8 OC      == 7137,       82S190,   27S190,           87S190,             76160&lt;br /&gt;
2048x8 TS (80) == 7138,       82S191,                     87S191,  28S166,    76161,    93511,       29681, 3636, KR556RT18&lt;br /&gt;
2048x8 TS (55) ==             82S191A,  27S191, 63S1681,  87S191A, 28S166-55, 76161A,                29681A&lt;br /&gt;
2048x8 TS (35) ==             82S191C,  27S191A&lt;br /&gt;
4096x8 TS (70) == 7142,       82S321,                                         76321-5,               29671, 3632&lt;br /&gt;
4096x8 TS (45) ==             82HS321,  27S43,  63S3281,  87S321,                                    29671A&lt;br /&gt;
4096x8 TS (35) ==             82HS321A, 27S43A, 63S3281A&lt;br /&gt;
4096x8 TS (30) ==             82HS321B&lt;br /&gt;
8192x8 TS (55) == 7144,       82S641,   27S49,                                76641-5,  93565&lt;br /&gt;
8192x8 TS (45) ==             82S641A,  27S49A,                               76641A-5, 93565A&lt;br /&gt;
8192x8 TS (35) ==             82S641B&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------  &lt;br /&gt;
           ns     Fujitsu     Signet    AMD     MMI       Nation   TI         Harris    Farch  Inter Rayth  Intel Russian    NEC     Mitsubishi  OKI&lt;br /&gt;
  32x8 OC (50) == 7111        82S23     27S18   6330-1    74S188   18SA30     7602-5           5600                          uPB400              MSL8216&lt;br /&gt;
  32x8 OC (50) == 7056                  27S08               8577&lt;br /&gt;
  32x8 OC (25) ==             82S23A    27S18A  63S080&lt;br /&gt;
  32x8 OC (25) ==                               63LS080&lt;br /&gt;
  32x8 OC (15) ==                                         87S188&lt;br /&gt;
  32x8 TS (50) == 7112        82S123    27S19   6331-1    74S288   18S030     7603-5           5610                          uPB410  M54730      MSL8215&lt;br /&gt;
  32x8 TS (50) == 7051                  27S09               8578&lt;br /&gt;
  32x8 TS (25) ==             82S123A   27S19A  63S081    74S288&lt;br /&gt;
  32x8 TS (25) ==                               63LS081&lt;br /&gt;
  32x8 TS (15) ==                                         87S288&lt;br /&gt;
Detailed pinout and markings  &lt;br /&gt;
32*8 = 256 bit&lt;br /&gt;
   +--\/--+&lt;br /&gt;
D0 |1   16| Vcc&lt;br /&gt;
D1 |2   15| *CE&lt;br /&gt;
D2 |3   14| A4&lt;br /&gt;
D3 |4   13| A3&lt;br /&gt;
D4 |5   12| A2&lt;br /&gt;
D5 |6   11| A1&lt;br /&gt;
D6 |7   10| A0&lt;br /&gt;
GND|8    9| D7&lt;br /&gt;
   +------+&lt;br /&gt;
List of chip markings:&lt;br /&gt;
AMD       : Am27S08, Am27S18, Am27S18A, Am27S09, Am27S19, Am27S19A, Am27LS08, Am27LS18, Am27LS09, Am27LS19&lt;br /&gt;
Fujitsu   : MB7056, MB7111E, MB7111H, MB7111L, MB7051, MB7112E, MB7112E-W, MB7112H&lt;br /&gt;
Harris    : HM76LS03-5, HM7602-5, HM7603-5&lt;br /&gt;
Intersil  : IM5600, IM5610&lt;br /&gt;
Mitsubishi: M54730&lt;br /&gt;
MMI       : 63LS080, 63LS081, 63S080, 63S081, 6330-1, 6331-1&lt;br /&gt;
NEC       : uPB400C/D, uPB400C/D-1, uPB410C/D, uPB410C/D-1&lt;br /&gt;
National S: DM74S188, DM74S288, DM87S188, DM87S288, DM8577, DM8578&lt;br /&gt;
Oki       : MSL8216, MSL8515&lt;br /&gt;
Signetics : N82S23, N82S123, N82S23A, N82S123A, N82US23, N82US123&lt;br /&gt;
TI        : TBP18SA030, TBP18S030, TBP38L030-25, TBP38S030-25, TBP38SA030-25&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------&lt;br /&gt;
           ns     Fujitsu     Signet    AMD     MMI       Nation   TI         Harris    Farch  Inter Rayth  Intel Russian    NEC     Mitsubishi  OKI&lt;br /&gt;
  64x8 OC (75) ==                                                  54186&lt;br /&gt;
  64x8 OC (75) ==                                                  74186&lt;br /&gt;
Detailed pinout and markings  &lt;br /&gt;
64*8 = 512 bit&lt;br /&gt;
    +--\/--+&lt;br /&gt;
  NC|1   24| Vcc&lt;br /&gt;
  NC|2   23| GND2&lt;br /&gt;
   A|3   22| Y1&lt;br /&gt;
   B|4   21| Y2&lt;br /&gt;
   C|5   20| Y3&lt;br /&gt;
 ME1|6   19| Y4&lt;br /&gt;
 ME2|7   18| Y5&lt;br /&gt;
   D|8   17| Y6&lt;br /&gt;
   E|9   16| Y7&lt;br /&gt;
   F|10  15| Y8&lt;br /&gt;
GND1|11  14| Y9&lt;br /&gt;
  NC|12  13| GND2&lt;br /&gt;
    +------+&lt;br /&gt;
			OC (Open Collector)   TS (Tri-State)    Note:&lt;br /&gt;
TI        : SN54186J, SN74186J, SN74186N&lt;br /&gt;
 &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
  -----------------------------------------------------------------------------------------------------  &lt;br /&gt;
           ns     Fujitsu     Signet    AMD     MMI       Nation   TI         Harris    Farch  Inter Rayth  Intel Russian    NEC     Mitsubishi  OKI&lt;br /&gt;
&lt;br /&gt;
 256x4 OC (50) == 7113(7057), 82S126,   27S20,  6300-1,   74S387,  24SA10,    7610-5,   9341C, 5603, 29660, 3601, KR556RT4&lt;br /&gt;
 256x4 OC (25) ==             82S126a,  27S20a, 63S140,                       7610A&lt;br /&gt;
 256x4 TS (50) == 7114(7052), 82S129,   27S21,  6301-1,   74S287,  24S10,     7611-5,   93427, 5623, 29661, 3621, KR556RT11&lt;br /&gt;
 256x4 TS (25) ==             82S129A,  27S21A, 63S141,                       7611A&lt;br /&gt;
Detailed pinout and markings  &lt;br /&gt;
256*4 = 1.024 bit&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A6 |1   16| Vcc&lt;br /&gt;
A5 |2   15| A7&lt;br /&gt;
A4 |3   14| CS2/&lt;br /&gt;
A3 |4   13| CS1/&lt;br /&gt;
A0 |5   12| O0&lt;br /&gt;
A1 |6   11| O1&lt;br /&gt;
A2 |7   10| O2&lt;br /&gt;
GND|8    9| O3&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 63LS140, 63LS141, 63PS140, 63PS141, 63S140, 63S141&lt;br /&gt;
AMD       : Am27S10, Am27S11, Am27S20, Am27S21, Am27S20A, Am27S21A&lt;br /&gt;
NS        : DM74S287, DM74S387, DM74S287A, DM74S387A&lt;br /&gt;
Harris    : HM7610-5, HM7610A, HM7611-5, HM7611A&lt;br /&gt;
Intersil  : IM5603, IM56S23, IM5603A, IM5623, IM5623A&lt;br /&gt;
Mitsubishi: M54700&lt;br /&gt;
Fujitsu   : MB7052, MB7057, MB7113E, MB7113H, MB7113L, MB7114E, MB7114E-W, MB7114H, MB7114L, MB7114L-W&lt;br /&gt;
Oki       : MBL8520A, MBL8521A&lt;br /&gt;
Signetics : N82S27, N82S126, N82S129&lt;br /&gt;
TI        : SN74S287, SN74S387&lt;br /&gt;
NEC       : uPB403D, uPB403C/D-1, uPB403C/D-2, uPB423C/D, uPB423C/D-1, uPB423C/D-2&lt;br /&gt;
FSC       : 93417, 93427&lt;br /&gt;
TESLA     : MH74S287&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------&lt;br /&gt;
           ns     Fujitsu     Signet    AMD     MMI       Nation   TI         Harris    Farch  Inter Rayth  Intel Russian    NEC     Mitsubishi  OKI&lt;br /&gt;
 512x4 OC (50) == 7115,       82S130,   27S12,  6305-1,   74S570,             7620-5,   93436, 5604  29610, 3602&lt;br /&gt;
 512x4 OC (33) ==             82S130A,  27S12A, 63S240,   74S570A,            7620A-5,                      3602A&lt;br /&gt;
 512x4 TS (50) == 7116(7053), 82S131,   27S13,  6306-1,   74S571,             7621-5,   93446, 5624, 29611, 3622&lt;br /&gt;
 512x4 TS (30) ==             82S131A,  27S13A, 63S241,   74S571A,            7621A,                        3622A&lt;br /&gt;
Detailed pinout and markings  &lt;br /&gt;
512*4 = 2.048 bit&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A6 |1   16| Vcc&lt;br /&gt;
A5 |2   15| A7&lt;br /&gt;
A4 |3   14| A8&lt;br /&gt;
A3 |4   13| CS/&lt;br /&gt;
A0 |5   12| O0&lt;br /&gt;
A1 |6   11| O1&lt;br /&gt;
A2 |7   10| O2&lt;br /&gt;
GND|8    9| O3&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 63LS240, 63LS241, 63PS240, 63PS241, 63S240, 63S241, 6305-1, 6506-1&lt;br /&gt;
Intel     : 3602, 3602A, 3602A-2, 3622, 3622A, 3622A-2&lt;br /&gt;
AMD       : Am27S12, Am27S13, Am27S12A, Am27S13A&lt;br /&gt;
Raytheon  : 29610, 29611, 29612, 29613&lt;br /&gt;
NS        : DM74S570, DM74S571&lt;br /&gt;
Harris    : HM7620-5, HM7620A-5, HM7621-5&lt;br /&gt;
Intersil  : IM56S04, IM56S24, IM5604, IM5624&lt;br /&gt;
Fujitsu   : MB7053, MB7058, MB7115E, MB7115H, MB7115L, MB7116E, MB7116E-W, MB7116H, MB7116L, MB7116L-W, MB7116Y&lt;br /&gt;
Motorola  : MCM7620, MCM7621&lt;br /&gt;
Signetics : N82S130, N82S131&lt;br /&gt;
NEC       : uPB412C/D-1&lt;br /&gt;
FSC       : 93436, 93446&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
256*8&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A0 |1   20| Vcc&lt;br /&gt;
A1 |2   19| A7&lt;br /&gt;
A2 |3   18| A6&lt;br /&gt;
A3 |4   17| A5&lt;br /&gt;
A4 |5   16| CS1/&lt;br /&gt;
O0 |6   15| CS2/(latch (DM87S221/222 only))&lt;br /&gt;
O1 |7   14| O7&lt;br /&gt;
O2 |8   13| O6&lt;br /&gt;
O3 |9   12| O5&lt;br /&gt;
GND|10  11| O4&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 63LS280, 63LS281, 63PS280, 63PS281, 63S280, 63S281, 6308-1, 6309-1&lt;br /&gt;
Raytheon  : 29600, 29601&lt;br /&gt;
NS        : DM74S470, DM74S471, DM87S221, DM87S222&lt;br /&gt;
Fujitsu   : MB7117E, MB7117H, MB7117L, MB7118E, MB7118E-W, MB7118H, MB7118L, MB7118L-W, MB7118Y&lt;br /&gt;
TI        : SN74S470, SN74S571, TBP38SA22-30, TBP38S22-18, TBP38S22-25, TBP38SA22-30&lt;br /&gt;
NEC       : uPB421C/D, uPB421C/D-1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
256*8&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A7 |1   24| Vcc&lt;br /&gt;
A6 |2   23| NC&lt;br /&gt;
A5 |3   22| NC&lt;br /&gt;
A4 |4   21| CS0/&lt;br /&gt;
A3 |5   20| CS1/&lt;br /&gt;
A2 |6   19| CS2&lt;br /&gt;
A1 |7   18| CS3&lt;br /&gt;
A0 |8   17| O7&lt;br /&gt;
O0 |9   16| O6&lt;br /&gt;
O1 |10  15| O5&lt;br /&gt;
O2 |11  14| O4&lt;br /&gt;
GND|12  13| O3&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 6335-1, 6336-1&lt;br /&gt;
Harris    : HM7628-5, HM7629-5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
256*8&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A2 |1   24| NC&lt;br /&gt;
A1 |2   23| NC&lt;br /&gt;
A0 |3   22| NC&lt;br /&gt;
O0 |4   21| A3&lt;br /&gt;
O1 |5   20| A4&lt;br /&gt;
O2 |6   19| A5&lt;br /&gt;
O3 |7   18| A6&lt;br /&gt;
O4 |8   17| A7&lt;br /&gt;
O5 |9   16| Vcc&lt;br /&gt;
O6 |10  15| NC&lt;br /&gt;
O7 |11  14| CS0/&lt;br /&gt;
GND|12  13| CS1/&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 63135-1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
256*8 (latched)&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A3 |1   24| Vcc&lt;br /&gt;
A4 |2   23| A2&lt;br /&gt;
-  |3   22| A1&lt;br /&gt;
A5 |4   21| A0&lt;br /&gt;
A6 |5   20| CE1/&lt;br /&gt;
A7 |6   19| CE2&lt;br /&gt;
O1 |7   18| STB&lt;br /&gt;
02 |8   17| O8&lt;br /&gt;
O3 |9   16| O7&lt;br /&gt;
O4 |10  15| O6&lt;br /&gt;
FE2|11  14| O5&lt;br /&gt;
GND|12  13| FE1&lt;br /&gt;
   +------+&lt;br /&gt;
Signetics : 82S114&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1024*4&lt;br /&gt;
    +--\/--+&lt;br /&gt;
 A6 |1   18| Vcc&lt;br /&gt;
 A5 |2   17| A7&lt;br /&gt;
 A4 |3   16| A8&lt;br /&gt;
 A3 |4   15| A9&lt;br /&gt;
 A0 |5   14| O0&lt;br /&gt;
 A1 |6   13| O1&lt;br /&gt;
 A2 |7   12| O2&lt;br /&gt;
CS1/|8   11| O3&lt;br /&gt;
 GND|9   10| CS0/&lt;br /&gt;
    +------+&lt;br /&gt;
MMI       : 63LS440, 63LS441, 63PS440, 63PS441, 63S440, 63S441, 6352-1, 6353-1&lt;br /&gt;
Intel     : 3605, 3605-2, 3625, 3625-2&lt;br /&gt;
AMD       : Am27S32A, Am27S33A&lt;br /&gt;
NS        : DM74S572, DM74S573, SN54S476, SN74S476, SN54S477, SN74S477&lt;br /&gt;
Harris    : HM7642-5, HM7642P-5, HM7643-5, HM7643P-5&lt;br /&gt;
Hitachi   : HN25044, HN25045&lt;br /&gt;
Intersil  : IM56S06, IM56S26&lt;br /&gt;
Sharp     : LH5606, LH5626&lt;br /&gt;
Mitsubishi: M54740A/S, M54741A/S&lt;br /&gt;
Fujitsu   : MB7054, MB7059, MB7121E, MB7121H, MB7121L, MB7121N, MB7122E, MB7122E-W, MB7122H, MB7122L, MB7122L-W, MB7122N, MB7122Y&lt;br /&gt;
Motorola  : MCM7642, MCM7643&lt;br /&gt;
Signetics : N82HS137, N82HS137A&lt;br /&gt;
TI        : TBP24S41, TBP24SA41&lt;br /&gt;
NEC       : uPB406C/D, uPB406C/D-E, uPB406C/D-1, uPB406C/D-2, uPB406C/D-3, uPB426C/D, uPB426C/D-E, uPB426C/D-1, uPB426C/D-2, uPB426C/D-3&lt;br /&gt;
FSC       : 93415, 93452, 93453&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
512*8&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A0 |1   20| Vcc&lt;br /&gt;
A1 |2   19| A8&lt;br /&gt;
A2 |3   18| A7&lt;br /&gt;
A3 |4   17| A6&lt;br /&gt;
A4 |5   16| A5&lt;br /&gt;
O0 |6   15| CS/&lt;br /&gt;
O1 |7   14| O7&lt;br /&gt;
O2 |8   13| O6&lt;br /&gt;
O3 |9   12| O5&lt;br /&gt;
GND|10  11| O4&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 63LS480, 63LS481, 63PS480, 63PS481, 63S480, 63S481, 6348-1, 6348-2, 6349-1, 6349-2&lt;br /&gt;
Raytheon  : 29620, 29621, 29622, 29623&lt;br /&gt;
AMD       : Am27S28A, Am27S29A&lt;br /&gt;
NS        : DM74S472, DM74S473&lt;br /&gt;
Harris    : HM7648-5, HM7649-5&lt;br /&gt;
Fujitsu   : MB7123H, MB7123L, MB7123N, MB7124E, MB7124E-W, MB7124H, MB7124L, MB7124L-W, MB7124N, MB7124Y&lt;br /&gt;
Signetics : N82HS147, N82HS147A&lt;br /&gt;
NEC       : uPB424C/D, uPB424C/D-1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
512*8&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A7 |1   24| Vcc (open for 3604AL, 3604L-6)&lt;br /&gt;
A6 |2   23| A8&lt;br /&gt;
A5 |3   22| NC (Vcc for 3604AL, 3604L-6)&lt;br /&gt;
A4 |4   21| CS1/&lt;br /&gt;
A3 |5   20| CS2/&lt;br /&gt;
A2 |6   19| CS3&lt;br /&gt;
A1 |7   18| CS4&lt;br /&gt;
A0 |8   17| D7&lt;br /&gt;
D0 |9   16| D6&lt;br /&gt;
D1 |10  15| D5&lt;br /&gt;
D2 |11  14| D4&lt;br /&gt;
GND|12  13| D3&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 63LS482, 63LS483, 63PS482, 63PS483, 6340-1, 6340-2, 6341-1, 6341-2&lt;br /&gt;
Raytheon  : 29624, 29625, 29626, 29627&lt;br /&gt;
Intel     : 3604, 3604-4, 3604A, 3604A-2, 3604AL, 3604L-6, 3624, 3624-4, 3624A, 3624A-2&lt;br /&gt;
AMD       : Am27S30, Am27S30A, Am27S31, Am27S31A&lt;br /&gt;
NS        : DM74S474, DM74S475, DM87S295, DM87S296&lt;br /&gt;
Harris    : HM7640-5, HM7640A-5, HM7641-5, HM7641A-5&lt;br /&gt;
Intersil  : IM5605C, IM5605CA, IM5625C, IM5625CA&lt;br /&gt;
Motorola  : MCM7640, MCM7641&lt;br /&gt;
Signetics : N82S140, N82S141&lt;br /&gt;
TI        : SN74S474, SN74S475&lt;br /&gt;
NEC       : uPB405, uPB425-E, uPB425C/D, uPB425C/D-1, uPB425C/D-2, 93438, 93448&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
512*8 (latched)&lt;br /&gt;
    +--\/--+&lt;br /&gt;
 A3 |1   24| Vcc&lt;br /&gt;
 A4 |2   23| A2&lt;br /&gt;
 A5 |3   22| A1&lt;br /&gt;
 A6 |4   21| A0&lt;br /&gt;
 A7 |5   20| CE1/&lt;br /&gt;
 A8 |6   19| CE2&lt;br /&gt;
 O1 |7   18| STROBE&lt;br /&gt;
 O2 |8   17| O8&lt;br /&gt;
 O3 |9   16| O7&lt;br /&gt;
 O4 |10  15| O6&lt;br /&gt;
 FE2|11  14| O5&lt;br /&gt;
 GND|12  13| FE1&lt;br /&gt;
    +------+&lt;br /&gt;
Signetics : 82S115&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2048*4&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A6 |1   18| Vcc&lt;br /&gt;
A5 |2   17| A7&lt;br /&gt;
A4 |3   16| A8&lt;br /&gt;
A3 |4   15| A9&lt;br /&gt;
A0 |5   14| O0&lt;br /&gt;
A1 |6   13| O1&lt;br /&gt;
A2 |7   12| O2&lt;br /&gt;
A10|8   11| O3&lt;br /&gt;
GND|9   10| CE/&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 63LS840, 63LS841, 63PS840, 63PS841, 63S840, 63S841, 6388-1, 6389-1, 6389-2&lt;br /&gt;
Signetics : 82S185A, 82S185B&lt;br /&gt;
Raytheon  : 29650, 29651, 29652, 29653&lt;br /&gt;
AMD       : Am27S184, Am27S185, Am27LS184, Am27LS185, Am27S184A, Am27S185A&lt;br /&gt;
NS        : DM87S184, DM87S185, DM87S185A, DM87S185B&lt;br /&gt;
Hitachi   : HN25084, HN25084S, HN25085, HN25085S&lt;br /&gt;
Fujitsu   : MB7127E, MB7127H, MB7128E, MB7128E-W, MB7128H, MB7128L, MB7128L-W, MB7128Y&lt;br /&gt;
Motorola  : MCM7684, MCM7685&lt;br /&gt;
Signetics : N82HS185, N82S185, N82S185A&lt;br /&gt;
TI        : TBP24S81, TBP24SA81&lt;br /&gt;
NEC       : uPB427C/D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2048*4&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A7 |1   18| Vcc&lt;br /&gt;
A6 |2   17| A8&lt;br /&gt;
A5 |3   16| A9&lt;br /&gt;
A4 |4   15| A10&lt;br /&gt;
A3 |5   14| O0&lt;br /&gt;
A2 |6   13| O1&lt;br /&gt;
A1 |7   12| O2&lt;br /&gt;
A0 |8   11| O3&lt;br /&gt;
GND|9   10| CS/&lt;br /&gt;
   +------+&lt;br /&gt;
Harris    : HM7684-5, HM7684P-5, HM7685-5, HM7685P-5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2048*4&lt;br /&gt;
    +--\/--+&lt;br /&gt;
 A7 |1   20| Vcc&lt;br /&gt;
 A6 |2   19| A8&lt;br /&gt;
 A5 |3   18| A9&lt;br /&gt;
 A4 |4   17| A10&lt;br /&gt;
 A3 |5   16| O0&lt;br /&gt;
 A2 |6   15| O1&lt;br /&gt;
 A1 |7   14| O2&lt;br /&gt;
 A0 |8   13| O3&lt;br /&gt;
CS0/|9   12| CS1/&lt;br /&gt;
 GND|10  11| CS2/&lt;br /&gt;
    +------+&lt;br /&gt;
Harris    : HM7686-5, HM7686P-5, HM7687-5, HM7687P-5&lt;br /&gt;
Motorola  : MCM7686&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1024*8&lt;br /&gt;
    +--\/--+&lt;br /&gt;
 A0 |1   20| Vcc&lt;br /&gt;
 A1 |2   19| A8&lt;br /&gt;
 A2 |3   18| A7&lt;br /&gt;
 A3 |4   17| A6&lt;br /&gt;
 A4 |5   16| A5&lt;br /&gt;
 O0 |6   15| A9&lt;br /&gt;
 O1 |7   14| O7&lt;br /&gt;
 O2 |8   13| O6&lt;br /&gt;
 O3 |9   12| O5&lt;br /&gt;
 GND|10  11| O4&lt;br /&gt;
    +------+&lt;br /&gt;
Harris    : HM7683-5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1024*8&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A6 |1   22| Vcc&lt;br /&gt;
A5 |2   21| A7&lt;br /&gt;
A4 |3   20| A8&lt;br /&gt;
A3 |4   19| A9&lt;br /&gt;
A2 |5   18| CS0/&lt;br /&gt;
A1 |6   17| CS1/&lt;br /&gt;
A0 |7   16| O7&lt;br /&gt;
O0 |8   15| O6&lt;br /&gt;
O1 |9   14| O5&lt;br /&gt;
O2 |10  13| O4&lt;br /&gt;
GND|11  12| O3&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 6386-1, 6387-1&lt;br /&gt;
Fujitsu   : MB7129E, MB7129H, MB7132E-W, MB7132L, MB7132L-W, MB7132Y&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1024*8&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A7 |1   24| Vcc&lt;br /&gt;
A6 |2   23| A8&lt;br /&gt;
A5 |3   22| A9&lt;br /&gt;
A4 |4   21| CS0/&lt;br /&gt;
A3 |5   20| CS1/&lt;br /&gt;
A2 |6   19| CS2&lt;br /&gt;
A1 |7   18| CS3&lt;br /&gt;
A0 |8   17| O7&lt;br /&gt;
O0 |9   16| O6&lt;br /&gt;
O1 |10  15| O5&lt;br /&gt;
O2 |11  14| O4&lt;br /&gt;
GND|12  13| O3&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 53C881, 53C881A, 63C881, 63C881A, 63LS880, 63LS881, 63PS880, 63PS881, 63S880, 63S881, 6380-1, 6380-2, 6381-1, 6381-2&lt;br /&gt;
Intel     : 82HS181, 82S181, 3608, 3608-4, 3628, 3628-4, 3628A, 3628A-1, 3628A-3, 3628A-4&lt;br /&gt;
FSC       : 93L450, 93L451, 93Z450, 93Z450A, 93Z451, 93Z451A&lt;br /&gt;
Raytheon  : 29630, 29631, 29632, 29633&lt;br /&gt;
AMD       : Am27S180A, Am27S181A&lt;br /&gt;
Cypress   : CY7C282-30, CY7C282-45&lt;br /&gt;
NS        : DM74S188A, DM74S288A, DM87S228, DM87S229, DM87S181A, DM87LS181, 54S450, 74S450, 54S451, 74S451, 54S478, 74S478, 54S479, 74S479&lt;br /&gt;
Harris    : HM7680-5, HM7680P-5, HM7681-5, HM7681P-5&lt;br /&gt;
Hitachi   : HN25088, HN25088S, HN25089, HN25089S&lt;br /&gt;
Intersil  : IM5608, IM5618&lt;br /&gt;
Fujitsu   : MB7132E, MB7132H&lt;br /&gt;
Motorola  : MCM7680, MCM7680DC, MCM7681, MCM7681DC&lt;br /&gt;
Signetics : N82S180, N82S181, N82S181A, N82S181B, N82LS181&lt;br /&gt;
TI        : TBP28S86, TBP28S86A&lt;br /&gt;
NEC       : uPB428C/D, uPB428C/D-1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1024*8 (pin compatible to 2708)&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A7 |1   24| Vcc&lt;br /&gt;
A6 |2   23| A8&lt;br /&gt;
A5 |3   22| A9&lt;br /&gt;
A4 |4   21| NC&lt;br /&gt;
A3 |5   20| CS/&lt;br /&gt;
A2 |6   19| NC&lt;br /&gt;
A1 |7   18| NC&lt;br /&gt;
A0 |8   17| O7&lt;br /&gt;
O0 |9   16| O6&lt;br /&gt;
O1 |10  15| O5&lt;br /&gt;
O2 |11  14| O4&lt;br /&gt;
GND|12  13| O3&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 6384-1, 6385-1&lt;br /&gt;
Harris    : HM7608-5&lt;br /&gt;
Fujitsu   : MB7055, MB7060, MB7153L, MB7154L&lt;br /&gt;
Motorola  : MCM82707, MCM82708&lt;br /&gt;
Signetics : N82S2708&lt;br /&gt;
NEC       : uPB417C/D&lt;br /&gt;
NS        : 54S2708, 74S2708, 54S3708, 74S3708&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1024*8 (latched)&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A7 |1   24| Vcc&lt;br /&gt;
A6 |2   23| A8&lt;br /&gt;
A5 |3   22| A9&lt;br /&gt;
A4 |4   21| CE1/&lt;br /&gt;
A3 |5   20| CE2/&lt;br /&gt;
A2 |6   19| CE3&lt;br /&gt;
A1 |7   18| STROBE&lt;br /&gt;
A0 |8   17| O8&lt;br /&gt;
O1 |9   16| O7&lt;br /&gt;
O2 |10  15| O6&lt;br /&gt;
O3 |11  14| O5&lt;br /&gt;
GND|12  13| O4&lt;br /&gt;
   +------+&lt;br /&gt;
Signetics : 82S183&lt;br /&gt;
FSC       : 93L451&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4096*4&lt;br /&gt;
   +--\/--+&lt;br /&gt;
 A6 |1   20| Vcc&lt;br /&gt;
 A5 |2   19| A7&lt;br /&gt;
 A4 |3   18| A8&lt;br /&gt;
 A3 |4   17| A9&lt;br /&gt;
 A2 |5   16| O0&lt;br /&gt;
 A1 |6   15| O1&lt;br /&gt;
 A0 |7   14| O2&lt;br /&gt;
 A10|8   13| O3&lt;br /&gt;
CE2/|9   12| A11&lt;br /&gt;
 GND|10  11| CE1/&lt;br /&gt;
   +------+&lt;br /&gt;
Fujitsu   : MB7133E, MB7133H, MB7134E, MB7134E-W, MB7134H, MB7134Y&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4096*4&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A8 |1   20| Vcc&lt;br /&gt;
A7 |2   19| A9&lt;br /&gt;
A6 |3   18| A10&lt;br /&gt;
A5 |4   17| A11&lt;br /&gt;
A4 |5   16| CE1/&lt;br /&gt;
A3 |6   15| CE2/&lt;br /&gt;
A2 |7   14| O0&lt;br /&gt;
A1 |8   13| O1&lt;br /&gt;
A0 |9   12| O2&lt;br /&gt;
GND|10  11| O3&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 63LS1640, 63LS1641, 63PS1640, 63PS1641, 63S1640, 63S1641, 63S1641A&lt;br /&gt;
AMD       : Am27S40, Am27S41, Am27S40A, Am27S41A, Am27PS41A&lt;br /&gt;
NS        : DM87S195A, DM87S195B&lt;br /&gt;
Fujitsu   : MB7152E, MB7152E-W, MB7152H, MB7152Y&lt;br /&gt;
NEC       : uPB430AC/D-25, uPB430AC/D-35, uPB431AC/D-25, uPB431AC/D-35&lt;br /&gt;
Signetics : 82S195, 82S195A, 82S195B&lt;br /&gt;
FSC       : 93513&lt;br /&gt;
Harris    : 76165-5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2048*8&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A0 |1   22| Vcc&lt;br /&gt;
A1 |2   21| A8&lt;br /&gt;
A2 |3   20| A7&lt;br /&gt;
A3 |4   19| A6&lt;br /&gt;
A4 |5   18| A5&lt;br /&gt;
O0 |6   17| A9&lt;br /&gt;
O1 |7   16| O7&lt;br /&gt;
O2 |8   15| O6&lt;br /&gt;
O3 |9   14| O5&lt;br /&gt;
A10|10  13| O4&lt;br /&gt;
GND|11  12| CE/&lt;br /&gt;
   +------+&lt;br /&gt;
Fujitsu   : MB7135E, MB7135H, MB7136E, MB7136E-W, MB7136H, MB7136Y&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2048*8&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A7 |1   24| Vcc&lt;br /&gt;
A6 |2   23| A8&lt;br /&gt;
A5 |3   22| A9&lt;br /&gt;
A4 |4   21| A10&lt;br /&gt;
A3 |5   20| CE1/&lt;br /&gt;
A2 |6   19| CE2&lt;br /&gt;
A1 |7   18| CE3&lt;br /&gt;
A0 |8   17| O7&lt;br /&gt;
O0 |9   16| O6&lt;br /&gt;
O1 |10  15| O5&lt;br /&gt;
O2 |11  14| O4&lt;br /&gt;
GND|12  13| O3&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 63LS1680, 63LS1681, 63PS1680, 63PS1681, 63S1680, 63S1681&lt;br /&gt;
Intel     : 82HS191, 82S191, 3636, 3636-1, C3636B-1, C3636B-2&lt;br /&gt;
FSC       : 93Z510, 93Z511&lt;br /&gt;
Raytheon  : 29681AC, 29681C, 29683AC, 29683C&lt;br /&gt;
AMD       : Am27S190, Am27S191, Am27PS191, Am27S190A, Am27S191A, Am27PS191A&lt;br /&gt;
Cypress   : CY7C292A-25, CY7C292A-35, CY7C292A-45, CY7C292A-55, CYC292A-25, CYC292A-35, CYC292A-45, CYC292A-55&lt;br /&gt;
NS        : DM87S190, DM87S191, DM87S190A, DM87S190B, DM87S191A, DM87S191B, DM87S290A, DM87S290B, DM87S291A, DM87S291B&lt;br /&gt;
Harris    : HM76160-5, HM76161-5&lt;br /&gt;
Hitachi   : HN25168S, HN25169S&lt;br /&gt;
Fujitsu   : MB7137E, MB7137H, MB7138E, MB7138H&lt;br /&gt;
Signetics : N82HS191, N82S191, N82S191A, N82S191C&lt;br /&gt;
TI        : TBP28S166, TBP28SA166, TBP28L166, TBP28S166A, TBP28S166-55, TBP38S165-25, TBP38S165-35, TBP38L165-35, TBP38L165-45&lt;br /&gt;
NEC       : uPB429C/D-3, uPD409C/D, uPD409C/D-1, uPD409C/D-2, uPD429C/D, uPD429C/D-1, uPD429C/D-2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2048*8&lt;br /&gt;
    +--\/--+&lt;br /&gt;
+5V |1   24| EN2&lt;br /&gt;
A0  |2   23| D0&lt;br /&gt;
A1  |3   22| D1&lt;br /&gt;
A2  |4   21| D2&lt;br /&gt;
A3  |5   20| D3&lt;br /&gt;
A4  |6   19| D4&lt;br /&gt;
A5  |7   18| D5&lt;br /&gt;
A9  |8   17| D6&lt;br /&gt;
-12V|9   16| D7&lt;br /&gt;
A8  |10  15| A10&lt;br /&gt;
A7  |11  14| EN1&lt;br /&gt;
A6  |12  13| AR/&lt;br /&gt;
    +------+&lt;br /&gt;
Mostek	  : MK28000P (pin compatible with EA4900)&lt;br /&gt;
ATARI     : Le Mans (1976)		part         N  position&lt;br /&gt;
								(00)5837-01  1  5N&lt;br /&gt;
								(00)5838-01  2  4N&lt;br /&gt;
								(00)5839-01  3  6N&lt;br /&gt;
ATARI     : Tank/Tank II (1974) (00)4800-SD     10K&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2048*8 (pin compatible to 2716)&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A7 |1   24| Vcc&lt;br /&gt;
A6 |2   23| A8&lt;br /&gt;
A5 |3   22| A9&lt;br /&gt;
A4 |4   21| NC&lt;br /&gt;
A3 |5   20| CE/&lt;br /&gt;
A2 |6   19| A10&lt;br /&gt;
A1 |7   18| NC&lt;br /&gt;
A0 |8   17| O7&lt;br /&gt;
O0 |9   16| O6&lt;br /&gt;
O1 |10  15| O5&lt;br /&gt;
O2 |11  14| O4&lt;br /&gt;
GND|12  13| O3&lt;br /&gt;
   +------+&lt;br /&gt;
Harris    : HM7616-5&lt;br /&gt;
NEC       : uPB419C/D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4096*8&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A7 |1   24| Vcc&lt;br /&gt;
A6 |2   23| A8&lt;br /&gt;
A5 |3   22| A9&lt;br /&gt;
A4 |4   21| A10&lt;br /&gt;
A3 |5   20| CE1/&lt;br /&gt;
A2 |6   19| A11&lt;br /&gt;
A1 |7   18| CE2&lt;br /&gt;
A0 |8   17| O7&lt;br /&gt;
O0 |9   16| O6&lt;br /&gt;
O1 |10  15| O5&lt;br /&gt;
O2 |11  14| O4&lt;br /&gt;
GND|12  13| O3&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 63S3281, 63S3281A&lt;br /&gt;
Intel     : 82HS321, 82S321, 3632, 3632-1&lt;br /&gt;
AMD       : Am27S43, Am27S43A&lt;br /&gt;
NS        : DM87S321, DM87S321A, DM87S421, DM87S421A&lt;br /&gt;
Fujitsu   : MB7141E, MB7141H, MB7141N, MB7142E, MB7142E-W, MB7142H, MB7142N&lt;br /&gt;
Signetics : N82S321, N82HS321, N82HS321A, N82HS321B&lt;br /&gt;
Harris    : HM76321-5&lt;br /&gt;
Raytheon  : 29671, 29671A&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8192*8&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A7 |1   24| Vcc&lt;br /&gt;
A6 |2   23| A8&lt;br /&gt;
A5 |3   22| A9&lt;br /&gt;
A4 |4   21| A10&lt;br /&gt;
A3 |5   20| CE/&lt;br /&gt;
A2 |6   19| A11&lt;br /&gt;
A1 |7   18| A12&lt;br /&gt;
A0 |8   17| O7&lt;br /&gt;
O0 |9   16| O6&lt;br /&gt;
O1 |10  15| O5&lt;br /&gt;
O2 |11  14| O4&lt;br /&gt;
GND|12  13| O3&lt;br /&gt;
   +------+&lt;br /&gt;
Signetics : 82HS641, 82HS641A, 82HS641B&lt;br /&gt;
AMD       : Am27S49, Am27S49A&lt;br /&gt;
FSC       : 93Z564, 93Z565, 93Z565A&lt;br /&gt;
Cypress   : CY7C261-35PC/WC, CY7C261-40, CY7C261-45, CY7C261-55, CY7C261-65, CY7C263-35PC/WC, CY7C263-40, CY7C263-45, CY7C263-55, CY7C264-35PC/WC/DC, CY7C264-40, CY7C264-45, CY7C264-55, &lt;br /&gt;
Harris    : HM76641-5, HM76641A-5&lt;br /&gt;
Fujitsu   : MB7144E, MB7144E-W, MB7144H&lt;br /&gt;
Lattice   : PR64K8-45, PR64K8-55, PR64K8-70, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
-----------------------------------------------------------------------------------------------------&lt;br /&gt;
To be verified  &lt;br /&gt;
Harris -- Signetics&lt;br /&gt;
7686   == 82s186&lt;br /&gt;
7687   == 82s187&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------&lt;br /&gt;
Atari PROM list (Thanks to Lord Nightmare)&lt;br /&gt;
&lt;br /&gt;
5837    01  Le Mans&lt;br /&gt;
5838    01  &amp;quot;&lt;br /&gt;
5839    01  &amp;quot;&lt;br /&gt;
7513  	01	Starship 1&lt;br /&gt;
7514 	01	&amp;quot;&lt;br /&gt;
7515 	01	&amp;quot;&lt;br /&gt;
7516 	01	&amp;quot;&lt;br /&gt;
7517 	01	&amp;quot;&lt;br /&gt;
7518 	01	&amp;quot;&lt;br /&gt;
7519 	01	&amp;quot;&lt;br /&gt;
7528 	02	&amp;quot;&lt;br /&gt;
7529 	02	&amp;quot;&lt;br /&gt;
7531 	-	Starship 1 &amp;lt;undumped revision!&amp;gt;&lt;br /&gt;
9114 	01	Super bug/Fire truck/monte carlo&lt;br /&gt;
9121 	-	Super bug&lt;br /&gt;
9124 	01	&amp;quot;&lt;br /&gt;
9125 	01	&amp;quot;&lt;br /&gt;
9126 	01	&amp;quot;&lt;br /&gt;
9127 	01	&amp;quot;&lt;br /&gt;
9402 	01	Boxer (prototype)/video pinball (redump) (may match 9114-01)&lt;br /&gt;
9471 	01	Super bug&lt;br /&gt;
9472 	01	&amp;quot;&lt;br /&gt;
9491 	01	Canyon Bomber&lt;br /&gt;
9492 	01	&amp;quot;&lt;br /&gt;
9499 	01	&amp;quot;&lt;br /&gt;
9503 	01	&amp;quot;&lt;br /&gt;
9505 	01	&amp;quot;&lt;br /&gt;
9506 	01	&amp;quot;&lt;br /&gt;
007530 	01	Starship 1 &amp;lt;undumped revision!&amp;gt;&lt;br /&gt;
008513 	01	&amp;lt;unknown! dump plz&amp;gt;&lt;br /&gt;
008514 	01	&amp;lt;unknown! dump plz&amp;gt;&lt;br /&gt;
009496 	-	&amp;lt;unknown! dump plz&amp;gt;&lt;br /&gt;
009496 	02	&amp;lt;unknown! dump plz&amp;gt;&lt;br /&gt;
030608 	01	&amp;lt;unknown! dump plz&amp;gt;&lt;br /&gt;
030752 	-	Tournament Table&lt;br /&gt;
030753 	-	&amp;quot;&lt;br /&gt;
030929 	-	&amp;quot; set 2&lt;br /&gt;
032823 	02	Fire truck&lt;br /&gt;
032828 	02	&amp;quot;&lt;br /&gt;
032829 	01	&amp;quot;&lt;br /&gt;
032830 	01	&amp;quot;&lt;br /&gt;
035144-04E 	Asteroids Rev 4&lt;br /&gt;
035145-04E 	&amp;quot;&lt;br /&gt;
136002-113 	Tempest rev 1.1&lt;br /&gt;
136002-116 	&amp;quot;&lt;br /&gt;
136002-120 	&amp;quot;&lt;br /&gt;
136002-122 	&amp;quot;&lt;br /&gt;
30131 	01	Destroyer&lt;br /&gt;
30132 	01	&amp;quot;&lt;br /&gt;
30133 	01	&amp;quot;&lt;br /&gt;
30134 	01	&amp;quot;&lt;br /&gt;
30135 	01	&amp;quot;&lt;br /&gt;
30136 	01	&amp;quot;&lt;br /&gt;
30141 	01	&amp;lt;unknown! dump plz&amp;gt;&lt;br /&gt;
30142 	01	&amp;lt;unknown! dump plz&amp;gt;&lt;br /&gt;
30143 	01	&amp;lt;unknown! dump plz&amp;gt;&lt;br /&gt;
30144 	01	&amp;lt;unknown! dump plz&amp;gt;&lt;br /&gt;
30597 	01	Sky Raider&lt;br /&gt;
30611 	01	Avalanche&lt;br /&gt;
30612 	01	&amp;quot;&lt;br /&gt;
30613 	01	&amp;quot;&lt;br /&gt;
30613 	01	&amp;quot;&lt;br /&gt;
30614 	01	&amp;quot;&lt;br /&gt;
30615 	01	&amp;quot;&lt;br /&gt;
30616 	01	&amp;quot;&lt;br /&gt;
32827 	01	Fire Truck&lt;br /&gt;
32831 	01	&amp;quot;&lt;br /&gt;
33280 	01	Super Breakout&lt;br /&gt;
33281 	01	&amp;quot;&lt;br /&gt;
33282 	01	&amp;quot;&lt;br /&gt;
33442 	01	Super Breakout older program rev which is undumped! dump plz.&lt;br /&gt;
33443 	01	&amp;quot;&lt;br /&gt;
33443 	01	&amp;quot;&lt;br /&gt;
33444 	01	&amp;quot;&lt;br /&gt;
33445 	01	&amp;quot;&lt;br /&gt;
33446 	01	&amp;quot;&lt;br /&gt;
33448 	01	&amp;quot;&lt;br /&gt;
33448 	01	&amp;quot;&lt;br /&gt;
33449 	01	&amp;quot;&lt;br /&gt;
33449 	01	&amp;quot;&lt;br /&gt;
33450 	01	&amp;quot;&lt;br /&gt;
33450 	01	&amp;quot;&lt;br /&gt;
33451 	01	&amp;quot;&lt;br /&gt;
33452 	01	&amp;quot;&lt;br /&gt;
33452 	01	&amp;quot;&lt;br /&gt;
33688 	01	Orbit&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=PROM&amp;diff=6732</id>
		<title>PROM</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=PROM&amp;diff=6732"/>
		<updated>2019-07-10T20:31:10Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: PROMREF 1.91&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;   PROMREF V1.91&lt;br /&gt;
(original version V1.6 Jan 13,1999, by Al Kossow, available from http://www.spies.com/arcade/)&lt;br /&gt;
(special thanks to GURU for maintaining and expanding it for many years. http://guru.mameworld.info/)&lt;br /&gt;
(many infos and markings added thanks to Yasuhiro Ogawa)&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------&lt;br /&gt;
Quick equivalence table (most common)&lt;br /&gt;
&lt;br /&gt;
           ns     Fujitsu     Signet    AMD     MMI       Nation   TI         Harris    Farch  Inter Rayth  Intel Russian    NEC     Mitsubishi  OKI&lt;br /&gt;
  32x8 OC (50) == 7111        82S23     27S18   6330-1    74S188   18SA30     7602-5           5600                          uPB400              MSL8216&lt;br /&gt;
  32x8 OC (50) == 7056                  27S08&lt;br /&gt;
  32x8 OC (25) ==             82S23A    27S18A  63S080&lt;br /&gt;
  32x8 OC (25) ==                               63LS080&lt;br /&gt;
  32x8 OC (15) ==                                         87S188&lt;br /&gt;
  32x8 TS (50) == 7112        82S123    27S19   6331-1    74S288   18S030     7603-5           5610                          uPB410  M54730      MSL8215&lt;br /&gt;
  32x8 TS (50) == 7051                  27S09&lt;br /&gt;
  32x8 TS (25) ==             82S123A   27S19A  63S081    74S288&lt;br /&gt;
  32x8 TS (25) ==                               63LS081&lt;br /&gt;
  32x8 TS (15) ==                                         87S288&lt;br /&gt;
  64x8 OC (75) ==                                                  54186&lt;br /&gt;
  64x8 OC (75) ==                                                  74186&lt;br /&gt;
 256x4 OC (50) == 7113(7057), 82S126,   27S20,  6300-1,   74S387,  24SA10,    7610-5,   9341C, 5603, 29660, 3601, KR556RT4&lt;br /&gt;
 256x4 OC (25) ==             82S126a,  27S20a, 63S140,                       7610A&lt;br /&gt;
 256x4 OC (75) ==                                                  54187&lt;br /&gt;
 256x4 OC (75) ==                                                  74187&lt;br /&gt;
 256x4 TS (50) == 7114(7052), 82S129,   27S21,  6301-1,   74S287,  24S10,     7611-5,   93427, 5623, 29661, 3621, KR556RT11&lt;br /&gt;
 256x4 TS (25) ==             82S129A,  27S21A, 63S141,                       7611A&lt;br /&gt;
 512x4 OC (50) == 7115,       82S130,   27S12,  6305-1,   74S570,             7620-5,   93436, 5604  29610, 3602&lt;br /&gt;
 512x4 OC (33) ==             82S130A,  27S12A, 63S240,   74S570A,            7620A-5,                      3602A&lt;br /&gt;
 512x4 TS (50) == 7116(7053), 82S131,   27S13,  6306-1,   74S571,             7621-5,   93446, 5624, 29611, 3622&lt;br /&gt;
 512x4 TS (30) ==             82S131A,  27S13A, 63S241,   74S571A,            7621A,                        3622A&lt;br /&gt;
 256x8 OC      == 7117,                                   74S470,  18SA22&lt;br /&gt;
 256x8 TS (100)==             82LS135,                    74S471,  28L22&lt;br /&gt;
 256x8 TS (45) == 7118,       82S135,           6309-1,            28S22,                                         KR558RR1&lt;br /&gt;
1024x4 OC      == 7121,       82S136    27S32,            74S572,             7642,                               KR556RT12&lt;br /&gt;
1024x4 TS (60) == 7122(7054), 82S137,   27S33,  6353-1,   74S573,  24S41,     7643-5,   93453,       29641, 3625, KR556RT13&lt;br /&gt;
1024x4 TS (45) ==             82S137A,          63S441,   74S573A,            7643A&lt;br /&gt;
1024x4 TS (35) ==             82S137B,  27S33A, 63S441A,  74S573B,            7643B&lt;br /&gt;
 512x8 OC      == 7123,       82s146,   27S28,            74S473,             7648&lt;br /&gt;
 512x8 TS (60) == 7124,       82S147,           6349-1,   74S472,  28S42,     7649-5,                29621&lt;br /&gt;
 512x8 TS (45) ==             82S147A,  27S29,  6349-2,   74S472A,            7649A-5,               29621A&lt;br /&gt;
 512x8 OC      == 7125,       82S140,                                         7640,                         3604, KR556RT5&lt;br /&gt;
 512x8 TS      == 7126,       82S141,   27S31,  6341-1,   74S474,  28S46,     7641-5,   9344,        29625, 3624, KR556RT17&lt;br /&gt;
2048x4 OC      == 7127,       82S184,   27S184,           87S184,             7684&lt;br /&gt;
2048x4 TS (100)== 7128,       82S185,                                         7685-5,   93515,       29651        KR556RT14&lt;br /&gt;
2048x4 TS (50) ==             82S185A,  27S185, 63S841,   87S185,  24S81,     7685A,                 29651A&lt;br /&gt;
2048x4 TS (45) ==             82S185B,                    87S185A, 24S81-55&lt;br /&gt;
1024x8 OC      == 7131,       82S180,   27s180, 6380,     87S180,             7680,     93450&lt;br /&gt;
1024x8 TS (70) == 7132,       82S181,   27S181, 6381-1,   74S450,  28S86,     7681-5,   93451,       29631, 3628&lt;br /&gt;
1024x8 TS (55) ==             82S181A,          6381-2,   87S181,  28S86-60,  7681A,                 29631A&lt;br /&gt;
1024x8 TS (30) ==             82S181C,          63S881,   87S181A&lt;br /&gt;
4096x4 OC      ==                       27S40&lt;br /&gt;
4096x4 TS (45) == 7152,       82S195,   27S41,  63S1641,  87S195,             76165-5,  93513&lt;br /&gt;
4096x4 TS (35) ==             82S195A,  27S41A, 63S1641A, 87S195A&lt;br /&gt;
4096x4 TS (25) ==             82S195B&lt;br /&gt;
2048x8 OC      == 7137,       82S190,   27S190,           87S190,             76160&lt;br /&gt;
2048x8 TS (80) == 7138,       82S191,                     87S191,  28S166,    76161,    93511,       29681, 3636, KR556RT18&lt;br /&gt;
2048x8 TS (55) ==             82S191A,  27S191, 63S1681,  87S191A, 28S166-55, 76161A,                29681A&lt;br /&gt;
2048x8 TS (35) ==             82S191C,  27S191A&lt;br /&gt;
4096x8 TS (70) == 7142,       82S321,                                         76321-5,               29671, 3632&lt;br /&gt;
4096x8 TS (45) ==             82HS321,  27S43,  63S3281,  87S321,                                    29671A&lt;br /&gt;
4096x8 TS (35) ==             82HS321A, 27S43A, 63S3281A&lt;br /&gt;
4096x8 TS (30) ==             82HS321B&lt;br /&gt;
8192x8 TS (55) == 7144,       82S641,   27S49,                                76641-5,  93565&lt;br /&gt;
8192x8 TS (45) ==             82S641A,  27S49A,                               76641A-5, 93565A&lt;br /&gt;
8192x8 TS (35) ==             82S641B&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------  &lt;br /&gt;
           ns     Fujitsu     Signet    AMD     MMI       Nation   TI         Harris    Farch  Inter Rayth  Intel Russian    NEC     Mitsubishi  OKI&lt;br /&gt;
  32x8 OC (50) == 7111        82S23     27S18   6330-1    74S188   18SA30     7602-5           5600                          uPB400              MSL8216&lt;br /&gt;
  32x8 OC (50) == 7056                  27S08               8577&lt;br /&gt;
  32x8 OC (25) ==             82S23A    27S18A  63S080&lt;br /&gt;
  32x8 OC (25) ==                               63LS080&lt;br /&gt;
  32x8 OC (15) ==                                         87S188&lt;br /&gt;
  32x8 TS (50) == 7112        82S123    27S19   6331-1    74S288   18S030     7603-5           5610                          uPB410  M54730      MSL8215&lt;br /&gt;
  32x8 TS (50) == 7051                  27S09               8578&lt;br /&gt;
  32x8 TS (25) ==             82S123A   27S19A  63S081    74S288&lt;br /&gt;
  32x8 TS (25) ==                               63LS081&lt;br /&gt;
  32x8 TS (15) ==                                         87S288&lt;br /&gt;
Detailed pinout and markings  &lt;br /&gt;
32*8 = 256 bit&lt;br /&gt;
   +--\/--+&lt;br /&gt;
D0 |1   16| Vcc&lt;br /&gt;
D1 |2   15| *CE&lt;br /&gt;
D2 |3   14| A4&lt;br /&gt;
D3 |4   13| A3&lt;br /&gt;
D4 |5   12| A2&lt;br /&gt;
D5 |6   11| A1&lt;br /&gt;
D6 |7   10| A0&lt;br /&gt;
GND|8    9| D7&lt;br /&gt;
   +------+&lt;br /&gt;
List of chip markings:&lt;br /&gt;
AMD       : Am27S08, Am27S18, Am27S18A, Am27S09, Am27S19, Am27S19A, Am27LS08, Am27LS18, Am27LS09, Am27LS19&lt;br /&gt;
Fujitsu   : MB7056, MB7111E, MB7111H, MB7111L, MB7051, MB7112E, MB7112E-W, MB7112H&lt;br /&gt;
Harris    : HM76LS03-5, HM7602-5, HM7603-5&lt;br /&gt;
Intersil  : IM5600, IM5610&lt;br /&gt;
Mitsubishi: M54730&lt;br /&gt;
MMI       : 63LS080, 63LS081, 63S080, 63S081, 6330-1, 6331-1&lt;br /&gt;
NEC       : uPB400C/D, uPB400C/D-1, uPB410C/D, uPB410C/D-1&lt;br /&gt;
National S: DM74S188, DM74S288, DM87S188, DM87S288, DM8577, DM8578&lt;br /&gt;
Oki       : MSL8216, MSL8515&lt;br /&gt;
Signetics : N82S23, N82S123, N82S23A, N82S123A, N82US23, N82US123&lt;br /&gt;
TI        : TBP18SA030, TBP18S030, TBP38L030-25, TBP38S030-25, TBP38SA030-25&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------&lt;br /&gt;
           ns     Fujitsu     Signet    AMD     MMI       Nation   TI         Harris    Farch  Inter Rayth  Intel Russian    NEC     Mitsubishi  OKI&lt;br /&gt;
  64x8 OC (75) ==                                                  54186&lt;br /&gt;
  64x8 OC (75) ==                                                  74186&lt;br /&gt;
Detailed pinout and markings  &lt;br /&gt;
64*8 = 512 bit&lt;br /&gt;
    +--\/--+&lt;br /&gt;
  NC|1   24| Vcc&lt;br /&gt;
  NC|2   23| GND2&lt;br /&gt;
   A|3   22| Y1&lt;br /&gt;
   B|4   21| Y2&lt;br /&gt;
   C|5   20| Y3&lt;br /&gt;
 ME1|6   19| Y4&lt;br /&gt;
 ME2|7   18| Y5&lt;br /&gt;
   D|8   17| Y6&lt;br /&gt;
   E|9   16| Y7&lt;br /&gt;
   F|10  15| Y8&lt;br /&gt;
GND1|11  14| Y9&lt;br /&gt;
  NC|12  13| GND2&lt;br /&gt;
    +------+&lt;br /&gt;
			OC (Open Collector)   TS (Tri-State)    Note:&lt;br /&gt;
TI        : SN54186J, SN74186J, SN74186N&lt;br /&gt;
 &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
  -----------------------------------------------------------------------------------------------------  &lt;br /&gt;
           ns     Fujitsu     Signet    AMD     MMI       Nation   TI         Harris    Farch  Inter Rayth  Intel Russian    NEC     Mitsubishi  OKI&lt;br /&gt;
&lt;br /&gt;
 256x4 OC (50) == 7113(7057), 82S126,   27S20,  6300-1,   74S387,  24SA10,    7610-5,   9341C, 5603, 29660, 3601, KR556RT4&lt;br /&gt;
 256x4 OC (25) ==             82S126a,  27S20a, 63S140,                       7610A&lt;br /&gt;
 256x4 TS (50) == 7114(7052), 82S129,   27S21,  6301-1,   74S287,  24S10,     7611-5,   93427, 5623, 29661, 3621, KR556RT11&lt;br /&gt;
 256x4 TS (25) ==             82S129A,  27S21A, 63S141,                       7611A&lt;br /&gt;
Detailed pinout and markings  &lt;br /&gt;
256*4 = 1.024 bit&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A6 |1   16| Vcc&lt;br /&gt;
A5 |2   15| A7&lt;br /&gt;
A4 |3   14| CS2/&lt;br /&gt;
A3 |4   13| CS1/&lt;br /&gt;
A0 |5   12| O0&lt;br /&gt;
A1 |6   11| O1&lt;br /&gt;
A2 |7   10| O2&lt;br /&gt;
GND|8    9| O3&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 63LS140, 63LS141, 63PS140, 63PS141, 63S140, 63S141&lt;br /&gt;
AMD       : Am27S10, Am27S11, Am27S20, Am27S21, Am27S20A, Am27S21A&lt;br /&gt;
NS        : DM74S287, DM74S387, DM74S287A, DM74S387A&lt;br /&gt;
Harris    : HM7610-5, HM7610A, HM7611-5, HM7611A&lt;br /&gt;
Intersil  : IM5603, IM56S23, IM5603A, IM5623, IM5623A&lt;br /&gt;
Mitsubishi: M54700&lt;br /&gt;
Fujitsu   : MB7052, MB7057, MB7113E, MB7113H, MB7113L, MB7114E, MB7114E-W, MB7114H, MB7114L, MB7114L-W&lt;br /&gt;
Oki       : MBL8520A, MBL8521A&lt;br /&gt;
Signetics : N82S27, N82S126, N82S129&lt;br /&gt;
TI        : SN74S287, SN74S387&lt;br /&gt;
NEC       : uPB403D, uPB403C/D-1, uPB403C/D-2, uPB423C/D, uPB423C/D-1, uPB423C/D-2&lt;br /&gt;
FSC       : 93417, 93427&lt;br /&gt;
TESLA     : MH74S287&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------&lt;br /&gt;
           ns     Fujitsu     Signet    AMD     MMI       Nation   TI         Harris    Farch  Inter Rayth  Intel Russian    NEC     Mitsubishi  OKI&lt;br /&gt;
 512x4 OC (50) == 7115,       82S130,   27S12,  6305-1,   74S570,             7620-5,   93436, 5604  29610, 3602&lt;br /&gt;
 512x4 OC (33) ==             82S130A,  27S12A, 63S240,   74S570A,            7620A-5,                      3602A&lt;br /&gt;
 512x4 TS (50) == 7116(7053), 82S131,   27S13,  6306-1,   74S571,             7621-5,   93446, 5624, 29611, 3622&lt;br /&gt;
 512x4 TS (30) ==             82S131A,  27S13A, 63S241,   74S571A,            7621A,                        3622A&lt;br /&gt;
Detailed pinout and markings  &lt;br /&gt;
512*4 = 2.048 bit&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A6 |1   16| Vcc&lt;br /&gt;
A5 |2   15| A7&lt;br /&gt;
A4 |3   14| A8&lt;br /&gt;
A3 |4   13| CS/&lt;br /&gt;
A0 |5   12| O0&lt;br /&gt;
A1 |6   11| O1&lt;br /&gt;
A2 |7   10| O2&lt;br /&gt;
GND|8    9| O3&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 63LS240, 63LS241, 63PS240, 63PS241, 63S240, 63S241, 6305-1, 6506-1&lt;br /&gt;
Intel     : 3602, 3602A, 3602A-2, 3622, 3622A, 3622A-2&lt;br /&gt;
AMD       : Am27S12, Am27S13, Am27S12A, Am27S13A&lt;br /&gt;
Raytheon  : 29610, 29611, 29612, 29613&lt;br /&gt;
NS        : DM74S570, DM74S571&lt;br /&gt;
Harris    : HM7620-5, HM7620A-5, HM7621-5&lt;br /&gt;
Intersil  : IM56S04, IM56S24, IM5604, IM5624&lt;br /&gt;
Fujitsu   : MB7053, MB7058, MB7115E, MB7115H, MB7115L, MB7116E, MB7116E-W, MB7116H, MB7116L, MB7116L-W, MB7116Y&lt;br /&gt;
Motorola  : MCM7620, MCM7621&lt;br /&gt;
Signetics : N82S130, N82S131&lt;br /&gt;
NEC       : uPB412C/D-1&lt;br /&gt;
FSC       : 93436, 93446&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
256*8&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A0 |1   20| Vcc&lt;br /&gt;
A1 |2   19| A7&lt;br /&gt;
A2 |3   18| A6&lt;br /&gt;
A3 |4   17| A5&lt;br /&gt;
A4 |5   16| CS1/&lt;br /&gt;
O0 |6   15| CS2/(latch (DM87S221/222 only))&lt;br /&gt;
O1 |7   14| O7&lt;br /&gt;
O2 |8   13| O6&lt;br /&gt;
O3 |9   12| O5&lt;br /&gt;
GND|10  11| O4&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 63LS280, 63LS281, 63PS280, 63PS281, 63S280, 63S281, 6308-1, 6309-1&lt;br /&gt;
Raytheon  : 29600, 29601&lt;br /&gt;
NS        : DM74S470, DM74S471, DM87S221, DM87S222&lt;br /&gt;
Fujitsu   : MB7117E, MB7117H, MB7117L, MB7118E, MB7118E-W, MB7118H, MB7118L, MB7118L-W, MB7118Y&lt;br /&gt;
TI        : SN74S470, SN74S571, TBP38SA22-30, TBP38S22-18, TBP38S22-25, TBP38SA22-30&lt;br /&gt;
NEC       : uPB421C/D, uPB421C/D-1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
256*8&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A7 |1   24| Vcc&lt;br /&gt;
A6 |2   23| NC&lt;br /&gt;
A5 |3   22| NC&lt;br /&gt;
A4 |4   21| CS0/&lt;br /&gt;
A3 |5   20| CS1/&lt;br /&gt;
A2 |6   19| CS2&lt;br /&gt;
A1 |7   18| CS3&lt;br /&gt;
A0 |8   17| O7&lt;br /&gt;
O0 |9   16| O6&lt;br /&gt;
O1 |10  15| O5&lt;br /&gt;
O2 |11  14| O4&lt;br /&gt;
GND|12  13| O3&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 6335-1, 6336-1&lt;br /&gt;
Harris    : HM7628-5, HM7629-5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
256*8&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A2 |1   24| NC&lt;br /&gt;
A1 |2   23| NC&lt;br /&gt;
A0 |3   22| NC&lt;br /&gt;
O0 |4   21| A3&lt;br /&gt;
O1 |5   20| A4&lt;br /&gt;
O2 |6   19| A5&lt;br /&gt;
O3 |7   18| A6&lt;br /&gt;
O4 |8   17| A7&lt;br /&gt;
O5 |9   16| Vcc&lt;br /&gt;
O6 |10  15| NC&lt;br /&gt;
O7 |11  14| CS0/&lt;br /&gt;
GND|12  13| CS1/&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 63135-1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
256*8 (latched)&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A3 |1   24| Vcc&lt;br /&gt;
A4 |2   23| A2&lt;br /&gt;
-  |3   22| A1&lt;br /&gt;
A5 |4   21| A0&lt;br /&gt;
A6 |5   20| CE1/&lt;br /&gt;
A7 |6   19| CE2&lt;br /&gt;
O1 |7   18| STB&lt;br /&gt;
02 |8   17| O8&lt;br /&gt;
O3 |9   16| O7&lt;br /&gt;
O4 |10  15| O6&lt;br /&gt;
FE2|11  14| O5&lt;br /&gt;
GND|12  13| FE1&lt;br /&gt;
   +------+&lt;br /&gt;
Signetics : 82S114&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1024*4&lt;br /&gt;
    +--\/--+&lt;br /&gt;
 A6 |1   18| Vcc&lt;br /&gt;
 A5 |2   17| A7&lt;br /&gt;
 A4 |3   16| A8&lt;br /&gt;
 A3 |4   15| A9&lt;br /&gt;
 A0 |5   14| O0&lt;br /&gt;
 A1 |6   13| O1&lt;br /&gt;
 A2 |7   12| O2&lt;br /&gt;
CS1/|8   11| O3&lt;br /&gt;
 GND|9   10| CS0/&lt;br /&gt;
    +------+&lt;br /&gt;
MMI       : 63LS440, 63LS441, 63PS440, 63PS441, 63S440, 63S441, 6352-1, 6353-1&lt;br /&gt;
Intel     : 3605, 3605-2, 3625, 3625-2&lt;br /&gt;
AMD       : Am27S32A, Am27S33A&lt;br /&gt;
NS        : DM74S572, DM74S573, SN54S476, SN74S476, SN54S477, SN74S477&lt;br /&gt;
Harris    : HM7642-5, HM7642P-5, HM7643-5, HM7643P-5&lt;br /&gt;
Hitachi   : HN25044, HN25045&lt;br /&gt;
Intersil  : IM56S06, IM56S26&lt;br /&gt;
Sharp     : LH5606, LH5626&lt;br /&gt;
Mitsubishi: M54740A/S, M54741A/S&lt;br /&gt;
Fujitsu   : MB7054, MB7059, MB7121E, MB7121H, MB7121L, MB7121N, MB7122E, MB7122E-W, MB7122H, MB7122L, MB7122L-W, MB7122N, MB7122Y&lt;br /&gt;
Motorola  : MCM7642, MCM7643&lt;br /&gt;
Signetics : N82HS137, N82HS137A&lt;br /&gt;
TI        : TBP24S41, TBP24SA41&lt;br /&gt;
NEC       : uPB406C/D, uPB406C/D-E, uPB406C/D-1, uPB406C/D-2, uPB406C/D-3, uPB426C/D, uPB426C/D-E, uPB426C/D-1, uPB426C/D-2, uPB426C/D-3&lt;br /&gt;
FSC       : 93415, 93452, 93453&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
512*8&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A0 |1   20| Vcc&lt;br /&gt;
A1 |2   19| A8&lt;br /&gt;
A2 |3   18| A7&lt;br /&gt;
A3 |4   17| A6&lt;br /&gt;
A4 |5   16| A5&lt;br /&gt;
O0 |6   15| CS/&lt;br /&gt;
O1 |7   14| O7&lt;br /&gt;
O2 |8   13| O6&lt;br /&gt;
O3 |9   12| O5&lt;br /&gt;
GND|10  11| O4&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 63LS480, 63LS481, 63PS480, 63PS481, 63S480, 63S481, 6348-1, 6348-2, 6349-1, 6349-2&lt;br /&gt;
Raytheon  : 29620, 29621, 29622, 29623&lt;br /&gt;
AMD       : Am27S28A, Am27S29A&lt;br /&gt;
NS        : DM74S472, DM74S473&lt;br /&gt;
Harris    : HM7648-5, HM7649-5&lt;br /&gt;
Fujitsu   : MB7123H, MB7123L, MB7123N, MB7124E, MB7124E-W, MB7124H, MB7124L, MB7124L-W, MB7124N, MB7124Y&lt;br /&gt;
Signetics : N82HS147, N82HS147A&lt;br /&gt;
NEC       : uPB424C/D, uPB424C/D-1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
512*8&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A7 |1   24| Vcc (open for 3604AL, 3604L-6)&lt;br /&gt;
A6 |2   23| A8&lt;br /&gt;
A5 |3   22| NC (Vcc for 3604AL, 3604L-6)&lt;br /&gt;
A4 |4   21| CS1/&lt;br /&gt;
A3 |5   20| CS2/&lt;br /&gt;
A2 |6   19| CS3&lt;br /&gt;
A1 |7   18| CS4&lt;br /&gt;
A0 |8   17| D7&lt;br /&gt;
D0 |9   16| D6&lt;br /&gt;
D1 |10  15| D5&lt;br /&gt;
D2 |11  14| D4&lt;br /&gt;
GND|12  13| D3&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 63LS482, 63LS483, 63PS482, 63PS483, 6340-1, 6340-2, 6341-1, 6341-2&lt;br /&gt;
Raytheon  : 29624, 29625, 29626, 29627&lt;br /&gt;
Intel     : 3604, 3604-4, 3604A, 3604A-2, 3604AL, 3604L-6, 3624, 3624-4, 3624A, 3624A-2&lt;br /&gt;
AMD       : Am27S30, Am27S30A, Am27S31, Am27S31A&lt;br /&gt;
NS        : DM74S474, DM74S475, DM87S295, DM87S296&lt;br /&gt;
Harris    : HM7640-5, HM7640A-5, HM7641-5, HM7641A-5&lt;br /&gt;
Intersil  : IM5605C, IM5605CA, IM5625C, IM5625CA&lt;br /&gt;
Motorola  : MCM7640, MCM7641&lt;br /&gt;
Signetics : N82S140, N82S141&lt;br /&gt;
TI        : SN74S474, SN74S475&lt;br /&gt;
NEC       : uPB405, uPB425-E, uPB425C/D, uPB425C/D-1, uPB425C/D-2, 93438, 93448&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
512*8 (latched)&lt;br /&gt;
    +--\/--+&lt;br /&gt;
 A3 |1   24| Vcc&lt;br /&gt;
 A4 |2   23| A2&lt;br /&gt;
 A5 |3   22| A1&lt;br /&gt;
 A6 |4   21| A0&lt;br /&gt;
 A7 |5   20| CE1/&lt;br /&gt;
 A8 |6   19| CE2&lt;br /&gt;
 O1 |7   18| STROBE&lt;br /&gt;
 O2 |8   17| O8&lt;br /&gt;
 O3 |9   16| O7&lt;br /&gt;
 O4 |10  15| O6&lt;br /&gt;
 FE2|11  14| O5&lt;br /&gt;
 GND|12  13| FE1&lt;br /&gt;
    +------+&lt;br /&gt;
Signetics : 82S115&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2048*4&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A6 |1   18| Vcc&lt;br /&gt;
A5 |2   17| A7&lt;br /&gt;
A4 |3   16| A8&lt;br /&gt;
A3 |4   15| A9&lt;br /&gt;
A0 |5   14| O0&lt;br /&gt;
A1 |6   13| O1&lt;br /&gt;
A2 |7   12| O2&lt;br /&gt;
A10|8   11| O3&lt;br /&gt;
GND|9   10| CE/&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 63LS840, 63LS841, 63PS840, 63PS841, 63S840, 63S841, 6388-1, 6389-1, 6389-2&lt;br /&gt;
Signetics : 82S185A, 82S185B&lt;br /&gt;
Raytheon  : 29650, 29651, 29652, 29653&lt;br /&gt;
AMD       : Am27S184, Am27S185, Am27LS184, Am27LS185, Am27S184A, Am27S185A&lt;br /&gt;
NS        : DM87S184, DM87S185, DM87S185A, DM87S185B&lt;br /&gt;
Hitachi   : HN25084, HN25084S, HN25085, HN25085S&lt;br /&gt;
Fujitsu   : MB7127E, MB7127H, MB7128E, MB7128E-W, MB7128H, MB7128L, MB7128L-W, MB7128Y&lt;br /&gt;
Motorola  : MCM7684, MCM7685&lt;br /&gt;
Signetics : N82HS185, N82S185, N82S185A&lt;br /&gt;
TI        : TBP24S81, TBP24SA81&lt;br /&gt;
NEC       : uPB427C/D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2048*4&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A7 |1   18| Vcc&lt;br /&gt;
A6 |2   17| A8&lt;br /&gt;
A5 |3   16| A9&lt;br /&gt;
A4 |4   15| A10&lt;br /&gt;
A3 |5   14| O0&lt;br /&gt;
A2 |6   13| O1&lt;br /&gt;
A1 |7   12| O2&lt;br /&gt;
A0 |8   11| O3&lt;br /&gt;
GND|9   10| CS/&lt;br /&gt;
   +------+&lt;br /&gt;
Harris    : HM7684-5, HM7684P-5, HM7685-5, HM7685P-5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2048*4&lt;br /&gt;
    +--\/--+&lt;br /&gt;
 A7 |1   20| Vcc&lt;br /&gt;
 A6 |2   19| A8&lt;br /&gt;
 A5 |3   18| A9&lt;br /&gt;
 A4 |4   17| A10&lt;br /&gt;
 A3 |5   16| O0&lt;br /&gt;
 A2 |6   15| O1&lt;br /&gt;
 A1 |7   14| O2&lt;br /&gt;
 A0 |8   13| O3&lt;br /&gt;
CS0/|9   12| CS1/&lt;br /&gt;
 GND|10  11| CS2/&lt;br /&gt;
    +------+&lt;br /&gt;
Harris    : HM7686-5, HM7686P-5, HM7687-5, HM7687P-5&lt;br /&gt;
Motorola  : MCM7686&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1024*8&lt;br /&gt;
    +--\/--+&lt;br /&gt;
 A0 |1   20| Vcc&lt;br /&gt;
 A1 |2   19| A8&lt;br /&gt;
 A2 |3   18| A7&lt;br /&gt;
 A3 |4   17| A6&lt;br /&gt;
 A4 |5   16| A5&lt;br /&gt;
 O0 |6   15| A9&lt;br /&gt;
 O1 |7   14| O7&lt;br /&gt;
 O2 |8   13| O6&lt;br /&gt;
 O3 |9   12| O5&lt;br /&gt;
 GND|10  11| O4&lt;br /&gt;
    +------+&lt;br /&gt;
Harris    : HM7683-5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1024*8&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A6 |1   22| Vcc&lt;br /&gt;
A5 |2   21| A7&lt;br /&gt;
A4 |3   20| A8&lt;br /&gt;
A3 |4   19| A9&lt;br /&gt;
A2 |5   18| CS0/&lt;br /&gt;
A1 |6   17| CS1/&lt;br /&gt;
A0 |7   16| O7&lt;br /&gt;
O0 |8   15| O6&lt;br /&gt;
O1 |9   14| O5&lt;br /&gt;
O2 |10  13| O4&lt;br /&gt;
GND|11  12| O3&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 6386-1, 6387-1&lt;br /&gt;
Fujitsu   : MB7129E, MB7129H, MB7132E-W, MB7132L, MB7132L-W, MB7132Y&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1024*8&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A7 |1   24| Vcc&lt;br /&gt;
A6 |2   23| A8&lt;br /&gt;
A5 |3   22| A9&lt;br /&gt;
A4 |4   21| CS0/&lt;br /&gt;
A3 |5   20| CS1/&lt;br /&gt;
A2 |6   19| CS2&lt;br /&gt;
A1 |7   18| CS3&lt;br /&gt;
A0 |8   17| O7&lt;br /&gt;
O0 |9   16| O6&lt;br /&gt;
O1 |10  15| O5&lt;br /&gt;
O2 |11  14| O4&lt;br /&gt;
GND|12  13| O3&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 53C881, 53C881A, 63C881, 63C881A, 63LS880, 63LS881, 63PS880, 63PS881, 63S880, 63S881, 6380-1, 6380-2, 6381-1, 6381-2&lt;br /&gt;
Intel     : 82HS181, 82S181, 3608, 3608-4, 3628, 3628-4, 3628A, 3628A-1, 3628A-3, 3628A-4&lt;br /&gt;
FSC       : 93L450, 93L451, 93Z450, 93Z450A, 93Z451, 93Z451A&lt;br /&gt;
Raytheon  : 29630, 29631, 29632, 29633&lt;br /&gt;
AMD       : Am27S180A, Am27S181A&lt;br /&gt;
Cypress   : CY7C282-30, CY7C282-45&lt;br /&gt;
NS        : DM74S188A, DM74S288A, DM87S228, DM87S229, DM87S181A, DM87LS181, 54S450, 74S450, 54S451, 74S451, 54S478, 74S478, 54S479, 74S479&lt;br /&gt;
Harris    : HM7680-5, HM7680P-5, HM7681-5, HM7681P-5&lt;br /&gt;
Hitachi   : HN25088, HN25088S, HN25089, HN25089S&lt;br /&gt;
Intersil  : IM5608, IM5618&lt;br /&gt;
Fujitsu   : MB7132E, MB7132H&lt;br /&gt;
Motorola  : MCM7680, MCM7680DC, MCM7681, MCM7681DC&lt;br /&gt;
Signetics : N82S180, N82S181, N82S181A, N82S181B, N82LS181&lt;br /&gt;
TI        : TBP28S86, TBP28S86A&lt;br /&gt;
NEC       : uPB428C/D, uPB428C/D-1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1024*8 (pin compatible to 2708)&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A7 |1   24| Vcc&lt;br /&gt;
A6 |2   23| A8&lt;br /&gt;
A5 |3   22| A9&lt;br /&gt;
A4 |4   21| NC&lt;br /&gt;
A3 |5   20| CS/&lt;br /&gt;
A2 |6   19| NC&lt;br /&gt;
A1 |7   18| NC&lt;br /&gt;
A0 |8   17| O7&lt;br /&gt;
O0 |9   16| O6&lt;br /&gt;
O1 |10  15| O5&lt;br /&gt;
O2 |11  14| O4&lt;br /&gt;
GND|12  13| O3&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 6384-1, 6385-1&lt;br /&gt;
Harris    : HM7608-5&lt;br /&gt;
Fujitsu   : MB7055, MB7060, MB7153L, MB7154L&lt;br /&gt;
Motorola  : MCM82707, MCM82708&lt;br /&gt;
Signetics : N82S2708&lt;br /&gt;
NEC       : uPB417C/D&lt;br /&gt;
NS        : 54S2708, 74S2708, 54S3708, 74S3708&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1024*8 (latched)&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A7 |1   24| Vcc&lt;br /&gt;
A6 |2   23| A8&lt;br /&gt;
A5 |3   22| A9&lt;br /&gt;
A4 |4   21| CE1/&lt;br /&gt;
A3 |5   20| CE2/&lt;br /&gt;
A2 |6   19| CE3&lt;br /&gt;
A1 |7   18| STROBE&lt;br /&gt;
A0 |8   17| O8&lt;br /&gt;
O1 |9   16| O7&lt;br /&gt;
O2 |10  15| O6&lt;br /&gt;
O3 |11  14| O5&lt;br /&gt;
GND|12  13| O4&lt;br /&gt;
   +------+&lt;br /&gt;
Signetics : 82S183&lt;br /&gt;
FSC       : 93L451&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4096*4&lt;br /&gt;
   +--\/--+&lt;br /&gt;
 A6 |1   20| Vcc&lt;br /&gt;
 A5 |2   19| A7&lt;br /&gt;
 A4 |3   18| A8&lt;br /&gt;
 A3 |4   17| A9&lt;br /&gt;
 A2 |5   16| O0&lt;br /&gt;
 A1 |6   15| O1&lt;br /&gt;
 A0 |7   14| O2&lt;br /&gt;
 A10|8   13| O3&lt;br /&gt;
CE2/|9   12| A11&lt;br /&gt;
 GND|10  11| CE1/&lt;br /&gt;
   +------+&lt;br /&gt;
Fujitsu   : MB7133E, MB7133H, MB7134E, MB7134E-W, MB7134H, MB7134Y&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4096*4&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A8 |1   20| Vcc&lt;br /&gt;
A7 |2   19| A9&lt;br /&gt;
A6 |3   18| A10&lt;br /&gt;
A5 |4   17| A11&lt;br /&gt;
A4 |5   16| CE1/&lt;br /&gt;
A3 |6   15| CE2/&lt;br /&gt;
A2 |7   14| O0&lt;br /&gt;
A1 |8   13| O1&lt;br /&gt;
A0 |9   12| O2&lt;br /&gt;
GND|10  11| O3&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 63LS1640, 63LS1641, 63PS1640, 63PS1641, 63S1640, 63S1641, 63S1641A&lt;br /&gt;
AMD       : Am27S40, Am27S41, Am27S40A, Am27S41A, Am27PS41A&lt;br /&gt;
NS        : DM87S195A, DM87S195B&lt;br /&gt;
Fujitsu   : MB7152E, MB7152E-W, MB7152H, MB7152Y&lt;br /&gt;
NEC       : uPB430AC/D-25, uPB430AC/D-35, uPB431AC/D-25, uPB431AC/D-35&lt;br /&gt;
Signetics : 82S195, 82S195A, 82S195B&lt;br /&gt;
FSC       : 93513&lt;br /&gt;
Harris    : 76165-5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2048*8&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A0 |1   22| Vcc&lt;br /&gt;
A1 |2   21| A8&lt;br /&gt;
A2 |3   20| A7&lt;br /&gt;
A3 |4   19| A6&lt;br /&gt;
A4 |5   18| A5&lt;br /&gt;
O0 |6   17| A9&lt;br /&gt;
O1 |7   16| O7&lt;br /&gt;
O2 |8   15| O6&lt;br /&gt;
O3 |9   14| O5&lt;br /&gt;
A10|10  13| O4&lt;br /&gt;
GND|11  12| CE/&lt;br /&gt;
   +------+&lt;br /&gt;
Fujitsu   : MB7135E, MB7135H, MB7136E, MB7136E-W, MB7136H, MB7136Y&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2048*8&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A7 |1   24| Vcc&lt;br /&gt;
A6 |2   23| A8&lt;br /&gt;
A5 |3   22| A9&lt;br /&gt;
A4 |4   21| A10&lt;br /&gt;
A3 |5   20| CE1/&lt;br /&gt;
A2 |6   19| CE2&lt;br /&gt;
A1 |7   18| CE3&lt;br /&gt;
A0 |8   17| O7&lt;br /&gt;
O0 |9   16| O6&lt;br /&gt;
O1 |10  15| O5&lt;br /&gt;
O2 |11  14| O4&lt;br /&gt;
GND|12  13| O3&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 63LS1680, 63LS1681, 63PS1680, 63PS1681, 63S1680, 63S1681&lt;br /&gt;
Intel     : 82HS191, 82S191, 3636, 3636-1, C3636B-1, C3636B-2&lt;br /&gt;
FSC       : 93Z510, 93Z511&lt;br /&gt;
Raytheon  : 29681AC, 29681C, 29683AC, 29683C&lt;br /&gt;
AMD       : Am27S190, Am27S191, Am27PS191, Am27S190A, Am27S191A, Am27PS191A&lt;br /&gt;
Cypress   : CY7C292A-25, CY7C292A-35, CY7C292A-45, CY7C292A-55, CYC292A-25, CYC292A-35, CYC292A-45, CYC292A-55&lt;br /&gt;
NS        : DM87S190, DM87S191, DM87S190A, DM87S190B, DM87S191A, DM87S191B, DM87S290A, DM87S290B, DM87S291A, DM87S291B&lt;br /&gt;
Harris    : HM76160-5, HM76161-5&lt;br /&gt;
Hitachi   : HN25168S, HN25169S&lt;br /&gt;
Fujitsu   : MB7137E, MB7137H, MB7138E, MB7138H&lt;br /&gt;
Signetics : N82HS191, N82S191, N82S191A, N82S191C&lt;br /&gt;
TI        : TBP28S166, TBP28SA166, TBP28L166, TBP28S166A, TBP28S166-55, TBP38S165-25, TBP38S165-35, TBP38L165-35, TBP38L165-45&lt;br /&gt;
NEC       : uPB429C/D-3, uPD409C/D, uPD409C/D-1, uPD409C/D-2, uPD429C/D, uPD429C/D-1, uPD429C/D-2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2048*8&lt;br /&gt;
    +--\/--+&lt;br /&gt;
+5V |1   24| EN2&lt;br /&gt;
A0  |2   23| D0&lt;br /&gt;
A1  |3   22| D1&lt;br /&gt;
A2  |4   21| D2&lt;br /&gt;
A3  |5   20| D3&lt;br /&gt;
A4  |6   19| D4&lt;br /&gt;
A5  |7   18| D5&lt;br /&gt;
A9  |8   17| D6&lt;br /&gt;
-12V|9   16| D7&lt;br /&gt;
A8  |10  15| A10&lt;br /&gt;
A7  |11  14| EN1&lt;br /&gt;
A6  |12  13| AR/&lt;br /&gt;
    +------+&lt;br /&gt;
Mostek	  : MK28000P (pin compatible with EA4900)&lt;br /&gt;
ATARI     : Le Mans (1976)		part         N  position&lt;br /&gt;
								(00)5837-01  1  5N&lt;br /&gt;
								(00)5838-01  2  4N&lt;br /&gt;
								(00)5839-01  3  6N&lt;br /&gt;
ATARI     : Tank/Tank II (1974) (00)4800-SD     10K&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2048*8 (pin compatible to 2716)&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A7 |1   24| Vcc&lt;br /&gt;
A6 |2   23| A8&lt;br /&gt;
A5 |3   22| A9&lt;br /&gt;
A4 |4   21| NC&lt;br /&gt;
A3 |5   20| CE/&lt;br /&gt;
A2 |6   19| A10&lt;br /&gt;
A1 |7   18| NC&lt;br /&gt;
A0 |8   17| O7&lt;br /&gt;
O0 |9   16| O6&lt;br /&gt;
O1 |10  15| O5&lt;br /&gt;
O2 |11  14| O4&lt;br /&gt;
GND|12  13| O3&lt;br /&gt;
   +------+&lt;br /&gt;
Harris    : HM7616-5&lt;br /&gt;
NEC       : uPB419C/D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4096*8&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A7 |1   24| Vcc&lt;br /&gt;
A6 |2   23| A8&lt;br /&gt;
A5 |3   22| A9&lt;br /&gt;
A4 |4   21| A10&lt;br /&gt;
A3 |5   20| CE1/&lt;br /&gt;
A2 |6   19| A11&lt;br /&gt;
A1 |7   18| CE2&lt;br /&gt;
A0 |8   17| O7&lt;br /&gt;
O0 |9   16| O6&lt;br /&gt;
O1 |10  15| O5&lt;br /&gt;
O2 |11  14| O4&lt;br /&gt;
GND|12  13| O3&lt;br /&gt;
   +------+&lt;br /&gt;
MMI       : 63S3281, 63S3281A&lt;br /&gt;
Intel     : 82HS321, 82S321, 3632, 3632-1&lt;br /&gt;
AMD       : Am27S43, Am27S43A&lt;br /&gt;
NS        : DM87S321, DM87S321A, DM87S421, DM87S421A&lt;br /&gt;
Fujitsu   : MB7141E, MB7141H, MB7141N, MB7142E, MB7142E-W, MB7142H, MB7142N&lt;br /&gt;
Signetics : N82S321, N82HS321, N82HS321A, N82HS321B&lt;br /&gt;
Harris    : HM76321-5&lt;br /&gt;
Raytheon  : 29671, 29671A&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8192*8&lt;br /&gt;
   +--\/--+&lt;br /&gt;
A7 |1   24| Vcc&lt;br /&gt;
A6 |2   23| A8&lt;br /&gt;
A5 |3   22| A9&lt;br /&gt;
A4 |4   21| A10&lt;br /&gt;
A3 |5   20| CE/&lt;br /&gt;
A2 |6   19| A11&lt;br /&gt;
A1 |7   18| A12&lt;br /&gt;
A0 |8   17| O7&lt;br /&gt;
O0 |9   16| O6&lt;br /&gt;
O1 |10  15| O5&lt;br /&gt;
O2 |11  14| O4&lt;br /&gt;
GND|12  13| O3&lt;br /&gt;
   +------+&lt;br /&gt;
Signetics : 82HS641, 82HS641A, 82HS641B&lt;br /&gt;
AMD       : Am27S49, Am27S49A&lt;br /&gt;
FSC       : 93Z564, 93Z565, 93Z565A&lt;br /&gt;
Cypress   : CY7C261-35PC/WC, CY7C261-40, CY7C261-45, CY7C261-55, CY7C261-65, CY7C263-35PC/WC, CY7C263-40, CY7C263-45, CY7C263-55, CY7C264-35PC/WC/DC, CY7C264-40, CY7C264-45, CY7C264-55, &lt;br /&gt;
Harris    : HM76641-5, HM76641A-5&lt;br /&gt;
Fujitsu   : MB7144E, MB7144E-W, MB7144H&lt;br /&gt;
Lattice   : PR64K8-45, PR64K8-55, PR64K8-70, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
  &lt;br /&gt;
-----------------------------------------------------------------------------------------------------&lt;br /&gt;
To be verified  &lt;br /&gt;
Harris -- Signetics&lt;br /&gt;
7686   == 82s186&lt;br /&gt;
7687   == 82s187&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------&lt;br /&gt;
Atari PROM list (Thanks to Lord Nightmare)&lt;br /&gt;
&lt;br /&gt;
5837    01  Le Mans&lt;br /&gt;
5838    01  &amp;quot;&lt;br /&gt;
5839    01  &amp;quot;&lt;br /&gt;
7513  	01	Starship 1&lt;br /&gt;
7514 	01	&amp;quot;&lt;br /&gt;
7515 	01	&amp;quot;&lt;br /&gt;
7516 	01	&amp;quot;&lt;br /&gt;
7517 	01	&amp;quot;&lt;br /&gt;
7518 	01	&amp;quot;&lt;br /&gt;
7519 	01	&amp;quot;&lt;br /&gt;
7528 	02	&amp;quot;&lt;br /&gt;
7529 	02	&amp;quot;&lt;br /&gt;
7531 	-	Starship 1 &amp;lt;undumped revision!&amp;gt;&lt;br /&gt;
9114 	01	Super bug/Fire truck/monte carlo&lt;br /&gt;
9121 	-	Super bug&lt;br /&gt;
9124 	01	&amp;quot;&lt;br /&gt;
9125 	01	&amp;quot;&lt;br /&gt;
9126 	01	&amp;quot;&lt;br /&gt;
9127 	01	&amp;quot;&lt;br /&gt;
9402 	01	Boxer (prototype)/video pinball (redump) (may match 9114-01)&lt;br /&gt;
9471 	01	Super bug&lt;br /&gt;
9472 	01	&amp;quot;&lt;br /&gt;
9491 	01	Canyon Bomber&lt;br /&gt;
9492 	01	&amp;quot;&lt;br /&gt;
9499 	01	&amp;quot;&lt;br /&gt;
9503 	01	&amp;quot;&lt;br /&gt;
9505 	01	&amp;quot;&lt;br /&gt;
9506 	01	&amp;quot;&lt;br /&gt;
007530 	01	Starship 1 &amp;lt;undumped revision!&amp;gt;&lt;br /&gt;
008513 	01	&amp;lt;unknown! dump plz&amp;gt;&lt;br /&gt;
008514 	01	&amp;lt;unknown! dump plz&amp;gt;&lt;br /&gt;
009496 	-	&amp;lt;unknown! dump plz&amp;gt;&lt;br /&gt;
009496 	02	&amp;lt;unknown! dump plz&amp;gt;&lt;br /&gt;
030608 	01	&amp;lt;unknown! dump plz&amp;gt;&lt;br /&gt;
030752 	-	Tournament Table&lt;br /&gt;
030753 	-	&amp;quot;&lt;br /&gt;
030929 	-	&amp;quot; set 2&lt;br /&gt;
032823 	02	Fire truck&lt;br /&gt;
032828 	02	&amp;quot;&lt;br /&gt;
032829 	01	&amp;quot;&lt;br /&gt;
032830 	01	&amp;quot;&lt;br /&gt;
035144-04E 	Asteroids Rev 4&lt;br /&gt;
035145-04E 	&amp;quot;&lt;br /&gt;
136002-113 	Tempest rev 1.1&lt;br /&gt;
136002-116 	&amp;quot;&lt;br /&gt;
136002-120 	&amp;quot;&lt;br /&gt;
136002-122 	&amp;quot;&lt;br /&gt;
30131 	01	Destroyer&lt;br /&gt;
30132 	01	&amp;quot;&lt;br /&gt;
30133 	01	&amp;quot;&lt;br /&gt;
30134 	01	&amp;quot;&lt;br /&gt;
30135 	01	&amp;quot;&lt;br /&gt;
30136 	01	&amp;quot;&lt;br /&gt;
30141 	01	&amp;lt;unknown! dump plz&amp;gt;&lt;br /&gt;
30142 	01	&amp;lt;unknown! dump plz&amp;gt;&lt;br /&gt;
30143 	01	&amp;lt;unknown! dump plz&amp;gt;&lt;br /&gt;
30144 	01	&amp;lt;unknown! dump plz&amp;gt;&lt;br /&gt;
30597 	01	Sky Raider&lt;br /&gt;
30611 	01	Avalanche&lt;br /&gt;
30612 	01	&amp;quot;&lt;br /&gt;
30613 	01	&amp;quot;&lt;br /&gt;
30613 	01	&amp;quot;&lt;br /&gt;
30614 	01	&amp;quot;&lt;br /&gt;
30615 	01	&amp;quot;&lt;br /&gt;
30616 	01	&amp;quot;&lt;br /&gt;
32827 	01	Fire Truck&lt;br /&gt;
32831 	01	&amp;quot;&lt;br /&gt;
33280 	01	Super Breakout&lt;br /&gt;
33281 	01	&amp;quot;&lt;br /&gt;
33282 	01	&amp;quot;&lt;br /&gt;
33442 	01	Super Breakout older program rev which is undumped! dump plz.&lt;br /&gt;
33443 	01	&amp;quot;&lt;br /&gt;
33443 	01	&amp;quot;&lt;br /&gt;
33444 	01	&amp;quot;&lt;br /&gt;
33445 	01	&amp;quot;&lt;br /&gt;
33446 	01	&amp;quot;&lt;br /&gt;
33448 	01	&amp;quot;&lt;br /&gt;
33448 	01	&amp;quot;&lt;br /&gt;
33449 	01	&amp;quot;&lt;br /&gt;
33449 	01	&amp;quot;&lt;br /&gt;
33450 	01	&amp;quot;&lt;br /&gt;
33450 	01	&amp;quot;&lt;br /&gt;
33451 	01	&amp;quot;&lt;br /&gt;
33452 	01	&amp;quot;&lt;br /&gt;
33452 	01	&amp;quot;&lt;br /&gt;
33688 	01	Orbit&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Dumping_roms&amp;diff=6731</id>
		<title>Dumping roms</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Dumping_roms&amp;diff=6731"/>
		<updated>2019-07-10T20:29:36Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Let&#039;s have a look at the most difficult part of the documentation process: dumping!&lt;br /&gt;
&lt;br /&gt;
It usually goes through a 3 step path:&lt;br /&gt;
&#039;&#039;&#039;1) &#039;&#039;&#039;Component identification&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;2) &#039;&#039;&#039;Component dumping&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;3) &#039;&#039;&#039;Checking the dump&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Component identification==&lt;br /&gt;
On a standard PCB we will find one, more or even all of the following components: CPUs, TTLs, ROMs, RAMs, PLDs, Others.&lt;br /&gt;
Some use colored markers (of the kind used to write on CDs) to mark each single component when it is correctly identified: &amp;lt;font color=&amp;quot;#00FF00&amp;quot;&amp;gt;green for CPUs&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;red for sound components&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#0000FF&amp;quot;&amp;gt;blue for TTLs&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#FFD700&amp;quot;&amp;gt;gold for ROMs&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#800080&amp;quot;&amp;gt;purple for RAMs&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#C0C0C0&amp;quot;&amp;gt;silver for PLDs&amp;lt;/font&amp;gt;. This color marking system is of great help when working on PCBs, it gives an immediate visual overview of what is what, it avoids missing out something important to dump, it saves a lot of time because you do not have to re-identify components when you look at a PCB after some time.&lt;br /&gt;
&lt;br /&gt;
===CPUs===&lt;br /&gt;
&lt;br /&gt;
First thing to do is to find the main CPU (maybe there are more than one!); it&#039;s usually the only chip whose size is remarkably different from all the others. We have to remember that [http://en.wikipedia.org/wiki/MOS_Technology_6502 6502], [http://en.wikipedia.org/wiki/Z80 Z80] and [http://en.wikipedia.org/wiki/Motorola_68000 68000] are the most used CPUs in arcade game history, learning by heart what they look like is fundamental. Obviously, each chip sports some writing (markings), and looking that up on the Internet is always a good way to confirm what a chip is. For CPU identification we can recommend [http://www.cpu-world.com/ CPU-World] as a reference.&lt;br /&gt;
Sound CPUs are usually found grouped together, close to the volume trimmer. Most common sound CPUs are M6295 (and clones) and all of the various YMxxxx.&lt;br /&gt;
On some PCBs we will also find MCUs; they are like CPUs, but with an internal memory which is unfortunately read-protected 99% of the times.&lt;br /&gt;
On some PCBs there will also be “support chips” like I/O chips, CRC controllers or Peripheral Interface Adapter; let&#039;s mark all of them green as well.&lt;br /&gt;
&lt;br /&gt;
===TTLs===&lt;br /&gt;
&lt;br /&gt;
Second thing let&#039;s rule out all of the TTLs; they are easy to identify, because they are small (300mil) and marked 74xxx (in very old PCBs they can also be 54xxx), let&#039;s mark them blue. TTLs are usually the most common component, ranging from some tens to some hundreds of them on a single PCB. They are pure logical operators and are of very scarce interest for the dumper, apart from a few remarkable exceptions: 74s188, 287, 288, 370, 387, 471, 472, 473, 474, 570, 571, 572, 573. These are all PROMs; they have to be marked gold and are addressed here following.&lt;br /&gt;
&lt;br /&gt;
===ROMs===&lt;br /&gt;
&lt;br /&gt;
Third thing is to correctly identify and color-mark ROMs. They come in a variety of forms: PROMs, EPROMs, EEPROMs, FlashROMs, and MaskROMs. The most common are EPROMs, they sport a transparent window, they are 600mil, ranging from DIP24 to DIP42. In most PCBs they are socketed, and their extraction is very easy using a small flat screwdriver and slowly lifting them with small movements from BOTH sides to avoid any pin bending. MaskROMs are of the same size as EPROMs, but without the window, and very often they are soldered through the PCB. Removing them is a little bit more complicated, and the best suggestions for it can be found at [http://members.iinet.net.au/~lantra9jp1_nbn/gurudumps/tutorials/how_to_remove/index.html Guru&#039;s site]. EEPROMs and FlashROMs have different sizes, are usually SMD, and special adaptors are required to insert them into your programmer; adaptors could be rather expensive. Finally, PROMs are small chips (300mil) usually soldered through and quite similar to TTLs, therefore learning by heart their specific markings and labels comes handy in many cases. A good reference is available [[PROM|here]].&lt;br /&gt;
	&lt;br /&gt;
===RAMs===&lt;br /&gt;
&lt;br /&gt;
Fourth thing are RAMs, they come in many sizes, from long 300mil to thin 600mil to other (less common) sizes. Mark them out, because you will need to mention them in the documentation.&lt;br /&gt;
&lt;br /&gt;
===PLDs===&lt;br /&gt;
&lt;br /&gt;
Fifth thing is to find out if any PLD is on your PCB. To understand what a PLD is, please refer to this very good article on [http://en.wikipedia.org/wiki/Programmable_logic_device Wikipedia]. PLDs always incorporate a “read protect” feature, in 95% of the case it&#039;s activated by the producer; until recently it was impossible to read them, a dumper simply gave them a try hoping to be lucky and get into the 5% which is not protected. Recently [http://www.techno-junk.org Charles McDonald] found a way to read also a certain category of PLDs (the most common on arcade PCBs), so the above situation is changing.&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
&lt;br /&gt;
Sixth and last thing is to identify all other components of the PCB. You will find resistors, trimmers, LEDs, audio parts, heat exchangers, connectors, jumpers, switches and a lot of other things. You will need to describe them in the documentation as well.&lt;br /&gt;
&lt;br /&gt;
==Component dumping==&lt;br /&gt;
&lt;br /&gt;
Dumping memory chips is the core part of the whole dumping process. It basically requires an EPROM programmer, a PC and some dedication. We won&#039;t go into describing various EPROM programmers, their pros and cons, what they can do and the like. There are too many of them, let&#039;s assume that you know how your EPROM programmer works.&lt;br /&gt;
&lt;br /&gt;
Before inserting chips into the programmer&#039;s socket, you have to check for all the legs to be clean and straight. If any rust or dirt is on the legs, use a piece of very fine sandpaper to clean them, on all sides (internal, external and in-between legs). If legs are bent use a small pliers (or your fingers) to straight them back; be very gentle and use a very minimum of force, it&#039;s easy to break them.&lt;br /&gt;
&lt;br /&gt;
Then insert your chip into the programmer, configure your software accordingly to the make/model of the chip you have inserted, read it and save the result in a safe place. Now comes the very important part: remove the chip, clean the cache of the software, insert back the chip and read it again. Then do all of this a third time. Only if the three reads are IDENTICAL (check it with CRC32) then you have a good dump. If there is any difference, start again from the cleaning part of the procedure.&lt;br /&gt;
&lt;br /&gt;
Sometimes, even after perfectly cleaning and polishing all the legs, you cannot get a constant read of a chip. In this case try to read it with a slightly different voltage/current if your reader supports such a feature. First, try with ±5%; eventually, try with ±10%. Do not go beyond ±10%, you will risk ruining both the chip (not so important) and your programmer (much more important)! Some modern readers automatically perform the three reads procedure, and the reads are also made with different voltage/current parameters; it&#039;s an incredible speed up of the whole process. Do not forget to save all resulting files with a sensible name, possibly following the standard convention for ROMs naming: label.position (e.g.: &amp;lt;code&amp;gt;vb401.u14&amp;lt;/code&amp;gt;); if label is missing, number them yourself; if position is missing, skip it.&lt;br /&gt;
&lt;br /&gt;
==Checking the dump==&lt;br /&gt;
&lt;br /&gt;
Checking is usually done in cooperation with a MAMEDev. First, re-check the PCB to look for missed parts, forgotten chips, etc. An easy way is to count how many dumpable chips there are on the PCB and how many files you have in your dumper’s folder: if they match you have forgot nothing.&lt;br /&gt;
Secondly, share the dump (with the full description of the hardware) somewhere and sooner or later a MAMEDev takes a look at it and if he or she finds any problem he or she will contact you asking for more specific info or for a re-dump of some parts.&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Dumping_roms&amp;diff=6730</id>
		<title>Dumping roms</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Dumping_roms&amp;diff=6730"/>
		<updated>2019-07-10T20:27:54Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Let&#039;s have a look at the most difficult part of the documentation process: dumping!&lt;br /&gt;
&lt;br /&gt;
It usually goes through a 3 step path:&lt;br /&gt;
&#039;&#039;&#039;1) &#039;&#039;&#039;Component identification&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;2) &#039;&#039;&#039;Component dumping&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;3) &#039;&#039;&#039;Checking the dump&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Component identification==&lt;br /&gt;
On a standard PCB we will find one, more or even all of the following components: CPUs, TTLs, ROMs, RAMs, PLDs, Others.&lt;br /&gt;
Some use colored markers (of the kind used to write on CDs) to mark each single component when it is correctly identified: &amp;lt;font color=&amp;quot;#00FF00&amp;quot;&amp;gt;green for CPUs&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;red for sound components&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#0000FF&amp;quot;&amp;gt;blue for TTLs&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#FFD700&amp;quot;&amp;gt;gold for ROMs&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#800080&amp;quot;&amp;gt;purple for RAMs&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#C0C0C0&amp;quot;&amp;gt;silver for PLDs&amp;lt;/font&amp;gt;. This color marking system is of great help when working on PCBs, it gives an immediate visual overview of what is what, it avoids missing out something important to dump, it saves a lot of time because you do not have to re-identify components when you look at a PCB after some time.&lt;br /&gt;
&lt;br /&gt;
===CPUs===&lt;br /&gt;
&lt;br /&gt;
First thing to do is to find the main CPU (maybe there are more than one!); it&#039;s usually the only chip whose size is remarkably different from all the others. We have to remember that [http://en.wikipedia.org/wiki/MOS_Technology_6502 6502], [http://en.wikipedia.org/wiki/Z80 Z80] and [http://en.wikipedia.org/wiki/Motorola_68000 68000] are the most used CPUs in arcade game history, learning by heart what they look like is fundamental. Obviously, each chip sports some writing (markings), and looking that up on the Internet is always a good way to confirm what a chip is. For CPU identification we can recommend [http://www.cpu-world.com/ CPU-World] as a reference.&lt;br /&gt;
Sound CPUs are usually found grouped together, close to the volume trimmer. Most common sound CPUs are M6295 (and clones) and all of the various YMxxxx.&lt;br /&gt;
On some PCBs we will also find MCUs; they are like CPUs, but with an internal memory which is unfortunately read-protected 99% of the times.&lt;br /&gt;
On some PCBs there will also be “support chips” like I/O chips, CRC controllers or Peripheral Interface Adapter; let&#039;s mark all of them green as well.&lt;br /&gt;
&lt;br /&gt;
===TTLs===&lt;br /&gt;
&lt;br /&gt;
Second thing let&#039;s rule out all of the TTLs; they are easy to identify, because they are small (300mil) and marked 74xxx (in very old PCBs they can also be 54xxx), let&#039;s mark them blue. TTLs are usually the most common component, ranging from some tens to some hundreds of them on a single PCB. They are pure logical operators and are of very scarce interest for the dumper, apart from a few remarkable exceptions: 74s188, 287, 288, 370, 387, 471, 472, 473, 474, 570, 571, 572, 573. These are all PROMs; they have to be marked gold and are addressed here following.&lt;br /&gt;
&lt;br /&gt;
===ROMs===&lt;br /&gt;
&lt;br /&gt;
Third thing is to correctly identify and color-mark ROMs. They come in a variety of forms: PROMs, EPROMs, EEPROMs, FlashROMs, and MaskROMs. The most common are EPROMs, they sport a transparent window, they are 600mil, ranging from DIP24 to DIP42. In most PCBs they are socketed, and their extraction is very easy using a small flat screwdriver and slowly lifting them with small movements from BOTH sides to avoid any pin bending. MaskROMs are of the same size as EPROMs, but without the window, and very often they are soldered through the PCB. Removing them is a little bit more complicated, and the best suggestions for it can be found at [http://members.iinet.net.au/~lantra9jp1_nbn/gurudumps/tutorials/how_to_remove/index.html Guru&#039;s site]. EEPROMs and FlashROMs have different sizes, are usually SMD, and special adaptors are required to insert them into your programmer; adaptors could be rather expensive. Finally, PROMs are small chips (300mil) usually soldered through and quite similar to TTLs, therefore learning by heart their specific markings and labels comes handy in many cases. A good reference is available [http://www.citylan.it/wiki/index.php/PROM here].&lt;br /&gt;
	&lt;br /&gt;
===RAMs===&lt;br /&gt;
&lt;br /&gt;
Fourth thing are RAMs, they come in many sizes, from long 300mil to thin 600mil to other (less common) sizes. Mark them out, because you will need to mention them in the documentation.&lt;br /&gt;
&lt;br /&gt;
===PLDs===&lt;br /&gt;
&lt;br /&gt;
Fifth thing is to find out if any PLD is on your PCB. To understand what a PLD is, please refer to this very good article on [http://en.wikipedia.org/wiki/Programmable_logic_device Wikipedia]. PLDs always incorporate a “read protect” feature, in 95% of the case it&#039;s activated by the producer; until recently it was impossible to read them, a dumper simply gave them a try hoping to be lucky and get into the 5% which is not protected. Recently [http://www.techno-junk.org Charles McDonald] found a way to read also a certain category of PLDs (the most common on arcade PCBs), so the above situation is changing.&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
&lt;br /&gt;
Sixth and last thing is to identify all other components of the PCB. You will find resistors, trimmers, LEDs, audio parts, heat exchangers, connectors, jumpers, switches and a lot of other things. You will need to describe them in the documentation as well.&lt;br /&gt;
&lt;br /&gt;
==Component dumping==&lt;br /&gt;
&lt;br /&gt;
Dumping memory chips is the core part of the whole dumping process. It basically requires an EPROM programmer, a PC and some dedication. We won&#039;t go into describing various EPROM programmers, their pros and cons, what they can do and the like. There are too many of them, let&#039;s assume that you know how your EPROM programmer works.&lt;br /&gt;
&lt;br /&gt;
Before inserting chips into the programmer&#039;s socket, you have to check for all the legs to be clean and straight. If any rust or dirt is on the legs, use a piece of very fine sandpaper to clean them, on all sides (internal, external and in-between legs). If legs are bent use a small pliers (or your fingers) to straight them back; be very gentle and use a very minimum of force, it&#039;s easy to break them.&lt;br /&gt;
&lt;br /&gt;
Then insert your chip into the programmer, configure your software accordingly to the make/model of the chip you have inserted, read it and save the result in a safe place. Now comes the very important part: remove the chip, clean the cache of the software, insert back the chip and read it again. Then do all of this a third time. Only if the three reads are IDENTICAL (check it with CRC32) then you have a good dump. If there is any difference, start again from the cleaning part of the procedure.&lt;br /&gt;
&lt;br /&gt;
Sometimes, even after perfectly cleaning and polishing all the legs, you cannot get a constant read of a chip. In this case try to read it with a slightly different voltage/current if your reader supports such a feature. First, try with ±5%; eventually, try with ±10%. Do not go beyond ±10%, you will risk ruining both the chip (not so important) and your programmer (much more important)! Some modern readers automatically perform the three reads procedure, and the reads are also made with different voltage/current parameters; it&#039;s an incredible speed up of the whole process. Do not forget to save all resulting files with a sensible name, possibly following the standard convention for ROMs naming: label.position (e.g.: &amp;lt;code&amp;gt;vb401.u14&amp;lt;/code&amp;gt;); if label is missing, number them yourself; if position is missing, skip it.&lt;br /&gt;
&lt;br /&gt;
==Checking the dump==&lt;br /&gt;
&lt;br /&gt;
Checking is usually done in cooperation with a MAMEDev. First, re-check the PCB to look for missed parts, forgotten chips, etc. An easy way is to count how many dumpable chips there are on the PCB and how many files you have in your dumper’s folder: if they match you have forgot nothing.&lt;br /&gt;
Secondly, share the dump (with the full description of the hardware) somewhere and sooner or later a MAMEDev takes a look at it and if he or she finds any problem he or she will contact you asking for more specific info or for a re-dump of some parts.&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Dumping_roms&amp;diff=6729</id>
		<title>Dumping roms</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Dumping_roms&amp;diff=6729"/>
		<updated>2019-07-10T19:54:26Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Let&#039;s have a look at the most difficult part of the documentation process: dumping!&lt;br /&gt;
&lt;br /&gt;
It usually goes through a 3 step path:&lt;br /&gt;
&#039;&#039;&#039;1) &#039;&#039;&#039;Component identification&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;2) &#039;&#039;&#039;Component dumping&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;3) &#039;&#039;&#039;Checking the dump&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Component identification==&lt;br /&gt;
On a standard PCB we will find one, more or even all of the following components: CPUs, TTLs, ROMs, RAMs, PLDs, Others.&lt;br /&gt;
Some use colored markers (of the kind used to write on CDs) to mark each single component when it is correctly identified: &amp;lt;font color=&amp;quot;#00FF00&amp;quot;&amp;gt;green for CPUs&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;red for sound components&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#0000FF&amp;quot;&amp;gt;blue for TTLs&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#FFD700&amp;quot;&amp;gt;gold for ROMs&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#800080&amp;quot;&amp;gt;purple for RAMs&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#C0C0C0&amp;quot;&amp;gt;silver for PLDs&amp;lt;/font&amp;gt;. This color marking system is of great help when working on PCBs, it gives an immediate visual overview of what is what, it avoids missing out something important to dump, it saves a lot of time because you do not have to re-identify components when you look at a PCB after some time.&lt;br /&gt;
&lt;br /&gt;
===CPUs===&lt;br /&gt;
&lt;br /&gt;
First thing to do is to find the main CPU (maybe there are more than one!); it&#039;s usually the only chip whose size is remarkably different from all the others. We have to remember that [http://en.wikipedia.org/wiki/MOS_Technology_6502 6502], [http://en.wikipedia.org/wiki/Z80 Z80] and [http://en.wikipedia.org/wiki/Motorola_68000 68000] are the most used CPUs in arcade game history, learning by heart what they look like is fundamental. Obviously, each chip sports some writing (markings), and looking that up on the Internet is always a good way to confirm what a chip is. For CPU identification we can recommend [http://www.cpu-world.com/ CPU-World] as a reference.&lt;br /&gt;
Sound CPUs are usually found grouped together, close to the volume trimmer. Most common sound CPUs are M6295 (and clones) and all of the various YMxxxx.&lt;br /&gt;
On some PCBs we will also find MCUs; they are like CPUs, but with an internal memory which is unfortunately read-protected 99% of the times.&lt;br /&gt;
On some PCBs there will also be “support chips” like I/O chips, CRC controllers or Peripheral Interface Adapter; let&#039;s mark all of them green as well.&lt;br /&gt;
&lt;br /&gt;
===TTLs===&lt;br /&gt;
&lt;br /&gt;
Second thing let&#039;s rule out all of the TTLs; they are easy to identify, because they are small (300mil) and marked 74xxx (in very old PCBs they can also be 54xxx), let&#039;s mark them blue. TTLs are usually the most common component, ranging from some tens to some hundreds of them on a single PCB. They are pure logical operators and are of very scarce interest for the dumper, apart from a few remarkable exceptions: 74s188, 287, 288, 370, 387, 471, 472, 473, 474, 570, 571, 572, 573. These are all PROMs; they have to be marked gold and are addressed here following.&lt;br /&gt;
&lt;br /&gt;
===ROMs===&lt;br /&gt;
&lt;br /&gt;
Third thing is to correctly identify and color-mark ROMs. They come in a variety of forms: PROMs, EPROMs, EEPROMs, FlashROMs, and MaskROMs. The most common are EPROMs, they sport a transparent window, they are 600mil, ranging from DIP24 to DIP42. In most PCBs they are socketed, and their extraction is very easy using a small flat screwdriver and slowly lifting them with small movements from BOTH sides to avoid any pin bending. MaskROMs are of the same size as EPROMs, but without the window, and very often they are soldered through the PCB. Removing them is a little bit more complicated, and the best suggestions for it can be found at [http://members.iinet.net.au/~lantra9jp1_nbn/gurudumps/tutorials/how_to_remove/index.html Guru&#039;s site]. EEPROMs and FlashROMs have different sizes, are usually SMD, and special adaptors are required to insert them into your programmer; adaptors could be rather expensive. Finally, PROMs are small chips (300mil) usually soldered through and quite similar to TTLs, therefore learning by heart their specific markings and labels comes handy in many cases. A good reference is available [http://www.citylan.it/wiki/index.php/PROM here].&lt;br /&gt;
	&lt;br /&gt;
===RAMs===&lt;br /&gt;
&lt;br /&gt;
Fourth thing are RAMs, they come in many sizes, from long 300mil to thin 600mil to other (less common) sizes. Mark them out, because you will need to mention them in the documentation.&lt;br /&gt;
&lt;br /&gt;
===PLDs===&lt;br /&gt;
&lt;br /&gt;
Fifth thing is to find out if any PLD is on your PCB. To understand what a PLD is, please refer to this very good article on [http://en.wikipedia.org/wiki/Programmable_logic_device Wikipedia]. PLDs always incorporate a “read protect” feature, in 95% of the case it&#039;s activated by the producer; until recently it was impossible to read them, a dumper simply gave them a try hoping to be lucky and get into the 5% which is not protected. Recently [http://www.techno-junk.org Charles McDonald] found a way to read also a certain category of PLDs (the most common on arcade PCBs), so the above situation is changing.&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
&lt;br /&gt;
Sixth and last thing is to identify all other components of the PCB. You will find resistors, trimmers, LEDs, audio parts, heat exchangers, connectors, jumpers, switches and a lot of other things. You will need to describe them in the documentation as well.&lt;br /&gt;
&lt;br /&gt;
==Component dumping==&lt;br /&gt;
&lt;br /&gt;
Dumping memory chips is the core part of the whole dumping process. It basically requires an EPROM programmer, a PC and some dedication. We won&#039;t go into describing various EPROM programmers, their pros and cons, what they can do and the like. There are too many of them, let&#039;s assume that you know how your EPROM programmer works.&lt;br /&gt;
&lt;br /&gt;
Before inserting chips into the programmer&#039;s socket, you have to check for all the legs to be clean and straight. If any rust or dirt is on the legs, use a piece of very fine sandpaper to clean them, on all sides (internal, external and in-between legs). If legs are bent use a small pliers (or your fingers) to straight them back; be very gentle and use a very minimum of force, it&#039;s easy to break them.&lt;br /&gt;
&lt;br /&gt;
Then insert your chip into the programmer, configure your software accordingly to the make/model of the chip you have inserted, read it and save the result in a safe place. Now comes the very important part: remove the chip, clean the cache of the software, insert back the chip and read it again. Then do all of this a third time. Only if the three reads are IDENTICAL (check it with CRC32) then you have a good dump. If there is any difference, start again from the cleaning part of the procedure.&lt;br /&gt;
&lt;br /&gt;
Sometimes, even after perfectly cleaning and polishing all the legs, you cannot get a constant read of a chip. In this case try to read it with a slightly different voltage/current if your reader supports such a feature; firstly, try with ±5%, eventually with ±10%. Do not go beyond ±10%, you will risk ruining both the chip (not so important) and your programmer (much more important)! Some modern readers automatically perform the three reads procedure, and the reads are also made with different voltage/current parameters; it&#039;s an incredible speed up of the whole process. Do not forget to save all resulting files with a sensible name, possibly following the standard convention for ROMs naming: label.position (e.g.: &amp;lt;code&amp;gt;vb401.u14&amp;lt;/code&amp;gt;); if label is missing, number them yourself; if position is missing, skip it.&lt;br /&gt;
&lt;br /&gt;
==Checking the dump==&lt;br /&gt;
&lt;br /&gt;
Checking is usually done in cooperation with a MAMEDev. First, re-check the PCB to look for missed parts, forgotten chips, etc. An easy way is to count how many dumpable chips there are on the PCB and how many files you have in your dumper’s folder: if they match you have forgot nothing.&lt;br /&gt;
Secondly, share the dump (with the full description of the hardware) somewhere and sooner or later a MAMEDev takes a look at it and if he or she finds any problem he or she will contact you asking for more specific info or for a re-dump of some parts.&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=How_to_correctly_document_a_PCB&amp;diff=6728</id>
		<title>How to correctly document a PCB</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=How_to_correctly_document_a_PCB&amp;diff=6728"/>
		<updated>2019-07-10T19:53:41Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PCBs (Printed Circuit Boards) are the source and the goal of the whole MAME project.&lt;br /&gt;
They are the goal, because emulating their behavior and their working mechanism is what MAME does.&lt;br /&gt;
They are the source, because every information in a MAME driver comes directly from them; and because the driver itself is a &amp;quot;virtual&amp;quot; PCB, mimicking the real one.&lt;br /&gt;
&lt;br /&gt;
We&#039;ll focus therefore on how to correctly extract information from a PCB, and how to organize them in such a way that this information will be useful to MAMEDevs when they&#039;ll code a driver.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Documenting a PCB is a 3 step job:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;1) [[Taking pictures and other medias|taking pictures]]&#039;&#039;&lt;br /&gt;
&#039;&#039;2) [[Dumping roms|dumping ROMs]]&#039;&#039;&lt;br /&gt;
&#039;&#039;3) writing documentation&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each of the 3 steps will have a separate article in the near future, detailing everything that is needed to know; for the moment let&#039;s just have a quick look at them.&lt;br /&gt;
&lt;br /&gt;
1) &#039;&#039;&#039;[[Taking pictures and other medias|Taking pictures and other media]]&#039;&#039;&#039; (like recording sounds and filming videos) is usually the first and easiest thing you can do with a PCB; no special expertise is needed for this task, just a little bit of patience and care.&lt;br /&gt;
With a digital camera you should take pictures of the whole PCB, both front (component) and back (solder) side. If the PCB consists of different boards packed one over the other, separate them and take pictures individually. If you can connect the PCB to a cabinet or to a test rig, do it; and take pictures of the game at boot up, at title screen, at intro and attract mode, and during game as well.&lt;br /&gt;
If your camera is capable of recording videos, film some seconds of the game during title / attract mode and in game. This task is needed if your PCB is particularly rare and good videos of the game are not available; filming kof2k is usually not needed ;)&lt;br /&gt;
Same goes for game sound recordings, they could be needed by MAMEDevs if your game is rare or with a discrete sound board or unusual custom sound chip. A game generating sounds out of an AY-3-8910 usually doesn&#039;t require any recording.&lt;br /&gt;
&lt;br /&gt;
2) &#039;&#039;&#039;[[Dumping roms|Dumping ROMs]]&#039;&#039;&#039; is somewhat considered the &amp;quot;cool&amp;quot; part of the documenting process; it isn&#039;t. It&#039;s a long and tedious task requiring dedicated equipment, extreme accuracy, electronics background and a forgiving better-half!! ;)&lt;br /&gt;
The minimum equipment required is an &amp;quot;EPROM programmer&amp;quot;: that is a dedicated hardware and software appliance, where you will put the EPROMs extracted from the PCB and &amp;quot;read&amp;quot; them. The software will then save the content in a file on your PC. Obviously, an EPROM programmer capable of reading 10.000+ different kind of chips is better than one reading only some hundreds; and the cost for it will be proportional.&lt;br /&gt;
You will probably also need one or more soldering irons, a hot air reworking station, some desoldering tools, pliers, screwdrivers, chip removers, etc.&lt;br /&gt;
You will need to dump EVERYTHING that is dumpable on the PCB, so it will be PROMs, EPROMs, EEPROMs, maskROMs, flashROMs, PLDs, PALs, GALs, and everything else which contains a memory like MCUs and the like.&lt;br /&gt;
You will need to dump every single chip a minimum of 3 times (possibly with different current/voltage levels) and compare the 3 reads to check if they match. If they don&#039;t you will have to figure out why, solve the problem and read them 3 times again.&lt;br /&gt;
You will need to compare the files you dumped with already known files and check if there is any match.&lt;br /&gt;
&lt;br /&gt;
3) &#039;&#039;&#039;Writing documentation&#039;&#039;&#039; is the last task for you, and it&#039;s even more tedious than dumping.&lt;br /&gt;
All important parts of the PCB need to be listed and their function explained. Worth documenting in particular are the frequencies of the crystal or ceramic oscillators, whose values are essential for determining proper timings and are all too frequently obscured by glare on photos.&lt;br /&gt;
Also, the pictures you took in step 1 must be listed, as well as files you dumped in step 2.&lt;br /&gt;
A meaningful description of the PCB is extremely important for MAMEDevs, they will only have it as a guide while coding a driver, so the more accurate you are the more likely there will be a working driver sooner or later.&lt;br /&gt;
&lt;br /&gt;
Isn&#039;t documenting PCBs tedious? Well, it&#039;s also extremely satisfactory and ego-building; when you correctly document a PCB, and in a few days you have it emulated in MAME, you can proudly pat yourself on the shoulder: a piece of the arcade games history has been preserved for the future, and you were a part of it!&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=How_to_correctly_document_a_PCB&amp;diff=6727</id>
		<title>How to correctly document a PCB</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=How_to_correctly_document_a_PCB&amp;diff=6727"/>
		<updated>2019-07-10T19:49:50Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PCBs (Printed Circuit Boards) are the source and the goal of the whole MAME project.&lt;br /&gt;
They are the goal, because emulating their behavior and their working mechanism is what MAME does.&lt;br /&gt;
They are the source, because every information in a MAME driver comes directly from them; and because the driver itself is a &amp;quot;virtual&amp;quot; PCB, mimicking the real one.&lt;br /&gt;
&lt;br /&gt;
We&#039;ll focus therefore on how to correctly extract information from a PCB, and how to organize them in such a way that this information will be useful to MAMEdevs when they&#039;ll code a driver.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Documenting a PCB is a 3 step job:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;1) [[Taking pictures and other medias|taking pictures]]&#039;&#039;&lt;br /&gt;
&#039;&#039;2) [[Dumping roms|dumping ROMs]]&#039;&#039;&lt;br /&gt;
&#039;&#039;3) writing documentation&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each of the 3 steps will have a separate article in the near future, detailing everything that is needed to know; for the moment let&#039;s just have a quick look at them.&lt;br /&gt;
&lt;br /&gt;
1) &#039;&#039;&#039;[[Taking pictures and other medias|Taking pictures and other media]]&#039;&#039;&#039; (like recording sounds and filming videos) is usually the first and easiest thing you can do with a PCB; no special expertise is needed for this task, just a little bit of patience and care.&lt;br /&gt;
With a digital camera you should take pictures of the whole PCB, both front (component) and back (solder) side. If the PCB consists of different boards packed one over the other, separate them and take pictures individually. If you can connect the PCB to a cabinet or to a test rig, do it; and take pictures of the game at boot up, at title screen, at intro and attract mode, and during game as well.&lt;br /&gt;
If your camera is capable of recording videos, film some seconds of the game during title / attract mode and in game. This task is needed if your PCB is particularly rare and good videos of the game are not available; filming kof2k is usually not needed ;)&lt;br /&gt;
Same goes for game sound recordings, they could be needed by MAMEdevs if your game is rare or with a discrete sound board or unusual custom sound chip. A game generating sounds out of an AY-3-8910 usually doesn&#039;t require any recording.&lt;br /&gt;
&lt;br /&gt;
2) &#039;&#039;&#039;[[Dumping roms|Dumping ROMs]]&#039;&#039;&#039; is somewhat considered the &amp;quot;cool&amp;quot; part of the documenting process; it isn&#039;t. It&#039;s a long and tedious task requiring dedicated equipment, extreme accuracy, electronics background and a forgiving better-half!! ;)&lt;br /&gt;
The minimum equipment required is an &amp;quot;EPROM programmer&amp;quot;: that is a dedicated hardware and software appliance, where you will put the EPROMs extracted from the PCB and &amp;quot;read&amp;quot; them. The software will then save the content in a file on your PC. Obviously, an EPROM programmer capable of reading 10.000+ different kind of chips is better than one reading only some hundreds; and the cost for it will be proportional.&lt;br /&gt;
You will probably also need one or more soldering irons, a hot air reworking station, some desoldering tools, pliers, screwdrivers, chip removers, etc.&lt;br /&gt;
You will need to dump EVERYTHING that is dumpable on the PCB, so it will be PROMs, EPROMs, EEPROMs, maskROMs, flashROMs, PLDs, PALs, GALs, and everything else which contains a memory like MCUs and the like.&lt;br /&gt;
You will need to dump every single chip a minimum of 3 times (possibly with different current/voltage levels) and compare the 3 reads to check if they match. If they don&#039;t you will have to figure out why, solve the problem and read them 3 times again.&lt;br /&gt;
You will need to compare the files you dumped with already known files and check if there is any match.&lt;br /&gt;
&lt;br /&gt;
3) &#039;&#039;&#039;Writing documentation&#039;&#039;&#039; is the last task for you, and it&#039;s even more tedious than dumping.&lt;br /&gt;
All important parts of the PCB need to be listed and their function explained. Worth documenting in particular are the frequencies of the crystal or ceramic oscillators, whose values are essential for determining proper timings and are all too frequently obscured by glare on photos.&lt;br /&gt;
Also, the pictures you took in step 1 must be listed, as well as files you dumped in step 2.&lt;br /&gt;
A meaningful description of the PCB is extremely important for MAMEDevs, they will only have it as a guide while coding a driver, so the more accurate you are the more likely there will be a working driver sooner or later.&lt;br /&gt;
&lt;br /&gt;
Isn&#039;t documenting PCBs tedious? Well, it&#039;s also extremely satisfactory and ego-building; when you correctly document a PCB, and in a few days you have it emulated in MAME, you can proudly pat yourself on the shoulder: a piece of the arcade games history has been preserved for the future, and you were a part of it!&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=How_to_correctly_document_a_PCB&amp;diff=6726</id>
		<title>How to correctly document a PCB</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=How_to_correctly_document_a_PCB&amp;diff=6726"/>
		<updated>2019-07-10T19:49:36Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PCBs (Printed Circuit Boards) are the source and the goal of the whole MAME project.&lt;br /&gt;
They are the goal, because emulating their behavior and their working mechanism is what MAME does.&lt;br /&gt;
They are the source, because every information in a MAME driver comes directly from them; and because the driver itself is a &amp;quot;virtual&amp;quot; PCB, mimicking the real one.&lt;br /&gt;
&lt;br /&gt;
We&#039;ll focus therefore on how to correctly extract information from a PCB, and how to organize them in such a way that this information will be useful to MAMEdevs when they&#039;ll code a driver.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Documenting a PCB is a 3 step job:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;1) [[Taking pictures and other medias|taking pictures]]&#039;&#039;&lt;br /&gt;
&#039;&#039;2) [[Dumping roms|dumping ROMs]]&#039;&#039;&lt;br /&gt;
&#039;&#039;3) writing documentation&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each of the 3 steps will have a separate article in the near future, detailing everything that is needed to know; for the moment let&#039;s just have a quick look at them.&lt;br /&gt;
&lt;br /&gt;
1) &#039;&#039;&#039;[[Taking pictures and other medias|Taking pictures and other media]]&#039;&#039;&#039; (like recording sounds and filming videos) is usually the first and easiest thing you can do with a PCB; no special expertise is needed for this task, just a little bit of patience and care.&lt;br /&gt;
With a digital camera you should take pictures of the whole PCB, both front (component) and back (solder) side. If the PCB consists of different boards packed one over the other, separate them and take pictures individually. If you can connect the PCB to a cabinet or to a test rig, do it; and take pictures of the game at boot up, at title screen, at intro and attract mode, and during game as well.&lt;br /&gt;
If your camera is capable of recording videos, film some seconds of the game during title / attract mode and in game. This task is needed if your PCB is particularly rare and good videos of the game are not available; filming kof2k is usually not needed ;)&lt;br /&gt;
Same goes for game sound recordings, they could be needed by MAMEdevs if your game is rare or with a discrete sound board or unusual custom sound chip. A game generating sounds out of an AY-3-8910 usually doesn&#039;t require any recording.&lt;br /&gt;
&lt;br /&gt;
2) &#039;&#039;&#039;[[Dumping roms|Dumping ROMs]]&#039;&#039;&#039; is somewhat considered the &amp;quot;cool&amp;quot; part of the documenting process; it isn&#039;t. It&#039;s a long and tedious task requiring dedicated equipment, extreme accuracy, electronics background and a forgiving better-half!! ;)&lt;br /&gt;
The minimum equipment required is an &amp;quot;EPROM programmer&amp;quot;: that is a dedicated hardware and software appliance, where you will put the EPROMs extracted from the PCB and &amp;quot;read&amp;quot; them. The software will then save the content in a file on your PC. Obviously, an EPROM programmer capable of reading 10.000+ different kind of chips is better than one reading only some hundreds; and the cost for it will be proportional.&lt;br /&gt;
You will probably also need one or more soldering irons, a hot air reworking station, some desoldering tools, pliers, screwdrivers, chip removers, etc.&lt;br /&gt;
You will need to dump EVERYTHING that is dumpable on the PCB, so it will be PROMs, EPROMs, EEPROMs, maskROMs, flashROMs, PLDs, PALs, GALs, and everything else which contains a memory like MCUs and the like.&lt;br /&gt;
You will need to dump every single chip a minimum of 3 times (possibly with different current/voltage levels) and compare the 3 reads to check if they match. If they don&#039;t you will have to figure out why, solve the problem and read them 3 times again.&lt;br /&gt;
You will need to compare the files you dumped with already known files and check if there is any match.&lt;br /&gt;
&lt;br /&gt;
3) &#039;&#039;&#039;Writing documentation&#039;&#039;&#039; is the last task for you, and it&#039;s even more tedious than dumping.&lt;br /&gt;
All important parts of the PCB need to be listed and their function explained. Worth documenting in particular are the frequencies of the crystal or ceramic oscillators, whose values are essential for determining proper timings and are all too frequently obscured by glare on photos.&lt;br /&gt;
Also, the pictures you took in step 1 must be listed, as well as files you dumped in step 2.&lt;br /&gt;
A meaningful description of the PCB is extremely important for MAMEDevs, they will only have it as a guide while coding a driver, so the more accurate you are the more likely there will be a working driver sooner or later.&lt;br /&gt;
&lt;br /&gt;
Isn&#039;t documenting PCBs tedious? Well, it&#039;s also extremely satisfactory and ego-building; when you correctly document a PCB, and in a few days you have it emulated in MAME, you can proudly pat yourself on the shoulder: a piece of the arcade games history has been preserved for the future, and you were a part of it!&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Taking_pictures_and_other_medias&amp;diff=6725</id>
		<title>Taking pictures and other medias</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Taking_pictures_and_other_medias&amp;diff=6725"/>
		<updated>2019-07-10T19:41:55Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Taking pictures and other medias to document a PCB is usually the first step in the process.&lt;br /&gt;
The minimum requirement is a digital still camera, the higher resolution the better. Just to give you some indication, a 5-megapixel camera is more than enough; every modern camera is good enough for our purpose.&lt;br /&gt;
What is not good is a phone camera because usually it has got a way inferior resolution, a very bad contrast range and it&#039;s very difficult to keep it steady.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The first step&#039;&#039;&#039; is to take pictures of the PCB; prepare a place that will become your &amp;quot;studio&amp;quot;, take pictures of PCBs while they are vertically laying against a wall, others prefer to take pictures with the PCB flat on the ground. In both cases use a single color, flat, opaque, neutral background; avoid plain white, it will reverberate back to the camera; avoid multicolored tiles, they usually shine and tend to alter camera contrast; eventually you can use for your background a brown paper of the kind used to wrap up delivery parcels.&lt;br /&gt;
If you take pictures of a vertical PCB use a tripod, even a very small one to hold the camera; if you do not have a tripod, put the camera at the same height of the PCB, possibly resting over some books with a rigid cover; do not hold the camera in your hands because it&#039;s much more easy to &amp;quot;move&amp;quot; the picture.&lt;br /&gt;
If you take pictures of an horizontal PCB use a tripod again, of the kind with the tilting head to hold the camera horizontal as well; if you do not have a tripod hold the camera in your hands, try to stay over the PCB with your legs slightly open, and hold your breath while taking the picture; if possible try to lay against a wall, this will help you to remain steady.&lt;br /&gt;
The lighting of your &amp;quot;studio&amp;quot; is very important: the best possible source of light is the sun, but it&#039;s not always available, therefore a very good alternative is a couple of halogen lamps of about 300-500W, illuminating the PCB from a few meters away. The very important thing is to avoid direct lighting of the PCB, but to illuminate it with light reflecting out of the walls and ceiling, resembling as much as possible the natural ambient light. NEVER use the flashlight incorporated into your camera, because it will reflect back from the PCB and &amp;quot;blind&amp;quot; the picture.&lt;br /&gt;
A good thing is to clean the PCB from dust before taking pictures; if the PCB is very dirt, at least clean the surface of the ICs with a soft slightly humid cloth, so that markings and labels are clearly visible.&lt;br /&gt;
Remember to take pictures of both sides of the PCB (components and solder), if the PCB consists of different boards packed one over the other, separate them and take pictures individually.&lt;br /&gt;
&lt;br /&gt;
An even better method is to &amp;quot;scan&amp;quot; the PCB instead of taking pictures.&lt;br /&gt;
For this method you will need an CCD flatbed scanner (a LED scanner is not good for the purpose, because it doesn&#039;t have the same depth of field as a CCD one, and the resulting scan will be blurred and out of focus).&lt;br /&gt;
Remove the cover from your scanner to have more room to place the PCB on the scanning glass.&lt;br /&gt;
Place your PCB on the scanning glass, align it accurately, and let it scan at a minimum of 200dpi (300 is better, a little bit slower).&lt;br /&gt;
If the PCB is larger than the scanning windows, you will have to take multiple scans until you have covered the total surface of the PCB.&lt;br /&gt;
Now repeat the process with the OTHER side of the PCB.&lt;br /&gt;
All the resulting files are easily manipulated with a couple of graphics utilities: as an example, you can use ImageCompositeEditor to stitch together the different scans and get a single picture file of the whole PCB + Irfanview to trim the pictures and remove the not needed side parts, and to resize them.&lt;br /&gt;
&lt;br /&gt;
If the PCB is working, it&#039;s now time to go to &#039;&#039;&#039;step two&#039;&#039;&#039;: taking pictures of the game in action.&lt;br /&gt;
So, connect the PCB to your test rig, fire it up and let the game run for a few minutes so that your monitor gets to the right temperature. Calibrate your monitor to have a good full picture of the game, with warm saturated colors, and make sure that the full image is shown within the borders. Now switch off all ambient lights so that the monitor itself is the only source of light, and holding the camera in your hands keep as steady as possible and take pictures of the game at boot up, at title screen, at intro and attract mode, and during game as well. It is not important to have them at very high resolution, on the contrary 640x480 or 800x600 are more than good. Sometimes it&#039;s a good idea to film a few seconds of the game, especially if the game is extremely rare and there are no movies of it available on the net. A similar thing is valid for sounds: if the game is extremely rare or very old and there are no sample available, record the sounds of the game. There are 2 ways to do it: with a microphone or directly connecting the PCB to your computer sound card. With a microphone you get a lower quality samples, possibly degraded by the quality of the speakers on your test rig and by the quality of the microphone itself; but it&#039;s a simple method and it&#039;s highly recommended if you do not know how your PCB works. Connecting the PCB directly to your sound card requires a little of electronic knowledge, a soldering iron and a clear idea of what you are doing; if you do not know how to do it DO NOT DO IT! otherwise you will end up with a broken PCB and a broken sound card.&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Dumping_roms&amp;diff=6724</id>
		<title>Dumping roms</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Dumping_roms&amp;diff=6724"/>
		<updated>2019-07-10T19:38:03Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Let&#039;s have a look at the most difficult part of the documentation process: dumping!&lt;br /&gt;
&lt;br /&gt;
It usually goes through a 3 step path:&lt;br /&gt;
&#039;&#039;&#039;1) &#039;&#039;&#039;Component identification&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;2) &#039;&#039;&#039;Component dumping&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;3) &#039;&#039;&#039;Checking the dump&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Component identification==&lt;br /&gt;
On a standard PCB we will find one, more or even all of the following components: CPUs, TTLs, ROMs, RAMs, PLDs, Others.&lt;br /&gt;
Some use colored markers (of the kind used to write on CDs) to mark each single component when it is correctly identified: &amp;lt;font color=&amp;quot;#00FF00&amp;quot;&amp;gt;green for CPUs&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;red for sound components&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#0000FF&amp;quot;&amp;gt;blue for TTLs&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#FFD700&amp;quot;&amp;gt;gold for ROMs&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#800080&amp;quot;&amp;gt;purple for RAMs&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#C0C0C0&amp;quot;&amp;gt;silver for PLDs&amp;lt;/font&amp;gt;. This color marking system is of great help when working on PCBs, it gives an immediate visual overview of what is what, it avoids missing out something important to dump, it saves a lot of time because you do not have to re-identify components when you look at a PCB after some time.&lt;br /&gt;
&lt;br /&gt;
===CPUs===&lt;br /&gt;
&lt;br /&gt;
First thing to do is to find the main CPU (maybe there are more than one!); it&#039;s usually the only chip whose size is remarkably different from all the others. We have to remember that [http://en.wikipedia.org/wiki/MOS_Technology_6502 6502], [http://en.wikipedia.org/wiki/Z80 Z80] and [http://en.wikipedia.org/wiki/Motorola_68000 68000] are the most used CPUs in arcade game history, learning by heart what they look like is fundamental. Obviously, each chip sports some writing (markings), and looking that up on the Internet is always a good way to confirm what a chip is. For CPU identification we can recommend [http://www.cpu-world.com/ CPU-World] as a reference.&lt;br /&gt;
Sound CPUs are usually found grouped together, close to the volume trimmer. Most common sound CPUs are M6295 (and clones) and all of the various YMxxxx.&lt;br /&gt;
On some PCBs we will also find MCUs; they are like CPUs, but with an internal memory which is unfortunately read-protected 99% of the times.&lt;br /&gt;
On some PCBs there will also be “support chips” like I/O chips, CRC controllers or Peripheral Interface Adapter; let&#039;s mark all of them green as well.&lt;br /&gt;
&lt;br /&gt;
===TTLs===&lt;br /&gt;
&lt;br /&gt;
Second thing let&#039;s rule out all of the TTLs; they are easy to identify, because they are small (300mil) and marked 74xxx (in very old PCBs they can also be 54xxx), let&#039;s mark them blue. TTLs are usually the most common component, ranging from some tens to some hundreds of them on a single PCB. They are pure logical operators and are of very scarce interest for the dumper, apart from a few remarkable exceptions: 74s188, 287, 288, 370, 387, 471, 472, 473, 474, 570, 571, 572, 573. These are all PROMs; they have to be marked gold and are addressed here following.&lt;br /&gt;
&lt;br /&gt;
===ROMs===&lt;br /&gt;
&lt;br /&gt;
Third thing is to correctly identify and color-mark ROMs. They come in a variety of forms: PROMs, EPROMs, EEPROMs, FlashROMs, and MaskROMs. The most common are EPROMs, they sport a transparent window, they are 600mil, ranging from DIP24 to DIP42. In most PCBs they are socketed, and their extraction is very easy using a small flat screwdriver and slowly lifting them with small movements from BOTH sides to avoid any pin bending. MaskROMs are of the same size as EPROMs, but without the window, and very often they are soldered through the PCB. Removing them is a little bit more complicated, and the best suggestions for it can be found at [http://members.iinet.net.au/~lantra9jp1_nbn/gurudumps/tutorials/how_to_remove/index.html Guru&#039;s site]. EEPROMs and FlashROMs have different sizes, are usually SMD, and special adaptors are required to insert them into your programmer; adaptors could be rather expensive. Finally, PROMs are small chips (300mil) usually soldered through and quite similar to TTLs, therefore learning by heart their specific markings and labels comes handy in many cases. A good reference is available [http://www.citylan.it/wiki/index.php/PROM here].&lt;br /&gt;
	&lt;br /&gt;
===RAMs===&lt;br /&gt;
&lt;br /&gt;
Fourth thing are RAMs, they come in many sizes, from long 300mil to thin 600mil to other (less common) sizes. Mark them out, because you will need to mention them in the documentation.&lt;br /&gt;
&lt;br /&gt;
===PLDs===&lt;br /&gt;
&lt;br /&gt;
Fifth thing is to find out if any PLD is on your PCB. To understand what a PLD is, please refer to this very good article on [http://en.wikipedia.org/wiki/Programmable_logic_device Wikipedia]. PLDs always incorporate a “read protect” feature, in 95% of the case it&#039;s activated by the producer; until recently it was impossible to read them, a dumper simply gave them a try hoping to be lucky and get into the 5% which is not protected. Recently [http://www.techno-junk.org Charles McDonald] found a way to read also a certain category of PLDs (the most common on arcade PCBs), so the above situation is changing.&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
&lt;br /&gt;
Sixth and last thing is to identify all other components of the PCB. You will find resistors, trimmers, LEDs, audio parts, heat exchangers, connectors, jumpers, switches and a lot of other things. You will need to describe them in the documentation as well.&lt;br /&gt;
&lt;br /&gt;
==Component dumping==&lt;br /&gt;
&lt;br /&gt;
Dumping memory chips is the core part of the whole dumping process. It basically requires an EPROM programmer, a PC and some dedication. We won&#039;t go into describing various EPROM programmers, their pros and cons, what they can do and the like. There are too many of them, let&#039;s assume that you know how your EPROM programmer works.&lt;br /&gt;
&lt;br /&gt;
Before inserting chips into the programmer&#039;s socket, you have to check for all the legs to be clean and straight. If any rust or dirt is on the legs, use a piece of very fine sandpaper to clean them, on all sides (internal, external and in-between legs). If legs are bent use a small pliers (or your fingers) to straight them back; be very gentle and use a very minimum of force, it&#039;s easy to break them.&lt;br /&gt;
&lt;br /&gt;
Then insert your chip into the programmer, configure your software accordingly to the make/model of the chip you have inserted, read it and save the result in a safe place. Now comes the very important part: remove the chip, clean the cache of the software, insert back the chip and read it again. Then do all of this a third time. Only if the three reads are IDENTICAL (check it with CRC32) then you have a good dump. If there is any difference, start again from the cleaning part of the procedure.&lt;br /&gt;
&lt;br /&gt;
Sometimes, even after perfectly cleaning and polishing all the legs, you cannot get a constant read of a chip. In this case try to read it with a slightly different voltage/current if your reader supports such a feature; firstly, try with ±5%, eventually with ±10%. Do not go beyond ±10%, you will risk ruining both the chip (not so important) and your programmer (much more important)! Some modern readers automatically perform the three reads procedure, and the reads are also made with different voltage/current parameters; it&#039;s an incredible speed up of the whole process. Do not forget to save all resulting files with a sensible name, possibly following the standard convention for ROMs naming: label.position (e.g.: &amp;lt;code&amp;gt;vb401.u14&amp;lt;/code&amp;gt;); if label is missing, number them yourself; if position is missing, skip it.&lt;br /&gt;
&lt;br /&gt;
==Checking the dump==&lt;br /&gt;
&lt;br /&gt;
Checking is usually done in cooperation with a MAMEdev. First, re-check the PCB to look for missed parts, forgotten chips, etc. An easy way is to count how many dumpable chips there are on the PCB and how many files you have in your dumper’s folder: if they match you have forgot nothing.&lt;br /&gt;
Secondly, share the dump (with the full description of the hardware) somewhere and sooner or later a MAMEdev takes a look at it and if he or she finds any problem he or she will contact you asking for more specific info or for a re-dump of some parts.&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Dumping_roms&amp;diff=6723</id>
		<title>Dumping roms</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Dumping_roms&amp;diff=6723"/>
		<updated>2019-07-10T19:37:48Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Let&#039;s have a look at the most difficult part of the documentation process: dumping!&lt;br /&gt;
&lt;br /&gt;
It usually goes through a 3 step path:&lt;br /&gt;
&#039;&#039;&#039;1) &#039;&#039;&#039;Component identification&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;2) &#039;&#039;&#039;Component dumping&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;3) &#039;&#039;&#039;Checking the dump&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Component identification==&lt;br /&gt;
On a standard PCB we will find one, more or even all of the following components: CPUs, TTLs, ROMs, RAMs, PLDs, Others.&lt;br /&gt;
Some use colored markers (of the kind used to write on CDs) to mark each single component when it is correctly identified: &amp;lt;font color=&amp;quot;#00FF00&amp;quot;&amp;gt;green for CPUs&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;red for sound components&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#0000FF&amp;quot;&amp;gt;blue for TTLs&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#FFD700&amp;quot;&amp;gt;gold for ROMs&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#800080&amp;quot;&amp;gt;purple for RAMs&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#C0C0C0&amp;quot;&amp;gt;silver for PLDs&amp;lt;/font&amp;gt;. This color marking system is of great help when working on PCBs, it gives an immediate visual overview of what is what, it avoids missing out something important to dump, it saves a lot of time because you do not have to re-identify components when you look at a PCB after some time.&lt;br /&gt;
&lt;br /&gt;
===CPUs===&lt;br /&gt;
&lt;br /&gt;
First thing to do is to find the main CPU (maybe there are more than one!); it&#039;s usually the only chip whose size is remarkably different from all the others. We have to remember that [http://en.wikipedia.org/wiki/MOS_Technology_6502 6502], [http://en.wikipedia.org/wiki/Z80 Z80] and [http://en.wikipedia.org/wiki/Motorola_68000 68000] are the most used CPUs in arcade game history, learning by heart what they look like is fundamental. Obviously, each chip sports some writing (markings), and looking that up on the Internet is always a good way to confirm what a chip is. For CPU identification we can recommend [http://www.cpu-world.com/ CPU-World] as a reference.&lt;br /&gt;
Sound CPUs are usually found grouped together, close to the volume trimmer. Most common sound CPUs are M6295 (and clones) and all of the various YMxxxx.&lt;br /&gt;
On some PCBs we will also find MCUs; they are like CPUs, but with an internal memory which is unfortunately read-protected 99% of the times.&lt;br /&gt;
On some PCBs there will also be “support chips” like I/O chips, CRC controllers or Peripheral Interface Adapter; let&#039;s mark all of them green as well.&lt;br /&gt;
&lt;br /&gt;
===TTLs===&lt;br /&gt;
&lt;br /&gt;
Second thing let&#039;s rule out all of the TTLs; they are easy to identify, because they are small (300mil) and marked 74xxx (in very old PCBs they can also be 54xxx), let&#039;s mark them blue. TTLs are usually the most common component, ranging from some tens to some hundreds of them on a single PCB. They are pure logical operators and are of very scarce interest for the dumper, apart from a few remarkable exceptions: 74s188, 287, 288, 370, 387, 471, 472, 473, 474, 570, 571, 572, 573. These are all PROMs; they have to be marked gold and are addressed here following.&lt;br /&gt;
&lt;br /&gt;
===ROMs===&lt;br /&gt;
&lt;br /&gt;
Third thing is to correctly identify and color-mark ROMs. They come in a variety of forms: PROMs, EPROMs, EEPROMs, FlashROMs, and MaskROMs. The most common are EPROMs, they sport a transparent window, they are 600mil, ranging from DIP24 to DIP42. In most PCBs they are socketed, and their extraction is very easy using a small flat screwdriver and slowly lifting them with small movements from BOTH sides to avoid any pin bending. MaskROMs are of the same size as EPROMs, but without the window, and very often they are soldered through the PCB. Removing them is a little bit more complicated, and the best suggestions for it can be found at [http://members.iinet.net.au/~lantra9jp1_nbn/gurudumps/tutorials/how_to_remove/index.html Guru&#039;s site]. EEPROMs and FlashROMs have different sizes, are usually SMD, and special adaptors are required to insert them into your programmer; adaptors could be rather expensive. Finally, PROMs are small chips (300mil) usually soldered through and quite similar to TTLs, therefore learning by heart their specific markings and labels comes handy in many cases. A good reference is available [http://www.citylan.it/wiki/index.php/PROM here].&lt;br /&gt;
	&lt;br /&gt;
===RAMs===&lt;br /&gt;
&lt;br /&gt;
Fourth thing are RAMs, they come in many sizes, from long 300mil to thin 600mil to other (less common) sizes. Mark them out, because you will need to mention them in the documentation.&lt;br /&gt;
&lt;br /&gt;
===PLDs===&lt;br /&gt;
&lt;br /&gt;
Fifth thing is to find out if any PLD is on your PCB. To understand what a PLD is, please refer to this very good article on [http://en.wikipedia.org/wiki/Programmable_logic_device Wikipedia]. PLDs always incorporate a “read protect” feature, in 95% of the case it&#039;s activated by the producer; until recently it was impossible to read them, a dumper simply gave them a try hoping to be lucky and get into the 5% which is not protected. Recently [http://www.techno-junk.org Charles McDonald] found a way to read also a certain category of PLDs (the most common on arcade PCBs), so the above situation is changing.&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
&lt;br /&gt;
Sixth and last thing is to identify all other components of the PCB. You will find resistors, trimmers, LEDs, audio parts, heat exchangers, connectors, jumpers, switches and a lot of other things. You will need to describe them in the documentation as well.&lt;br /&gt;
&lt;br /&gt;
==Component dumping==&lt;br /&gt;
&lt;br /&gt;
Dumping memory chips is the core part of the whole dumping process. It basically requires an EPROM programmer, a PC and some dedication. We won&#039;t go into describing various EPROM programmers, their pros and cons, what they can do and the like. There are too many of them, let&#039;s assume that you know how your EPROM programmer works.&lt;br /&gt;
&lt;br /&gt;
Before inserting chips into the programmer&#039;s socket, you have to check for all the legs to be clean and straight. If any rust or dirt is on the legs, use a piece of very fine sandpaper to clean them, on all sides (internal, external and in-between legs). If legs are bent use a small pliers (or your fingers) to straight them back; be very gentle and use a very minimum of force, it&#039;s easy to break them.&lt;br /&gt;
&lt;br /&gt;
Then insert your chip into the programmer, configure your software accordingly to the make/model of the chip you have inserted, read it and save the result in a safe place. Now comes the very important part: remove the chip, clean the cache of the software, insert back the chip and read it again. Then do all of this a third time. Only if the three reads are IDENTICAL (check it with CRC32) then you have a good dump. If there is any difference, start again from the cleaning part of the procedure.&lt;br /&gt;
&lt;br /&gt;
Sometimes, even after perfectly cleaning and polishing all the legs, you cannot get a constant read of a chip. In this case try to read it with a slightly different voltage/current if your reader supports such a feature; firstly, try with ±5%, eventually with ±10%. Do not go beyond ±10%, you will risk ruining both the chip (not so important) and your programmer (much more important)! Some modern readers automatically perform the three reads procedure, and the reads are also made with different voltage/current parameters; it&#039;s an incredible speed up of the whole process. Do not forget to save all resulting files with a sensible name, possibly following the standard convention for ROMs naming: label.position (e.g.: &amp;lt;code&amp;gt;vb401.u14&amp;lt;/code&amp;gt;); if label is missing, number them yourself; if position is missing, skip it.&lt;br /&gt;
&lt;br /&gt;
==Checking the dump==&lt;br /&gt;
&lt;br /&gt;
Checking is usually done in cooperation with a MAMEdev. First, re-check the PCB to look for missed parts, forgotten chips, etc. An easy way is to count how many dumpable chips there are on the PCB and how many files you have in your dumper’s folder: if they match you have forgot nothing.&lt;br /&gt;
Secondly, share the dump (with the full description of the hardware) somewhere and sooner or later a MAMEdev takes a look at it and if he or she finds any problem he or she will contact you asking for more specific info or for a re-dump of some parts.&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Dumping_roms&amp;diff=6722</id>
		<title>Dumping roms</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Dumping_roms&amp;diff=6722"/>
		<updated>2019-07-10T19:32:11Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: syncing up tutorials with f205v&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Let&#039;s have a look at the most difficult part of the documentation process: dumping!&lt;br /&gt;
&lt;br /&gt;
It usually goes through a 3 step path:&lt;br /&gt;
&#039;&#039;&#039;1)&#039;&#039;&#039;Component identification&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;2)&#039;&#039;&#039;Component dumping&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;3)&#039;&#039;&#039;Checking the dump&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Component identification==&lt;br /&gt;
On a standard PCB we will find one, more or even all of the following components: CPUs, TTLs, ROMs, RAMs, PLDs, Others.&lt;br /&gt;
Some use colored markers (of the kind used to write on CDs) to mark each single component when it is correctly identified: &amp;lt;font color=&amp;quot;#00FF00&amp;quot;&amp;gt;green for CPUs&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;red for sound components&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#0000FF&amp;quot;&amp;gt;blue for TTLs&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#FFD700&amp;quot;&amp;gt;gold for ROMs&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#800080&amp;quot;&amp;gt;purple for RAMs&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#C0C0C0&amp;quot;&amp;gt;silver for PLDs&amp;lt;/font&amp;gt;. This color marking system is of great help when working on PCBs, it gives an immediate visual overview of what is what, it avoids missing out something important to dump, it saves a lot of time because you do not have to re-identify components when you look at a PCB after some time.&lt;br /&gt;
&lt;br /&gt;
===CPUs===&lt;br /&gt;
&lt;br /&gt;
First thing to do is to find the main CPU (maybe there are more than one!); it&#039;s usually the only chip whose size is remarkably different from all the others. We have to remember that [http://en.wikipedia.org/wiki/MOS_Technology_6502 6502], [http://en.wikipedia.org/wiki/Z80 Z80] and [http://en.wikipedia.org/wiki/Motorola_68000 68000] are the most used CPUs in arcade game history, learning by heart what they look like is fundamental. Obviously each chip sports some writing (markings), and looking that up on the Internet is always a good way to confirm what a chip is. For CPU identification we can recommend [http://www.cpu-world.com/ CPU-World] as a reference.&lt;br /&gt;
Sound CPUs are usually found grouped together, close to the volume trimmer. Most common sound CPUs are M6295 (and clones) and all of the various YMxxxx.&lt;br /&gt;
On some PCBs we will also find MCUs; they are like CPUs, but with an internal memory which is unfortunately read-protected 99% of the times.&lt;br /&gt;
On some PCBs there will also be “support chips” like I/O chips, CRC controllers or Peripheral Interface Adapter; let&#039;s mark all of them green as well.&lt;br /&gt;
&lt;br /&gt;
===TTLs===&lt;br /&gt;
&lt;br /&gt;
Second thing let&#039;s rule out all of the TTLs; they are easy to identify, because they are small (300mil) and marked 74xxx (in very old PCBs they can also be 54xxx), let&#039;s mark them blue. TTLs are usually the most common component, ranging from some tens to some hundreds of them on a single PCB. They are pure logical operators and are of very scarce interest for the dumper, apart from a few remarkable exceptions: 74s188, 287, 288, 370, 387, 471, 472, 473, 474, 570, 571, 572, 573. These are all PROMs, they have to be marked gold and are addressed here following.&lt;br /&gt;
&lt;br /&gt;
===ROMs===&lt;br /&gt;
&lt;br /&gt;
Third thing is to correctly identify and color-mark ROMs. They come in a variety of forms: PROMs, EPROMs, EEPROMs, FlashROMs, MaskROMs. The most common are EPROMs, they sport a transparent window, they are 600mil, ranging from DIP24 to DIP42. In most PCBs they are socketed, and their extraction is very easy using a small flat screwdriver and slowly lifting them with small movements from BOTH sides to avoid any pin bending. MaskROMs are of the same size as EPROMs, but without the window, and very often they are soldered through the PCB. Removing them is a little bit more complicated, and the best suggestions for it can be found at [http://members.iinet.net.au/~lantra9jp1_nbn/gurudumps/tutorials/how_to_remove/index.html Guru&#039;s site]. EEPROMs and FlashROMs have different sizes, are usually SMD, and special adaptors are required to insert them into your programmer; adaptors could be rather expensive. Finally PROMs are small chips (300mil) usually soldered through and quite similar to TTLs, therefore learning by heart their specific markings and labels comes handy in many cases. A good reference is available [http://www.citylan.it/wiki/index.php/PROM here].&lt;br /&gt;
	&lt;br /&gt;
===RAMs===&lt;br /&gt;
&lt;br /&gt;
Fourth thing are RAMs, they come in many sizes, from long 300mil to thin 600mil to other (less common) sizes. Mark them out, because you will need to mention them in the documentation.&lt;br /&gt;
&lt;br /&gt;
===PLDs===&lt;br /&gt;
&lt;br /&gt;
Fifth thing is to find out if any PLD is on your PCB. To understand what a PLD is, please refer to this very good article on [http://en.wikipedia.org/wiki/Programmable_logic_device wikipedia]. PLDs always incorporate a “read protect” feature, in 95% of the case it&#039;s activated by the producer; until recently it was impossible to read them, a dumper simply gave them a try hoping to be lucky and get into the 5% which is not protected. Recently [http://www.techno-junk.org Charles McDonald] found a way to read also a certain category of PLDs (the most common on arcade PCBs), so the above situation is changing.&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
&lt;br /&gt;
Sixth and last thing is to identify all other components of the PCB. You will find resistors, trimmers, LEDs, audio parts, heat exchangers, connectors, jumpers, switches and a lot of other things. You will need to describe them in the documentation as well.&lt;br /&gt;
&lt;br /&gt;
==Component dumping==&lt;br /&gt;
&lt;br /&gt;
Dumping memory chips is the core part of the whole dumping process. It basically requires an EPROM programmer, a PC and some dedication. We won&#039;t go into describing various EPROM programmers, their pros and cons, what they can do and the like. There are too many of them, let&#039;s assume that you know how your EPROM programmer works.&lt;br /&gt;
&lt;br /&gt;
Before inserting chips into the programmer&#039;s socket you have to check for all the legs to be clean and straight. If any rust or dirt is on the legs, use a piece of very fine sandpaper to clean them, on all sides (internal, external and in-between legs). If legs are bent use a small pliers (or your fingers) to straight them back; be very gentle and use a very minimum of force, it&#039;s easy to break them.&lt;br /&gt;
&lt;br /&gt;
Then insert your chip into the programmer, configure your software accordingly to the make/model of the chip you have inserted, read it and save the result in a safe place. Now comes the very important part: remove the chip, clean the cache of the software, insert back the chip and read it again. Then do all of this a third time. Only if the three reads are IDENTICAL (check it with CRC32) then you have a good dump. If there is any difference, start again from the cleaning part of the procedure.&lt;br /&gt;
&lt;br /&gt;
Sometimes, even after perfectly cleaning and polishing all the legs, you can not get a constant read of a chip. In this case try to read it with a slightly different voltage/current if your reader supports such a feature; firstly try with ±5%, eventually with ±10%. Do not go beyond ±10%, you will risk to ruin both the chip (not so important) and your programmer (much more important)! Some modern readers automatically perform the three reads procedure, and the reads are also made with different voltage/current parameters; it&#039;s an incredible speed up of the whole process. Do not forget to save all resulting files with a sensible name, possibly following the standard convention for ROMs naming: label.position (e.g.: &amp;lt;code&amp;gt;vb401.u14&amp;lt;/code&amp;gt;); if label is missing, number them yourself; if position is missing, skip it.&lt;br /&gt;
&lt;br /&gt;
==Checking the dump==&lt;br /&gt;
&lt;br /&gt;
Checking is usually done in cooperation with a MAMEDEV. First, re-check the PCB to look for missed parts, forgotten chips, etc. An easy way is to count how many dumpable chips there are on the PCB and how many files you have in your dumper’s folder: if they match you have forgot nothing.&lt;br /&gt;
Secondly, share the dump (with the full description of the hardware) somewhere and sooner or later a MAMEDEV takes a look at it and if he or she finds any problem he or she will contact you asking for more specific info or for a re-dump of some parts.&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=How_to_correctly_document_a_PCB&amp;diff=6721</id>
		<title>How to correctly document a PCB</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=How_to_correctly_document_a_PCB&amp;diff=6721"/>
		<updated>2019-07-10T18:44:16Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PCBs (Printed Circuit Boards) are the source and the goal of the whole MAME project.&lt;br /&gt;
They are the goal, because emulating their behaviour and their working mechanism is what MAME does.&lt;br /&gt;
They are the source, because every information in a MAME driver comes directly from them; and because the driver itself is a &amp;quot;virtual&amp;quot; PCB, mimicking the real one.&lt;br /&gt;
&lt;br /&gt;
We&#039;ll focus therefore on how to correctly extract information from a PCB, and how to organize them in such a way that this information will be useful to MAMEDevs when they&#039;ll code a driver.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Documenting a PCB is a 3 step job:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;1) [[Taking pictures and other medias|taking pictures]]&#039;&#039;&lt;br /&gt;
&#039;&#039;2) [[Dumping roms|dumping ROMs]]&#039;&#039;&lt;br /&gt;
&#039;&#039;3) writing documentation&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each of the 3 steps will have a separate article in the near future, detailing everything that is needed to know; for the moment let&#039;s just have a quick look at them.&lt;br /&gt;
&lt;br /&gt;
1) &#039;&#039;&#039;[[Taking pictures and other medias|Taking pictures and other media]]&#039;&#039;&#039; (like recording sounds and filming videos) is usually the first and easiest thing you can do with a PCB; no special expertise is needed for this task, just a little bit of patience and care.&lt;br /&gt;
With a digital camera you should take pictures of the whole PCB, both front (component) and back (solder) side. If the PCB consists of different boards packed one over the other, separate them and take pictures individually. If you can connect the PCB to a cabinet or to a test rig, do it; and take pictures of the game at boot up, at title screen, at intro and attract mode, and during game as well.&lt;br /&gt;
If your camera is capable of recording videos, film some seconds of the game during title / attract mode and in game. This task is needed if your PCB is particularly rare and good videos of the game are not available; filming kof2k is usually not needed ;)&lt;br /&gt;
Same goes for game sound recordings, they could be needed by MAMEDevs if your game is rare or with a discrete sound board or unusual custom sound chip. A game generating sounds out of a AY-3-8910 usually doesn&#039;t require any recording.&lt;br /&gt;
&lt;br /&gt;
2) &#039;&#039;&#039;[[Dumping roms|Dumping ROMs]]&#039;&#039;&#039; is somewhat considered the &amp;quot;cool&amp;quot; part of the documenting process; it isn&#039;t. It&#039;s a long and tedious task requiring dedicated equipment, extreme accuracy, electronics background and a forgiving better-half!! ;)&lt;br /&gt;
The minimum equipment required is an &amp;quot;EPROM programmer&amp;quot;: that is a dedicated hardware and software appliance, where you will put the EPROMs extracted from the PCB and &amp;quot;read&amp;quot; them. The software will then save the content in a file on your PC. Obviously an EPROM programmer capable of reading 10.000+ different kind of chips is better then one reading only some hundreds; and the cost for it will be proportional.&lt;br /&gt;
You will probably also need one or more soldering irons, an hot air reworking station, some desoldering tools, pliers, screwdrivers, chip removers, etc.&lt;br /&gt;
You will need to dump EVERYTHING that is dumpable on the PCB, so it will be PROMs, EPROMs, EEPROMs, maskROMs, flashROMs, PLDs, PALs, GALs, and everything else which contains a memory like MCUs and the like.&lt;br /&gt;
You will need to dump every single chip a minimum of 3 times (possibly with different current/voltage levels), and compare the 3 reads to check if they match. If they don&#039;t you will have to figure out why, solve the problem and read them 3 times again.&lt;br /&gt;
You will need to compare the files you dumped with already known files and check if there is any match.&lt;br /&gt;
&lt;br /&gt;
3) &#039;&#039;&#039;Writing documentation&#039;&#039;&#039; is the last task for you, and it&#039;s even more tedious than dumping.&lt;br /&gt;
All important parts of the PCB need to be listed, their function explained. Worth documenting in particular are the frequencies of the crystal or ceramic oscillators, whose values are essential for determining proper timings and are all too frequently obscured by glare on photos.&lt;br /&gt;
Also the pictures you took in step 1 must be listed, as well as files you dumped in step 2.&lt;br /&gt;
A meaningful description of the PCB is extremely important for MAMEDevs, they will only have it as a guide while coding a driver, so the more accurate you are the more likely there will be a working driver sooner or later.&lt;br /&gt;
&lt;br /&gt;
Isn&#039;t documenting PCBs tedious? Well, it&#039;s also extremely satisfactory and ego-building; when you correctly document a PCB, and in a few days you have it emulated in MAME, you can proudly pat yourself on the shoulder: a piece of the arcade games history has been preserved for the future, and you were a part of it!&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=How_to_correctly_document_a_PCB&amp;diff=6720</id>
		<title>How to correctly document a PCB</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=How_to_correctly_document_a_PCB&amp;diff=6720"/>
		<updated>2019-07-10T18:43:55Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PCBs (Printed Circuit Boards) are the source and the goal of the whole MAME project.&lt;br /&gt;
They are the goal, because emulating their behaviour and their working mechanism is what MAME does.&lt;br /&gt;
They are the source, because every information in a MAME driver comes directly from them; and because the driver itself is a &amp;quot;virtual&amp;quot; PCB, mimicking the real one.&lt;br /&gt;
&lt;br /&gt;
We&#039;ll focus therefore on how to correctly extract information from a PCB, and how to organize them in such a way that this information will be useful to MAMEDevs when they&#039;ll code a driver.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Documenting a PCB is a 3 step job:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;1) [[Taking pictures and other medias|taking pictures]]&#039;&#039;&lt;br /&gt;
&#039;&#039;2) [[Dumping roms|dumping ROMs]]&#039;&#039;&lt;br /&gt;
&#039;&#039;3) writing documentation&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each of the 3 steps will have a separate article in the near future, detailing everything that is needed to know; for the moment let&#039;s just have a quick look at them.&lt;br /&gt;
&lt;br /&gt;
1) &#039;&#039;&#039;[[Taking pictures and other medias|Taking pictures and other media]]&#039;&#039;&#039; (like recording sounds and filming videos) is usually the first and easiest thing you can do with a PCB; no special expertise is needed for this task, just a little bit of patience and care.&lt;br /&gt;
With a digital camera you should take pictures of the whole PCB, both front (component) and back (solder) side. If the PCB consists of different boards packed one over the other, separate them and take pictures individually. If you can connect the PCB to a cabinet or to a test rig, do it; and take pictures of the game at boot up, at title screen, at intro and attract mode, and during game as well.&lt;br /&gt;
If your camera is capable of recording videos, film some seconds of the game during title / attract mode and in game. This task is needed if your PCB is particularly rare and good videos of the game are not available; filming kof2k is usually not needed ;)&lt;br /&gt;
Same goes for game sound recordings, they could be needed by MAMEDevs if your game is rare or with a discrete sound board or unusual custom sound chip. A game generating sounds out of a AY-3-8910 usually doesn&#039;t require any recording.&lt;br /&gt;
&lt;br /&gt;
2) &#039;&#039;&#039;[[[Dumping roms|Dumping ROMs]]&#039;&#039;&#039; is somewhat considered the &amp;quot;cool&amp;quot; part of the documenting process; it isn&#039;t. It&#039;s a long and tedious task requiring dedicated equipment, extreme accuracy, electronics background and a forgiving better-half!! ;)&lt;br /&gt;
The minimum equipment required is an &amp;quot;EPROM programmer&amp;quot;: that is a dedicated hardware and software appliance, where you will put the EPROMs extracted from the PCB and &amp;quot;read&amp;quot; them. The software will then save the content in a file on your PC. Obviously an EPROM programmer capable of reading 10.000+ different kind of chips is better then one reading only some hundreds; and the cost for it will be proportional.&lt;br /&gt;
You will probably also need one or more soldering irons, an hot air reworking station, some desoldering tools, pliers, screwdrivers, chip removers, etc.&lt;br /&gt;
You will need to dump EVERYTHING that is dumpable on the PCB, so it will be PROMs, EPROMs, EEPROMs, maskROMs, flashROMs, PLDs, PALs, GALs, and everything else which contains a memory like MCUs and the like.&lt;br /&gt;
You will need to dump every single chip a minimum of 3 times (possibly with different current/voltage levels), and compare the 3 reads to check if they match. If they don&#039;t you will have to figure out why, solve the problem and read them 3 times again.&lt;br /&gt;
You will need to compare the files you dumped with already known files and check if there is any match.&lt;br /&gt;
&lt;br /&gt;
3) &#039;&#039;&#039;Writing documentation&#039;&#039;&#039; is the last task for you, and it&#039;s even more tedious than dumping.&lt;br /&gt;
All important parts of the PCB need to be listed, their function explained. Worth documenting in particular are the frequencies of the crystal or ceramic oscillators, whose values are essential for determining proper timings and are all too frequently obscured by glare on photos.&lt;br /&gt;
Also the pictures you took in step 1 must be listed, as well as files you dumped in step 2.&lt;br /&gt;
A meaningful description of the PCB is extremely important for MAMEDevs, they will only have it as a guide while coding a driver, so the more accurate you are the more likely there will be a working driver sooner or later.&lt;br /&gt;
&lt;br /&gt;
Isn&#039;t documenting PCBs tedious? Well, it&#039;s also extremely satisfactory and ego-building; when you correctly document a PCB, and in a few days you have it emulated in MAME, you can proudly pat yourself on the shoulder: a piece of the arcade games history has been preserved for the future, and you were a part of it!&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=How_to_correctly_document_a_PCB&amp;diff=6719</id>
		<title>How to correctly document a PCB</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=How_to_correctly_document_a_PCB&amp;diff=6719"/>
		<updated>2019-07-10T18:43:07Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PCBs (Printed Circuit Boards) are the source and the goal of the whole MAME project.&lt;br /&gt;
They are the goal, because emulating their behaviour and their working mechanism is what MAME does.&lt;br /&gt;
They are the source, because every information in a MAME driver comes directly from them; and because the driver itself is a &amp;quot;virtual&amp;quot; PCB, mimicking the real one.&lt;br /&gt;
&lt;br /&gt;
We&#039;ll focus therefore on how to correctly extract information from a PCB, and how to organize them in such a way that this information will be useful to MAMEDevs when they&#039;ll code a driver.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Documenting a PCB is a 3 step job:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;1) [[Taking pictures and other medias|taking pictures]]&#039;&#039;&lt;br /&gt;
&#039;&#039;2) [[Dumping roms|dumping ROMs]]&#039;&#039;&lt;br /&gt;
&#039;&#039;3) writing documentation&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each of the 3 steps will have a separate article in the near future, detailing everything that is needed to know; for the moment let&#039;s just have a quick look at them.&lt;br /&gt;
&lt;br /&gt;
1) &#039;&#039;&#039;[[Taking pictures and other medias]]&#039;&#039;&#039; (like recording sounds and filming videos) is usually the first and easiest thing you can do with a PCB; no special expertise is needed for this task, just a little bit of patience and care.&lt;br /&gt;
With a digital camera you should take pictures of the whole PCB, both front (component) and back (solder) side. If the PCB consists of different boards packed one over the other, separate them and take pictures individually. If you can connect the PCB to a cabinet or to a test rig, do it; and take pictures of the game at boot up, at title screen, at intro and attract mode, and during game as well.&lt;br /&gt;
If your camera is capable of recording videos, film some seconds of the game during title / attract mode and in game. This task is needed if your PCB is particularly rare and good videos of the game are not available; filming kof2k is usually not needed ;)&lt;br /&gt;
Same goes for game sound recordings, they could be needed by MAMEDevs if your game is rare or with a discrete sound board or unusual custom sound chip. A game generating sounds out of a AY-3-8910 usually doesn&#039;t require any recording.&lt;br /&gt;
&lt;br /&gt;
2) &#039;&#039;&#039;[[Dumping ROMs]]&#039;&#039;&#039; is somewhat considered the &amp;quot;cool&amp;quot; part of the documenting process; it isn&#039;t. It&#039;s a long and tedious task requiring dedicated equipment, extreme accuracy, electronics background and a forgiving better-half!! ;)&lt;br /&gt;
The minimum equipment required is an &amp;quot;EPROM programmer&amp;quot;: that is a dedicated hardware and software appliance, where you will put the EPROMs extracted from the PCB and &amp;quot;read&amp;quot; them. The software will then save the content in a file on your PC. Obviously an EPROM programmer capable of reading 10.000+ different kind of chips is better then one reading only some hundreds; and the cost for it will be proportional.&lt;br /&gt;
You will probably also need one or more soldering irons, an hot air reworking station, some desoldering tools, pliers, screwdrivers, chip removers, etc.&lt;br /&gt;
You will need to dump EVERYTHING that is dumpable on the PCB, so it will be PROMs, EPROMs, EEPROMs, maskROMs, flashROMs, PLDs, PALs, GALs, and everything else which contains a memory like MCUs and the like.&lt;br /&gt;
You will need to dump every single chip a minimum of 3 times (possibly with different current/voltage levels), and compare the 3 reads to check if they match. If they don&#039;t you will have to figure out why, solve the problem and read them 3 times again.&lt;br /&gt;
You will need to compare the files you dumped with already known files and check if there is any match.&lt;br /&gt;
&lt;br /&gt;
3) &#039;&#039;&#039;Writing documentation&#039;&#039;&#039; is the last task for you, and it&#039;s even more tedious than dumping.&lt;br /&gt;
All important parts of the PCB need to be listed, their function explained. Worth documenting in particular are the frequencies of the crystal or ceramic oscillators, whose values are essential for determining proper timings and are all too frequently obscured by glare on photos.&lt;br /&gt;
Also the pictures you took in step 1 must be listed, as well as files you dumped in step 2.&lt;br /&gt;
A meaningful description of the PCB is extremely important for MAMEDevs, they will only have it as a guide while coding a driver, so the more accurate you are the more likely there will be a working driver sooner or later.&lt;br /&gt;
&lt;br /&gt;
Isn&#039;t documenting PCBs tedious? Well, it&#039;s also extremely satisfactory and ego-building; when you correctly document a PCB, and in a few days you have it emulated in MAME, you can proudly pat yourself on the shoulder: a piece of the arcade games history has been preserved for the future, and you were a part of it!&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=How_to_correctly_document_a_PCB&amp;diff=6718</id>
		<title>How to correctly document a PCB</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=How_to_correctly_document_a_PCB&amp;diff=6718"/>
		<updated>2019-07-10T18:42:45Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PCBs (Printed Circuit Boards) are the source and the goal of the whole MAME project.&lt;br /&gt;
They are the goal, because emulating their behaviour and their working mechanism is what MAME does.&lt;br /&gt;
They are the source, because every information in a MAME driver comes directly from them; and because the driver itself is a &amp;quot;virtual&amp;quot; PCB, mimicking the real one.&lt;br /&gt;
&lt;br /&gt;
We&#039;ll focus therefore on how to correctly extract information from a PCB, and how to organize them in such a way that this information will be useful to MAMEDevs when they&#039;ll code a driver.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Documenting a PCB is a 3 step job:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;1) [[Taking pictures and other medias|taking pictures]]&#039;&#039;&lt;br /&gt;
&#039;&#039;2) [[Dumping roms|dumping ROMs]]&#039;&#039;&lt;br /&gt;
&#039;&#039;3) writing documentation&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each of the 3 steps will have a separate article in the near future, detailing everything that is needed to know; for the moment let&#039;s just have a quick look at them.&lt;br /&gt;
&lt;br /&gt;
1) &#039;&#039;&#039;[[Taking pictures and other medias]]&#039;&#039;&#039; (like recording sounds and filming videos) is usually the first and easiest thing you can do with a PCB; no special expertise is needed for this task, just a little bit of patience and care.&lt;br /&gt;
With a digital camera you should take pictures of the whole PCB, both front (component) and back (solder) side. If the PCB consists of different boards packed one over the other, separate them and take pictures individually. If you can connect the PCB to a cabinet or to a test rig, do it; and take pictures of the game at boot up, at title screen, at intro and attract mode, and during game as well.&lt;br /&gt;
If your camera is capable of recording videos, film some seconds of the game during title / attract mode and in game. This task is needed if your PCB is particularly rare and good videos of the game are not available; filming kof2k is usually not needed ;)&lt;br /&gt;
Same goes for game sound recordings, they could be needed by MAMEDevs if your game is rare or with a discrete sound board or unusual custom sound chip. A game generating sounds out of a AY-3-8910 usually doesn&#039;t require any recording.&lt;br /&gt;
&lt;br /&gt;
2) &#039;&#039;&#039;[[Dumping roms]]&#039;&#039;&#039; is somewhat considered the &amp;quot;cool&amp;quot; part of the documenting process; it isn&#039;t. It&#039;s a long and tedious task requiring dedicated equipment, extreme accuracy, electronics background and a forgiving better-half!! ;)&lt;br /&gt;
The minimum equipment required is an &amp;quot;EPROM programmer&amp;quot;: that is a dedicated hardware and software appliance, where you will put the EPROMs extracted from the PCB and &amp;quot;read&amp;quot; them. The software will then save the content in a file on your PC. Obviously an EPROM programmer capable of reading 10.000+ different kind of chips is better then one reading only some hundreds; and the cost for it will be proportional.&lt;br /&gt;
You will probably also need one or more soldering irons, an hot air reworking station, some desoldering tools, pliers, screwdrivers, chip removers, etc.&lt;br /&gt;
You will need to dump EVERYTHING that is dumpable on the PCB, so it will be PROMs, EPROMs, EEPROMs, maskROMs, flashROMs, PLDs, PALs, GALs, and everything else which contains a memory like MCUs and the like.&lt;br /&gt;
You will need to dump every single chip a minimum of 3 times (possibly with different current/voltage levels), and compare the 3 reads to check if they match. If they don&#039;t you will have to figure out why, solve the problem and read them 3 times again.&lt;br /&gt;
You will need to compare the files you dumped with already known files and check if there is any match.&lt;br /&gt;
&lt;br /&gt;
3) &#039;&#039;&#039;Writing documentation&#039;&#039;&#039; is the last task for you, and it&#039;s even more tedious than dumping.&lt;br /&gt;
All important parts of the PCB need to be listed, their function explained. Worth documenting in particular are the frequencies of the crystal or ceramic oscillators, whose values are essential for determining proper timings and are all too frequently obscured by glare on photos.&lt;br /&gt;
Also the pictures you took in step 1 must be listed, as well as files you dumped in step 2.&lt;br /&gt;
A meaningful description of the PCB is extremely important for MAMEDevs, they will only have it as a guide while coding a driver, so the more accurate you are the more likely there will be a working driver sooner or later.&lt;br /&gt;
&lt;br /&gt;
Isn&#039;t documenting PCBs tedious? Well, it&#039;s also extremely satisfactory and ego-building; when you correctly document a PCB, and in a few days you have it emulated in MAME, you can proudly pat yourself on the shoulder: a piece of the arcade games history has been preserved for the future, and you were a part of it!&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Taking_pictures_and_other_medias&amp;diff=6717</id>
		<title>Taking pictures and other medias</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Taking_pictures_and_other_medias&amp;diff=6717"/>
		<updated>2019-07-10T18:30:54Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Taking pictures and other medias to document a PCB is usually the first step in the process.&lt;br /&gt;
The minimum requirement is a digital still camera, the higher resolution the better. Just to give you some indication, a 5 megapixel camera is more than enough; every modern camera is good enough for our purpose.&lt;br /&gt;
What is not good is a phone camera because usually it has got a way inferior resolution, a very bad contrast range and it&#039;s very difficult to keep it steady.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The first step&#039;&#039;&#039; is to take pictures of the PCB; prepare a place that will become your &amp;quot;studio&amp;quot;, take pictures of PCBs while they are vertically laying against a wall, others prefer to take pictures with the PCB flat on the ground. In both cases use a monocolor, flat, opaque, neutral background; avoid plain white, it will reverberate back to the camera; avoid multicolored tiles, they usually shine and tend to alter camera contrast; eventually you can use for your background a brown paper of the kind used to wrap up delivery parcels.&lt;br /&gt;
If you take pictures of a vertical PCB use a tripod, even a very small one to hold the camera; if you do not have a tripod, put the camera at the same height of the PCB, possibly resting over some books with a rigid cover; do not hold the camera in your hands because it&#039;s much more easy to &amp;quot;move&amp;quot; the picture.&lt;br /&gt;
If you take pictures of an horizontal PCB use a tripod again, of the kind with the tilting head to hold the camera horizontal as well; if you do not have a tripod hold the camera in your hands, try to stay over the PCB with your legs slightly open, and hold your breath while taking the picture; if possible try to lay against a wall, this will help you to remain steady.&lt;br /&gt;
The lighting of your &amp;quot;studio&amp;quot; is very important: the best possible source of light is the sun, but it&#039;s not always available, therefore a very good alternative is a couple of halogen lamps of about 300-500W, illuminating the PCB from a few meters away. The very important thing is to avoid direct lighting of the PCB, but to illuminate it with light reflecting out of the walls and ceiling, resembling as much as possible the natural ambient light. NEVER use the flashlight incorporated into your camera, because it will reflect back from the PCB and &amp;quot;blind&amp;quot; the picture.&lt;br /&gt;
A good thing is to clean the PCB from dust before taking pictures; if the PCB is very dirt, at least clean the surface of the ICs with a soft slightly humid cloth, so that markings and labels are clearly visible.&lt;br /&gt;
Remember to take pictures of both sides of the PCB (components and solder), if the PCB consists of different boards packed one over the other, separate them and take pictures individually.&lt;br /&gt;
&lt;br /&gt;
An even better method is to &amp;quot;scan&amp;quot; the PCB instead of taking pictures.&lt;br /&gt;
For this method you will need an CCD flatbed scanner (a LED scanner is not good for the purpose, because it doesn&#039;t have the same depth of field as a CCD one, and the resulting scan will be blurred and out of focus).&lt;br /&gt;
Remove the cover from your scanner to have more room to place the PCB on the scanning glass.&lt;br /&gt;
Place your PCB on the scanning glass, align it accurately, and let it scan at a minimum of 200dpi (300 is better, a little bit slower).&lt;br /&gt;
If the PCB is larger than the scanning windows, you will have to take multiple scans until you have covered the total surface of the PCB.&lt;br /&gt;
Now repeat the process with the OTHER side of the PCB.&lt;br /&gt;
All the resulting files are easily manipulated with a couple of GFX utilities: as an example, you can use ImageCompositeEditor to stitch together the different scans and get a single picture file of the whole PCB + Irfanview to trim the pictures and remove the not needed side parts, and to resize them.&lt;br /&gt;
&lt;br /&gt;
If the PCB is working, it&#039;s now time to go to &#039;&#039;&#039;step two&#039;&#039;&#039;: taking pictures of the game in action.&lt;br /&gt;
So connect the PCB to your test rig, fire it up and let the game run for a few minutes so that your monitor gets to the right temperature. Calibrate your monitor to have a good full picture of the game, with warm saturated colors, and make sure that the full image is shown within the borders. Now switch off all ambient lights so that the monitor itself is the only source of light, and holding the camera in your hands keep as steady as possible and take pictures of the game at boot up, at title screen, at intro and attract mode, and during game as well. It is not important to have them at very high resolution, on the contrary 640x480 or 800x600 are more than good. Sometimes it&#039;s a good idea to film a few seconds of the game, especially if the game is extremely rare and there are no movies of it available on the net. A similar thing is valid for sounds: if the game is extremely rare or very old and there are no sample available, record the sounds of the game. There are 2 ways to do it: with a microphone or directly connecting the PCB to your computer sound card. With a microphone you get a lower quality samples, possibly degraded by the quality of the speakers on your test rig and by the quality of the microphone itself; but it&#039;s a simple method and it&#039;s highly recommended if you do not know how your PCB works. Connecting the PCB directly to your sound card requires a little of electronic knowledge, a soldering iron and a clear idea of what you are doing; if you do not know how to do it DO NOT DO IT! otherwise you will end up with a broken PCB and a broken sound card.&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=How_to_correctly_document_a_PCB&amp;diff=6716</id>
		<title>How to correctly document a PCB</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=How_to_correctly_document_a_PCB&amp;diff=6716"/>
		<updated>2019-07-10T18:25:07Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PCBs (Printed Circuit Boards) are the source and the goal of the whole MAME project.&lt;br /&gt;
They are the goal, because emulating their behaviour and their working mechanism is what MAME does.&lt;br /&gt;
They are the source, because every information in a MAME driver comes directly from them; and because the driver itself is a &amp;quot;virtual&amp;quot; PCB, mimicking the real one.&lt;br /&gt;
&lt;br /&gt;
We&#039;ll focus therefore on how to correctly extract information from a PCB, and how to organize them in such a way that this information will be useful to MAMEDevs when they&#039;ll code a driver.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Documenting a PCB is a 3 steps job:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;1) [[Taking pictures and other medias|taking pictures]]&#039;&#039;&lt;br /&gt;
&#039;&#039;2) [[Dumping roms|dumping ROMs]]&#039;&#039;&lt;br /&gt;
&#039;&#039;3) writing documentation&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each of the 3 steps will have a separate article in the near future, detailing everything that is needed to know; for the moment let&#039;s just have a quick look at them.&lt;br /&gt;
&lt;br /&gt;
1) &#039;&#039;&#039;[[Taking pictures and other medias]]&#039;&#039;&#039; (like recording sounds and filming videos) is usually the first and easiest thing you can do with a PCB; no special expertise is needed for this task, just a little bit of patience and care.&lt;br /&gt;
With a digital camera you should take pictures of the whole PCB, both front (component) and back (solder) side. If the PCB consists of different boards packed one over the other, separate them and take pictures individually. If you can connect the PCB to a cabinet or to a test rig, do it; and take pictures of the game at boot up, at title screen, at intro and attract mode, and during game as well.&lt;br /&gt;
If your camera is capable of recording videos, film some seconds of the game during title / attract mode and in game. This task is needed if your PCB is particularly rare and good videos of the game are not available; filming kof2k is usually not needed ;)&lt;br /&gt;
Same goes for game sound recordings, they could be needed by MAMEDevs if your game is rare or with a discrete sound board or unusual custom sound chip. A game generating sounds out of a AY-3-8910 usually doesn&#039;t require any recording.&lt;br /&gt;
&lt;br /&gt;
2) &#039;&#039;&#039;[[Dumping roms]]&#039;&#039;&#039; is somewhat considered the &amp;quot;cool&amp;quot; part of the documenting process; it isn&#039;t. It&#039;s a long and tedious task requiring dedicated equipment, extreme accuracy, electronics background and a forgiving better-half!! ;)&lt;br /&gt;
The minimum equipment required is an &amp;quot;EPROM programmer&amp;quot;: that is a dedicated hardware and software appliance, where you will put the EPROMs extracted from the PCB and &amp;quot;read&amp;quot; them. The software will then save the content in a file on your PC. Obviously an EPROM programmer capable of reading 10.000+ different kind of chips is better then one reading only some hundreds; and the cost for it will be proportional.&lt;br /&gt;
You will probably also need one or more soldering irons, an hot air reworking station, some desoldering tools, pliers, screwdrivers, chip removers, etc.&lt;br /&gt;
You will need to dump EVERYTHING that is dumpable on the PCB, so it will be PROMs, EPROMs, EEPROMs, maskROMs, flashROMs, PLDs, PALs, GALs, and everything else which contains a memory like MCUs and the like.&lt;br /&gt;
You will need to dump every single chip a minimum of 3 times (possibly with different current/voltage levels), and compare the 3 reads to check if they match. If they don&#039;t you will have to figure out why, solve the problem and read them 3 times again.&lt;br /&gt;
You will need to compare the files you dumped with already known files and check if there is any match.&lt;br /&gt;
&lt;br /&gt;
3) &#039;&#039;&#039;Writing documentation&#039;&#039;&#039; is the last task for you, and it&#039;s even more tedious than dumping.&lt;br /&gt;
All important parts of the PCB need to be listed, their function explained. Worth documenting in particular are the frequencies of the crystal or ceramic oscillators, whose values are essential for determining proper timings and are all too frequently obscured by glare on photos.&lt;br /&gt;
Also the pictures you took in step 1 must be listed, as well as files you dumped in step 2.&lt;br /&gt;
A meaningful description of the PCB is extremely important for MAMEDevs, they will only have it as a guide while coding a driver, so the more accurate you are the more likely there will be a working driver sooner or later.&lt;br /&gt;
&lt;br /&gt;
Isn&#039;t documenting PCBs tedious? Well, it&#039;s also extremely satisfactory and ego-building; when you correctly document a PCB, and in a few days you have it emulated in MAME, you can proudly pat yourself on the shoulder: a piece of the arcade games history has been preserved for the future, and you were a part of it!&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Developer_WIPs&amp;diff=6672</id>
		<title>Developer WIPs</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Developer_WIPs&amp;diff=6672"/>
		<updated>2019-06-25T03:54:00Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These pages are here to serve as WIPs, to-do lists, or whatever else the developer wants to talk about here (as long as it&#039;s MAME related!)&lt;br /&gt;
&lt;br /&gt;
* [[Aaron&#039;s To-Do List]] (Aaron Giles)&lt;br /&gt;
* [[Andreas N&#039;s To-Do List]] (Andreas Naive)&lt;br /&gt;
* [http://mamedev.emulab.it/kale/todo-list/ Kale&#039;s To-Do List] (Angelo Salese)&lt;br /&gt;
* [[Couriersud&#039;s To-Do List]] (Couriersud)&lt;br /&gt;
* [[Edstrom&#039;s To-Do List]] (Edstrom)&lt;br /&gt;
* [[Ernesto&#039;s To-Do List]] (Ernesto Corvi)&lt;br /&gt;
* [[MooglyGuy&#039;s To-Do List]] (MooglyGuy)&lt;br /&gt;
* [[Phil B&#039;s To-Do List]] (Philip Bennett)&lt;br /&gt;
* [[Reip&#039;s To-Do List]] (Pierpaolo Prazzoli)&lt;br /&gt;
* [[Arbee&#039;s To-Do List]] (R. Belmont)&lt;br /&gt;
* [[Robbie&#039;s To-Do List]] (Roberto Fresca)&lt;br /&gt;
*[[Shattered&#039;s_To-Do_List]] (shattered, external contributor)&lt;br /&gt;
* [[Vas Crabb&#039;s To-Do List]] (Vas Crabb)&lt;br /&gt;
&lt;br /&gt;
And here are links to individual active developers&#039; pages that are maintained elsewhere:&lt;br /&gt;
&lt;br /&gt;
* [http://aarongiles.com Aaron&#039;s Almanac (Home of Aaron Giles)] (Aaron Giles)&lt;br /&gt;
* [http://andreasnaive.blogspot.com/search/label/emulaci%C3%B3n/ Notas de Andy] (Andreas Naive)&lt;br /&gt;
* [http://ajg.mameworld.info/ Drew&#039;s MAMEography] (Andrew Gardner)&lt;br /&gt;
* [http://mamedev.emulab.it/kale/ Kale&#039;s MAME WIP] (Kale / Angelo Salese)&lt;br /&gt;
* [http://mess.redump.net/people/mahlemiut mahlemiut] (mahlemiut / Barry Rodewald)&lt;br /&gt;
* [http://www.bryanmcphail.com/wp/?cat=25 BryanMcPhail.com] (Mish / Bryan McPhail)&lt;br /&gt;
* [http://www.techno-junk.org/ Charles MacDonald&#039;s Home Page] (Charles MacDonald)&lt;br /&gt;
* [http://mess.redump.net/people/curt_coder Curt Coder] (Curt Coder)&lt;br /&gt;
* [http://mamedev.emulab.it/haze/ David Haywood&#039;s MAME™ WIP] (Haze / David Haywood)&lt;br /&gt;
* [http://redump.net/ Duke&#039;s Home] (Duke / Dirk Best)&lt;br /&gt;
* [http://mess.redump.net/people/duke Duke] (Duke / Dirk Best)&lt;br /&gt;
* [http://mamedev.emulab.it/etabeta/ etabeta&#039;s playground] (etabeta / Fabio Priuli)&lt;br /&gt;
&amp;lt;!-- * [http://firehawke.sanctuarycrew.com/blog/?cat=24 Firehawke&#039;s Stream of Consciousness] (Firehawke) --&amp;gt;&lt;br /&gt;
* [http://tsk-tsk.net/ hap&#039;s stuff] (hap)&lt;br /&gt;
* [http://agemame.mameworld.info AGEMAME HQ] (ElCondor / James Wallace)&lt;br /&gt;
* [http://stolistic.blogspot.com/ PE+/S+ Emulation via MAME] (Stolistic / Jim Stolis)&lt;br /&gt;
* [http://mess.redump.net/people/lord_nightmare Lord Nightmare] (Lord Nightmare / Jonathan Gevaryahu)&lt;br /&gt;
* [http://www.lucaelia.com/mame.php Luca&#039;s MAME Drivers] (Luca Elia)&lt;br /&gt;
* [http://micko-wip.blogspot.com/ Micko&#039;s WIP] (Micko / Miodrag Milanović)&lt;br /&gt;
* [http://mess.redump.net/people/mizapf Michael Zapf] (Michael Zapf)&lt;br /&gt;
* [http://philwip.mameworld.info/ PhilWIP] (Philip Bennett)&lt;br /&gt;
* [http://rbelmont.mameworld.info/ Arbee&#039;s WIP Emporium] (R. Belmont)&lt;br /&gt;
* [http://messui.polygonal-moogle.com/ The MESSUI Place] (Robbbert)&lt;br /&gt;
* [http://robbie.mameworld.info/ Risen From My Grave] (Robbie / Roberto Fresca)&lt;br /&gt;
* [http://smf.mameworld.info/ smf&#039;s Blog] (smf)&lt;br /&gt;
* [http://slanina.pl/mame.html slanina] (dox / Tomasz Slanina)&lt;br /&gt;
* [http://rants.vastheman.com/category/technology/mame/ Rants from Vas] (cuavas / Vas Crabb)&lt;br /&gt;
* [http://vlinde.mameworld.info/ Ville&#039;s Development Log] (Ville Linde)&lt;br /&gt;
* [http://mess.redump.net/people/wilbert_pol Wilbert Pol] (judge / Wilbert Pol)&lt;br /&gt;
&lt;br /&gt;
And historical links to individual developers&#039; pages that have gone offline, inactive, or are no longer contributing:&lt;br /&gt;
&lt;br /&gt;
* [http://www.bryanmcphail.com/wip/index.html VCMAME.NET - Bryan&#039;s MAME WIP] (Mish / Bryan McPhail) (archived)&lt;br /&gt;
* [http://www.atarihq.com/danb/ Dan B&#039;s Videogame Tech Web Site] (Dan Boris)&lt;br /&gt;
* [http://web.archive.org/web/20110207115709/http://widel.com/ Dave&#039;s Arcade] (Dave Widel) (archived)&lt;br /&gt;
* [http://derrick.mameworld.info/ D&#039;s MAME Stuff] (Derrick Renaud)&lt;br /&gt;
* [http://avoidspikes.blogspot.com/ Avoid Spikes] (Frank Palazzolo)&lt;br /&gt;
* [http://www.manuelabadia.com/blog/CategoryView,category,Games.aspx Manuel Abadia] (Manuel Abadia)&lt;br /&gt;
* [http://nebula.emulatronia.com/ Nebula&#039;s Homepage] (ElSemi / Miguel Ángel Horna)&lt;br /&gt;
* [http://web.archive.org/web/20111229202331/http://moogle-tech.com/blog MAME, MESS, and Other Fun] (MooglyGuy) (archived)&lt;br /&gt;
* [http://members.aon.at/nkehrer/ Norbert&#039;s Emulators] (Norbert Kehrer)&lt;br /&gt;
* [http://web.archive.org/web/20080105050042/http://www.machna.com/games/ Stroff&#039;s Game &amp;amp; Emulation WIP] (Stroff / Phil Stroffolino) (archived)&lt;br /&gt;
* [http://mamelife.blogspot.com/ Nicola&#039;s MAME Ramblings] (Nicola Salmoria)&lt;br /&gt;
* [http://upstephh.free.fr/ The Ultimate Patchers&#039; Site] (stephh)&lt;br /&gt;
* [http://tourniquet.mameworld.info/ Tourniquet&#039;s MAME News] (Tourniquet / Paul Priest)&lt;br /&gt;
* [http://reip.mameworld.info/ Reip&#039;s MAME WIP] (Reip / Pierpaolo Prazzoli)&lt;br /&gt;
* [http://mamedev.emulab.it/robiza/ Robiza’s MAME blog] (Robiza / Roberto Zandonà)&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=Developer_WIPs&amp;diff=6494</id>
		<title>Developer WIPs</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=Developer_WIPs&amp;diff=6494"/>
		<updated>2019-04-04T18:23:18Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These pages are here to serve as WIPs, to-do lists, or whatever else the developer wants to talk about here (as long as it&#039;s MAME related!)&lt;br /&gt;
&lt;br /&gt;
* [[Aaron&#039;s To-Do List]] (Aaron Giles)&lt;br /&gt;
* [[Andreas N&#039;s To-Do List]] (Andreas Naive)&lt;br /&gt;
* [http://mamedev.emulab.it/kale/todo-list/ Kale&#039;s To-Do List] (Angelo Salese)&lt;br /&gt;
* [[Couriersud&#039;s To-Do List]] (Couriersud)&lt;br /&gt;
* [[Edstrom&#039;s To-Do List]] (Edstrom)&lt;br /&gt;
* [[Ernesto&#039;s To-Do List]] (Ernesto Corvi)&lt;br /&gt;
* [[MooglyGuy&#039;s To-Do List]] (MooglyGuy)&lt;br /&gt;
* [[Phil B&#039;s To-Do List]] (Philip Bennett)&lt;br /&gt;
* [[Reip&#039;s To-Do List]] (Pierpaolo Prazzoli)&lt;br /&gt;
* [[Arbee&#039;s To-Do List]] (R. Belmont)&lt;br /&gt;
* [[Robbie&#039;s To-Do List]] (Roberto Fresca)&lt;br /&gt;
* [[Vas Crabb&#039;s To-Do List]] (Vas Crabb)&lt;br /&gt;
&lt;br /&gt;
And here are links to individual active developers&#039; pages that are maintained elsewhere:&lt;br /&gt;
&lt;br /&gt;
* [http://aarongiles.com Aaron&#039;s Almanac (Home of Aaron Giles)] (Aaron Giles)&lt;br /&gt;
* [http://andreasnaive.blogspot.com/search/label/emulaci%C3%B3n/ Notas de Andy] (Andreas Naive)&lt;br /&gt;
* [http://ajg.mameworld.info/ Drew&#039;s MAMEography] (Andrew Gardner)&lt;br /&gt;
* [http://mamedev.emulab.it/kale/ Kale&#039;s MAME WIP] (Kale / Angelo Salese)&lt;br /&gt;
* [http://mess.redump.net/people/mahlemiut mahlemiut] (mahlemiut / Barry Rodewald)&lt;br /&gt;
* [http://www.bryanmcphail.com/wp/?cat=25 BryanMcPhail.com] (Mish / Bryan McPhail)&lt;br /&gt;
* [http://www.techno-junk.org/ Charles MacDonald&#039;s Home Page] (Charles MacDonald)&lt;br /&gt;
* [http://mess.redump.net/people/curt_coder Curt Coder] (Curt Coder)&lt;br /&gt;
* [http://mamedev.emulab.it/haze/ David Haywood&#039;s MAME™ WIP] (Haze / David Haywood)&lt;br /&gt;
* [http://redump.net/ Duke&#039;s Home] (Duke / Dirk Best)&lt;br /&gt;
* [http://mess.redump.net/people/duke Duke] (Duke / Dirk Best)&lt;br /&gt;
* [http://mamedev.emulab.it/etabeta/ etabeta&#039;s playground] (etabeta / Fabio Priuli)&lt;br /&gt;
&amp;lt;!-- * [http://firehawke.sanctuarycrew.com/blog/?cat=24 Firehawke&#039;s Stream of Consciousness] (Firehawke) --&amp;gt;&lt;br /&gt;
* [http://tsk-tsk.net/ hap&#039;s stuff] (hap)&lt;br /&gt;
* [http://agemame.mameworld.info AGEMAME HQ] (ElCondor / James Wallace)&lt;br /&gt;
* [http://stolistic.blogspot.com/ PE+/S+ Emulation via MAME] (Stolistic / Jim Stolis)&lt;br /&gt;
* [http://mess.redump.net/people/lord_nightmare Lord Nightmare] (Lord Nightmare / Jonathan Gevaryahu)&lt;br /&gt;
* [http://www.lucaelia.com/mame.php Luca&#039;s MAME Drivers] (Luca Elia)&lt;br /&gt;
* [http://micko-wip.blogspot.com/ Micko&#039;s WIP] (Micko / Miodrag Milanović)&lt;br /&gt;
* [http://mess.redump.net/people/mizapf Michael Zapf] (Michael Zapf)&lt;br /&gt;
* [http://philwip.mameworld.info/ PhilWIP] (Philip Bennett)&lt;br /&gt;
* [http://rbelmont.mameworld.info/ Arbee&#039;s WIP Emporium] (R. Belmont)&lt;br /&gt;
* [http://messui.polygonal-moogle.com/ The MESSUI Place] (Robbbert)&lt;br /&gt;
* [http://robbie.mameworld.info/ Risen From My Grave] (Robbie / Roberto Fresca)&lt;br /&gt;
* [http://smf.mameworld.info/ smf&#039;s Blog] (smf)&lt;br /&gt;
* [http://slanina.pl/mame.html slanina] (dox / Tomasz Slanina)&lt;br /&gt;
* [http://rants.vastheman.com/category/technology/mame/ Rants from Vas] (cuavas / Vas Crabb)&lt;br /&gt;
* [http://vlinde.mameworld.info/ Ville&#039;s Development Log] (Ville Linde)&lt;br /&gt;
* [http://mess.redump.net/people/wilbert_pol Wilbert Pol] (judge / Wilbert Pol)&lt;br /&gt;
&lt;br /&gt;
And historical links to individual developers&#039; pages that have gone offline, inactive, or are no longer contributing:&lt;br /&gt;
&lt;br /&gt;
* [http://www.bryanmcphail.com/wip/index.html VCMAME.NET - Bryan&#039;s MAME WIP] (Mish / Bryan McPhail) (archived)&lt;br /&gt;
* [http://www.atarihq.com/danb/ Dan B&#039;s Videogame Tech Web Site] (Dan Boris)&lt;br /&gt;
* [http://web.archive.org/web/20110207115709/http://widel.com/ Dave&#039;s Arcade] (Dave Widel) (archived)&lt;br /&gt;
* [http://derrick.mameworld.info/ D&#039;s MAME Stuff] (Derrick Renaud)&lt;br /&gt;
* [http://avoidspikes.blogspot.com/ Avoid Spikes] (Frank Palazzolo)&lt;br /&gt;
* [http://www.manuelabadia.com/blog/CategoryView,category,Games.aspx Manuel Abadia] (Manuel Abadia)&lt;br /&gt;
* [http://nebula.emulatronia.com/ Nebula&#039;s Homepage] (ElSemi / Miguel Ángel Horna)&lt;br /&gt;
* [http://web.archive.org/web/20111229202331/http://moogle-tech.com/blog MAME, MESS, and Other Fun] (MooglyGuy) (archived)&lt;br /&gt;
* [http://members.aon.at/nkehrer/ Norbert&#039;s Emulators] (Norbert Kehrer)&lt;br /&gt;
* [http://web.archive.org/web/20080105050042/http://www.machna.com/games/ Stroff&#039;s Game &amp;amp; Emulation WIP] (Stroff / Phil Stroffolino) (archived)&lt;br /&gt;
* [http://mamelife.blogspot.com/ Nicola&#039;s MAME Ramblings] (Nicola Salmoria)&lt;br /&gt;
* [http://upstephh.free.fr/ The Ultimate Patchers&#039; Site] (stephh)&lt;br /&gt;
* [http://tourniquet.mameworld.info/ Tourniquet&#039;s MAME News] (Tourniquet / Paul Priest)&lt;br /&gt;
* [http://reip.mameworld.info/ Reip&#039;s MAME WIP] (Reip / Pierpaolo Prazzoli)&lt;br /&gt;
* [http://mamedev.emulab.it/robiza/ Robiza’s MAME blog] (Robiza / Roberto Zandonà)&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=6422</id>
		<title>SDL Supported Platforms</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=6422"/>
		<updated>2019-01-31T06:45:16Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are downloads for MAME/MESS on non-Windows platforms including Mac OS X, Linux, and BSD family operating systems.&lt;br /&gt;
&lt;br /&gt;
Technical support for MAME on non-Windows platforms and for MESS on all platforms is available on [http://forums.bannister.org/ the bannister.org forums].&lt;br /&gt;
&lt;br /&gt;
== Source code download ==&lt;br /&gt;
&lt;br /&gt;
The following links are for source code, either pre-packaged by MAMEDev or you can simply clone/fork us on Github to follow the team&#039;s progress in real-time.  Download these if you&#039;d like to learn to develop for MAME/MESS, or if you know how to build the emulator and just want to follow along quickly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| MAME/MESS releases || http://mamedev.org/release.html&lt;br /&gt;
|-&lt;br /&gt;
| Live MAME/MESS WIP on Github || https://github.com/mamedev/mame&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A guide to building MAME/MESS on Mac OS X is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=58897#Post58897 here].  An equivalent guide for Linux is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=35138#Post35138 here].&lt;br /&gt;
&lt;br /&gt;
== Regularly Updated binaries and packages (usually within a few versions of baseline) ==&lt;br /&gt;
&lt;br /&gt;
These links are for binaries and/or distribution packages for Mac OS X, the BSD family, and a variety of popular Linux distributions.  Download these if you can&#039;t or don&#039;t wish to build MAME and don&#039;t mind waiting for the next release date to see progress.&lt;br /&gt;
&#039;&#039;&#039;Please Note&#039;&#039;&#039;:  In all source release versions starting with 0.162, MAME is a binary which consists the entirety of source (including the former MESS project).  As a result, MESS links here will likely only be available up to 0.161 with anything beyond expected to be obtained at the MAME link.  For the time being, old MESS can be compiled using &amp;quot;SUBTARGET=mess&amp;quot; while older MAME (arcade only) can be made with &amp;quot;SUBTARGET=mamearcade&amp;quot;.  Support for these older styles of binaries will be discontinued in the near future.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X Intel || MAME/MESS || http://sdlmame.lngn.net and https://choccyhobnob.com/&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC || MAME/MESS || http://mirrors.xmission.com/mame/mac/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Arch Linux || MAME || https://www.archlinux.de/packages/community/x86_64/mame , https://aur.archlinux.org/packages/mame-git/&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MAME || http://packages.debian.org/search?keywords=mame&lt;br /&gt;
|-&lt;br /&gt;
| Fedora || MAME || https://apps.fedoraproject.org/packages/mame&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MAME || https://www.freshports.org/emulators/mame/ , https://svnweb.freebsd.org/ports/head/emulators/mame/&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MESS || https://www.freshports.org/emulators/mess/ , https://svnweb.freebsd.org/ports/head/emulators/mess/&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MAME || https://pkgs.org/download/mame , https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Gentoo/Funtoo Linux || MAME/MESS || http://gpo.zugaina.org/games-emulation/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Mageia || MAME || https://madb.mageia.org/package/show/name/mame/release/cauldron/application/0&lt;br /&gt;
|-&lt;br /&gt;
| Microsoft Windows (2000/XP/Vista/7/8/10) || MAME/MESS || http://mamedev.org/release.html&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MAME/MESS || http://pkgsrc.se/emulators/mame , https://cdn.netbsd.org/pub/pkgsrc/current/pkgsrc/emulators/mame/README.html&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || MAME || http://openports.se/emulators/mame&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || SDLMAME || https://pkgs.org/download/sdlmame , https://abf.openmandriva.org/openmandriva/sdlmame/build_lists&lt;br /&gt;
|-&lt;br /&gt;
| OpenSUSE || MAME/MESS || https://software.opensuse.org/package/mame and https://software.opensuse.org/package/mame-mess&lt;br /&gt;
|-&lt;br /&gt;
| Raspbian || MAME || https://choccyhobnob.com/&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || MAME || https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Slackware || MAME/MESS || http://sourceforge.net/projects/mameforslack&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MAME || http://sdlmame.wallyweek.org/repository/&lt;br /&gt;
|-&lt;br /&gt;
| Void Linux || MAME || https://github.com/void-linux/void-packages/tree/master/srcpkgs/mame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Discontinued/Irregularly Updated ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC (10.5) || SDLMAME || https://www.mediafire.com/folder/07r0cvcq1i39g/OSX_PPC_10.5_%28SDL2%29&lt;br /&gt;
|-&lt;br /&gt;
| CentOS || SDLMAME || http://repoforge.org/use/  -  Follow directions at &amp;quot;Using RepoForge&amp;quot; then choose desired package&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MESS || http://packages.debian.org/search?keywords=mess&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MESS/SDLMESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| Google Native Client || MAME || http://tiny.cc/NaCLMAME , http://tiny.cc/NaCLMAMECaseStudy&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MESS || http://pkgsrc.se/emulators/mess&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || SDLMAME || http://openports.se/emulators/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || SDLMESS || http://openports.se/emulators/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || SDLMESS || https://pkgs.org/download/sdlmess , https://abf.openmandriva.org/openmandriva/sdlmess/build_lists&lt;br /&gt;
|-&lt;br /&gt;
| OS/2 Warp || SDLMAME || http://hobbes.nmsu.edu/h-search.php?key=sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || SDLMAME || https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || MESS/SDLMESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || SDLMESS || https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MESS || https://pkgs.org/download/mess&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || SDLMAME || https://emulationrealm.net/downloads/file/1509-sdlmame-intermediate-ps3&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || SDLMESS || https://emulationrealm.net/downloads/file/1462-sdlmess-ps3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Targets for which MAME/MESS have been known to exist, but have custom OSDs/Interfaces ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform&lt;br /&gt;
|-&lt;br /&gt;
| Android (ARM)&lt;br /&gt;
|-&lt;br /&gt;
| Apple iOS&lt;br /&gt;
|-&lt;br /&gt;
| Microsoft XBOX / XBOX 360 / XBOX One&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo Wii (PowerPC) / Wii U / Switch&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=6384</id>
		<title>SDL Supported Platforms</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=6384"/>
		<updated>2019-01-11T19:07:25Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are downloads for MAME/MESS on non-Windows platforms including Mac OS X, Linux, and BSD family operating systems.&lt;br /&gt;
&lt;br /&gt;
Technical support for MAME on non-Windows platforms and for MESS on all platforms is available on [http://forums.bannister.org/ the bannister.org forums].&lt;br /&gt;
&lt;br /&gt;
== Source code download ==&lt;br /&gt;
&lt;br /&gt;
The following links are for source code, either pre-packaged by MAMEDev or you can simply clone/fork us on Github to follow the team&#039;s progress in real-time.  Download these if you&#039;d like to learn to develop for MAME/MESS, or if you know how to build the emulator and just want to follow along quickly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| MAME/MESS releases || http://mamedev.org/release.html&lt;br /&gt;
|-&lt;br /&gt;
| Live MAME/MESS WIP on Github || https://github.com/mamedev/mame&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A guide to building MAME/MESS on Mac OS X is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=58897#Post58897 here].  An equivalent guide for Linux is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=35138#Post35138 here].&lt;br /&gt;
&lt;br /&gt;
== Regularly Updated binaries and packages (usually within a few versions of baseline) ==&lt;br /&gt;
&lt;br /&gt;
These links are for binaries and/or distribution packages for Mac OS X, the BSD family, and a variety of popular Linux distributions.  Download these if you can&#039;t or don&#039;t wish to build MAME and don&#039;t mind waiting for the next release date to see progress.&lt;br /&gt;
&#039;&#039;&#039;Please Note&#039;&#039;&#039;:  In all source release versions starting with 0.162, MAME is a binary which consists the entirety of source (including the former MESS project).  As a result, MESS links here will likely only be available up to 0.161 with anything beyond expected to be obtained at the MAME link.  For the time being, old MESS can be compiled using &amp;quot;SUBTARGET=mess&amp;quot; while older MAME (arcade only) can be made with &amp;quot;SUBTARGET=mamearcade&amp;quot;.  Support for these older styles of binaries will be discontinued in the near future.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X Intel || MAME/MESS || http://sdlmame.lngn.net and http://choccyhobnob.com/mame/mame/&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC || MAME/MESS || http://mirrors.xmission.com/mame/mac/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Arch Linux || MAME || https://www.archlinux.de/packages/community/x86_64/mame , https://aur.archlinux.org/packages/mame-git/&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MAME || http://packages.debian.org/search?keywords=mame&lt;br /&gt;
|-&lt;br /&gt;
| Fedora || MAME || https://apps.fedoraproject.org/packages/mame&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MAME || https://www.freshports.org/emulators/mame/ , https://svnweb.freebsd.org/ports/head/emulators/mame/&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MESS || https://www.freshports.org/emulators/mess/ , https://svnweb.freebsd.org/ports/head/emulators/mess/&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MAME || https://pkgs.org/download/mame , https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Gentoo/Funtoo Linux || MAME/MESS || http://gpo.zugaina.org/games-emulation/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Mageia || MAME || https://madb.mageia.org/package/show/name/mame/release/cauldron/application/0&lt;br /&gt;
|-&lt;br /&gt;
| Microsoft Windows (2000/XP/Vista/7/8/10) || MAME/MESS || http://mamedev.org/release.html&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MAME/MESS || http://pkgsrc.se/emulators/mame , https://cdn.netbsd.org/pub/pkgsrc/current/pkgsrc/emulators/mame/README.html&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || MAME || http://openports.se/emulators/mame&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || SDLMAME || https://pkgs.org/download/sdlmame , https://abf.openmandriva.org/openmandriva/sdlmame/build_lists&lt;br /&gt;
|-&lt;br /&gt;
| OpenSUSE || MAME/MESS || https://software.opensuse.org/package/mame and https://software.opensuse.org/package/mame-mess&lt;br /&gt;
|-&lt;br /&gt;
| Raspbian || MAME || https://choccyhobnob.com/mame/mame/&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || MAME || https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Slackware || MAME/MESS || http://sourceforge.net/projects/mameforslack&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MAME || http://sdlmame.wallyweek.org/repository/&lt;br /&gt;
|-&lt;br /&gt;
| Void Linux || MAME || https://github.com/void-linux/void-packages/tree/master/srcpkgs/mame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Discontinued/Irregularly Updated ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC (10.5) || SDLMAME || https://www.mediafire.com/folder/07r0cvcq1i39g/OSX_PPC_10.5_%28SDL2%29&lt;br /&gt;
|-&lt;br /&gt;
| CentOS || SDLMAME || http://repoforge.org/use/  -  Follow directions at &amp;quot;Using RepoForge&amp;quot; then choose desired package&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MESS || http://packages.debian.org/search?keywords=mess&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MESS/SDLMESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| Google Native Client || MAME || http://tiny.cc/NaCLMAME , http://tiny.cc/NaCLMAMECaseStudy&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MESS || http://pkgsrc.se/emulators/mess&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || SDLMAME || http://openports.se/emulators/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || SDLMESS || http://openports.se/emulators/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || SDLMESS || https://pkgs.org/download/sdlmess , https://abf.openmandriva.org/openmandriva/sdlmess/build_lists&lt;br /&gt;
|-&lt;br /&gt;
| OS/2 Warp || SDLMAME || http://hobbes.nmsu.edu/h-search.php?key=sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || SDLMAME || https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || MESS/SDLMESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || SDLMESS || https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MESS || https://pkgs.org/download/mess&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || SDLMAME || https://emulationrealm.net/downloads/file/1509-sdlmame-intermediate-ps3&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || SDLMESS || https://emulationrealm.net/downloads/file/1462-sdlmess-ps3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Targets for which MAME/MESS have been known to exist, but have custom OSDs/Interfaces ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform&lt;br /&gt;
|-&lt;br /&gt;
| Android (ARM)&lt;br /&gt;
|-&lt;br /&gt;
| Apple iOS&lt;br /&gt;
|-&lt;br /&gt;
| Microsoft XBOX / XBOX 360 / XBOX One&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo Wii (PowerPC) / Wii U / Switch&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=6383</id>
		<title>SDL Supported Platforms</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=6383"/>
		<updated>2019-01-11T19:06:13Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are downloads for MAME/MESS on non-Windows platforms including Mac OS X, Linux, and BSD family operating systems.&lt;br /&gt;
&lt;br /&gt;
Technical support for MAME on non-Windows platforms and for MESS on all platforms is available on [http://forums.bannister.org/ the bannister.org forums].&lt;br /&gt;
&lt;br /&gt;
== Source code download ==&lt;br /&gt;
&lt;br /&gt;
The following links are for source code, either pre-packaged by MAMEDev or you can simply clone/fork us on Github to follow the team&#039;s progress in real-time.  Download these if you&#039;d like to learn to develop for MAME/MESS, or if you know how to build the emulator and just want to follow along quickly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| MAME/MESS releases || http://mamedev.org/release.html&lt;br /&gt;
|-&lt;br /&gt;
| Live MAME/MESS WIP on Github || https://github.com/mamedev/mame&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A guide to building MAME/MESS on Mac OS X is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=58897#Post58897 here].  An equivalent guide for Linux is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=35138#Post35138 here].&lt;br /&gt;
&lt;br /&gt;
== Regularly Updated binaries and packages (usually within a few versions of baseline) ==&lt;br /&gt;
&lt;br /&gt;
These links are for binaries and/or distribution packages for Mac OS X, the BSD family, and a variety of popular Linux distributions.  Download these if you can&#039;t or don&#039;t wish to build MAME and don&#039;t mind waiting for the next release date to see progress.&lt;br /&gt;
&#039;&#039;&#039;Please Note&#039;&#039;&#039;:  In all source release versions starting with 0.162, MAME is a binary which consists the entirety of source (including the former MESS project).  As a result, MESS links here will likely only be available up to 0.161 with anything beyond expected to be obtained at the MAME link.  For the time being, old MESS can be compiled using &amp;quot;SUBTARGET=mess&amp;quot; while older MAME (arcade only) can be made with &amp;quot;SUBTARGET=mamearcade&amp;quot;.  Support for these older styles of binaries will be discontinued in the near future.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X Intel || MAME/MESS || http://sdlmame.lngn.net and http://choccyhobnob.com/mame/mame/&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC || MAME/MESS || http://mirrors.xmission.com/mame/mac/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Arch Linux || MAME || https://www.archlinux.de/packages/community/x86_64/mame , https://aur.archlinux.org/packages/mame-git/&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MAME || http://packages.debian.org/search?keywords=mame&lt;br /&gt;
|-&lt;br /&gt;
| Fedora || MAME || https://apps.fedoraproject.org/packages/mame&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MAME || https://www.freshports.org/emulators/mame/ , https://svnweb.freebsd.org/ports/head/emulators/mame/&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MESS || https://www.freshports.org/emulators/mess/ , https://svnweb.freebsd.org/ports/head/emulators/mess/&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MAME || https://pkgs.org/download/mame , https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Gentoo/Funtoo Linux || MAME/MESS || http://gpo.zugaina.org/games-emulation/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Mageia || MAME || https://madb.mageia.org/package/show/name/mame/release/cauldron/application/0&lt;br /&gt;
|-&lt;br /&gt;
| Microsoft Windows (2000/XP/Vista/7/8/10) || MAME/MESS || http://mamedev.org/release.html&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MAME/MESS || http://pkgsrc.se/emulators/mame , https://cdn.netbsd.org/pub/pkgsrc/current/pkgsrc/emulators/mame/README.html&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || MAME || http://openports.se/emulators/mame&lt;br /&gt;
|-&lt;br /&gt;
| OpenSUSE || MAME/MESS || https://software.opensuse.org/package/mame and https://software.opensuse.org/package/mame-mess&lt;br /&gt;
|-&lt;br /&gt;
| Raspbian || MAME || https://choccyhobnob.com/mame/mame/&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || MAME || https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Slackware || MAME/MESS || http://sourceforge.net/projects/mameforslack&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MAME || http://sdlmame.wallyweek.org/repository/&lt;br /&gt;
|-&lt;br /&gt;
| Void Linux || MAME || https://github.com/void-linux/void-packages/tree/master/srcpkgs/mame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Discontinued/Irregularly Updated ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC (10.5) || SDLMAME || https://www.mediafire.com/folder/07r0cvcq1i39g/OSX_PPC_10.5_%28SDL2%29&lt;br /&gt;
|-&lt;br /&gt;
| CentOS || SDLMAME || http://repoforge.org/use/  -  Follow directions at &amp;quot;Using RepoForge&amp;quot; then choose desired package&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MESS || http://packages.debian.org/search?keywords=mess&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MESS/SDLMESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| Google Native Client || MAME || http://tiny.cc/NaCLMAME , http://tiny.cc/NaCLMAMECaseStudy&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MESS || http://pkgsrc.se/emulators/mess&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || SDLMAME || http://openports.se/emulators/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || SDLMESS || http://openports.se/emulators/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || SDLMAME || https://pkgs.org/download/sdlmame , https://abf.openmandriva.org/openmandriva/sdlmame/build_lists&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || SDLMESS || https://pkgs.org/download/sdlmess , https://abf.openmandriva.org/openmandriva/sdlmess/build_lists&lt;br /&gt;
|-&lt;br /&gt;
| OS/2 Warp || SDLMAME || http://hobbes.nmsu.edu/h-search.php?key=sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || SDLMAME || https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || MESS/SDLMESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || SDLMESS || https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MESS || https://pkgs.org/download/mess&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || SDLMAME || https://emulationrealm.net/downloads/file/1509-sdlmame-intermediate-ps3&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || SDLMESS || https://emulationrealm.net/downloads/file/1462-sdlmess-ps3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Targets for which MAME/MESS have been known to exist, but have custom OSDs/Interfaces ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform&lt;br /&gt;
|-&lt;br /&gt;
| Android (ARM)&lt;br /&gt;
|-&lt;br /&gt;
| Apple iOS&lt;br /&gt;
|-&lt;br /&gt;
| Microsoft XBOX / XBOX 360 / XBOX One&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo Wii (PowerPC) / Wii U / Switch&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=6382</id>
		<title>SDL Supported Platforms</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=6382"/>
		<updated>2019-01-11T18:49:58Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are downloads for MAME/MESS on non-Windows platforms including Mac OS X, Linux, and BSD family operating systems.&lt;br /&gt;
&lt;br /&gt;
Technical support for MAME on non-Windows platforms and for MESS on all platforms is available on [http://forums.bannister.org/ the bannister.org forums].&lt;br /&gt;
&lt;br /&gt;
== Source code download ==&lt;br /&gt;
&lt;br /&gt;
The following links are for source code, either pre-packaged by MAMEDev or you can simply clone/fork us on Github to follow the team&#039;s progress in real-time.  Download these if you&#039;d like to learn to develop for MAME/MESS, or if you know how to build the emulator and just want to follow along quickly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| MAME/MESS releases || http://mamedev.org/release.html&lt;br /&gt;
|-&lt;br /&gt;
| Live MAME/MESS WIP on Github || https://github.com/mamedev/mame&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A guide to building MAME/MESS on Mac OS X is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=58897#Post58897 here].  An equivalent guide for Linux is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=35138#Post35138 here].&lt;br /&gt;
&lt;br /&gt;
== Regularly Updated binaries and packages (usually within a few versions of baseline) ==&lt;br /&gt;
&lt;br /&gt;
These links are for binaries and/or distribution packages for Mac OS X, the BSD family, and a variety of popular Linux distributions.  Download these if you can&#039;t or don&#039;t wish to build MAME and don&#039;t mind waiting for the next release date to see progress.&lt;br /&gt;
&#039;&#039;&#039;Please Note&#039;&#039;&#039;:  In all source release versions starting with 0.162, MAME is a binary which consists the entirety of source (including the former MESS project).  As a result, MESS links here will likely only be available up to 0.161 with anything beyond expected to be obtained at the MAME link.  For the time being, old MESS can be compiled using &amp;quot;SUBTARGET=mess&amp;quot; while older MAME (arcade only) can be made with &amp;quot;SUBTARGET=mamearcade&amp;quot;.  Support for these older styles of binaries will be discontinued in the near future.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X Intel || MAME/MESS || http://sdlmame.lngn.net and http://choccyhobnob.com/mame/mame/&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC || MAME/MESS || http://mirrors.xmission.com/mame/mac/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Arch Linux || MAME || https://www.archlinux.de/packages/community/x86_64/mame , https://aur.archlinux.org/packages/mame-git/&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MAME || http://packages.debian.org/search?keywords=mame&lt;br /&gt;
|-&lt;br /&gt;
| Fedora || MAME || https://apps.fedoraproject.org/packages/mame&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MAME || https://www.freshports.org/emulators/mame/ , https://svnweb.freebsd.org/ports/head/emulators/mame/&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MESS || https://www.freshports.org/emulators/mess/ , https://svnweb.freebsd.org/ports/head/emulators/mess/&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MAME || https://pkgs.org/download/mame , https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Gentoo/Funtoo Linux || MAME/MESS || http://gpo.zugaina.org/games-emulation/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Mageia || MAME || https://madb.mageia.org/package/show/name/mame/release/cauldron/application/0&lt;br /&gt;
|-&lt;br /&gt;
| Microsoft Windows (2000/XP/Vista/7/8/10) || MAME/MESS || http://mamedev.org/release.html&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MAME/MESS || http://pkgsrc.se/emulators/mame , https://cdn.netbsd.org/pub/pkgsrc/current/pkgsrc/emulators/mame/README.html&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || MAME || http://openports.se/emulators/mame&lt;br /&gt;
|-&lt;br /&gt;
| OpenSUSE || MAME/MESS || https://software.opensuse.org/package/mame and https://software.opensuse.org/package/mame-mess&lt;br /&gt;
|-&lt;br /&gt;
| Raspbian || MAME || https://choccyhobnob.com/mame/mame/&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || MAME || https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Slackware || MAME/MESS || http://sourceforge.net/projects/mameforslack&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MAME || http://sdlmame.wallyweek.org/repository/&lt;br /&gt;
|-&lt;br /&gt;
| Void Linux || MAME || https://github.com/void-linux/void-packages/tree/master/srcpkgs/mame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Discontinued/Irregularly Updated ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC (10.5) || MAME || https://www.mediafire.com/folder/07r0cvcq1i39g/OSX_PPC_10.5_%28SDL2%29&lt;br /&gt;
|-&lt;br /&gt;
| CentOS || SDLMAME || http://repoforge.org/use/  -  Follow directions at &amp;quot;Using RepoForge&amp;quot; then choose desired package&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MESS || http://packages.debian.org/search?keywords=mess&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| Google Native Client || MAME || http://tiny.cc/NaCLMAME , http://tiny.cc/NaCLMAMECaseStudy&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MESS || http://pkgsrc.se/emulators/mess&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || MAME || http://openports.se/emulators/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || MESS || http://openports.se/emulators/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || MAME || https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || MESS || https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| OS/2 Warp || MAME || http://hobbes.nmsu.edu/h-search.php?key=sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || MAME || https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || MESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || MESS || https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MESS || https://pkgs.org/download/mess&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || MAME || https://emulationrealm.net/downloads/file/1509-sdlmame-intermediate-ps3&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || MESS || https://emulationrealm.net/downloads/file/1462-sdlmess-ps3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Targets for which MAME/MESS have been known to exist, but have custom OSDs/Interfaces ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform&lt;br /&gt;
|-&lt;br /&gt;
| Android (ARM)&lt;br /&gt;
|-&lt;br /&gt;
| Apple iOS&lt;br /&gt;
|-&lt;br /&gt;
| Microsoft XBOX / XBOX 360 / XBOX One&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo Wii (PowerPC) / Wii U / Switch&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=6381</id>
		<title>SDL Supported Platforms</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=6381"/>
		<updated>2019-01-11T06:20:20Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are downloads for MAME/MESS on non-Windows platforms including Mac OS X, Linux, and BSD family operating systems.&lt;br /&gt;
&lt;br /&gt;
Technical support for MAME on non-Windows platforms and for MESS on all platforms is available on [http://forums.bannister.org/ the bannister.org forums].&lt;br /&gt;
&lt;br /&gt;
== Source code download ==&lt;br /&gt;
&lt;br /&gt;
The following links are for source code, either pre-packaged by MAMEDev or you can simply clone/fork us on Github to follow the team&#039;s progress in real-time.  Download these if you&#039;d like to learn to develop for MAME/MESS, or if you know how to build the emulator and just want to follow along quickly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| MAME/MESS releases || http://mamedev.org/release.html&lt;br /&gt;
|-&lt;br /&gt;
| Live MAME/MESS WIP on Github || https://github.com/mamedev/mame&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A guide to building MAME/MESS on Mac OS X is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=58897#Post58897 here].  An equivalent guide for Linux is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=35138#Post35138 here].&lt;br /&gt;
&lt;br /&gt;
== Regularly Updated binaries and packages (usually within a few versions of baseline) ==&lt;br /&gt;
&lt;br /&gt;
These links are for binaries and/or distribution packages for Mac OS X, the BSD family, and a variety of popular Linux distributions.  Download these if you can&#039;t or don&#039;t wish to build MAME and don&#039;t mind waiting for the next release date to see progress.&lt;br /&gt;
&#039;&#039;&#039;Please Note&#039;&#039;&#039;:  In all source release versions starting with 0.162, MAME is a binary which consists the entirety of source (including the former MESS project).  As a result, MESS links here will likely only be available up to 0.161 with anything beyond expected to be obtained at the MAME link.  For the time being, old MESS can be compiled using &amp;quot;SUBTARGET=mess&amp;quot; while older MAME (arcade only) can be made with &amp;quot;SUBTARGET=mamearcade&amp;quot;.  Support for these older styles of binaries will be discontinued in the near future.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X Intel || MAME/MESS || http://sdlmame.lngn.net and http://choccyhobnob.com/mame/mame/&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC || MAME/MESS || http://mirrors.xmission.com/mame/mac/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Arch Linux || MAME || https://www.archlinux.de/?page=Packages;search=mame&lt;br /&gt;
|-&lt;br /&gt;
| CentOS || MAME || http://www.rpmfusion.org/  -  Follow directions at &amp;quot;Enable RPM Fusion&amp;quot; then choose desired package&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MAME || http://packages.debian.org/search?keywords=mame&lt;br /&gt;
|-&lt;br /&gt;
| Fedora || MAME || https://apps.fedoraproject.org/packages/mame&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MAME || https://www.freshports.org/emulators/mame/ , https://svnweb.freebsd.org/ports/head/emulators/mame/&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MESS || https://www.freshports.org/emulators/mess/ , https://svnweb.freebsd.org/ports/head/emulators/mess/&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MAME || https://pkgs.org/download/mame , https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Gentoo/Funtoo Linux || MAME/MESS || http://gpo.zugaina.org/games-emulation/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Mageia || MAME || https://pkgs.org/download/mame&lt;br /&gt;
|-&lt;br /&gt;
| Microsoft Windows (2000/XP/Vista/7/8/10) || MAME/MESS || http://mamedev.org/release.html&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MAME/MESS || http://pkgsrc.se/emulators/mame&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || MAME || http://openports.se/emulators/mame&lt;br /&gt;
|-&lt;br /&gt;
| OpenSUSE || MAME/MESS || https://software.opensuse.org/package/mame and https://software.opensuse.org/package/mame-mess&lt;br /&gt;
|-&lt;br /&gt;
| Raspbian || MAME || https://choccyhobnob.com/mame/mame/&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || MAME || https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Slackware || MAME/MESS || http://sourceforge.net/projects/mameforslack&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MAME || http://sdlmame.wallyweek.org/repository/&lt;br /&gt;
|-&lt;br /&gt;
| Void Linux || MAME || https://github.com/void-linux/void-packages/tree/master/srcpkgs/mame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Discontinued/Irregularly Updated ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC (10.5) || MAME || https://www.mediafire.com/folder/07r0cvcq1i39g/OSX_PPC_10.5_%28SDL2%29&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MESS || http://packages.debian.org/search?keywords=mess&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| Google Native Client || MAME || http://tiny.cc/NaCLMAME , http://tiny.cc/NaCLMAMECaseStudy&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MESS || http://pkgsrc.se/emulators/mess&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || MAME || http://openports.se/emulators/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || MESS || http://openports.se/emulators/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || MAME || https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || MESS || https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| OS/2 Warp || MAME || http://hobbes.nmsu.edu/h-search.php?key=sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || MAME || https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || MESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || MESS || https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MESS || https://pkgs.org/download/mess&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || MAME || https://emulationrealm.net/downloads/file/1509-sdlmame-intermediate-ps3&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || MESS || https://emulationrealm.net/downloads/file/1462-sdlmess-ps3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Targets for which MAME/MESS have been known to exist, but have custom OSDs/Interfaces ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform&lt;br /&gt;
|-&lt;br /&gt;
| Android (ARM)&lt;br /&gt;
|-&lt;br /&gt;
| Apple iOS&lt;br /&gt;
|-&lt;br /&gt;
| Microsoft XBOX / XBOX 360 / XBOX One&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo Wii (PowerPC) / Wii U / Switch&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=6380</id>
		<title>SDL Supported Platforms</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=6380"/>
		<updated>2019-01-11T06:04:32Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are downloads for MAME/MESS on non-Windows platforms including Mac OS X, Linux, and BSD family operating systems.&lt;br /&gt;
&lt;br /&gt;
Technical support for MAME on non-Windows platforms and for MESS on all platforms is available on [http://forums.bannister.org/ the bannister.org forums].&lt;br /&gt;
&lt;br /&gt;
== Source code download ==&lt;br /&gt;
&lt;br /&gt;
The following links are for source code, either pre-packaged by MAMEDev or you can simply clone/fork us on Github to follow the team&#039;s progress in real-time.  Download these if you&#039;d like to learn to develop for MAME/MESS, or if you know how to build the emulator and just want to follow along quickly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| MAME/MESS releases || http://mamedev.org/release.html&lt;br /&gt;
|-&lt;br /&gt;
| Live MAME/MESS WIP on Github || https://github.com/mamedev/mame&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A guide to building MAME/MESS on Mac OS X is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=58897#Post58897 here].  An equivalent guide for Linux is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=35138#Post35138 here].&lt;br /&gt;
&lt;br /&gt;
== Regularly Updated binaries and packages (usually within a few versions of baseline) ==&lt;br /&gt;
&lt;br /&gt;
These links are for binaries and/or distribution packages for Mac OS X, the BSD family, and a variety of popular Linux distributions.  Download these if you can&#039;t or don&#039;t wish to build MAME and don&#039;t mind waiting for the next release date to see progress.&lt;br /&gt;
&#039;&#039;&#039;Please Note&#039;&#039;&#039;:  In all source release versions starting with 0.162, MAME is a binary which consists the entirety of source (including the former MESS project).  As a result, MESS links here will likely only be available up to 0.161 with anything beyond expected to be obtained at the MAME link.  For the time being, old MESS can be compiled using &amp;quot;SUBTARGET=mess&amp;quot; while older MAME (arcade only) can be made with &amp;quot;SUBTARGET=mamearcade&amp;quot;.  Support for these older styles of binaries will be discontinued in the near future.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X Intel || MAME/MESS || http://sdlmame.lngn.net and http://choccyhobnob.com/mame/mame/&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC || MAME/MESS || http://mirrors.xmission.com/mame/mac/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Arch Linux || MAME || https://www.archlinux.de/?page=Packages;search=mame&lt;br /&gt;
|-&lt;br /&gt;
| CentOS || MAME || http://www.rpmfusion.org/  -  Follow directions at &amp;quot;Enable RPM Fusion&amp;quot; then choose desired package&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MAME || http://packages.debian.org/search?keywords=mame&lt;br /&gt;
|-&lt;br /&gt;
| Fedora || MAME || https://apps.fedoraproject.org/packages/mame&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MAME || https://www.freshports.org/emulators/mame/ , https://svnweb.freebsd.org/ports/head/emulators/mame/&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MESS || https://www.freshports.org/emulators/mess/ , https://svnweb.freebsd.org/ports/head/emulators/mess/&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MAME || https://pkgs.org/download/mame , https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Gentoo/Funtoo Linux || MAME || http://gpo.zugaina.org/games-emulation/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Mageia || MAME || https://pkgs.org/download/mame&lt;br /&gt;
|-&lt;br /&gt;
| Microsoft Windows (2000/XP/Vista/7/8/10) || MAME/MESS || http://mamedev.org/release.html&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MAME/MESS || http://pkgsrc.se/emulators/mame&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || MAME || http://openports.se/emulators/mame&lt;br /&gt;
|-&lt;br /&gt;
| OpenSUSE || MAME/MESS || https://software.opensuse.org/package/mame and https://software.opensuse.org/package/mame-mess&lt;br /&gt;
|-&lt;br /&gt;
| Raspbian || MAME || https://choccyhobnob.com/mame/mame/&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || MAME || https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| Slackware || MAME/MESS || http://sourceforge.net/projects/mameforslack&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MAME || http://sdlmame.wallyweek.org/repository/&lt;br /&gt;
|-&lt;br /&gt;
| Void Linux || MAME || https://github.com/void-linux/void-packages/tree/master/srcpkgs/mame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Discontinued/Irregularly Updated ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC (10.5) || MAME || https://www.mediafire.com/folder/07r0cvcq1i39g/OSX_PPC_10.5_%28SDL2%29&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MESS || http://packages.debian.org/search?keywords=mess&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| Gentoo/Funtoo Linux || MESS || http://gpo.zugaina.org/games-emulation/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| Google Native Client || MAME || http://tiny.cc/NaCLMAME , http://tiny.cc/NaCLMAMECaseStudy&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MESS || http://pkgsrc.se/emulators/mess&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || MAME || http://openports.se/emulators/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || MESS || http://openports.se/emulators/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || MAME || https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || MESS || https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| OS/2 Warp || MAME || http://hobbes.nmsu.edu/h-search.php?key=sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || MAME || https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || MESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmame&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || MESS || https://pkgs.org/download/sdlmess&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MESS || https://pkgs.org/download/mess&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || MAME || https://emulationrealm.net/downloads/file/1509-sdlmame-intermediate-ps3&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || MESS || https://emulationrealm.net/downloads/file/1462-sdlmess-ps3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Targets for which MAME/MESS have been known to exist, but have custom OSDs/Interfaces ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform&lt;br /&gt;
|-&lt;br /&gt;
| Android (ARM)&lt;br /&gt;
|-&lt;br /&gt;
| Apple iOS&lt;br /&gt;
|-&lt;br /&gt;
| Microsoft XBOX / XBOX 360 / XBOX One&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo Wii (PowerPC) / Wii U / Switch&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=6142</id>
		<title>SDL Supported Platforms</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=6142"/>
		<updated>2018-07-24T15:26:44Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are downloads for MAME/MESS on non-Windows platforms including Mac OS X, Linux, and BSD family operating systems.&lt;br /&gt;
&lt;br /&gt;
Technical support for MAME on non-Windows platforms and for MESS on all platforms is available on [http://forums.bannister.org/ the bannister.org forums].&lt;br /&gt;
&lt;br /&gt;
== Source code download ==&lt;br /&gt;
&lt;br /&gt;
The following links are for source code, either pre-packaged by MAMEDev or you can simply clone/fork us on Github to follow the team&#039;s progress in real-time.  Download these if you&#039;d like to learn to develop for MAME/MESS, or if you know how to build the emulator and just want to follow along quickly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| MAME/MESS releases || http://mamedev.org/release.html ||&lt;br /&gt;
|-&lt;br /&gt;
| Live MAME/MESS WIP on Github || https://github.com/mamedev/mame ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A guide to building MAME/MESS on Mac OS X is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=58897#Post58897 here].  An equivalent guide for Linux is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=35138#Post35138 here].&lt;br /&gt;
&lt;br /&gt;
== Regularly Updated binaries and packages (usually within a few versions of baseline) ==&lt;br /&gt;
&lt;br /&gt;
These links are for binaries and/or distribution packages for Mac OS X, the BSD family, and a variety of popular Linux distributions.  Download these if you can&#039;t or don&#039;t wish to build MAME and don&#039;t mind waiting for the next release date to see progress.&lt;br /&gt;
&#039;&#039;&#039;Please Note&#039;&#039;&#039;:  In all source release versions starting with 0.162, MAME is a binary which consists the entirety of source (including the former MESS project).  As a result, MESS links here will likely only be available up to 0.161 with anything beyond expected to be obtained at the MAME link.  For the time being, old MESS can be compiled using &amp;quot;SUBTARGET=mess&amp;quot; while older MAME (arcade only) can be made with &amp;quot;SUBTARGET=mamearcade&amp;quot;.  Support for these older styles of binaries will be discontinued in the near future.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X Intel || MAME/MESS || http://sdlmame.lngn.net and http://choccyhobnob.com/mame/mame/ ||&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC || MAME/MESS || http://mirrors.xmission.com/mame/mac/sdlmame ||&lt;br /&gt;
|-&lt;br /&gt;
| Arch Linux || MAME || https://www.archlinux.de/?page=Packages;search=mame ||&lt;br /&gt;
|-&lt;br /&gt;
| CentOS || MAME || http://www.rpmfusion.org/  -  Follow directions at &amp;quot;Enable RPM Fusion&amp;quot; then choose desired package ||&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MAME || http://packages.debian.org/search?keywords=mame ||&lt;br /&gt;
|-&lt;br /&gt;
| Fedora || MAME || https://apps.fedoraproject.org/packages/mame ||&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MAME || https://www.freshports.org/emulators/mame/ , https://svnweb.freebsd.org/ports/head/emulators/mame/ ||&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MESS || https://www.freshports.org/emulators/mess/ , https://svnweb.freebsd.org/ports/head/emulators/mess/ ||&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MAME || https://pkgs.org/download/mame , https://pkgs.org/download/sdlmame ||&lt;br /&gt;
|-&lt;br /&gt;
| Gentoo/Funtoo Linux || MAME || http://gpo.zugaina.org/games-emulation/sdlmame ||&lt;br /&gt;
|-&lt;br /&gt;
| Mageia || MAME || https://pkgs.org/download/mame ||&lt;br /&gt;
|-&lt;br /&gt;
| Microsoft Windows (2000/XP/Vista/7/8/10) || MAME/MESS || http://mamedev.org/release.html ||&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MAME/MESS || http://pkgsrc.se/emulators/mame ||&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || MAME || http://openports.se/emulators/mame ||&lt;br /&gt;
|-&lt;br /&gt;
| OpenSUSE || MAME/MESS || https://software.opensuse.org/package/mame and https://software.opensuse.org/package/mame-mess ||&lt;br /&gt;
|-&lt;br /&gt;
| Raspbian || MAME || https://choccyhobnob.com/mame/mame/ ||&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || MAME || https://pkgs.org/download/sdlmame ||&lt;br /&gt;
|-&lt;br /&gt;
| Slackware || MAME/MESS || http://sourceforge.net/projects/mameforslack ||&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MAME || http://sdlmame.wallyweek.org/repository/ ||&lt;br /&gt;
|-&lt;br /&gt;
| Void Linux || MAME || https://github.com/void-linux/void-packages/tree/master/srcpkgs/mame ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Discontinued/Irregularly Updated ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC (10.5) || MAME || https://www.mediafire.com/folder/07r0cvcq1i39g/OSX_PPC_10.5_%28SDL2%29 ||&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MESS || http://packages.debian.org/search?keywords=mess ||&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmess ||&lt;br /&gt;
|-&lt;br /&gt;
| Gentoo/Funtoo Linux || MESS || http://gpo.zugaina.org/games-emulation/sdlmess ||&lt;br /&gt;
|-&lt;br /&gt;
| Google Native Client || MAME || http://tiny.cc/NaCLMAME , http://tiny.cc/NaCLMAMECaseStudy ||&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MESS || http://pkgsrc.se/emulators/mess ||&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || MAME || http://openports.se/emulators/sdlmame ||&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || MESS || http://openports.se/emulators/sdlmess ||&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || MAME || https://pkgs.org/download/sdlmame ||&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || MESS || https://pkgs.org/download/sdlmess ||&lt;br /&gt;
|-&lt;br /&gt;
| OS/2 Warp || MAME || http://hobbes.nmsu.edu/h-search.php?key=sdlmame ||&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || MAME || https://pkgs.org/download/sdlmame ||&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || MESS || https://pkgs.org/download/mess , https://pkgs.org/download/sdlmame ||&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || MESS || https://pkgs.org/download/sdlmess ||&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MESS || https://pkgs.org/download/mess ||&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || MAME || https://emulationrealm.net/downloads/file/1509-sdlmame-intermediate-ps3 ||&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || MESS || https://emulationrealm.net/downloads/file/1462-sdlmess-ps3 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Targets for which MAME/MESS have been known to exist, but have custom OSDs/Interfaces ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform&lt;br /&gt;
|-&lt;br /&gt;
| Android (ARM) ||&lt;br /&gt;
|-&lt;br /&gt;
| Apple iOS ||&lt;br /&gt;
|-&lt;br /&gt;
| Microsoft XBOX / XBOX 360 / XBOX One ||&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo Wii (PowerPC) / Wii U / Switch ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=6140</id>
		<title>SDL Supported Platforms</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=6140"/>
		<updated>2018-07-24T06:30:20Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are downloads for MAME/MESS on non-Windows platforms including Mac OS X, Linux, and BSD family operating systems.&lt;br /&gt;
&lt;br /&gt;
Technical support for MAME on non-Windows platforms and for MESS on all platforms is available on [http://forums.bannister.org/ the bannister.org forums].&lt;br /&gt;
&lt;br /&gt;
== Source code download ==&lt;br /&gt;
&lt;br /&gt;
The following links are for source code, either pre-packaged by MAMEDev or you can simply clone/fork us on Github to follow the team&#039;s progress in real-time.  Download these if you&#039;d like to learn to develop for MAME/MESS, or if you know how to build the emulator and just want to follow along quickly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| MAME/MESS releases || http://mamedev.org/release.html ||&lt;br /&gt;
|-&lt;br /&gt;
| Live MAME/MESS WIP on Github || https://github.com/mamedev/mame ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A guide to building MAME/MESS on Mac OS X is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=58897#Post58897 here].  An equivalent guide for Linux is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=35138#Post35138 here].&lt;br /&gt;
&lt;br /&gt;
== Regularly Updated binaries and packages (usually within a few versions of baseline) ==&lt;br /&gt;
&lt;br /&gt;
These links are for binaries and/or distribution packages for Mac OS X, the BSD family, and a variety of popular Linux distributions.  Download these if you can&#039;t or don&#039;t wish to build MAME and don&#039;t mind waiting for the next release date to see progress.&lt;br /&gt;
&#039;&#039;&#039;Please Note&#039;&#039;&#039;:  In all source release versions starting with 0.162, MAME is a binary which consists the entirety of source (including the former MESS project).  As a result, MESS links here will likely only be available up to 0.161 with anything beyond expected to be obtained at the MAME link.  For the time being, old MESS can be compiled using &amp;quot;SUBTARGET=mess&amp;quot; while older MAME (arcade only) can be made with &amp;quot;SUBTARGET=mamearcade&amp;quot;.  Support for these older styles of binaries will be discontinued in the near future.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X Intel || MAME/MESS || http://sdlmame.lngn.net and http://choccyhobnob.com/mame/mame/ ||&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC || MAME/MESS || http://mirrors.xmission.com/mame/mac/sdlmame ||&lt;br /&gt;
|-&lt;br /&gt;
| Arch Linux || MAME || https://www.archlinux.de/?page=Packages;search=mame ||&lt;br /&gt;
|-&lt;br /&gt;
| CentOS || MAME || http://www.rpmfusion.org/  -  Follow directions at &amp;quot;Enable RPM Fusion&amp;quot; then choose desired package ||&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MAME || http://packages.debian.org/search?keywords=mame ||&lt;br /&gt;
|-&lt;br /&gt;
| Fedora || MAME || https://apps.fedoraproject.org/packages/mame ||&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MAME || https://www.freshports.org/emulators/mame/ , https://svnweb.freebsd.org/ports/head/emulators/mame/ ||&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MESS || https://www.freshports.org/emulators/mess/ , https://svnweb.freebsd.org/ports/head/emulators/mess/ ||&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MAME || http://pkgs.org/search/?keyword=mame , http://pkgs.org/search/?keyword=sdlmame ||&lt;br /&gt;
|-&lt;br /&gt;
| Gentoo/Funtoo Linux || MAME || http://gpo.zugaina.org/games-emulation/sdlmame ||&lt;br /&gt;
|-&lt;br /&gt;
| Mageia || MAME || http://pkgs.org/search/?keyword=mame ||&lt;br /&gt;
|-&lt;br /&gt;
| Microsoft Windows (2000/XP/Vista/7/8/10) || MAME/MESS || http://mamedev.org/release.html ||&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MAME/MESS || http://pkgsrc.se/emulators/mame ||&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || MAME || http://openports.se/emulators/mame ||&lt;br /&gt;
|-&lt;br /&gt;
| OpenSUSE || MAME/MESS || https://software.opensuse.org/package/mame and https://software.opensuse.org/package/mame-mess ||&lt;br /&gt;
|-&lt;br /&gt;
| Raspbian || MAME || https://choccyhobnob.com/mame/mame/ ||&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || MAME || http://pkgs.org/search/?keyword=sdlmame ||&lt;br /&gt;
|-&lt;br /&gt;
| Slackware || MAME/MESS || http://sourceforge.net/projects/mameforslack ||&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MAME || http://sdlmame.wallyweek.org/repository/ ||&lt;br /&gt;
|-&lt;br /&gt;
| Void Linux || MAME || https://github.com/void-linux/void-packages/tree/master/srcpkgs/mame ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Discontinued/Irregularly Updated ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC (10.5) || MAME || https://www.mediafire.com/folder/07r0cvcq1i39g/OSX_PPC_10.5_%28SDL2%29 ||&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MESS || http://packages.debian.org/search?keywords=mess ||&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MESS || http://pkgs.org/search/?keyword=mess , http://pkgs.org/search/?keyword=sdlmess ||&lt;br /&gt;
|-&lt;br /&gt;
| Gentoo/Funtoo Linux || MESS || http://gpo.zugaina.org/games-emulation/sdlmess ||&lt;br /&gt;
|-&lt;br /&gt;
| Google Native Client || MAME || http://tiny.cc/NaCLMAME , http://tiny.cc/NaCLMAMECaseStudy ||&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MESS || http://pkgsrc.se/emulators/mess ||&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || MAME || http://openports.se/emulators/sdlmame ||&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || MESS || http://openports.se/emulators/sdlmess ||&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || MAME || http://pkgs.org/search/?keyword=sdlmame ||&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || MESS || http://pkgs.org/search/?keyword=sdlmess ||&lt;br /&gt;
|-&lt;br /&gt;
| OS/2 Warp || MAME || http://hobbes.nmsu.edu/h-search.php?key=sdlmame ||&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || MAME || http://pkgs.org/search/?keyword=mame ||&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || MESS || http://pkgs.org/search/?keyword=mess , http://pkgs.org/search/?keyword=sdlmess ||&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || MESS || http://pkgs.org/search/?keyword=sdlmess ||&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MESS || http://pkgs.org/search/?keyword=mess ||&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || MAME || https://emulationrealm.net/downloads/file/1509-sdlmame-intermediate-ps3 ||&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || MESS || https://emulationrealm.net/downloads/file/1462-sdlmess-ps3 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Targets for which MAME/MESS have been known to exist, but have custom OSDs/Interfaces ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform&lt;br /&gt;
|-&lt;br /&gt;
| Android (ARM) ||&lt;br /&gt;
|-&lt;br /&gt;
| Apple iOS ||&lt;br /&gt;
|-&lt;br /&gt;
| Microsoft XBOX / XBOX 360 / XBOX One ||&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo Wii (PowerPC) / Wii U / Switch ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=6119</id>
		<title>SDL Supported Platforms</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=SDL_Supported_Platforms&amp;diff=6119"/>
		<updated>2018-07-21T21:24:51Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: Update - checkpoint&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are downloads for MAME/MESS on non-Windows platforms including Mac OS X, Linux, and BSD family operating systems.&lt;br /&gt;
&lt;br /&gt;
Technical support for MAME on non-Windows platforms and for MESS on all platforms is available on [http://forums.bannister.org/ the bannister.org forums].&lt;br /&gt;
&lt;br /&gt;
== Source code download ==&lt;br /&gt;
&lt;br /&gt;
The following links are for source code, either pre-packaged by MAMEDev or you can simply clone/fork us on Github to follow the team&#039;s progress in real-time.  Download these if you&#039;d like to learn to develop for MAME/MESS, or if you know how to build the emulator and just want to follow along quickly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| MAME/MESS releases || http://mamedev.org/release.html ||&lt;br /&gt;
|-&lt;br /&gt;
| Live MAME/MESS WIP on Github || https://github.com/mamedev/mame ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A guide to building MAME/MESS on Mac OS X is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=58897#Post58897 here].  An equivalent guide for Linux is available [http://forums.bannister.org/ubbthreads.php?ubb=showflat&amp;amp;Number=35138#Post35138 here].&lt;br /&gt;
&lt;br /&gt;
== Regularly Updated binaries and packages (usually within a few versions of baseline) ==&lt;br /&gt;
&lt;br /&gt;
These links are for binaries and/or distribution packages for Mac OS X, the BSD family, and a variety of popular Linux distributions.  Download these if you can&#039;t or don&#039;t wish to build MAME and don&#039;t mind waiting for the next release date to see progress.&lt;br /&gt;
&#039;&#039;&#039;Please Note&#039;&#039;&#039;:  In all source release versions starting with 0.162, MAME is a binary which consists the entirety of source (including the former MESS project).  As a result, MESS links here will likely only be available up to 0.161 with anything beyond expected to be obtained at the MAME link.  For the time being, old MESS can be compiled using &amp;quot;SUBTARGET=mess&amp;quot; while older MAME (arcade only) can be made with &amp;quot;SUBTARGET=mamearcade&amp;quot;.  Support for these older styles of binaries will be discontinued in the near future.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X Intel ||	MAME/MESS || http://sdlmame.lngn.net and http://choccyhobnob.com/software/mame/ ||&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC || MAME/MESS || http://mirrors.xmission.com/mame/mac/sdlmame ||&lt;br /&gt;
|-&lt;br /&gt;
| Arch Linux || MAME || https://www.archlinux.de/?page=Packages;search=mame ||&lt;br /&gt;
|-&lt;br /&gt;
| CentOS || MAME || http://www.rpmfusion.org/  -  Follow directions at &amp;quot;Enable RPM Fusion&amp;quot; then choose desired package ||&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MAME || http://packages.debian.org/search?keywords=mame ||&lt;br /&gt;
|-&lt;br /&gt;
| Fedora || MAME/MESS || https://apps.fedoraproject.org/packages/mame ||&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MAME || http://pkgs.org/search/?keyword=mame , http://pkgs.org/search/?keyword=sdlmame ||&lt;br /&gt;
|-&lt;br /&gt;
| Microsoft Windows (2000/XP/Vista/7/8/10) || MAME/MESS || http://mamedev.org/release.html ||&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MAME/MESS || http://pkgsrc.se/emulators/mame ||&lt;br /&gt;
|-&lt;br /&gt;
| OpenSUSE || MAME || https://software.opensuse.org/package/mame ||&lt;br /&gt;
|-&lt;br /&gt;
| Slackware || MAME/MESS || http://sourceforge.net/projects/mameforslack ||&lt;br /&gt;
|-&lt;br /&gt;
| Ubuntu || MAME || http://sdlmame.wallyweek.org/repository/ ||&lt;br /&gt;
|-&lt;br /&gt;
| Void Linux || MAME || https://github.com/void-linux/void-packages/tree/master/srcpkgs/mame ||&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Discontinued/Irregularly Updated ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform !! Build Target !! URL&lt;br /&gt;
|-&lt;br /&gt;
| Apple Macintosh OS X PowerPC (10.5) || MAME || https://www.mediafire.com/folder/07r0cvcq1i39g/OSX_PPC_10.5_%28SDL2%29 ||&lt;br /&gt;
|-&lt;br /&gt;
| Debian || MESS || http://packages.debian.org/search?keywords=mess ||&lt;br /&gt;
|-&lt;br /&gt;
| FreeBSD || MAME/MESS || http://www.freebsd.org/cgi/cvsweb.cgi/ports/emulators/mame ||&lt;br /&gt;
|-&lt;br /&gt;
| General Linux Package Search || MESS || http://pkgs.org/search/?keyword=mess , http://pkgs.org/search/?keyword=sdlmess ||&lt;br /&gt;
|-&lt;br /&gt;
| Gentoo/Funtoo Linux || MAME || http://gpo.zugaina.org/games-emulation/sdlmame ||&lt;br /&gt;
|-&lt;br /&gt;
| Gentoo/Funtoo Linux || MESS || http://gpo.zugaina.org/games-emulation/sdlmess ||&lt;br /&gt;
|-&lt;br /&gt;
| Google Native Client || MAME || http://tiny.cc/NaCLMAME , http://tiny.cc/MAMENaCLCaseStudy ||&lt;br /&gt;
|-&lt;br /&gt;
| NetBSD || MESS || http://pkgsrc.se/emulators/mess ||&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || MAME || http://openports.se/emulators/sdlmame ||&lt;br /&gt;
|-&lt;br /&gt;
| OpenBSD || MESS || http://openports.se/emulators/sdlmess ||&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || MAME || http://pkgs.org/search/?keyword=sdlmame ||&lt;br /&gt;
|-&lt;br /&gt;
| OpenMandriva || MESS || http://pkgs.org/search/?keyword=sdlmess ||&lt;br /&gt;
|-&lt;br /&gt;
| OS/2 Warp || MAME || http://hobbes.nmsu.edu/h-search.php?key=sdlmame ||&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || MAME || http://pkgs.org/search/?keyword=mame ||&lt;br /&gt;
|-&lt;br /&gt;
| PCLinuxOS || MESS || http://pkgs.org/search/?keyword=sdlmess ||&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || MAME || http://pkgs.org/search/?keyword=sdlmame ||&lt;br /&gt;
|-&lt;br /&gt;
| ROSA || MESS || http://pkgs.org/search/?keyword=sdlmess ||&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || MAME || http://pleasantfiction.ipower.com/ps3linux/ps3bodega62/ppc/repoview/mame.html ||&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || MESS || http://pleasantfiction.ipower.com/ps3linux/ps3bodega62/ppc/repoview/mess.html ||&lt;br /&gt;
|-&lt;br /&gt;
| YellowDogLinux 6.2 / Playstation 3 || Configuration || http://pleasantfiction.ipower.com/bodega/viewtopic.php?f=28&amp;amp;t=555&amp;amp;start=0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Targets for which MAME/MESS have been known to exist, but have custom OSDs/Interfaces ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Target OS/Platform&lt;br /&gt;
|-&lt;br /&gt;
|  Android (ARM) ||&lt;br /&gt;
|-&lt;br /&gt;
| Apple iOS ||&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo Wii (PowerPC) ||&lt;br /&gt;
|-&lt;br /&gt;
| XBOX ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=MAME_Milestones&amp;diff=5800</id>
		<title>MAME Milestones</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=MAME_Milestones&amp;diff=5800"/>
		<updated>2018-02-02T20:39:05Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: /* MAME Project Milestones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The intention here is not really to focus on particular drivers, but more general concepts. For example, we&#039;re less interested that &amp;lt;b&amp;gt;Gauntlet&amp;lt;/b&amp;gt; was emulated and more interested that the slapstic was emulated.&lt;br /&gt;
&lt;br /&gt;
Even just simply counting supported ROMsets, reading the whatsnew files, and looking at the old WIP pages isn&#039;t enough to reflect the full history of the project. In an effort to at least touch on some of the highlights and project milestones that generally aren&#039;t directly reflected in the whatsnew, the table below lists some important project-level changes and significant new achievements that have impacted the project. &lt;br /&gt;
&lt;br /&gt;
== MAME Project Milestones ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|width=&amp;quot;12%&amp;quot;| Release&lt;br /&gt;
|width=&amp;quot;18%&amp;quot;| Version&lt;br /&gt;
|width=&amp;quot;70%&amp;quot;| Milestone&lt;br /&gt;
|-&lt;br /&gt;
| 31 Jan 18&lt;br /&gt;
| 0.194&lt;br /&gt;
| Hyperstone E1-XS recompiler. Improvements in cheats, lua scripting, internal debugger, disassembly. Improved support for TV games. More LCD handhelds.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Jan 18&lt;br /&gt;
| -&lt;br /&gt;
| This list now uses UI reported numbers for graphs (since 0.171). Parents include BIOS.&lt;br /&gt;
|-&lt;br /&gt;
| 27 Dec 17&lt;br /&gt;
| 0.193&lt;br /&gt;
| Windows binaries GCC7 (SSE2 minimum). Tiger handhelds. Many new arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Nov 17&lt;br /&gt;
| 0.192&lt;br /&gt;
| Many games improved. New prototypes added. Many Aristocrat MK5 additions. IGS PGM2 software improved. Fixes for FM Towns. Many PC software list additions.&lt;br /&gt;
|-&lt;br /&gt;
| 25 Oct 17&lt;br /&gt;
| 0.191&lt;br /&gt;
| Many improvements by Haze. Experimental Hitachi SH3 recompiler, improvements for Saturn, MIPS3, Voodoo. Many software list additions.&lt;br /&gt;
|-&lt;br /&gt;
| 27 Sep 17&lt;br /&gt;
| 0.190&lt;br /&gt;
| Gaelco additions, ZX Spectrum slots supported. Improvements for HP systems.&lt;br /&gt;
|-&lt;br /&gt;
| 30 Aug 17&lt;br /&gt;
| 0.189&lt;br /&gt;
| On-going parameter fixes. Many performance improvements and bug fixes. Good progress for DECO cassette system. Improvements in GUI.&lt;br /&gt;
|-&lt;br /&gt;
| 26 Jul 17&lt;br /&gt;
| 0.188&lt;br /&gt;
| Some protections were cracked. First INTELLEC 4 emulation. More handheld LCD.&lt;br /&gt;
|-&lt;br /&gt;
| 28 Jun 17&lt;br /&gt;
| 0.187&lt;br /&gt;
| More Game &amp;amp;amp; Watch, some original protection implemented, improvements in shaders. Many little updates.&lt;br /&gt;
|-&lt;br /&gt;
| 29 May 17&lt;br /&gt;
| 0.186&lt;br /&gt;
| Many arcade additions and improvements. More handhelds including some Game &amp;amp;amp; Watch. Improvements for TI-99. Improvements in command line parameters (speed and patterns supported).&lt;br /&gt;
|-&lt;br /&gt;
| 26 Apr 17&lt;br /&gt;
| 0.185&lt;br /&gt;
| Fix for multiple button assignment to sub-devices. Many software list additions.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Mar 17&lt;br /&gt;
| 0.184&lt;br /&gt;
| Non-emulation improvements. Many new arcade dumps. New chess computers. Improved Famicom emulation. Many new BBC and PC software list additions.&lt;br /&gt;
|-&lt;br /&gt;
| 22 Feb 17&lt;br /&gt;
| 0.183&lt;br /&gt;
| Many rares to celebrate MAME 20 years. Improvements for Amiga/C64. Added some handheld games.&lt;br /&gt;
|-&lt;br /&gt;
| 25 Jan 17&lt;br /&gt;
| 0.182&lt;br /&gt;
| Continued serious work on various MCUs. Implemented PortAudio.&lt;br /&gt;
|-&lt;br /&gt;
| 28 Dec 16&lt;br /&gt;
| 0.181&lt;br /&gt;
| Many MCUs are implemented improving sound in many games. Votrax SC-01 emulated. Further ARM improvements (Archimedes). Debugger works on Linux/Mac.&lt;br /&gt;
|-&lt;br /&gt;
| 30 Nov 16&lt;br /&gt;
| 0.180&lt;br /&gt;
| Improvement in ARM CPU, in turn improves Archimedes emulation. Acclaim RAX sound board emulated, bringing improvements to some classics.&lt;br /&gt;
|-&lt;br /&gt;
| 26 Oct 16&lt;br /&gt;
| 0.179&lt;br /&gt;
| No more debug build. 32bit binary is marked as such. Some rare systems added. Big software list cleanup. Whatsnew includes some software list details.&lt;br /&gt;
|-&lt;br /&gt;
| 28 Sep 16&lt;br /&gt;
| 0.178&lt;br /&gt;
| UI more modular (DATs described in LUA, not hardcoded) and other UI improvements. Many machine fixes. Many new layouts.&lt;br /&gt;
|-&lt;br /&gt;
| 31 Aug 16&lt;br /&gt;
| 0.177&lt;br /&gt;
| Some big bugs got fixed (dual lightguns, menus out of screen). Many new computers added in machines. VGM file player. Improvements in serial/keyboard devices.&lt;br /&gt;
|-&lt;br /&gt;
| 27 Jul 16&lt;br /&gt;
| 0.176&lt;br /&gt;
| Cooperation with Debian team. New shaders. More progress on SPARC machines.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Jun 16&lt;br /&gt;
| 0.175&lt;br /&gt;
| Much work on emulating Sun SPARC machines. Many new software list CHD dumps added (esp. for PSX).&lt;br /&gt;
|-&lt;br /&gt;
| 27 Apr 16&lt;br /&gt;
| 0.173&lt;br /&gt;
| Plenty of new graphics scaling modes. Support for large archives (&amp;amp;gt;4GB and newer archive features). Some work towards Universal Windows App support (UWP).&lt;br /&gt;
|-&lt;br /&gt;
| 30 Mar 16&lt;br /&gt;
| 0.172&lt;br /&gt;
| First MAME release with new license. New documentation. Major ini changes. Extended BGFX renderer (planing to move completely to). Improved screen effects. Major improvement of file handling support.&lt;br /&gt;
|-&lt;br /&gt;
| 04 Mar 16&lt;br /&gt;
| -&lt;br /&gt;
| MAME is now Free and Open Source software based on GPL-2.0+ license.&lt;br /&gt;
|-&lt;br /&gt;
| 24 Feb 16&lt;br /&gt;
| 0.171&lt;br /&gt;
| MEWUI merges with MAME replacing default MAME UI for most platforms. Initial BGFX work. Support for videosnaps capture.&lt;br /&gt;
|-&lt;br /&gt;
| 27 Jan 16&lt;br /&gt;
| 0.170&lt;br /&gt;
| LUA support (back) in. More video filtering/effects work.&lt;br /&gt;
|-&lt;br /&gt;
| 01 Jan 16&lt;br /&gt;
| -&lt;br /&gt;
| MSYS2 based tools to build MAME.&lt;br /&gt;
|-&lt;br /&gt;
| 30 Dec 15&lt;br /&gt;
| 0.169&lt;br /&gt;
| Modernized core to C++14. First release to build clean in Raspberry Pi 2 and other ARM Linux targets.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Jul 15&lt;br /&gt;
| 0.164&lt;br /&gt;
| New address space created for decrypted opcode accesses.&lt;br /&gt;
|-&lt;br /&gt;
| 27 May 15&lt;br /&gt;
| 0.162&lt;br /&gt;
| MESS merges with MAME.&lt;br /&gt;
|-&lt;br /&gt;
| 20 May 15&lt;br /&gt;
| -&lt;br /&gt;
| MAME starts work to become Open Source.&lt;br /&gt;
|-&lt;br /&gt;
| 25 Feb 15&lt;br /&gt;
| 0.159&lt;br /&gt;
| Massive addition of mechanical games.&lt;br /&gt;
|-&lt;br /&gt;
| 20 Oct 14&lt;br /&gt;
| -&lt;br /&gt;
| Project (also) on GIT.&lt;br /&gt;
|-&lt;br /&gt;
| 10 Oct 14&lt;br /&gt;
| 0.155&lt;br /&gt;
| Raiden II / DX finally working.&lt;br /&gt;
|-&lt;br /&gt;
| 07 Apr 14&lt;br /&gt;
| 0.153&lt;br /&gt;
| Independent palettes (as devices) and other architectural changes and major code modernization.&lt;br /&gt;
|-&lt;br /&gt;
| 05 Nov 13&lt;br /&gt;
| 0.151&lt;br /&gt;
| Major NeoGeo driver updates.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Sep 13&lt;br /&gt;
| 0.150&lt;br /&gt;
| First release after abandoning u intermediate releases. Major video interface changes. Many new video devices because of the change.&lt;br /&gt;
|-&lt;br /&gt;
| 23 Jul 13&lt;br /&gt;
| 0.149u1&lt;br /&gt;
| Last u release. Major work on the definition of devices.&lt;br /&gt;
|-&lt;br /&gt;
| 10 Mar 13&lt;br /&gt;
| -&lt;br /&gt;
| Site on new server.&lt;br /&gt;
|-&lt;br /&gt;
| 11 Jan 13&lt;br /&gt;
| 0.148&lt;br /&gt;
| First mention of MESS along with MAME in release news and first MESS binary in mamedev.org site, widening the foundation towards project merging.&lt;br /&gt;
|-&lt;br /&gt;
| 07 Dec 12&lt;br /&gt;
| -&lt;br /&gt;
| Support for Python (and new dev tools).&lt;br /&gt;
|-&lt;br /&gt;
| 30 Oct 12&lt;br /&gt;
| 0.147u2&lt;br /&gt;
| New and more flexible implementation of device callback module.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Sep 12&lt;br /&gt;
| 0.147&lt;br /&gt;
| Pong is back in MAME.&lt;br /&gt;
|-&lt;br /&gt;
| 21 Aug 12&lt;br /&gt;
| -&lt;br /&gt;
| Project (MAME and MESS) moved to SVN.&lt;br /&gt;
|-&lt;br /&gt;
| 20 Aug 12&lt;br /&gt;
| 0.146u5&lt;br /&gt;
| New dev tools including support for building QT4. Massive addition of mechanical games and clones (not necessarily working).&lt;br /&gt;
|-&lt;br /&gt;
| 26 Apr 12&lt;br /&gt;
| -&lt;br /&gt;
| Miodrag Milanovic (Micko) takes over from Kale.&lt;br /&gt;
|-&lt;br /&gt;
| 19 Feb 12&lt;br /&gt;
| 0.145u1&lt;br /&gt;
| 7zip support and change in CHD format (CHD v5).&lt;br /&gt;
|-&lt;br /&gt;
| 15 Aug 11&lt;br /&gt;
| 0.143u3&lt;br /&gt;
| Device ROMs separated from drivers in loading and listing.&lt;br /&gt;
|-&lt;br /&gt;
| 24 May 11&lt;br /&gt;
| 0.142u4&lt;br /&gt;
| HLSL effects added.&lt;br /&gt;
|-&lt;br /&gt;
| 05 Apr 11&lt;br /&gt;
| -&lt;br /&gt;
| Angelo Salese (Kale) takes over from Aaron Giles (longest standing yet - with Nicola Salmoria close behind) as MAME coordinator.&lt;br /&gt;
|-&lt;br /&gt;
| 24 Jan 11&lt;br /&gt;
| 0.141u1&lt;br /&gt;
| Implemented mechanical games (pinball, redemption, bowling etc.). Imported drivers from PINMAME.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Jul 10&lt;br /&gt;
| 0.139&lt;br /&gt;
| Larger binary due to on-going move to C++ work.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Jun 10&lt;br /&gt;
| 0.138u2&lt;br /&gt;
| Modern implementation of devices as derived classes with mix-in interfaces.&lt;br /&gt;
|-&lt;br /&gt;
| 15 May 10&lt;br /&gt;
| 0.138&lt;br /&gt;
| MESS gets support for Software Lists.&lt;br /&gt;
|-&lt;br /&gt;
| 11 Mar 10&lt;br /&gt;
| 0.137&lt;br /&gt;
| SDLMAME is now part of the main source package.&lt;br /&gt;
|-&lt;br /&gt;
| 13 Aug 09&lt;br /&gt;
| 0.133u2&lt;br /&gt;
| Many renames.&lt;br /&gt;
|-&lt;br /&gt;
| 02 Aug 09&lt;br /&gt;
| 0.133u1&lt;br /&gt;
| 39 in 1 (MAME rip-off originally added in 0.117) now working. Huge number of renames.&lt;br /&gt;
|-&lt;br /&gt;
| 19 Mar 09&lt;br /&gt;
| 0.130u1&lt;br /&gt;
| Major change in CHD file format (CHD v4).&lt;br /&gt;
|-&lt;br /&gt;
| 26 Feb 09&lt;br /&gt;
| 0.129u5&lt;br /&gt;
| More hardware components are becoming &amp;amp;quot;devices&amp;amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Feb 09&lt;br /&gt;
| 0.129u4&lt;br /&gt;
| Added some AGEMAME drivers.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Jan 09&lt;br /&gt;
| 0.129u3&lt;br /&gt;
| First implementation of device callback module.&lt;br /&gt;
|-&lt;br /&gt;
| 21 Dec 08&lt;br /&gt;
| 0.128u7&lt;br /&gt;
| Internal (source) changes: Global Machine pointer eliminated, CPUs are &amp;amp;quot;devices&amp;amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| 01 Nov 08&lt;br /&gt;
| 0.128u2&lt;br /&gt;
| mamedev.org renovated.&lt;br /&gt;
|-&lt;br /&gt;
| 19 Aug 08&lt;br /&gt;
| 0.127&lt;br /&gt;
| First laserdisc game emulated (Cube Quest).&lt;br /&gt;
|-&lt;br /&gt;
| 07 Aug 08&lt;br /&gt;
| 0.126u4&lt;br /&gt;
| Cheat re-enabled (read-only), renovation continues.&lt;br /&gt;
|-&lt;br /&gt;
| 06 Jul 08&lt;br /&gt;
| 0.126&lt;br /&gt;
| New universal recompiler engine (started few u releases earlier), cheat engine in the middle of renovation (disabled).&lt;br /&gt;
|-&lt;br /&gt;
| 26 Jun 08&lt;br /&gt;
| 0.125u8&lt;br /&gt;
| MAME debugger included all the time.&lt;br /&gt;
|-&lt;br /&gt;
| 21 Feb 08&lt;br /&gt;
| 0.123u2&lt;br /&gt;
| First implementation of a generic device interface.&lt;br /&gt;
|-&lt;br /&gt;
| 01 Dec 07&lt;br /&gt;
| -&lt;br /&gt;
| New server for mamedev.org.&lt;br /&gt;
|-&lt;br /&gt;
| 15 Oct 07&lt;br /&gt;
| 0.120&lt;br /&gt;
| First official x64 build. Further source tree clean up (started few u releases earlier with new development tools).&lt;br /&gt;
|-&lt;br /&gt;
| 19 Jul 07&lt;br /&gt;
| 0.117u1&lt;br /&gt;
| Major changes in input system. Basic UI to select a game.&lt;br /&gt;
|-&lt;br /&gt;
| 10 Jul 07&lt;br /&gt;
| 0.117&lt;br /&gt;
| Interesting little fact of history: MAME for the first time includes a preliminary driver of a bootleg multigame arcade that is based on a hacked early version... MAME!&lt;br /&gt;
|-&lt;br /&gt;
| 20 Jun 07&lt;br /&gt;
| 0.116u2&lt;br /&gt;
| CPS3 decryption added.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Jun 07&lt;br /&gt;
| -&lt;br /&gt;
| SDL headers/libraries. Build SDLMAME out of the box.&lt;br /&gt;
|-&lt;br /&gt;
| 26 Feb 07&lt;br /&gt;
| 0.112u3&lt;br /&gt;
| Major changes in sound generation.&lt;br /&gt;
|-&lt;br /&gt;
| 12 Feb 07&lt;br /&gt;
| 0.112u1&lt;br /&gt;
| MAME code reorganized, separating game drivers from emulation core in the source tree.&lt;br /&gt;
|-&lt;br /&gt;
| 07 Feb 07&lt;br /&gt;
| -&lt;br /&gt;
| MAME 10 year anniversary. Wiki added in mamedev.org.&lt;br /&gt;
|-&lt;br /&gt;
| 05 Feb 07&lt;br /&gt;
| 0.112&lt;br /&gt;
| CPS2 decryption fully implemented.&lt;br /&gt;
|-&lt;br /&gt;
| 16 Nov 06&lt;br /&gt;
| 0.110u3&lt;br /&gt;
| Added support for split CHD.&lt;br /&gt;
|-&lt;br /&gt;
| 20 Aug 06&lt;br /&gt;
| 0.108&lt;br /&gt;
| High score support removed.&lt;br /&gt;
|-&lt;br /&gt;
| 25 May 06&lt;br /&gt;
| 0.106u2&lt;br /&gt;
| New video system, focused on letting the video hardware do compositing (enabled by default in 0.106u3 - Jun 1)&lt;br /&gt;
|-&lt;br /&gt;
| 03 Jun 06&lt;br /&gt;
| 0.106u1&lt;br /&gt;
| First version of SDLMAME released.&lt;br /&gt;
|-&lt;br /&gt;
| 23 Jan 06&lt;br /&gt;
| -&lt;br /&gt;
| mamedev.org is finally an .org (and on new servers).&lt;br /&gt;
|-&lt;br /&gt;
| 14 Sep 05&lt;br /&gt;
| 0.100&lt;br /&gt;
| Added back support for some gambling games.&lt;br /&gt;
|-&lt;br /&gt;
| 14 Aug 05&lt;br /&gt;
| 0.99u2&lt;br /&gt;
| Video-based gambling games added (drivers ported from AGEMAME).&lt;br /&gt;
|-&lt;br /&gt;
| 03 May 05&lt;br /&gt;
| 0.96&lt;br /&gt;
| Changed the license to be based off of the BSD license, with commercial restrictions.&lt;br /&gt;
|-&lt;br /&gt;
| 18 Apr 05&lt;br /&gt;
| -&lt;br /&gt;
| Aaron Giles takes over from David Haywood as MAME coordinator.&lt;br /&gt;
|-&lt;br /&gt;
| 07 Apr 05&lt;br /&gt;
| -&lt;br /&gt;
| mamedev.org is born (mamedev.com actually initially).&lt;br /&gt;
|-&lt;br /&gt;
| 27 Feb 05&lt;br /&gt;
| 0.93&lt;br /&gt;
| Major sound system reorganization around streams.&lt;br /&gt;
|-&lt;br /&gt;
| 15 Feb 05&lt;br /&gt;
| 0.92u1&lt;br /&gt;
| Raiden Fighters 2 (et al) finally working.&lt;br /&gt;
|-&lt;br /&gt;
| 13 Feb 05&lt;br /&gt;
| 0.92&lt;br /&gt;
| Sega improvements and clean up.&lt;br /&gt;
|-&lt;br /&gt;
| 24 Nov 04&lt;br /&gt;
| 0.89&lt;br /&gt;
| New debugger added.&lt;br /&gt;
|-&lt;br /&gt;
| 24 Oct 04&lt;br /&gt;
| 0.88&lt;br /&gt;
| Sega FD1094 decryption added.&lt;br /&gt;
|-&lt;br /&gt;
| 20 Jan 04&lt;br /&gt;
| 0.78u6&lt;br /&gt;
| Internal reorganization of memory system. Beginning of effort to merge separate maps for read and write accesses.&lt;br /&gt;
|-&lt;br /&gt;
| 21 Nov 03&lt;br /&gt;
| 0.77u1&lt;br /&gt;
| CHD v3. &amp;amp;quot;hdcomp&amp;amp;quot; tool, got replaced by &amp;amp;quot;chdman&amp;amp;quot;. (internal release)&lt;br /&gt;
|-&lt;br /&gt;
| 11 Nov 03&lt;br /&gt;
| 0.77&lt;br /&gt;
| 3dfx Voodoo emulation added.&lt;br /&gt;
|-&lt;br /&gt;
| 06 Oct 03&lt;br /&gt;
| 0.74u2&lt;br /&gt;
| Removed the concept of TESTDRIVERS, making all drivers available in all builds.&lt;br /&gt;
|-&lt;br /&gt;
| 09 Aug 03&lt;br /&gt;
| 0.72&lt;br /&gt;
| First emulation of the SP0250 speech chip.&lt;br /&gt;
|-&lt;br /&gt;
| 12 Jun 03&lt;br /&gt;
| 0.70u1&lt;br /&gt;
| CHD v2.&lt;br /&gt;
|-&lt;br /&gt;
| 05 Jun 03&lt;br /&gt;
| 0.69u3&lt;br /&gt;
| First release to have intermediate &#039;u&#039; updates.&lt;br /&gt;
|-&lt;br /&gt;
| 15 May 03&lt;br /&gt;
| 0.68&lt;br /&gt;
| David Haywood takes over from Nicola as MAME coordinator. Added SHA1 hashes in addition to CRCs to reduce hacks and prevent collisions.&lt;br /&gt;
|-&lt;br /&gt;
| 06 Apr 03&lt;br /&gt;
| 0.67&lt;br /&gt;
| First dynamic recompiled CPU core added: MIPS3.&lt;br /&gt;
|-&lt;br /&gt;
| 12 Jan 03&lt;br /&gt;
| 0.63&lt;br /&gt;
| First actual CHD (Wargods).&lt;br /&gt;
|-&lt;br /&gt;
| 04 Jul 02&lt;br /&gt;
| 0.61&lt;br /&gt;
| Added initial support for artwork external to games.&lt;br /&gt;
|-&lt;br /&gt;
| 01 May 02&lt;br /&gt;
| 0.60&lt;br /&gt;
| Removed SoundBlaster FM support as software-based emulation finally became better in almost all cases.&lt;br /&gt;
|-&lt;br /&gt;
| 22 Mar 02&lt;br /&gt;
| 0.59&lt;br /&gt;
| Aaron Giles implements CHD (Compressed Hard Disk - later Compressed Hunks of Data).&lt;br /&gt;
|-&lt;br /&gt;
| 06 Feb 02&lt;br /&gt;
| 0.58&lt;br /&gt;
| &amp;amp;quot;Machine drivers,&amp;amp;quot; previously hard-coded structures, now initialized by macro-based constructors, allowing configurations to derive from each other.&lt;br /&gt;
|-&lt;br /&gt;
| 24 Aug 01&lt;br /&gt;
| 0.54&lt;br /&gt;
| First release to call out MAMETesters bugs.&lt;br /&gt;
|-&lt;br /&gt;
| 19 Aug 01&lt;br /&gt;
| -&lt;br /&gt;
| First checkins for AdvanceMAME (0.37b16).&lt;br /&gt;
|-&lt;br /&gt;
| 16 Aug 01&lt;br /&gt;
| 0.37b15 (MESS)&lt;br /&gt;
| First Win32 MESS release.&lt;br /&gt;
|-&lt;br /&gt;
| 12 Aug 01&lt;br /&gt;
| 0.53&lt;br /&gt;
| Abandoning of &amp;amp;quot;beta&amp;amp;quot; numbering scheme.&lt;br /&gt;
|-&lt;br /&gt;
| 24 May 01&lt;br /&gt;
| 0.37b15&lt;br /&gt;
| Windows takes over from DOS as the primary development target. MAMEW becomes MAME and MAME (DOS MAME) becomes DMAME. Restructuring of parents and clones.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Jan 01&lt;br /&gt;
| 0.37b11&lt;br /&gt;
| Initial support for discrete sound emulation.&lt;br /&gt;
|-&lt;br /&gt;
| 06 Nov 00&lt;br /&gt;
| 0.37b9&lt;br /&gt;
| First proper 32-bit CPU added (68EC020).&lt;br /&gt;
|-&lt;br /&gt;
| 26 Feb 00&lt;br /&gt;
| 0.36rc1&lt;br /&gt;
| Removed Pong and gambling game drivers.&lt;br /&gt;
|-&lt;br /&gt;
| 11 Jan 00&lt;br /&gt;
| 0.36b14&lt;br /&gt;
| Major reorganization of driver configuration structures.&lt;br /&gt;
|-&lt;br /&gt;
| 10 Oct 99&lt;br /&gt;
| 0.36b6 (MESS)&lt;br /&gt;
| MESS versions are synced to MAME versions (MAME source override.&lt;br /&gt;
|-&lt;br /&gt;
| 08 Aug 99&lt;br /&gt;
| 0.36b2&lt;br /&gt;
| Konami 052001/053248 CPU first emulated.&lt;br /&gt;
|-&lt;br /&gt;
| 05 Jul 99&lt;br /&gt;
| 0.35b3&lt;br /&gt;
| License change. First history.dat support.&lt;br /&gt;
|-&lt;br /&gt;
| 24 May 99&lt;br /&gt;
| 0.35b13&lt;br /&gt;
| Switched to PNG from PCX as the main screenshot image format.&lt;br /&gt;
|-&lt;br /&gt;
| 15 Feb 99&lt;br /&gt;
| 0.35b3&lt;br /&gt;
| Internal tilemap code added. Previously many drivers did tilemaps their own way.&lt;br /&gt;
|-&lt;br /&gt;
| 04 Oct 98&lt;br /&gt;
| 0.34b4&lt;br /&gt;
| Began using CRCs to identify ROMs.&lt;br /&gt;
|-&lt;br /&gt;
| 30 Aug 98&lt;br /&gt;
| 0.34b2&lt;br /&gt;
| First DSP core added: the TMS34010.&lt;br /&gt;
|-&lt;br /&gt;
| 16 Aug 98&lt;br /&gt;
| 0.34b1&lt;br /&gt;
| First BIOS (NEOGEO). First appearance of Neo Geo games, which have been the source of much controversy ever since.&lt;br /&gt;
|-&lt;br /&gt;
| 03 Jun 98&lt;br /&gt;
| 0.1 (MESS)&lt;br /&gt;
| First public release of MESS.&lt;br /&gt;
|-&lt;br /&gt;
| 03 May 98&lt;br /&gt;
| 0.33b1&lt;br /&gt;
| Public betas started; previously users would have to wait several months between releases. The series of betas were sometimes followed by some rc (release candidate) versions.&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| 0.32&lt;br /&gt;
| 0.32 does not exist to avoid confusion with MAME32.&lt;br /&gt;
|-&lt;br /&gt;
| 25 Apr 98&lt;br /&gt;
| 0.31&lt;br /&gt;
| Atari slapstic first emulated. Timer system added. Built-in ZIP file support added.&lt;br /&gt;
|-&lt;br /&gt;
| 08 Jan 98&lt;br /&gt;
| 0.30&lt;br /&gt;
| First official &amp;amp;quot;non working&amp;amp;quot; game, Future Spy. YM2151 support added.&lt;br /&gt;
|-&lt;br /&gt;
| 07 Sep 97&lt;br /&gt;
| 0.28&lt;br /&gt;
| First 68000 game emulated (Rastan).&lt;br /&gt;
|-&lt;br /&gt;
| 10 Aug 97&lt;br /&gt;
| 0.27&lt;br /&gt;
| Nicola returns as MAME coordinator. MAME switched away from the GPL license.&lt;br /&gt;
|-&lt;br /&gt;
| 18 Jul 97&lt;br /&gt;
| 0.26.1&lt;br /&gt;
| First release of MAME32.&lt;br /&gt;
|-&lt;br /&gt;
| 14 Jul 97&lt;br /&gt;
| 0.26&lt;br /&gt;
| First vector games added to MAME.&lt;br /&gt;
|-&lt;br /&gt;
| 02 Jun 97&lt;br /&gt;
| 0.23&lt;br /&gt;
| First FM synthesis-based sound chip supported — but only through a hack to use the OPL on a SoundBlaster card under DOS.&lt;br /&gt;
|-&lt;br /&gt;
| 26 Apr 97&lt;br /&gt;
| 0.19&lt;br /&gt;
| Mirko Buffoni takes over from Nicola as MAME coordinator.&lt;br /&gt;
|-&lt;br /&gt;
| 20 Apr 97&lt;br /&gt;
| 0.18&lt;br /&gt;
| First version of X/MAME checked in.&lt;br /&gt;
|-&lt;br /&gt;
| 02 Apr 97&lt;br /&gt;
| 0.14&lt;br /&gt;
| First version to use samples - Donkey Kong.&lt;br /&gt;
|-&lt;br /&gt;
| 26 Mar 97&lt;br /&gt;
| 0.13&lt;br /&gt;
| High score saving support added.&lt;br /&gt;
|-&lt;br /&gt;
| 23 Mar 97&lt;br /&gt;
| 0.12&lt;br /&gt;
| First multiple-CPU game emulated (Burger Time).&lt;br /&gt;
|-&lt;br /&gt;
| 13 Mar 97&lt;br /&gt;
| 0.10&lt;br /&gt;
| First non-Z80-based game emulated (Centipede).&lt;br /&gt;
|-&lt;br /&gt;
| 18 Feb 97&lt;br /&gt;
| -&lt;br /&gt;
| First version of MacMAME released (0.4).&lt;br /&gt;
|-&lt;br /&gt;
| 16 Feb 97&lt;br /&gt;
| 0.4&lt;br /&gt;
| First not playable game added (although there is no official concept for &amp;amp;quot;non working&amp;amp;quot; yet).&lt;br /&gt;
|-&lt;br /&gt;
| 05 Feb 97&lt;br /&gt;
| 0.1&lt;br /&gt;
| MAME 0.1 released.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This page has been heavily modified and enriched in May and June 2016, by [http://blog.ilogic.gr NLS], using historical data from various sources. A big thanks to Fujix for the original chart idea and [http://www.progettosnaps.net/ AntoPISA] for his &amp;amp;quot;renameSET&amp;amp;quot; detailed files that helped immensely to build the statistics.&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=MAME_Milestones&amp;diff=5799</id>
		<title>MAME Milestones</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=MAME_Milestones&amp;diff=5799"/>
		<updated>2018-02-02T20:37:11Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: (nw)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The intention here is not really to focus on particular drivers, but more general concepts. For example, we&#039;re less interested that &amp;lt;b&amp;gt;Gauntlet&amp;lt;/b&amp;gt; was emulated and more interested that the slapstic was emulated.&lt;br /&gt;
&lt;br /&gt;
Even just simply counting supported ROMsets, reading the whatsnew files, and looking at the old WIP pages isn&#039;t enough to reflect the full history of the project. In an effort to at least touch on some of the highlights and project milestones that generally aren&#039;t directly reflected in the whatsnew, the table below lists some important project-level changes and significant new achievements that have impacted the project. &lt;br /&gt;
&lt;br /&gt;
== MAME Project Milestones ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|width=&amp;quot;12%&amp;quot;| Release&lt;br /&gt;
|width=&amp;quot;18%&amp;quot;| Version&lt;br /&gt;
|width=&amp;quot;70%&amp;quot;| Milestone&lt;br /&gt;
|-&lt;br /&gt;
| 31 Jan 18&lt;br /&gt;
| 0.194&lt;br /&gt;
| Hyperstone E1-XS recompiler. Improvements in cheats, lua scripting, internal debugger, disassembly. Improved support for TV games. More LCD handhelds.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Jan 18&lt;br /&gt;
| -&lt;br /&gt;
| This list now uses UI reported numbers for graphs (since 0.171). Parents include BIOS.&lt;br /&gt;
|-&lt;br /&gt;
| 27 Dec 17&lt;br /&gt;
| 0.193&lt;br /&gt;
| Windows binaries GCC7 (SSE2 minimum). Tiger handhelds. Many new arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Nov 17&lt;br /&gt;
| 0.192&lt;br /&gt;
| Many games improved. New prototypes added. Many Aristocrat MK5 additions. IGS PGM2 software improved. Fixes for FM Towns. Many PC software list additions.&lt;br /&gt;
|-&lt;br /&gt;
| 25 Oct 17&lt;br /&gt;
| 0.191&lt;br /&gt;
| Many improvements by Haze. Experimental Hitachi SH3 recompiler, improvements for Saturn, MIPS3, Voodoo. Many software list additions.&lt;br /&gt;
|-&lt;br /&gt;
| 27 Sep 17&lt;br /&gt;
| 0.190&lt;br /&gt;
| Gaelco additions, ZX Spectrum slots supported. Improvements for HP systems.&lt;br /&gt;
|-&lt;br /&gt;
| 30 Aug 17&lt;br /&gt;
| 0.189&lt;br /&gt;
| On-going parameter fixes. Many performance improvements and bug fixes. Good progress for DECO cassette system. Improvements in GUI.&lt;br /&gt;
|-&lt;br /&gt;
| 26 Jul 17&lt;br /&gt;
| 0.188&lt;br /&gt;
| Some protections were cracked. First INTELLEC 4 emulation. More handheld LCD.&lt;br /&gt;
|-&lt;br /&gt;
| 28 Jun 17&lt;br /&gt;
| 0.187&lt;br /&gt;
| More Game &amp;amp;amp; Watch, some original protection implemented, improvements in shaders. Many little updates.&lt;br /&gt;
|-&lt;br /&gt;
| 29 May 17&lt;br /&gt;
| 0.186&lt;br /&gt;
| Many arcade additions and improvements. More handhelds including some Game &amp;amp;amp; Watch. Improvements for TI-99. Improvements in command line parameters (speed and patterns supported).&lt;br /&gt;
|-&lt;br /&gt;
| 26 Apr 17&lt;br /&gt;
| 0.185&lt;br /&gt;
| Fix for multiple button assignment to sub-devices. Many software list additions.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Mar 17&lt;br /&gt;
| 0.184&lt;br /&gt;
| Non-emulation improvements. Many new arcade dumps. New chess computers. Improved Famicom emulation. Many new BBC and PC software list additions.&lt;br /&gt;
|-&lt;br /&gt;
| 22 Feb 17&lt;br /&gt;
| 0.183&lt;br /&gt;
| Many rares to celebrate MAME 20 years. Improvements for Amiga/C64. Added some handheld games.&lt;br /&gt;
|-&lt;br /&gt;
| 25 Jan 17&lt;br /&gt;
| 0.182&lt;br /&gt;
| Continued serious work on various MCUs. Implemented PortAudio.&lt;br /&gt;
|-&lt;br /&gt;
| 28 Dec 16&lt;br /&gt;
| 0.181&lt;br /&gt;
| Many MCUs are implemented improving sound in many games. Votrax SC-01 emulated. Further ARM improvements (Archimedes). Debugger works on Linux/Mac.&lt;br /&gt;
|-&lt;br /&gt;
| 30 Nov 16&lt;br /&gt;
| 0.180&lt;br /&gt;
| Improvement in ARM CPU, in turn improves Archimedes emulation. Acclaim RAX sound board emulated, bringing improvements to some classics.&lt;br /&gt;
|-&lt;br /&gt;
| 26 Oct 16&lt;br /&gt;
| 0.179&lt;br /&gt;
| No more debug build. 32bit binary is marked as such. Some rare systems added. Big software list cleanup. Whatsnew includes some software list details.&lt;br /&gt;
|-&lt;br /&gt;
| 28 Sep 16&lt;br /&gt;
| 0.178&lt;br /&gt;
| UI more modular (DATs described in LUA, not hardcoded) and other UI improvements. Many machine fixes. Many new layouts.&lt;br /&gt;
|-&lt;br /&gt;
| 31 Aug 16&lt;br /&gt;
| 0.177&lt;br /&gt;
| Some big bugs got fixed (dual lightguns, menus out of screen). Many new computers added in machines. VGM file player. Improvements in serial/keyboard devices.&lt;br /&gt;
|-&lt;br /&gt;
| 27 Jul 16&lt;br /&gt;
| 0.176&lt;br /&gt;
| Cooperation with Debian team. New shaders. More progress on SPARC machines.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Jun 16&lt;br /&gt;
| 0.175&lt;br /&gt;
| Much work on emulating Sun SPARC machines. Many new software list CHD dumps added (esp. for PSX).&lt;br /&gt;
|-&lt;br /&gt;
| 27 Apr 16&lt;br /&gt;
| 0.173&lt;br /&gt;
| Plenty of new graphics scaling modes. Support for large archives (&amp;amp;gt;4GB and newer archive features). Some work towards Universal Windows App support (UWP).&lt;br /&gt;
|-&lt;br /&gt;
| 30 Mar 16&lt;br /&gt;
| 0.172&lt;br /&gt;
| First MAME release with new license. New documentation. Major ini changes. Extended BGFX renderer (planing to move completely to). Improved screen effects. Major improvement of file handling support.&lt;br /&gt;
|-&lt;br /&gt;
| 04 Mar 16&lt;br /&gt;
| -&lt;br /&gt;
| MAME is now Free and Open Source software based on GPL-2.0+ license.&lt;br /&gt;
|-&lt;br /&gt;
| 24 Feb 16&lt;br /&gt;
| 0.171&lt;br /&gt;
| MEWUI merges with MAME replacing default MAME UI for most platforms. Initial BGFX work. Support for videosnaps capture.&lt;br /&gt;
|-&lt;br /&gt;
| 27 Jan 16&lt;br /&gt;
| 0.170&lt;br /&gt;
| LUA support (back) in. More video filtering/effects work.&lt;br /&gt;
|-&lt;br /&gt;
| 01 Jan 16&lt;br /&gt;
| -&lt;br /&gt;
| MSYS2 based tools to build MAME.&lt;br /&gt;
|-&lt;br /&gt;
| 30 Dec 15&lt;br /&gt;
| 0.169&lt;br /&gt;
| Modernized core to C++14. First release to build clean in Raspberry Pi 2 and other ARM Linux targets.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Jul 15&lt;br /&gt;
| 0.164&lt;br /&gt;
| New address space created for decrypted opcode accesses.&lt;br /&gt;
|-&lt;br /&gt;
| 27 May 15&lt;br /&gt;
| 0.162&lt;br /&gt;
| MESS merges with MAME.&lt;br /&gt;
|-&lt;br /&gt;
| 20 May 15&lt;br /&gt;
| -&lt;br /&gt;
| MAME starts work to become Open Source.&lt;br /&gt;
|-&lt;br /&gt;
| 25 Feb 15&lt;br /&gt;
| 0.159&lt;br /&gt;
| Massive addition of mechanical games.&lt;br /&gt;
|-&lt;br /&gt;
| 20 Oct 14&lt;br /&gt;
| -&lt;br /&gt;
| Project (also) on GIT.&lt;br /&gt;
|-&lt;br /&gt;
| 10 Oct 14&lt;br /&gt;
| 0.155&lt;br /&gt;
| Raiden II / DX finally working.&lt;br /&gt;
|-&lt;br /&gt;
| 07 Apr 14&lt;br /&gt;
| 0.153&lt;br /&gt;
| Independent palettes (as devices) and other architectural changes and major code modernization.&lt;br /&gt;
|-&lt;br /&gt;
| 05 Nov 13&lt;br /&gt;
| 0.151&lt;br /&gt;
| Major NeoGeo driver updates.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Sep 13&lt;br /&gt;
| 0.150&lt;br /&gt;
| First release after abandoning u intermediate releases. Major video interface changes. Many new video devices because of the change.&lt;br /&gt;
|-&lt;br /&gt;
| 23 Jul 13&lt;br /&gt;
| 0.149u1&lt;br /&gt;
| Last u release. Major work on the definition of devices.&lt;br /&gt;
|-&lt;br /&gt;
| 10 Mar 13&lt;br /&gt;
| -&lt;br /&gt;
| Site on new server.&lt;br /&gt;
|-&lt;br /&gt;
| 11 Jan 13&lt;br /&gt;
| 0.148&lt;br /&gt;
| First mention of MESS along with MAME in release news and first MESS binary in mamedev.org site, widening the foundation towards project merging.&lt;br /&gt;
|-&lt;br /&gt;
| 07 Dec 12&lt;br /&gt;
| -&lt;br /&gt;
| Support for Python (and new dev tools).&lt;br /&gt;
|-&lt;br /&gt;
| 30 Oct 12&lt;br /&gt;
| 0.147u2&lt;br /&gt;
| New and more flexible implementation of device callback module.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Sep 12&lt;br /&gt;
| 0.147&lt;br /&gt;
| Pong is back in MAME.&lt;br /&gt;
|-&lt;br /&gt;
| 21 Aug 12&lt;br /&gt;
| -&lt;br /&gt;
| Project (MAME and MESS) moved to SVN.&lt;br /&gt;
|-&lt;br /&gt;
| 20 Aug 12&lt;br /&gt;
| 0.146u5&lt;br /&gt;
| New dev tools including support for building QT4. Massive addition of mechanical games and clones (not necessarily working).&lt;br /&gt;
|-&lt;br /&gt;
| 26 Apr 12&lt;br /&gt;
| -&lt;br /&gt;
| Miodrag Milanovic (Micko) takes over from Kale.&lt;br /&gt;
|-&lt;br /&gt;
| 19 Feb 12&lt;br /&gt;
| 0.145u1&lt;br /&gt;
| 7zip support and change in CHD format (CHD v5).&lt;br /&gt;
|-&lt;br /&gt;
| 15 Aug 11&lt;br /&gt;
| 0.143u3&lt;br /&gt;
| Device ROMs separated from drivers in loading and listing.&lt;br /&gt;
|-&lt;br /&gt;
| 24 May 11&lt;br /&gt;
| 0.142u4&lt;br /&gt;
| HLSL effects added.&lt;br /&gt;
|-&lt;br /&gt;
| 05 Apr 11&lt;br /&gt;
| -&lt;br /&gt;
| Angelo Salese (Kale) takes over from Aaron Giles (longest standing yet - with Nicola Salmoria close behind) as MAME coordinator.&lt;br /&gt;
|-&lt;br /&gt;
| 24 Jan 11&lt;br /&gt;
| 0.141u1&lt;br /&gt;
| Implemented mechanical games (pinball, redemption, bowling etc.). Imported drivers from PINMAME.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Jul 10&lt;br /&gt;
| 0.139&lt;br /&gt;
| Larger binary due to on-going move to C++ work.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Jun 10&lt;br /&gt;
| 0.138u2&lt;br /&gt;
| Modern implementation of devices as derived classes with mix-in interfaces.&lt;br /&gt;
|-&lt;br /&gt;
| 15 May 10&lt;br /&gt;
| 0.138&lt;br /&gt;
| MESS gets support for Software Lists.&lt;br /&gt;
|-&lt;br /&gt;
| 11 Mar 10&lt;br /&gt;
| 0.137&lt;br /&gt;
| SDLMAME is now part of the main source package.&lt;br /&gt;
|-&lt;br /&gt;
| 13 Aug 09&lt;br /&gt;
| 0.133u2&lt;br /&gt;
| Many renames.&lt;br /&gt;
|-&lt;br /&gt;
| 02 Aug 09&lt;br /&gt;
| 0.133u1&lt;br /&gt;
| 39 in 1 (MAME rip-off originally added in 0.117) now working. Huge number of renames.&lt;br /&gt;
|-&lt;br /&gt;
| 19 Mar 09&lt;br /&gt;
| 0.130u1&lt;br /&gt;
| Major change in CHD file format (CHD v4).&lt;br /&gt;
|-&lt;br /&gt;
| 26 Feb 09&lt;br /&gt;
| 0.129u5&lt;br /&gt;
| More hardware components are becoming &amp;amp;quot;devices&amp;amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Feb 09&lt;br /&gt;
| 0.129u4&lt;br /&gt;
| Added some AGEMAME drivers.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Jan 09&lt;br /&gt;
| 0.129u3&lt;br /&gt;
| First implementation of device callback module.&lt;br /&gt;
|-&lt;br /&gt;
| 21 Dec 08&lt;br /&gt;
| 0.128u7&lt;br /&gt;
| Internal (source) changes: Global Machine pointer eliminated, CPUs are &amp;amp;quot;devices&amp;amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| 01 Nov 08&lt;br /&gt;
| 0.128u2&lt;br /&gt;
| mamedev.org renovated.&lt;br /&gt;
|-&lt;br /&gt;
| 19 Aug 08&lt;br /&gt;
| 0.127&lt;br /&gt;
| First laserdisc game emulated (Cube Quest).&lt;br /&gt;
|-&lt;br /&gt;
| 07 Aug 08&lt;br /&gt;
| 0.126u4&lt;br /&gt;
| Cheat re-enabled (read-only), renovation continues.&lt;br /&gt;
|-&lt;br /&gt;
| 06 Jul 08&lt;br /&gt;
| 0.126&lt;br /&gt;
| New universal recompiler engine (started few u releases earlier), cheat engine in the middle of renovation (disabled).&lt;br /&gt;
|-&lt;br /&gt;
| 26 Jun 08&lt;br /&gt;
| 0.125u8&lt;br /&gt;
| MAME debugger included all the time.&lt;br /&gt;
|-&lt;br /&gt;
| 21 Feb 08&lt;br /&gt;
| 0.123u2&lt;br /&gt;
| First implementation of a generic device interface.&lt;br /&gt;
|-&lt;br /&gt;
| 01 Dec 07&lt;br /&gt;
| -&lt;br /&gt;
| New server for mamedev.org.&lt;br /&gt;
|-&lt;br /&gt;
| 15 Oct 07&lt;br /&gt;
| 0.120&lt;br /&gt;
| First official x64 build. Further source tree clean up (started few u releases earlier with new development tools).&lt;br /&gt;
|-&lt;br /&gt;
| 19 Jul 07&lt;br /&gt;
| 0.117u1&lt;br /&gt;
| Major changes in input system. Basic UI to select a game.&lt;br /&gt;
|-&lt;br /&gt;
| 10 Jul 07&lt;br /&gt;
| 0.117&lt;br /&gt;
| Interesting little fact of history: MAME for the first time includes a preliminary driver of a bootleg multigame arcade that is based on a hacked early version... MAME!&lt;br /&gt;
|-&lt;br /&gt;
| 20 Jun 07&lt;br /&gt;
| 0.116u2&lt;br /&gt;
| CPS3 decryption added.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Jun 07&lt;br /&gt;
| -&lt;br /&gt;
| SDL headers/libraries. Build SDLMAME out of the box.&lt;br /&gt;
|-&lt;br /&gt;
| 26 Feb 07&lt;br /&gt;
| 0.112u3&lt;br /&gt;
| Major changes in sound generation.&lt;br /&gt;
|-&lt;br /&gt;
| 12 Feb 07&lt;br /&gt;
| 0.112u1&lt;br /&gt;
| MAME code reorganized, separating game drivers from emulation core in the source tree.&lt;br /&gt;
|-&lt;br /&gt;
| 07 Feb 07&lt;br /&gt;
| -&lt;br /&gt;
| MAME 10 year anniversary. Wiki added in mamedev.org.&lt;br /&gt;
|-&lt;br /&gt;
| 05 Feb 07&lt;br /&gt;
| 0.112&lt;br /&gt;
| CPS2 decryption fully implemented.&lt;br /&gt;
|-&lt;br /&gt;
| 16 Nov 06&lt;br /&gt;
| 0.110u3&lt;br /&gt;
| Added support for split CHD.&lt;br /&gt;
|-&lt;br /&gt;
| 20 Aug 06&lt;br /&gt;
| 0.108&lt;br /&gt;
| High score support removed.&lt;br /&gt;
|-&lt;br /&gt;
| 25 May 06&lt;br /&gt;
| 0.106u2&lt;br /&gt;
| New video system, focused on letting the video hardware do compositing (enabled by default in 0.106u3 - Jun 1)&lt;br /&gt;
|-&lt;br /&gt;
| 03 Jun 06&lt;br /&gt;
| 0.106u1&lt;br /&gt;
| First version of SDLMAME released.&lt;br /&gt;
|-&lt;br /&gt;
| 23 Jan 06&lt;br /&gt;
| -&lt;br /&gt;
| mamedev.org is finally an .org (and on new servers).&lt;br /&gt;
|-&lt;br /&gt;
| 14 Sep 05&lt;br /&gt;
| 0.100&lt;br /&gt;
| Added back support for some gambling games.&lt;br /&gt;
|-&lt;br /&gt;
| 14 Aug 05&lt;br /&gt;
| 0.99u2&lt;br /&gt;
| Video-based gambling games added (drivers ported from AGEMAME).&lt;br /&gt;
|-&lt;br /&gt;
| 03 May 05&lt;br /&gt;
| 0.96&lt;br /&gt;
| Changed the license to be based off of the BSD license, with commercial restrictions.&lt;br /&gt;
|-&lt;br /&gt;
| 18 Apr 05&lt;br /&gt;
| -&lt;br /&gt;
| Aaron Giles takes over from David Haywood as MAME coordinator.&lt;br /&gt;
|-&lt;br /&gt;
| 07 Apr 05&lt;br /&gt;
| -&lt;br /&gt;
| mamedev.org is born (mamedev.com actually initially).&lt;br /&gt;
|-&lt;br /&gt;
| 27 Feb 05&lt;br /&gt;
| 0.93&lt;br /&gt;
| Major sound system reorganization around streams.&lt;br /&gt;
|-&lt;br /&gt;
| 15 Feb 05&lt;br /&gt;
| 0.92u1&lt;br /&gt;
| Raiden Fighters 2 (et al) finally working.&lt;br /&gt;
|-&lt;br /&gt;
| 13 Feb 05&lt;br /&gt;
| 0.92&lt;br /&gt;
| Sega improvements and clean up.&lt;br /&gt;
|-&lt;br /&gt;
| 24 Nov 04&lt;br /&gt;
| 0.89&lt;br /&gt;
| New debugger added.&lt;br /&gt;
|-&lt;br /&gt;
| 24 Oct 04&lt;br /&gt;
| 0.88&lt;br /&gt;
| Sega FD1094 decryption added.&lt;br /&gt;
|-&lt;br /&gt;
| 20 Jan 04&lt;br /&gt;
| 0.78u6&lt;br /&gt;
| Internal reorganization of memory system. Beginning of effort to merge separate maps for read and write accesses.&lt;br /&gt;
|-&lt;br /&gt;
| 21 Nov 03&lt;br /&gt;
| 0.77u1&lt;br /&gt;
| CHD v3. &amp;amp;quot;hdcomp&amp;amp;quot; tool, got replaced by &amp;amp;quot;chdman&amp;amp;quot;. (internal release)&lt;br /&gt;
|-&lt;br /&gt;
| 11 Nov 03&lt;br /&gt;
| 0.77&lt;br /&gt;
| 3dfx Voodoo emulation added.&lt;br /&gt;
|-&lt;br /&gt;
| 06 Oct 03&lt;br /&gt;
| 0.74u2&lt;br /&gt;
| Removed the concept of TESTDRIVERS, making all drivers available in all builds.&lt;br /&gt;
|-&lt;br /&gt;
| 09 Aug 03&lt;br /&gt;
| 0.72&lt;br /&gt;
| First emulation of the SP0250 speech chip.&lt;br /&gt;
|-&lt;br /&gt;
| 12 Jun 03&lt;br /&gt;
| 0.70u1&lt;br /&gt;
| CHD v2.&lt;br /&gt;
|-&lt;br /&gt;
| 05 Jun 03&lt;br /&gt;
| 0.69u3&lt;br /&gt;
| First release to have intermediate &#039;u&#039; updates.&lt;br /&gt;
|-&lt;br /&gt;
| 15 May 03&lt;br /&gt;
| 0.68&lt;br /&gt;
| David Haywood takes over from Nicola as MAME coordinator. Added SHA1 hashes in addition to CRCs to reduce hacks and prevent collisions.&lt;br /&gt;
|-&lt;br /&gt;
| 06 Apr 03&lt;br /&gt;
| 0.67&lt;br /&gt;
| First dynamic recompiled CPU core added: MIPS3.&lt;br /&gt;
|-&lt;br /&gt;
| 12 Jan 03&lt;br /&gt;
| 0.63&lt;br /&gt;
| First actual CHD (Wargods).&lt;br /&gt;
|-&lt;br /&gt;
| 04 Jul 02&lt;br /&gt;
| 0.61&lt;br /&gt;
| Added initial support for artwork external to games.&lt;br /&gt;
|-&lt;br /&gt;
| 01 May 02&lt;br /&gt;
| 0.60&lt;br /&gt;
| Removed SoundBlaster FM support as software-based emulation finally became better in almost all cases.&lt;br /&gt;
|-&lt;br /&gt;
| 22 Mar 02&lt;br /&gt;
| 0.59&lt;br /&gt;
| Aaron Giles implements CHD (Compressed Hard Disk - later Compressed Hunks of Data).&lt;br /&gt;
|-&lt;br /&gt;
| 06 Feb 02&lt;br /&gt;
| 0.58&lt;br /&gt;
| &amp;amp;quot;Machine drivers,&amp;amp;quot; previously hard-coded structures, now initialized by macro-based constructors, allowing configurations to derive from each other.&lt;br /&gt;
|-&lt;br /&gt;
| 24 Aug 01&lt;br /&gt;
| 0.54&lt;br /&gt;
| First release to call out MAMETesters bugs.&lt;br /&gt;
|-&lt;br /&gt;
| 19 Aug 01&lt;br /&gt;
| -&lt;br /&gt;
| First checkins for AdvanceMAME (0.37b16).&lt;br /&gt;
|-&lt;br /&gt;
| 16 Aug 01&lt;br /&gt;
| 0.37b15 (MESS)&lt;br /&gt;
| First Win32 MESS release.&lt;br /&gt;
|-&lt;br /&gt;
| 12 Aug 01&lt;br /&gt;
| 0.53&lt;br /&gt;
| Abandoning of &amp;amp;quot;beta&amp;amp;quot; numbering scheme.&lt;br /&gt;
|-&lt;br /&gt;
| 24 May 01&lt;br /&gt;
| 0.37b15&lt;br /&gt;
| Windows takes over from DOS as the primary development target. MAMEW becomes MAME and MAME (DOS MAME) becomes DMAME. Restructuring of parents and clones.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Jan 01&lt;br /&gt;
| 0.37b11&lt;br /&gt;
| Initial support for discrete sound emulation.&lt;br /&gt;
|-&lt;br /&gt;
| 06 Nov 00&lt;br /&gt;
| 0.37b9&lt;br /&gt;
| First proper 32-bit CPU added (68EC020).&lt;br /&gt;
|-&lt;br /&gt;
| 26 Feb 00&lt;br /&gt;
| 0.36rc1&lt;br /&gt;
| Removed Pong and gambling game drivers.&lt;br /&gt;
|-&lt;br /&gt;
| 11 Jan 00&lt;br /&gt;
| 0.36b14&lt;br /&gt;
| Major reorganization of driver configuration structures.&lt;br /&gt;
|-&lt;br /&gt;
| 10 Oct 99&lt;br /&gt;
| 0.36b6 (MESS)&lt;br /&gt;
| MESS versions are synced to MAME versions (MAME source override.&lt;br /&gt;
|-&lt;br /&gt;
| 08 Aug 99&lt;br /&gt;
| 0.36b2&lt;br /&gt;
| Konami 052001/053248 CPU first emulated.&lt;br /&gt;
|-&lt;br /&gt;
| 05 Jul 99&lt;br /&gt;
| 0.35b3&lt;br /&gt;
| License change. First history.dat support.&lt;br /&gt;
|-&lt;br /&gt;
| 24 May 99&lt;br /&gt;
| 0.35b13&lt;br /&gt;
| Switched to PNG from PCX as the main screenshot image format.&lt;br /&gt;
|-&lt;br /&gt;
| 15 Feb 99&lt;br /&gt;
| 0.35b3&lt;br /&gt;
| Internal tilemap code added. Previously many drivers did tilemaps their own way.&lt;br /&gt;
|-&lt;br /&gt;
| 04 Oct 98&lt;br /&gt;
| 0.34b4&lt;br /&gt;
| Began using CRCs to identify ROMs.&lt;br /&gt;
|-&lt;br /&gt;
| 30 Aug 98&lt;br /&gt;
| 0.34b2&lt;br /&gt;
| First DSP core added: the TMS34010.&lt;br /&gt;
|-&lt;br /&gt;
| 16 Aug 98&lt;br /&gt;
| 0.34b1&lt;br /&gt;
| First BIOS (NEOGEO). First appearance of Neo Geo games, which have been the source of much controversy ever since.&lt;br /&gt;
|-&lt;br /&gt;
| 03 Jun 98&lt;br /&gt;
| 0.1 (MESS)&lt;br /&gt;
| First public release of MESS.&lt;br /&gt;
|-&lt;br /&gt;
| 03 May 98&lt;br /&gt;
| 0.33b1&lt;br /&gt;
| Public betas started; previously users would have to wait several months between releases. The series of betas were sometimes followed by some rc (release candidate) versions.&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| 0.32&lt;br /&gt;
| 0.32 does not exist to avoid confusion with MAME32.&lt;br /&gt;
|-&lt;br /&gt;
| 25 Apr 98&lt;br /&gt;
| 0.31&lt;br /&gt;
| Atari slapstic first emulated. Timer system added. Built-in ZIP file support added.&lt;br /&gt;
|-&lt;br /&gt;
| 08 Jan 98&lt;br /&gt;
| 0.30&lt;br /&gt;
| First official &amp;amp;quot;non working&amp;amp;quot; game, Future Spy. YM2151 support added.&lt;br /&gt;
|-&lt;br /&gt;
| 07 Sep 97&lt;br /&gt;
| 0.28&lt;br /&gt;
| First 68000 game emulated (Rastan).&lt;br /&gt;
|-&lt;br /&gt;
| 10 Aug 97&lt;br /&gt;
| 0.27&lt;br /&gt;
| Nicola returns as MAME coordinator. MAME switched away from the GPL license.&lt;br /&gt;
|-&lt;br /&gt;
| 18 Jul 97&lt;br /&gt;
| 0.26.1&lt;br /&gt;
| First release of MAME32.&lt;br /&gt;
|-&lt;br /&gt;
| 14 Jul 97&lt;br /&gt;
| 0.26&lt;br /&gt;
| First vector games added to MAME.&lt;br /&gt;
|-&lt;br /&gt;
| 02 Jun 97&lt;br /&gt;
| 0.23&lt;br /&gt;
| First FM synthesis-based sound chip supported — but only through a hack to use the OPL on a SoundBlaster card under DOS.&lt;br /&gt;
|-&lt;br /&gt;
| 26 Apr 97&lt;br /&gt;
| 0.19&lt;br /&gt;
| Mirko Buffoni takes over from Nicola as MAME coordinator.&lt;br /&gt;
|-&lt;br /&gt;
| 20 Apr 97&lt;br /&gt;
| 0.18&lt;br /&gt;
| First version of X/MAME checked in.&lt;br /&gt;
|-&lt;br /&gt;
| 02 Apr 97&lt;br /&gt;
| 0.14&lt;br /&gt;
| First version to use samples - Donkey Kong.&lt;br /&gt;
|-&lt;br /&gt;
| 26 Mar 97&lt;br /&gt;
| 0.13&lt;br /&gt;
| High score saving support added.&lt;br /&gt;
|-&lt;br /&gt;
| 23 Mar 97&lt;br /&gt;
| 0.12&lt;br /&gt;
| First multiple-CPU game emulated (Burger Time).&lt;br /&gt;
|-&lt;br /&gt;
| 13 Mar 97&lt;br /&gt;
| 0.10&lt;br /&gt;
| First non-Z80-based game emulated (Centipede).&lt;br /&gt;
|-&lt;br /&gt;
| 18 Feb 97&lt;br /&gt;
| -&lt;br /&gt;
| First version of MacMAME released (0.4).&lt;br /&gt;
|-&lt;br /&gt;
| 16 Feb 97&lt;br /&gt;
| 0.4&lt;br /&gt;
| First not playable game added (although there is no official concept for &amp;amp;quot;non working&amp;amp;quot; yet).&lt;br /&gt;
|-&lt;br /&gt;
| 05 Feb 97&lt;br /&gt;
| 0.1&lt;br /&gt;
| MAME 0.1 released.&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This page has been heavily modified and enriched in May and June 2016, by [http://blog.ilogic.gr NLS], using historical data from various sources. A big thanks to Fujix for the original chart idea and [http://www.progettosnaps.net/ AntoPISA] for his &amp;amp;quot;renameSET&amp;amp;quot; detailed files that helped immensely to build the statistics.&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=MAME_Milestones&amp;diff=5798</id>
		<title>MAME Milestones</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=MAME_Milestones&amp;diff=5798"/>
		<updated>2018-02-02T19:37:31Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: /* MAME Project Milestones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The intention here is not really to focus on particular drivers, but more general concepts. For example, we&#039;re less interested that &amp;lt;b&amp;gt;Gauntlet&amp;lt;/b&amp;gt; was emulated and more interested that the slapstic was emulated.&lt;br /&gt;
&lt;br /&gt;
Even just simply counting supported ROMsets, reading the whatsnew files, and looking at the old WIP pages isn&#039;t enough to reflect the full history of the project. In an effort to at least touch on some of the highlights and project milestones that generally aren&#039;t directly reflected in the whatsnew, the table below lists some important project-level changes and significant new achievements that have impacted the project. &lt;br /&gt;
&lt;br /&gt;
== MAME Project Milestones ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|width=&amp;quot;12%&amp;quot;| Release&lt;br /&gt;
|width=&amp;quot;18%&amp;quot;| Version&lt;br /&gt;
|width=&amp;quot;70%&amp;quot;| Milestone&lt;br /&gt;
|-&lt;br /&gt;
| 31 Jan 18&lt;br /&gt;
| 0.194&lt;br /&gt;
| Hyperstone E1-XS recompiler. Improvements in cheats, lua scripting, internal debugger, disassembly. Improved support for TV games. More LCD handhelds.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Jan 18&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| This list now uses UI reported numbers for graphs (since 0.171). Parents include BIOS.&lt;br /&gt;
|-&lt;br /&gt;
| 27 Dec 17&lt;br /&gt;
| 0.193&lt;br /&gt;
| Windows binaries GCC7 (SSE2 minimum). Tiger handhelds. Many new arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Nov 17&lt;br /&gt;
| 0.192&lt;br /&gt;
| Many games improved. New prototypes added. Many Aristocrat MK5 additions. IGS PGM2 software improved. Fixes for FM Towns. Many PC software list additions.&lt;br /&gt;
|-&lt;br /&gt;
| 25 Oct 17&lt;br /&gt;
| 0.191&lt;br /&gt;
| Many improvements by Haze. Experimental Hitachi SH3 recompiler, improvements for Saturn, MIPS3, Voodoo. Many software list additions.&lt;br /&gt;
|-&lt;br /&gt;
| 27 Sep 17&lt;br /&gt;
| 0.190&lt;br /&gt;
| Gaelco additions, ZX Spectrum slots supported. Improvements for HP systems.&lt;br /&gt;
|-&lt;br /&gt;
| 30 Aug 17&lt;br /&gt;
| 0.189&lt;br /&gt;
| On-going parameter fixes. Many performance improvements and bug fixes. Good progress for DECO cassette system. Improvements in GUI.&lt;br /&gt;
|-&lt;br /&gt;
| 26 Jul 17&lt;br /&gt;
| 0.188&lt;br /&gt;
| Some protections were cracked. First INTELLEC 4 emulation. More handheld LCD.&lt;br /&gt;
|-&lt;br /&gt;
| 28 Jun 17&lt;br /&gt;
| 0.187&lt;br /&gt;
| More Game &amp;amp;amp; Watch, some original protection implemented, improvements in shaders. Many little updates.&lt;br /&gt;
|-&lt;br /&gt;
| 29 May 17&lt;br /&gt;
| 0.186&lt;br /&gt;
| Many arcade additions and improvements. More handhelds including some Game &amp;amp;amp; Watch. Improvements for TI-99. Improvements in command line parameters (speed and patterns supported).&lt;br /&gt;
|-&lt;br /&gt;
| 26 Apr 17&lt;br /&gt;
| 0.185&lt;br /&gt;
| Fix for multiple button assignment to sub-devices. Many software list additions.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Mar 17&lt;br /&gt;
| 0.184&lt;br /&gt;
| Non-emulation improvements. Many new arcade dumps. New chess computers. Improved Famicom emulation. Many new BBC and PC software list additions.&lt;br /&gt;
|-&lt;br /&gt;
| 22 Feb 17&lt;br /&gt;
| 0.183&lt;br /&gt;
| Many rares to celebrate MAME 20 years. Improvements for Amiga/C64. Added some handheld games.&lt;br /&gt;
|-&lt;br /&gt;
| 25 Jan 17&lt;br /&gt;
| 0.182&lt;br /&gt;
| Continued serious work on various MCUs. Implemented PortAudio.&lt;br /&gt;
|-&lt;br /&gt;
| 28 Dec 16&lt;br /&gt;
| 0.181&lt;br /&gt;
| Many MCUs are implemented improving sound in many games. Votrax SC-01 emulated. Further ARM improvements (Archimedes). Debugger works on Linux/Mac.&lt;br /&gt;
|-&lt;br /&gt;
| 30 Nov 16&lt;br /&gt;
| 0.180&lt;br /&gt;
| Improvement in ARM CPU, in turn improves Archimedes emulation. Acclaim RAX sound board emulated, bringing improvements to some classics.&lt;br /&gt;
|-&lt;br /&gt;
| 26 Oct 16&lt;br /&gt;
| 0.179&lt;br /&gt;
| No more debug build. 32bit binary is marked as such. Some rare systems added. Big software list cleanup. Whatsnew includes some software list details.&lt;br /&gt;
|-&lt;br /&gt;
| 28 Sep 16&lt;br /&gt;
| 0.178&lt;br /&gt;
| UI more modular (DATs described in LUA, not hardcoded) and other UI improvements. Many machine fixes. Many new layouts.&lt;br /&gt;
|-&lt;br /&gt;
| 31 Aug 16&lt;br /&gt;
| 0.177&lt;br /&gt;
| Some big bugs got fixed (dual lightguns, menus out of screen). Many new computers added in machines. VGM file player. Improvements in serial/keyboard devices.&lt;br /&gt;
|-&lt;br /&gt;
| 27 Jul 16&lt;br /&gt;
| 0.176&lt;br /&gt;
| Cooperation with Debian team. New shaders. More progress on SPARC machines.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Jun 16&lt;br /&gt;
| 0.175&lt;br /&gt;
| Much work on emulating Sun SPARC machines. Many new software list CHD dumps added (esp. for PSX).&lt;br /&gt;
|-&lt;br /&gt;
| 27 Apr 16&lt;br /&gt;
| 0.173&lt;br /&gt;
| Plenty of new graphics scaling modes. Support for large archives (&amp;amp;gt;4GB and newer archive features). Some work towards Universal Windows App support (UWP).&lt;br /&gt;
|-&lt;br /&gt;
| 30 Mar 16&lt;br /&gt;
| 0.172&lt;br /&gt;
| First MAME release with new license. New documentation. Major ini changes. Extended BGFX renderer (planing to move completely to). Improved screen effects. Major improvement of file handling support.&lt;br /&gt;
|-&lt;br /&gt;
| 04 Mar 16&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| MAME is now Free and Open Source software based on GPL-2.0+ license.&lt;br /&gt;
|-&lt;br /&gt;
| 24 Feb 16&lt;br /&gt;
| 0.171&lt;br /&gt;
| MEWUI merges with MAME replacing default MAME UI for most platforms. Initial BGFX work. Support for videosnaps capture.&lt;br /&gt;
|-&lt;br /&gt;
| 27 Jan 16&lt;br /&gt;
| 0.170&lt;br /&gt;
| LUA support (back) in. More video filtering/effects work.&lt;br /&gt;
|-&lt;br /&gt;
| 01 Jan 16&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| MSYS2 based tools to build MAME.&lt;br /&gt;
|-&lt;br /&gt;
| 30 Dec 15&lt;br /&gt;
| 0.169&lt;br /&gt;
| Modernized core to C++14. First release to build clean in Raspberry Pi 2 and other ARM Linux targets.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Jul 15&lt;br /&gt;
| 0.164&lt;br /&gt;
| New address space created for decrypted opcode accesses.&lt;br /&gt;
|-&lt;br /&gt;
| 27 May 15&lt;br /&gt;
| 0.162&lt;br /&gt;
| MESS merges with MAME.&lt;br /&gt;
|-&lt;br /&gt;
| 20 May 15&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| MAME starts work to become Open Source.&lt;br /&gt;
|-&lt;br /&gt;
| 25 Feb 15&lt;br /&gt;
| 0.159&lt;br /&gt;
| Massive addition of mechanical games.&lt;br /&gt;
|-&lt;br /&gt;
| 20 Oct 14&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| Project (also) on GIT.&lt;br /&gt;
|-&lt;br /&gt;
| 10 Oct 14&lt;br /&gt;
| 0.155&lt;br /&gt;
| Raiden II / DX finally working.&lt;br /&gt;
|-&lt;br /&gt;
| 07 Apr 14&lt;br /&gt;
| 0.153&lt;br /&gt;
| Independent palettes (as devices) and other architectural changes and major code modernization.&lt;br /&gt;
|-&lt;br /&gt;
| 05 Nov 13&lt;br /&gt;
| 0.151&lt;br /&gt;
| Major NeoGeo driver updates.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Sep 13&lt;br /&gt;
| 0.150&lt;br /&gt;
| First release after abandoning u intermediate releases. Major video interface changes. Many new video devices because of the change.&lt;br /&gt;
|-&lt;br /&gt;
| 23 Jul 13&lt;br /&gt;
| 0.149u1&lt;br /&gt;
| Last u release. Major work on the definition of devices.&lt;br /&gt;
|-&lt;br /&gt;
| 10 Mar 13&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| Site on new server.&lt;br /&gt;
|-&lt;br /&gt;
| 11 Jan 13&lt;br /&gt;
| 0.148&lt;br /&gt;
| First mention of MESS along with MAME in release news and first MESS binary in mamedev.org site, widening the foundation towards project merging.&lt;br /&gt;
|-&lt;br /&gt;
| 07 Dec 12&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| Support for Python (and new dev tools).&lt;br /&gt;
|-&lt;br /&gt;
| 30 Oct 12&lt;br /&gt;
| 0.147u2&lt;br /&gt;
| New and more flexible implementation of device callback module.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Sep 12&lt;br /&gt;
| 0.147&lt;br /&gt;
| Pong is back in MAME.&lt;br /&gt;
|-&lt;br /&gt;
| 21 Aug 12&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| Project (MAME and MESS) moved to SVN.&lt;br /&gt;
|-&lt;br /&gt;
| 20 Aug 12&lt;br /&gt;
| 0.146u5&lt;br /&gt;
| New dev tools including support for building QT4. Massive addition of mechanical games and clones (not necessarily working).&lt;br /&gt;
|-&lt;br /&gt;
| 26 Apr 12&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| Miodrag Milanovic (Micko) takes over from Kale.&lt;br /&gt;
|-&lt;br /&gt;
| 19 Feb 12&lt;br /&gt;
| 0.145u1&lt;br /&gt;
| 7zip support and change in CHD format (CHD v5).&lt;br /&gt;
|-&lt;br /&gt;
| 15 Aug 11&lt;br /&gt;
| 0.143u3&lt;br /&gt;
| Device ROMs separated from drivers in loading and listing.&lt;br /&gt;
|-&lt;br /&gt;
| 24 May 11&lt;br /&gt;
| 0.142u4&lt;br /&gt;
| HLSL effects added.&lt;br /&gt;
|-&lt;br /&gt;
| 05 Apr 11&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| Angelo Salese (Kale) takes over from Aaron Giles (longest standing yet - with Nicola Salmoria close behind) as MAME coordinator.&lt;br /&gt;
|-&lt;br /&gt;
| 24 Jan 11&lt;br /&gt;
| 0.141u1&lt;br /&gt;
| Implemented mechanical games (pinball, redemption, bowling etc.). Imported drivers from PINMAME.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Jul 10&lt;br /&gt;
| 0.139&lt;br /&gt;
| Larger binary due to on-going move to C++ work.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Jun 10&lt;br /&gt;
| 0.138u2&lt;br /&gt;
| Modern implementation of devices as derived classes with mix-in interfaces.&lt;br /&gt;
|-&lt;br /&gt;
| 15 May 10&lt;br /&gt;
| 0.138&lt;br /&gt;
| MESS gets support for Software Lists.&lt;br /&gt;
|-&lt;br /&gt;
| 11 Mar 10&lt;br /&gt;
| 0.137&lt;br /&gt;
| SDLMAME is now part of the main source package.&lt;br /&gt;
|-&lt;br /&gt;
| 13 Aug 09&lt;br /&gt;
| 0.133u2&lt;br /&gt;
| Many renames.&lt;br /&gt;
|-&lt;br /&gt;
| 02 Aug 09&lt;br /&gt;
| 0.133u1&lt;br /&gt;
| 39 in 1 (MAME rip-off originally added in 0.117) now working. Huge number of renames.&lt;br /&gt;
|-&lt;br /&gt;
| 19 Mar 09&lt;br /&gt;
| 0.130u1&lt;br /&gt;
| Major change in CHD file format (CHD v4).&lt;br /&gt;
|-&lt;br /&gt;
| 26 Feb 09&lt;br /&gt;
| 0.129u5&lt;br /&gt;
| More hardware components are becoming &amp;amp;quot;devices&amp;amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Feb 09&lt;br /&gt;
| 0.129u4&lt;br /&gt;
| Added some AGEMAME drivers.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Jan 09&lt;br /&gt;
| 0.129u3&lt;br /&gt;
| First implementation of device callback module.&lt;br /&gt;
|-&lt;br /&gt;
| 21 Dec 08&lt;br /&gt;
| 0.128u7&lt;br /&gt;
| Internal (source) changes: Global Machine pointer eliminated, CPUs are &amp;amp;quot;devices&amp;amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| 01 Nov 08&lt;br /&gt;
| 0.128u2&lt;br /&gt;
| mamedev.org renovated.&lt;br /&gt;
|-&lt;br /&gt;
| 19 Aug 08&lt;br /&gt;
| 0.127&lt;br /&gt;
| First laserdisc game emulated (Cube Quest).&lt;br /&gt;
|-&lt;br /&gt;
| 07 Aug 08&lt;br /&gt;
| 0.126u4&lt;br /&gt;
| Cheat re-enabled (read-only), renovation continues.&lt;br /&gt;
|-&lt;br /&gt;
| 06 Jul 08&lt;br /&gt;
| 0.126&lt;br /&gt;
| New universal recompiler engine (started few u releases earlier), cheat engine in the middle of renovation (disabled).&lt;br /&gt;
|-&lt;br /&gt;
| 26 Jun 08&lt;br /&gt;
| 0.125u8&lt;br /&gt;
| MAME debugger included all the time.&lt;br /&gt;
|-&lt;br /&gt;
| 21 Feb 08&lt;br /&gt;
| 0.123u2&lt;br /&gt;
| First implementation of a generic device interface.&lt;br /&gt;
|-&lt;br /&gt;
| 01 Dec 07&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| New server for mamedev.org.&lt;br /&gt;
|-&lt;br /&gt;
| 15 Oct 07&lt;br /&gt;
| 0.120&lt;br /&gt;
| First official x64 build. Further source tree clean up (started few u releases earlier with new development tools).&lt;br /&gt;
|-&lt;br /&gt;
| 19 Jul 07&lt;br /&gt;
| 0.117u1&lt;br /&gt;
| Major changes in input system. Basic UI to select a game.&lt;br /&gt;
|-&lt;br /&gt;
| 10 Jul 07&lt;br /&gt;
| 0.117&lt;br /&gt;
| Interesting little fact of history: MAME for the first time includes a preliminary driver of a bootleg multigame arcade that is based on a hacked early version... MAME!&lt;br /&gt;
|-&lt;br /&gt;
| 20 Jun 07&lt;br /&gt;
| 0.116u2&lt;br /&gt;
| CPS3 decryption added.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Jun 07&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| SDL headers/libraries. Build SDLMAME out of the box.&lt;br /&gt;
|-&lt;br /&gt;
| 26 Feb 07&lt;br /&gt;
| 0.112u3&lt;br /&gt;
| Major changes in sound generation.&lt;br /&gt;
|-&lt;br /&gt;
| 12 Feb 07&lt;br /&gt;
| 0.112u1&lt;br /&gt;
| MAME code reorganized, separating game drivers from emulation core in the source tree.&lt;br /&gt;
|-&lt;br /&gt;
| 07 Feb 07&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| MAME 10 year anniversary. Wiki added in mamedev.org.&lt;br /&gt;
|-&lt;br /&gt;
| 05 Feb 07&lt;br /&gt;
| 0.112&lt;br /&gt;
| CPS2 decryption fully implemented.&lt;br /&gt;
|-&lt;br /&gt;
| 16 Nov 06&lt;br /&gt;
| 0.110u3&lt;br /&gt;
| Added support for split CHD.&lt;br /&gt;
|-&lt;br /&gt;
| 20 Aug 06&lt;br /&gt;
| 0.108&lt;br /&gt;
| High score support removed.&lt;br /&gt;
|-&lt;br /&gt;
| 25 May 06&lt;br /&gt;
| 0.106u2&lt;br /&gt;
| New video system, focused on letting the video hardware do compositing (enabled by default in 0.106u3 - Jun 1)&lt;br /&gt;
|-&lt;br /&gt;
| 03 Jun 06&lt;br /&gt;
| 0.106u1&lt;br /&gt;
| First version of SDLMAME released.&lt;br /&gt;
|-&lt;br /&gt;
| 23 Jan 06&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| mamedev.org is finally an .org (and on new servers).&lt;br /&gt;
|-&lt;br /&gt;
| 14 Sep 05&lt;br /&gt;
| 0.100&lt;br /&gt;
| Added back support for some gambling games.&lt;br /&gt;
|-&lt;br /&gt;
| 14 Aug 05&lt;br /&gt;
| 0.99u2&lt;br /&gt;
| Video-based gambling games added (drivers ported from AGEMAME).&lt;br /&gt;
|-&lt;br /&gt;
| 03 May 05&lt;br /&gt;
| 0.96&lt;br /&gt;
| Changed the license to be based off of the BSD license, with commercial restrictions.&lt;br /&gt;
|-&lt;br /&gt;
| 18 Apr 05&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| Aaron Giles takes over from David Haywood as MAME coordinator.&lt;br /&gt;
|-&lt;br /&gt;
| 07 Apr 05&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| mamedev.org is born (mamedev.com actually initially).&lt;br /&gt;
|-&lt;br /&gt;
| 27 Feb 05&lt;br /&gt;
| 0.93&lt;br /&gt;
| Major sound system reorganization around streams.&lt;br /&gt;
|-&lt;br /&gt;
| 15 Feb 05&lt;br /&gt;
| 0.92u1&lt;br /&gt;
| Raiden Fighters 2 (et al) finally working.&lt;br /&gt;
|-&lt;br /&gt;
| 13 Feb 05&lt;br /&gt;
| 0.92&lt;br /&gt;
| Sega improvements and clean up.&lt;br /&gt;
|-&lt;br /&gt;
| 24 Nov 04&lt;br /&gt;
| 0.89&lt;br /&gt;
| New debugger added.&lt;br /&gt;
|-&lt;br /&gt;
| 24 Oct 04&lt;br /&gt;
| 0.88&lt;br /&gt;
| Sega FD1094 decryption added.&lt;br /&gt;
|-&lt;br /&gt;
| 20 Jan 04&lt;br /&gt;
| 0.78u6&lt;br /&gt;
| Internal reorganization of memory system. Beginning of effort to merge separate maps for read and write accesses.&lt;br /&gt;
|-&lt;br /&gt;
| 21 Nov 03&lt;br /&gt;
| 0.77u1&lt;br /&gt;
| CHD v3. &amp;amp;quot;hdcomp&amp;amp;quot; tool, got replaced by &amp;amp;quot;chdman&amp;amp;quot;. (internal release)&lt;br /&gt;
|-&lt;br /&gt;
| 11 Nov 03&lt;br /&gt;
| 0.77&lt;br /&gt;
| 3dfx Voodoo emulation added.&lt;br /&gt;
|-&lt;br /&gt;
| 06 Oct 03&lt;br /&gt;
| 0.74u2&lt;br /&gt;
| Removed the concept of TESTDRIVERS, making all drivers available in all builds.&lt;br /&gt;
|-&lt;br /&gt;
| 09 Aug 03&lt;br /&gt;
| 0.72&lt;br /&gt;
| First emulation of the SP0250 speech chip.&lt;br /&gt;
|-&lt;br /&gt;
| 12 Jun 03&lt;br /&gt;
| 0.70u1&lt;br /&gt;
| CHD v2.&lt;br /&gt;
|-&lt;br /&gt;
| 05 Jun 03&lt;br /&gt;
| 0.69u3&lt;br /&gt;
| First release to have intermediate &#039;u&#039; updates.&lt;br /&gt;
|-&lt;br /&gt;
| 15 May 03&lt;br /&gt;
| 0.68&lt;br /&gt;
| David Haywood takes over from Nicola as MAME coordinator. Added SHA1 hashes in addition to CRCs to reduce hacks and prevent collisions.&lt;br /&gt;
|-&lt;br /&gt;
| 06 Apr 03&lt;br /&gt;
| 0.67&lt;br /&gt;
| First dynamic recompiled CPU core added: MIPS3.&lt;br /&gt;
|-&lt;br /&gt;
| 12 Jan 03&lt;br /&gt;
| 0.63&lt;br /&gt;
| First actual CHD (Wargods).&lt;br /&gt;
|-&lt;br /&gt;
| 04 Jul 02&lt;br /&gt;
| 0.61&lt;br /&gt;
| Added initial support for artwork external to games.&lt;br /&gt;
|-&lt;br /&gt;
| 01 May 02&lt;br /&gt;
| 0.60&lt;br /&gt;
| Removed SoundBlaster FM support as software-based emulation finally became better in almost all cases.&lt;br /&gt;
|-&lt;br /&gt;
| 22 Mar 02&lt;br /&gt;
| 0.59&lt;br /&gt;
| Aaron Giles implements CHD (Compressed Hard Disk - later Compressed Hunks of Data).&lt;br /&gt;
|-&lt;br /&gt;
| 06 Feb 02&lt;br /&gt;
| 0.58&lt;br /&gt;
| &amp;amp;quot;Machine drivers,&amp;amp;quot; previously hard-coded structures, now initialized by macro-based constructors, allowing configurations to derive from each other.&lt;br /&gt;
|-&lt;br /&gt;
| 24 Aug 01&lt;br /&gt;
| 0.54&lt;br /&gt;
| First release to call out MAMETesters bugs.&lt;br /&gt;
|-&lt;br /&gt;
| 19 Aug 01&lt;br /&gt;
| -&lt;br /&gt;
| First checkins for AdvanceMAME (0.37b16).&lt;br /&gt;
|-&lt;br /&gt;
| 16 Aug 01&lt;br /&gt;
| 0.37b15 (MESS)&lt;br /&gt;
| First Win32 MESS release.&lt;br /&gt;
|-&lt;br /&gt;
| 12 Aug 01&lt;br /&gt;
| 0.53&lt;br /&gt;
| Abandoning of &amp;amp;quot;beta&amp;amp;quot; numbering scheme.&lt;br /&gt;
|-&lt;br /&gt;
| 24 May 01&lt;br /&gt;
| 0.37b15&lt;br /&gt;
| Windows takes over from DOS as the primary development target. MAMEW becomes MAME and MAME (DOS MAME) becomes DMAME. Restructuring of parents and clones.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Jan 01&lt;br /&gt;
| 0.37b11&lt;br /&gt;
| Initial support for discrete sound emulation.&lt;br /&gt;
|-&lt;br /&gt;
| 06 Nov 00&lt;br /&gt;
| 0.37b9&lt;br /&gt;
| First proper 32-bit CPU added (68EC020).&lt;br /&gt;
|-&lt;br /&gt;
| 26 Feb 00&lt;br /&gt;
| 0.36rc1&lt;br /&gt;
| Removed Pong and gambling game drivers.&lt;br /&gt;
|-&lt;br /&gt;
| 11 Jan 00&lt;br /&gt;
| 0.36b14&lt;br /&gt;
| Major reorganization of driver configuration structures.&lt;br /&gt;
|-&lt;br /&gt;
| 10 Oct 99&lt;br /&gt;
| 0.36b6 (MESS)&lt;br /&gt;
| MESS versions are synced to MAME versions (MAME source override.&lt;br /&gt;
|-&lt;br /&gt;
| 08 Aug 99&lt;br /&gt;
| 0.36b2&lt;br /&gt;
| Konami 052001/053248 CPU first emulated.&lt;br /&gt;
|-&lt;br /&gt;
| 05 Jul 99&lt;br /&gt;
| 0.35b3&lt;br /&gt;
| License change. First history.dat support.&lt;br /&gt;
|-&lt;br /&gt;
| 24 May 99&lt;br /&gt;
| 0.35b13&lt;br /&gt;
| Switched to PNG from PCX as the main screenshot image format.&lt;br /&gt;
|-&lt;br /&gt;
| 15 Feb 99&lt;br /&gt;
| 0.35b3&lt;br /&gt;
| Internal tilemap code added. Previously many drivers did tilemaps their own way.&lt;br /&gt;
|-&lt;br /&gt;
| 04 Oct 98&lt;br /&gt;
| 0.34b4&lt;br /&gt;
| Began using CRCs to identify ROMs.&lt;br /&gt;
|-&lt;br /&gt;
| 30 Aug 98&lt;br /&gt;
| 0.34b2&lt;br /&gt;
| First DSP core added: the TMS34010.&lt;br /&gt;
|-&lt;br /&gt;
| 16 Aug 98&lt;br /&gt;
| 0.34b1&lt;br /&gt;
| First BIOS (NEOGEO). First appearance of Neo Geo games, which have been the source of much controversy ever since.&lt;br /&gt;
|-&lt;br /&gt;
| 03 Jun 98&lt;br /&gt;
| 0.1 (MESS)&lt;br /&gt;
| First public release of MESS.&lt;br /&gt;
|-&lt;br /&gt;
| 03 May 98&lt;br /&gt;
| 0.33b1&lt;br /&gt;
| Public betas started; previously users would have to wait several months between releases. The series of betas were sometimes followed by some rc (release candidate) versions.&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| 0.32&lt;br /&gt;
| 0.32 does not exist to avoid confusion with MAME32.&lt;br /&gt;
|-&lt;br /&gt;
| 25 Apr 98&lt;br /&gt;
| 0.31&lt;br /&gt;
| Atari slapstic first emulated. Timer system added. Built-in ZIP file support added.&lt;br /&gt;
|-&lt;br /&gt;
| 08 Jan 98&lt;br /&gt;
| 0.30&lt;br /&gt;
| First official &amp;amp;quot;non working&amp;amp;quot; game, Future Spy. YM2151 support added.&lt;br /&gt;
|-&lt;br /&gt;
| 07 Sep 97&lt;br /&gt;
| 0.28&lt;br /&gt;
| First 68000 game emulated (Rastan).&lt;br /&gt;
|-&lt;br /&gt;
| 10 Aug 97&lt;br /&gt;
| 0.27&lt;br /&gt;
| Nicola returns as MAME coordinator. MAME switched away from the GPL license.&lt;br /&gt;
|-&lt;br /&gt;
| 18 Jul 97&lt;br /&gt;
| 0.26.1&lt;br /&gt;
| First release of MAME32.&lt;br /&gt;
|-&lt;br /&gt;
| 14 Jul 97&lt;br /&gt;
| 0.26&lt;br /&gt;
| First vector games added to MAME.&lt;br /&gt;
|-&lt;br /&gt;
| 02 Jun 97&lt;br /&gt;
| 0.23&lt;br /&gt;
| First FM synthesis-based sound chip supported — but only through a hack to use the OPL on a SoundBlaster card under DOS.&lt;br /&gt;
|-&lt;br /&gt;
| 26 Apr 97&lt;br /&gt;
| 0.19&lt;br /&gt;
| Mirko Buffoni takes over from Nicola as MAME coordinator.&lt;br /&gt;
|-&lt;br /&gt;
| 20 Apr 97&lt;br /&gt;
| 0.18&lt;br /&gt;
| First version of X/MAME checked in.&lt;br /&gt;
|-&lt;br /&gt;
| 02 Apr 97&lt;br /&gt;
| 0.14&lt;br /&gt;
| First version to use samples - Donkey Kong.&lt;br /&gt;
|-&lt;br /&gt;
| 26 Mar 97&lt;br /&gt;
| 0.13&lt;br /&gt;
| High score saving support added.&lt;br /&gt;
|-&lt;br /&gt;
| 23 Mar 97&lt;br /&gt;
| 0.12&lt;br /&gt;
| First multiple-CPU game emulated (Burger Time).&lt;br /&gt;
|-&lt;br /&gt;
| 13 Mar 97&lt;br /&gt;
| 0.10&lt;br /&gt;
| First non-Z80-based game emulated (Centipede).&lt;br /&gt;
|-&lt;br /&gt;
| 18 Feb 97&lt;br /&gt;
| -&lt;br /&gt;
| First version of MacMAME released (0.4).&lt;br /&gt;
|-&lt;br /&gt;
| 16 Feb 97&lt;br /&gt;
| 0.4&lt;br /&gt;
| First not playable game added (although there is no official concept for &amp;amp;quot;non working&amp;amp;quot; yet).&lt;br /&gt;
|-&lt;br /&gt;
| 05 Feb 97&lt;br /&gt;
| 0.1&lt;br /&gt;
| MAME 0.1 released.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This page has been heavily modified and enriched in May and June 2016, by [http://blog.ilogic.gr NLS], using historical data from various sources. A big thanks to Fujix for the original chart idea and [http://www.progettosnaps.net/ AntoPISA] for his &amp;amp;quot;renameSET&amp;amp;quot; detailed files that helped immensely to build the statistics.&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=MAME_Milestones&amp;diff=5797</id>
		<title>MAME Milestones</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=MAME_Milestones&amp;diff=5797"/>
		<updated>2018-02-02T19:27:38Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: /* MAME Project Milestones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The intention here is not really to focus on particular drivers, but more general concepts. For example, we&#039;re less interested that &amp;lt;b&amp;gt;Gauntlet&amp;lt;/b&amp;gt; was emulated and more interested that the slapstic was emulated.&lt;br /&gt;
&lt;br /&gt;
Even just simply counting supported ROMsets, reading the whatsnew files, and looking at the old WIP pages isn&#039;t enough to reflect the full history of the project. In an effort to at least touch on some of the highlights and project milestones that generally aren&#039;t directly reflected in the whatsnew, the table below lists some important project-level changes and significant new achievements that have impacted the project. &lt;br /&gt;
&lt;br /&gt;
== MAME Project Milestones ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|width=&amp;quot;12%&amp;quot;| Release&lt;br /&gt;
|width=&amp;quot;18%&amp;quot;| Version&lt;br /&gt;
|width=&amp;quot;70%&amp;quot;| Milestone&lt;br /&gt;
|-&lt;br /&gt;
| 31 Jan 18&lt;br /&gt;
| 0.194&lt;br /&gt;
| Hyperstone E1-XS recompiler. Improvements in cheats, lua scripting, internal debugger, disassembly. Improved support for TV games. More LCD handhelds.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Jan 18&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| This list now uses UI reported numbers for graphs (since 0.171). Parents include BIOS.&lt;br /&gt;
|-&lt;br /&gt;
| 27 Dec 17&lt;br /&gt;
| 0.193&lt;br /&gt;
| Windows binaries GCC7 (SSE2 minimum). Tiger handhelds. Many new arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Nov 17&lt;br /&gt;
| 0.192&lt;br /&gt;
| Many games improved. New prototypes added. Many Aristocrat MK5 additions. IGS PGM2 software improved. Fixes for FM Towns. Many PC software list additions.&lt;br /&gt;
|-&lt;br /&gt;
| 25 Oct 17&lt;br /&gt;
| 0.191&lt;br /&gt;
| Many improvements by Haze. Experimental Hitachi SH3 recompiler, improvements for Saturn, MIPS3, Voodoo. Many software list additions.&lt;br /&gt;
|-&lt;br /&gt;
| 27 Sep 17&lt;br /&gt;
| 0.190&lt;br /&gt;
| Gaelco additions, ZX Spectrum slots supported. Improvements for HP systems.&lt;br /&gt;
|-&lt;br /&gt;
| 30 Aug 17&lt;br /&gt;
| 0.189&lt;br /&gt;
| On-going parameter fixes. Many performance improvements and bug fixes. Good progress for DECO cassette system. Improvements in GUI.&lt;br /&gt;
|-&lt;br /&gt;
| 26 Jul 17&lt;br /&gt;
| 0.188&lt;br /&gt;
| Some protections were cracked. First INTELLEC 4 emulation. More handheld LCD.&lt;br /&gt;
|-&lt;br /&gt;
| 28 Jun 17&lt;br /&gt;
| 0.187&lt;br /&gt;
| More Game &amp;amp;amp; Watch, some original protection implemented, improvements in shaders. Many little updates.&lt;br /&gt;
|-&lt;br /&gt;
| 29 May 17&lt;br /&gt;
| 0.186&lt;br /&gt;
| Many arcade additions and improvements. More handhelds including some Game &amp;amp;amp; Watch. Improvements for TI-99. Improvements in command line parameters (speed and patterns supported).&lt;br /&gt;
|-&lt;br /&gt;
| 26 Apr 17&lt;br /&gt;
| 0.185&lt;br /&gt;
| Fix for multiple button assignment to sub-devices. Many software list additions.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Mar 17&lt;br /&gt;
| 0.184&lt;br /&gt;
| Non-emulation improvements. Many new arcade dumps. New chess computers. Improved Famicom emulation. Many new BBC and PC software list additions.&lt;br /&gt;
|-&lt;br /&gt;
| 22 Feb 17&lt;br /&gt;
| 0.183&lt;br /&gt;
| Many rares to celebrate MAME 20 years. Improvements for Amiga/C64. Added some handheld games.&lt;br /&gt;
|-&lt;br /&gt;
| 25 Jan 17&lt;br /&gt;
| 0.182&lt;br /&gt;
| Continued serious work on various MCUs. Implemented PortAudio.&lt;br /&gt;
|-&lt;br /&gt;
| 28 Dec 16&lt;br /&gt;
| 0.181&lt;br /&gt;
| Many MCUs are implemented improving sound in many games. Votrax SC-01 emulated. Further ARM improvements (Archimedes). Debugger works on Linux/Mac.&lt;br /&gt;
|-&lt;br /&gt;
| 30 Nov 16&lt;br /&gt;
| 0.180&lt;br /&gt;
| Improvement in ARM CPU, in turn improves Archimedes emulation. Acclaim RAX sound board emulated, bringing improvements to some classics.&lt;br /&gt;
|-&lt;br /&gt;
| 26 Oct 16&lt;br /&gt;
| 0.179&lt;br /&gt;
| No more debug build. 32bit binary is marked as such. Some rare systems added. Big software list cleanup. Whatsnew includes some software list details.&lt;br /&gt;
|-&lt;br /&gt;
| 28 Sep 16&lt;br /&gt;
| 0.178&lt;br /&gt;
| UI more modular (DATs described in LUA, not hardcoded) and other UI improvements. Many machine fixes. Many new layouts.&lt;br /&gt;
|-&lt;br /&gt;
| 31 Aug 16&lt;br /&gt;
| 0.177&lt;br /&gt;
| Some big bugs got fixed (dual lightguns, menus out of screen). Many new computers added in machines. VGM file player. Improvements in serial/keyboard devices.&lt;br /&gt;
|-&lt;br /&gt;
| 27 Jul 16&lt;br /&gt;
| 0.176&lt;br /&gt;
| Cooperation with Debian team. New shaders. More progress on SPARC machines.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Jun 16&lt;br /&gt;
| 0.175&lt;br /&gt;
| Much work on emulating Sun SPARC machines. Many new software list CHD dumps added (esp. for PSX).&lt;br /&gt;
|-&lt;br /&gt;
| 27 Apr 16&lt;br /&gt;
| 0.173&lt;br /&gt;
| Plenty of new graphics scaling modes. Support for large archives (&amp;amp;gt;4GB and newer archive features). Some work towards Universal Windows App support (UWP).&lt;br /&gt;
|-&lt;br /&gt;
| 30 Mar 16&lt;br /&gt;
| 0.172&lt;br /&gt;
| First MAME release with new license. New documentation. Major ini changes. Extended BGFX renderer (planing to move completely to). Improved screen effects. Major improvement of file handling support.&lt;br /&gt;
|-&lt;br /&gt;
| 04 Mar 16&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| MAME is now Free and Open Source software based on GPL-2.0+ license.&lt;br /&gt;
|-&lt;br /&gt;
| 24 Feb 16&lt;br /&gt;
| 0.171&lt;br /&gt;
| MEWUI merges with MAME replacing default MAME UI for most platforms. Initial BGFX work. Support for videosnaps capture.&lt;br /&gt;
|-&lt;br /&gt;
| 27 Jan 16&lt;br /&gt;
| 0.170&lt;br /&gt;
| LUA support (back) in. More video filtering/effects work.&lt;br /&gt;
|-&lt;br /&gt;
| 01 Jan 16&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| MSYS2 based tools to build MAME.&lt;br /&gt;
|-&lt;br /&gt;
| 30 Dec 15&lt;br /&gt;
| 0.169&lt;br /&gt;
| Modernized core to C++14. First release to build clean in Raspberry Pi 2 and other ARM Linux targets.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Jul 15&lt;br /&gt;
| 0.164&lt;br /&gt;
| New address space created for decrypted opcode accesses.&lt;br /&gt;
|-&lt;br /&gt;
| 27 May 15&lt;br /&gt;
| 0.162&lt;br /&gt;
| MESS merges with MAME.&lt;br /&gt;
|-&lt;br /&gt;
| 20 May 15&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| MAME starts work to become Open Source.&lt;br /&gt;
|-&lt;br /&gt;
| 25 Feb 15&lt;br /&gt;
| 0.159&lt;br /&gt;
| Massive addition of mechanical games.&lt;br /&gt;
|-&lt;br /&gt;
| 20 Oct 14&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| Project (also) on GIT.&lt;br /&gt;
|-&lt;br /&gt;
| 10 Oct 14&lt;br /&gt;
| 0.155&lt;br /&gt;
| Raiden II / DX finally working.&lt;br /&gt;
|-&lt;br /&gt;
| 07 Apr 14&lt;br /&gt;
| 0.153&lt;br /&gt;
| Independent palettes (as devices) and other architectural changes and major code modernization.&lt;br /&gt;
|-&lt;br /&gt;
| 05 Nov 13&lt;br /&gt;
| 0.151&lt;br /&gt;
| Major NeoGeo driver updates.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Sep 13&lt;br /&gt;
| 0.150&lt;br /&gt;
| First release after abandoning u intermediate releases. Major video interface changes. Many new video devices because of the change.&lt;br /&gt;
|-&lt;br /&gt;
| 23 Jul 13&lt;br /&gt;
| 0.149u1&lt;br /&gt;
| Last u release. Major work on the definition of devices.&lt;br /&gt;
|-&lt;br /&gt;
| 10 Mar 13&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| Site on new server.&lt;br /&gt;
|-&lt;br /&gt;
| 11 Jan 13&lt;br /&gt;
| 0.148&lt;br /&gt;
| First mention of MESS along with MAME in release news and first MESS binary in mamedev.org site, widening the foundation towards project merging.&lt;br /&gt;
|-&lt;br /&gt;
| 07 Dec 12&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| Support for Python (and new dev tools).&lt;br /&gt;
|-&lt;br /&gt;
| 30 Oct 12&lt;br /&gt;
| 0.147u2&lt;br /&gt;
| New and more flexible implementation of device callback module.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Sep 12&lt;br /&gt;
| 0.147&lt;br /&gt;
| Pong is back in MAME.&lt;br /&gt;
|-&lt;br /&gt;
| 21 Aug 12&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| Project (MAME and MESS) moved to SVN.&lt;br /&gt;
|-&lt;br /&gt;
| 20 Aug 12&lt;br /&gt;
| 0.146u5&lt;br /&gt;
| New dev tools including support for building QT4. Massive addition of mechanical games and clones (not necessarily working).&lt;br /&gt;
|-&lt;br /&gt;
| 26 Apr 12&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| Miodrag Milanovic (Micko) takes over from Kale.&lt;br /&gt;
|-&lt;br /&gt;
| 19 Feb 12&lt;br /&gt;
| 0.145u1&lt;br /&gt;
| 7zip support and change in CHD format (CHD v5).&lt;br /&gt;
|-&lt;br /&gt;
| 15 Aug 11&lt;br /&gt;
| 0.143u3&lt;br /&gt;
| Device ROMs separated from drivers in loading and listing.&lt;br /&gt;
|-&lt;br /&gt;
| 24 May 11&lt;br /&gt;
| 0.142u4&lt;br /&gt;
| HLSL effects added.&lt;br /&gt;
|-&lt;br /&gt;
| 05 Apr 11&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| Angelo Salese (Kale) takes over from Aaron Giles (longest standing yet - with Nicola Salmoria close behind) as MAME coordinator.&lt;br /&gt;
|-&lt;br /&gt;
| 24 Jan 11&lt;br /&gt;
| 0.141u1&lt;br /&gt;
| Implemented mechanical games (pinball, redemption, bowling etc.). Imported drivers from PINMAME.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Jul 10&lt;br /&gt;
| 0.139&lt;br /&gt;
| Larger binary due to on-going move to C++ work.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Jun 10&lt;br /&gt;
| 0.138u2&lt;br /&gt;
| Modern implementation of devices as derived classes with mix-in interfaces.&lt;br /&gt;
|-&lt;br /&gt;
| 15 May 10&lt;br /&gt;
| 0.138&lt;br /&gt;
| MESS gets support for Software Lists.&lt;br /&gt;
|-&lt;br /&gt;
| 11 Mar 10&lt;br /&gt;
| 0.137&lt;br /&gt;
| SDLMAME is now part of the main source package.&lt;br /&gt;
|-&lt;br /&gt;
| 13 Aug 09&lt;br /&gt;
| 0.133u2&lt;br /&gt;
| Many renames.&lt;br /&gt;
|-&lt;br /&gt;
| 02 Aug 09&lt;br /&gt;
| 0.133u1&lt;br /&gt;
| 39 in 1 (MAME rip-off originally added in 0.117) now working. Huge number of renames.&lt;br /&gt;
|-&lt;br /&gt;
| 19 Mar 09&lt;br /&gt;
| 0.130u1&lt;br /&gt;
| Major change in CHD file format (CHD v4).&lt;br /&gt;
|-&lt;br /&gt;
| 26 Feb 09&lt;br /&gt;
| 0.129u5&lt;br /&gt;
| More hardware components are becoming &amp;amp;quot;devices&amp;amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Feb 09&lt;br /&gt;
| 0.129u4&lt;br /&gt;
| Added some AGEMAME drivers.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Jan 09&lt;br /&gt;
| 0.129u3&lt;br /&gt;
| First implementation of device callback module.&lt;br /&gt;
|-&lt;br /&gt;
| 21 Dec 08&lt;br /&gt;
| 0.128u7&lt;br /&gt;
| Internal (source) changes: Global Machine pointer eliminated, CPUs are &amp;amp;quot;devices&amp;amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| 01 Nov 08&lt;br /&gt;
| 0.128u2&lt;br /&gt;
| mamedev.org renovated.&lt;br /&gt;
|-&lt;br /&gt;
| 19 Aug 08&lt;br /&gt;
| 0.127&lt;br /&gt;
| First laserdisc game emulated (Cube Quest).&lt;br /&gt;
|-&lt;br /&gt;
| 07 Aug 08&lt;br /&gt;
| 0.126u4&lt;br /&gt;
| Cheat re-enabled (read-only), renovation continues.&lt;br /&gt;
|-&lt;br /&gt;
| 06 Jul 08&lt;br /&gt;
| 0.126&lt;br /&gt;
| New universal recompiler engine (started few u releases earlier), cheat engine in the middle of renovation (disabled).&lt;br /&gt;
|-&lt;br /&gt;
| 26 Jun 08&lt;br /&gt;
| 0.125u8&lt;br /&gt;
| MAME debugger included all the time.&lt;br /&gt;
|-&lt;br /&gt;
| 21 Feb 08&lt;br /&gt;
| 0.123u2&lt;br /&gt;
| First implementation of a generic device interface.&lt;br /&gt;
|-&lt;br /&gt;
| 01 Dec 07&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| New server for mamedev.org.&lt;br /&gt;
|-&lt;br /&gt;
| 15 Oct 07&lt;br /&gt;
| 0.120&lt;br /&gt;
| First official x64 build. Further source tree clean up (started few u releases earlier with new development tools).&lt;br /&gt;
|-&lt;br /&gt;
| 19 Jul 07&lt;br /&gt;
| 0.117u1&lt;br /&gt;
| Major changes in input system. Basic UI to select a game.&lt;br /&gt;
|-&lt;br /&gt;
| 10 Jul 07&lt;br /&gt;
| 0.117&lt;br /&gt;
| Interesting little fact of history: MAME for the first time includes a preliminary driver of a bootleg multigame arcade that is based on a hacked early version... MAME!&lt;br /&gt;
|-&lt;br /&gt;
| 20 Jun 07&lt;br /&gt;
| 0.116u2&lt;br /&gt;
| CPS3 decryption added.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Jun 07&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| SDL headers/libraries. Build SDLMAME out of the box.&lt;br /&gt;
|-&lt;br /&gt;
| 26 Feb 07&lt;br /&gt;
| 0.112u3&lt;br /&gt;
| Major changes in sound generation.&lt;br /&gt;
|-&lt;br /&gt;
| 12 Feb 07&lt;br /&gt;
| 0.112u1&lt;br /&gt;
| MAME code reorganized, separating game drivers from emulation core in the source tree.&lt;br /&gt;
|-&lt;br /&gt;
| 07 Feb 07&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| MAME 10 year anniversary. Wiki added in mamedev.org.&lt;br /&gt;
|-&lt;br /&gt;
| 05 Feb 07&lt;br /&gt;
| 0.112&lt;br /&gt;
| CPS2 decryption fully implemented.&lt;br /&gt;
|-&lt;br /&gt;
| 16 Nov 06&lt;br /&gt;
| 0.110u3&lt;br /&gt;
| Added support for split CHD.&lt;br /&gt;
|-&lt;br /&gt;
| 20 Aug 06&lt;br /&gt;
| 0.108&lt;br /&gt;
| High score support removed.&lt;br /&gt;
|-&lt;br /&gt;
| 25 May 06&lt;br /&gt;
| 0.106u2&lt;br /&gt;
| New video system, focused on letting the video hardware do compositing (enabled by default in 0.106u3 - Jun 1)&lt;br /&gt;
|-&lt;br /&gt;
| 03 Jun 06&lt;br /&gt;
| 0.106u1&lt;br /&gt;
| First version of SDLMAME released.&lt;br /&gt;
|-&lt;br /&gt;
| 23 Jan 06&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| mamedev.org is finally an .org (and on new servers).&lt;br /&gt;
|-&lt;br /&gt;
| 14 Sep 05&lt;br /&gt;
| 0.100&lt;br /&gt;
| Added back support for some gambling games.&lt;br /&gt;
|-&lt;br /&gt;
| 14 Aug 05&lt;br /&gt;
| 0.99u2&lt;br /&gt;
| Video-based gambling games added (drivers ported from AGEMAME).&lt;br /&gt;
|-&lt;br /&gt;
| 03 May 05&lt;br /&gt;
| 0.96&lt;br /&gt;
| Changed the license to be based off of the BSD license, with commercial restrictions.&lt;br /&gt;
|-&lt;br /&gt;
| 18 Apr 05&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| Aaron Giles takes over from David Haywood as MAME coordinator.&lt;br /&gt;
|-&lt;br /&gt;
| 07 Apr 05&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| mamedev.org is born (mamedev.com actually initially).&lt;br /&gt;
|-&lt;br /&gt;
| 27 Feb 05&lt;br /&gt;
| 0.93&lt;br /&gt;
| Major sound system reorganization around streams.&lt;br /&gt;
|-&lt;br /&gt;
| 15 Feb 05&lt;br /&gt;
| 0.92u1&lt;br /&gt;
| Raiden Fighters 2 (et al) finally working.&lt;br /&gt;
|-&lt;br /&gt;
| 13 Feb 05&lt;br /&gt;
| 0.92&lt;br /&gt;
| Sega improvements and clean up.&lt;br /&gt;
|-&lt;br /&gt;
| 24 Nov 04&lt;br /&gt;
| 0.89&lt;br /&gt;
| New debugger added.&lt;br /&gt;
|-&lt;br /&gt;
| 24 Oct 04&lt;br /&gt;
| 0.88&lt;br /&gt;
| Sega FD1094 decryption added.&lt;br /&gt;
|-&lt;br /&gt;
| 20 Jan 04&lt;br /&gt;
| 0.78u6&lt;br /&gt;
| Internal reorganization of memory system. Beginning of effort to merge separate maps for read and write accesses.&lt;br /&gt;
|-&lt;br /&gt;
| 21 Nov 03&lt;br /&gt;
| 0.77u1&lt;br /&gt;
| CHD v3. &amp;amp;quot;hdcomp&amp;amp;quot; tool, got replaced by &amp;amp;quot;chdman&amp;amp;quot;. (internal release)&lt;br /&gt;
|-&lt;br /&gt;
| 11 Nov 03&lt;br /&gt;
| 0.77&lt;br /&gt;
| 3dfx Voodoo emulation added.&lt;br /&gt;
|-&lt;br /&gt;
| 06 Oct 03&lt;br /&gt;
| 0.74u2&lt;br /&gt;
| Removed the concept of TESTDRIVERS, making all drivers available in all builds.&lt;br /&gt;
|-&lt;br /&gt;
| 09 Aug 03&lt;br /&gt;
| 0.72&lt;br /&gt;
| First emulation of the SP0250 speech chip.&lt;br /&gt;
|-&lt;br /&gt;
| 12 Jun 03&lt;br /&gt;
| 0.70u1&lt;br /&gt;
| CHD v2.&lt;br /&gt;
|-&lt;br /&gt;
| 05 Jun 03&lt;br /&gt;
| 0.69u3&lt;br /&gt;
| First release to have intermediate &#039;u&#039; updates.&lt;br /&gt;
|-&lt;br /&gt;
| 15 May 03&lt;br /&gt;
| 0.68&lt;br /&gt;
| David Haywood takes over from Nicola as MAME coordinator. Added SHA1 hashes in addition to CRCs to reduce hacks and prevent collisions.&lt;br /&gt;
|-&lt;br /&gt;
| 06 Apr 03&lt;br /&gt;
| 0.67&lt;br /&gt;
| First dynamic recompiled CPU core added: MIPS3.&lt;br /&gt;
|-&lt;br /&gt;
| 12 Jan 03&lt;br /&gt;
| 0.63&lt;br /&gt;
| First actual CHD (Wargods).&lt;br /&gt;
|-&lt;br /&gt;
| 04 Jul 02&lt;br /&gt;
| 0.61&lt;br /&gt;
| Added initial support for artwork external to games.&lt;br /&gt;
|-&lt;br /&gt;
| 01 May 02&lt;br /&gt;
| 0.60&lt;br /&gt;
| Removed SoundBlaster FM support as software-based emulation finally became better in almost all cases.&lt;br /&gt;
|-&lt;br /&gt;
| 22 Mar 02&lt;br /&gt;
| 0.59&lt;br /&gt;
| Aaron Giles implements CHD (Compressed Hard Disk - later Compressed Hunks of Data).&lt;br /&gt;
|-&lt;br /&gt;
| 06 Feb 02&lt;br /&gt;
| 0.58&lt;br /&gt;
| &amp;amp;quot;Machine drivers,&amp;amp;quot; previously hard-coded structures, now initialized by macro-based constructors, allowing configurations to derive from each other.&lt;br /&gt;
|-&lt;br /&gt;
| 24 Aug 01&lt;br /&gt;
| 0.54&lt;br /&gt;
| First release to call out MAMETesters bugs.&lt;br /&gt;
|-&lt;br /&gt;
| 16 Aug 01&lt;br /&gt;
| 0.37b15 (MESS)&lt;br /&gt;
| First Win32 MESS release.&lt;br /&gt;
|-&lt;br /&gt;
| 12 Aug 01&lt;br /&gt;
| 0.53&lt;br /&gt;
| Abandoning of &amp;amp;quot;beta&amp;amp;quot; numbering scheme.&lt;br /&gt;
|-&lt;br /&gt;
| 19 Aug 01&lt;br /&gt;
| -&lt;br /&gt;
| First checkins for AdvanceMAME (0.37b16).&lt;br /&gt;
|-&lt;br /&gt;
| 24 May 01&lt;br /&gt;
| 0.37b15&lt;br /&gt;
| Windows takes over from DOS as the primary development target. MAMEW becomes MAME and MAME (DOS MAME) becomes DMAME. Restructuring of parents and clones.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Jan 01&lt;br /&gt;
| 0.37b11&lt;br /&gt;
| Initial support for discrete sound emulation.&lt;br /&gt;
|-&lt;br /&gt;
| 06 Nov 00&lt;br /&gt;
| 0.37b9&lt;br /&gt;
| First proper 32-bit CPU added (68EC020).&lt;br /&gt;
|-&lt;br /&gt;
| 26 Feb 00&lt;br /&gt;
| 0.36rc1&lt;br /&gt;
| Removed Pong and gambling game drivers.&lt;br /&gt;
|-&lt;br /&gt;
| 11 Jan 00&lt;br /&gt;
| 0.36b14&lt;br /&gt;
| Major reorganization of driver configuration structures.&lt;br /&gt;
|-&lt;br /&gt;
| 10 Oct 99&lt;br /&gt;
| 0.36b6 (MESS)&lt;br /&gt;
| MESS versions are synced to MAME versions (MAME source override.&lt;br /&gt;
|-&lt;br /&gt;
| 08 Aug 99&lt;br /&gt;
| 0.36b2&lt;br /&gt;
| Konami 052001/053248 CPU first emulated.&lt;br /&gt;
|-&lt;br /&gt;
| 05 Jul 99&lt;br /&gt;
| 0.35b3&lt;br /&gt;
| License change. First history.dat support.&lt;br /&gt;
|-&lt;br /&gt;
| 24 May 99&lt;br /&gt;
| 0.35b13&lt;br /&gt;
| Switched to PNG from PCX as the main screenshot image format.&lt;br /&gt;
|-&lt;br /&gt;
| 15 Feb 99&lt;br /&gt;
| 0.35b3&lt;br /&gt;
| Internal tilemap code added. Previously many drivers did tilemaps their own way.&lt;br /&gt;
|-&lt;br /&gt;
| 04 Oct 98&lt;br /&gt;
| 0.34b4&lt;br /&gt;
| Began using CRCs to identify ROMs.&lt;br /&gt;
|-&lt;br /&gt;
| 30 Aug 98&lt;br /&gt;
| 0.34b2&lt;br /&gt;
| First DSP core added: the TMS34010.&lt;br /&gt;
|-&lt;br /&gt;
| 16 Aug 98&lt;br /&gt;
| 0.34b1&lt;br /&gt;
| First BIOS (NEOGEO). First appearance of Neo Geo games, which have been the source of much controversy ever since.&lt;br /&gt;
|-&lt;br /&gt;
| 03 Jun 98&lt;br /&gt;
| 0.1 (MESS)&lt;br /&gt;
| First public release of MESS.&lt;br /&gt;
|-&lt;br /&gt;
| 03 May 98&lt;br /&gt;
| 0.33b1&lt;br /&gt;
| Public betas started; previously users would have to wait several months between releases. The series of betas were sometimes followed by some rc (release candidate) versions.&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| 0.32&lt;br /&gt;
| 0.32 does not exist to avoid confusion with MAME32.&lt;br /&gt;
|-&lt;br /&gt;
| 25 Apr 98&lt;br /&gt;
| 0.31&lt;br /&gt;
| Atari slapstic first emulated. Timer system added. Built-in ZIP file support added.&lt;br /&gt;
|-&lt;br /&gt;
| 08 Jan 98&lt;br /&gt;
| 0.30&lt;br /&gt;
| First official &amp;amp;quot;non working&amp;amp;quot; game, Future Spy. YM2151 support added.&lt;br /&gt;
|-&lt;br /&gt;
| 07 Sep 97&lt;br /&gt;
| 0.28&lt;br /&gt;
| First 68000 game emulated (Rastan).&lt;br /&gt;
|-&lt;br /&gt;
| 10 Aug 97&lt;br /&gt;
| 0.27&lt;br /&gt;
| Nicola returns as MAME coordinator. MAME switched away from the GPL license.&lt;br /&gt;
|-&lt;br /&gt;
| 18 Jul 97&lt;br /&gt;
| 0.26.1&lt;br /&gt;
| First release of MAME32.&lt;br /&gt;
|-&lt;br /&gt;
| 14 Jul 97&lt;br /&gt;
| 0.26&lt;br /&gt;
| First vector games added to MAME.&lt;br /&gt;
|-&lt;br /&gt;
| 02 Jun 97&lt;br /&gt;
| 0.23&lt;br /&gt;
| First FM synthesis-based sound chip supported — but only through a hack to use the OPL on a SoundBlaster card under DOS.&lt;br /&gt;
|-&lt;br /&gt;
| 26 Apr 97&lt;br /&gt;
| 0.19&lt;br /&gt;
| Mirko Buffoni takes over from Nicola as MAME coordinator.&lt;br /&gt;
|-&lt;br /&gt;
| 20 Apr 97&lt;br /&gt;
| 0.18&lt;br /&gt;
| First version of X/MAME checked in.&lt;br /&gt;
|-&lt;br /&gt;
| 02 Apr 97&lt;br /&gt;
| 0.14&lt;br /&gt;
| First version to use samples - Donkey Kong.&lt;br /&gt;
|-&lt;br /&gt;
| 26 Mar 97&lt;br /&gt;
| 0.13&lt;br /&gt;
| High score saving support added.&lt;br /&gt;
|-&lt;br /&gt;
| 23 Mar 97&lt;br /&gt;
| 0.12&lt;br /&gt;
| First multiple-CPU game emulated (Burger Time).&lt;br /&gt;
|-&lt;br /&gt;
| 13 Mar 97&lt;br /&gt;
| 0.10&lt;br /&gt;
| First non-Z80-based game emulated (Centipede).&lt;br /&gt;
|-&lt;br /&gt;
| 18 Feb 97&lt;br /&gt;
| -&lt;br /&gt;
| First version of MacMAME released (0.4).&lt;br /&gt;
|-&lt;br /&gt;
| 16 Feb 97&lt;br /&gt;
| 0.4&lt;br /&gt;
| First not playable game added (although there is no official concept for &amp;amp;quot;non working&amp;amp;quot; yet).&lt;br /&gt;
|-&lt;br /&gt;
| 05 Feb 97&lt;br /&gt;
| 0.1&lt;br /&gt;
| MAME 0.1 released.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This page has been heavily modified and enriched in May and June 2016, by [http://blog.ilogic.gr NLS], using historical data from various sources. A big thanks to Fujix for the original chart idea and [http://www.progettosnaps.net/ AntoPISA] for his &amp;amp;quot;renameSET&amp;amp;quot; detailed files that helped immensely to build the statistics.&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
	<entry>
		<id>https://wiki.mamedev.org/index.php?title=MAME_Milestones&amp;diff=5796</id>
		<title>MAME Milestones</title>
		<link rel="alternate" type="text/html" href="https://wiki.mamedev.org/index.php?title=MAME_Milestones&amp;diff=5796"/>
		<updated>2018-02-02T19:26:52Z</updated>

		<summary type="html">&lt;p&gt;Stiletto: Reverted edits by Ajr (talk) to last revision by Stiletto&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The intention here is not really to focus on particular drivers, but more general concepts. For example, we&#039;re less interested that &amp;lt;b&amp;gt;Gauntlet&amp;lt;/b&amp;gt; was emulated and more interested that the slapstic was emulated.&lt;br /&gt;
&lt;br /&gt;
Even just simply counting supported ROMsets, reading the whatsnew files, and looking at the old WIP pages isn&#039;t enough to reflect the full history of the project. In an effort to at least touch on some of the highlights and project milestones that generally aren&#039;t directly reflected in the whatsnew, the table below lists some important project-level changes and significant new achievements that have impacted the project. &lt;br /&gt;
&lt;br /&gt;
== MAME Project Milestones ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|width=&amp;quot;12%&amp;quot;| Release&lt;br /&gt;
|width=&amp;quot;18%&amp;quot;| Version&lt;br /&gt;
|width=&amp;quot;70%&amp;quot;| Milestone&lt;br /&gt;
|-&lt;br /&gt;
| 31 Jan 18&lt;br /&gt;
| 0.194&lt;br /&gt;
| Hyperstone E1-XS recompiler. Improvements in cheats, lua scripting, internal debugger, disassembly. Improved support for TV games. More LCD handhelds.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Jan 18&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| This list now uses UI reported numbers for graphs (since 0.171). Parents include BIOS.&lt;br /&gt;
|-&lt;br /&gt;
| 27 Dec 17&lt;br /&gt;
| 0.193&lt;br /&gt;
| Windows binaries GCC7 (SSE2 minimum). Tiger handhelds. Many new arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Nov 17&lt;br /&gt;
| 0.192&lt;br /&gt;
| Many games improved. New prototypes added. Many Aristocrat MK5 additions. IGS PGM2 software improved. Fixes for FM Towns. Many PC software list additions.&lt;br /&gt;
|-&lt;br /&gt;
| 25 Oct 17&lt;br /&gt;
| 0.191&lt;br /&gt;
| Many improvements by Haze. Experimental Hitachi SH3 recompiler, improvements for Saturn, MIPS3, Voodoo. Many software list additions.&lt;br /&gt;
|-&lt;br /&gt;
| 27 Sep 17&lt;br /&gt;
| 0.190&lt;br /&gt;
| Gaelco additions, ZX Spectrum slots supported. Improvements for HP systems.&lt;br /&gt;
|-&lt;br /&gt;
| 30 Aug 17&lt;br /&gt;
| 0.189&lt;br /&gt;
| On-going parameter fixes. Many performance improvements and bug fixes. Good progress for DECO cassette system. Improvements in GUI.&lt;br /&gt;
|-&lt;br /&gt;
| 26 Jul 17&lt;br /&gt;
| 0.188&lt;br /&gt;
| Some protections were cracked. First INTELLEC 4 emulation. More handheld LCD.&lt;br /&gt;
|-&lt;br /&gt;
| 28 Jun 17&lt;br /&gt;
| 0.187&lt;br /&gt;
| More Game &amp;amp;amp; Watch, some original protection implemented, improvements in shaders. Many little updates.&lt;br /&gt;
|-&lt;br /&gt;
| 29 May 17&lt;br /&gt;
| 0.186&lt;br /&gt;
| Many arcade additions and improvements. More handhelds including some Game &amp;amp;amp; Watch. Improvements for TI-99. Improvements in command line parameters (speed and patterns supported).&lt;br /&gt;
|-&lt;br /&gt;
| 26 Apr 17&lt;br /&gt;
| 0.185&lt;br /&gt;
| Fix for multiple button assignment to sub-devices. Many software list additions.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Mar 17&lt;br /&gt;
| 0.184&lt;br /&gt;
| Non-emulation improvements. Many new arcade dumps. New chess computers. Improved Famicom emulation. Many new BBC and PC software list additions.&lt;br /&gt;
|-&lt;br /&gt;
| 22 Feb 17&lt;br /&gt;
| 0.183&lt;br /&gt;
| Many rares to celebrate MAME 20 years. Improvements for Amiga/C64. Added some handheld games.&lt;br /&gt;
|-&lt;br /&gt;
| 25 Jan 17&lt;br /&gt;
| 0.182&lt;br /&gt;
| Continued serious work on various MCUs. Implemented PortAudio.&lt;br /&gt;
|-&lt;br /&gt;
| 28 Dec 16&lt;br /&gt;
| 0.181&lt;br /&gt;
| Many MCUs are implemented improving sound in many games. Votrax SC-01 emulated. Further ARM improvements (Archimedes). Debugger works on Linux/Mac.&lt;br /&gt;
|-&lt;br /&gt;
| 30 Nov 16&lt;br /&gt;
| 0.180&lt;br /&gt;
| Improvement in ARM CPU, in turn improves Archimedes emulation. Acclaim RAX sound board emulated, bringing improvements to some classics.&lt;br /&gt;
|-&lt;br /&gt;
| 26 Oct 16&lt;br /&gt;
| 0.179&lt;br /&gt;
| No more debug build. 32bit binary is marked as such. Some rare systems added. Big software list cleanup. Whatsnew includes some software list details.&lt;br /&gt;
|-&lt;br /&gt;
| 28 Sep 16&lt;br /&gt;
| 0.178&lt;br /&gt;
| UI more modular (DATs described in LUA, not hardcoded) and other UI improvements. Many machine fixes. Many new layouts.&lt;br /&gt;
|-&lt;br /&gt;
| 31 Aug 16&lt;br /&gt;
| 0.177&lt;br /&gt;
| Some big bugs got fixed (dual lightguns, menus out of screen). Many new computers added in machines. VGM file player. Improvements in serial/keyboard devices.&lt;br /&gt;
|-&lt;br /&gt;
| 27 Jul 16&lt;br /&gt;
| 0.176&lt;br /&gt;
| Cooperation with Debian team. New shaders. More progress on SPARC machines.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Jun 16&lt;br /&gt;
| 0.175&lt;br /&gt;
| Much work on emulating Sun SPARC machines. Many new software list CHD dumps added (esp. for PSX).&lt;br /&gt;
|-&lt;br /&gt;
| 27 Apr 16&lt;br /&gt;
| 0.173&lt;br /&gt;
| Plenty of new graphics scaling modes. Support for large archives (&amp;amp;gt;4GB and newer archive features). Some work towards Universal Windows App support (UWP).&lt;br /&gt;
|-&lt;br /&gt;
| 30 Mar 16&lt;br /&gt;
| 0.172&lt;br /&gt;
| First MAME release with new license. New documentation. Major ini changes. Extended BGFX renderer (planing to move completely to). Improved screen effects. Major improvement of file handling support.&lt;br /&gt;
|-&lt;br /&gt;
| 04 Mar 16&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| MAME is now Free and Open Source software based on GPL-2.0+ license.&lt;br /&gt;
|-&lt;br /&gt;
| 24 Feb 16&lt;br /&gt;
| 0.171&lt;br /&gt;
| MEWUI merges with MAME replacing default MAME UI for most platforms. Initial BGFX work. Support for videosnaps capture.&lt;br /&gt;
|-&lt;br /&gt;
| 27 Jan 16&lt;br /&gt;
| 0.170&lt;br /&gt;
| LUA support (back) in. More video filtering/effects work.&lt;br /&gt;
|-&lt;br /&gt;
| 01 Jan 16&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| MSYS2 based tools to build MAME.&lt;br /&gt;
|-&lt;br /&gt;
| 30 Dec 15&lt;br /&gt;
| 0.169&lt;br /&gt;
| Modernized core to C++14. First release to build clean in Raspberry Pi 2 and other ARM Linux targets.&lt;br /&gt;
|-&lt;br /&gt;
| 294 Jul 15&lt;br /&gt;
| 0.164&lt;br /&gt;
| New address space created for decrypted opcode accesses.&lt;br /&gt;
|-&lt;br /&gt;
| 27 May 15&lt;br /&gt;
| 0.162&lt;br /&gt;
| MESS merges with MAME.&lt;br /&gt;
|-&lt;br /&gt;
| 20 May 15&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| MAME starts work to become Open Source.&lt;br /&gt;
|-&lt;br /&gt;
| 25 Feb 15&lt;br /&gt;
| 0.159&lt;br /&gt;
| Massive addition of mechanical games.&lt;br /&gt;
|-&lt;br /&gt;
| 20 Oct 14&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| Project (also) on GIT.&lt;br /&gt;
|-&lt;br /&gt;
| 10 Oct 14&lt;br /&gt;
| 0.155&lt;br /&gt;
| Raiden II / DX finally working.&lt;br /&gt;
|-&lt;br /&gt;
| 07 Apr 14&lt;br /&gt;
| 0.153&lt;br /&gt;
| Independent palettes (as devices) and other architectural changes and major code modernization.&lt;br /&gt;
|-&lt;br /&gt;
| 05 Nov 13&lt;br /&gt;
| 0.151&lt;br /&gt;
| Major NeoGeo driver updates.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Sep 13&lt;br /&gt;
| 0.150&lt;br /&gt;
| First release after abandoning u intermediate releases. Major video interface changes. Many new video devices because of the change.&lt;br /&gt;
|-&lt;br /&gt;
| 23 Jul 13&lt;br /&gt;
| 0.149u1&lt;br /&gt;
| Last u release. Major work on the definition of devices.&lt;br /&gt;
|-&lt;br /&gt;
| 10 Mar 13&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| Site on new server.&lt;br /&gt;
|-&lt;br /&gt;
| 11 Jan 13&lt;br /&gt;
| 0.148&lt;br /&gt;
| First mention of MESS along with MAME in release news and first MESS binary in mamedev.org site, widening the foundation towards project merging.&lt;br /&gt;
|-&lt;br /&gt;
| 07 Dec 12&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| Support for Python (and new dev tools).&lt;br /&gt;
|-&lt;br /&gt;
| 30 Oct 12&lt;br /&gt;
| 0.147u2&lt;br /&gt;
| New and more flexible implementation of device callback module.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Sep 12&lt;br /&gt;
| 0.147&lt;br /&gt;
| Pong is back in MAME.&lt;br /&gt;
|-&lt;br /&gt;
| 21 Aug 12&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| Project (MAME and MESS) moved to SVN.&lt;br /&gt;
|-&lt;br /&gt;
| 20 Aug 12&lt;br /&gt;
| 0.146u5&lt;br /&gt;
| New dev tools including support for building QT4. Massive addition of mechanical games and clones (not necessarily working).&lt;br /&gt;
|-&lt;br /&gt;
| 26 Apr 12&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| Miodrag Milanovic (Micko) takes over from Kale.&lt;br /&gt;
|-&lt;br /&gt;
| 19 Feb 12&lt;br /&gt;
| 0.145u1&lt;br /&gt;
| 7zip support and change in CHD format (CHD v5).&lt;br /&gt;
|-&lt;br /&gt;
| 15 Aug 11&lt;br /&gt;
| 0.143u3&lt;br /&gt;
| Device ROMs separated from drivers in loading and listing.&lt;br /&gt;
|-&lt;br /&gt;
| 24 May 11&lt;br /&gt;
| 0.142u4&lt;br /&gt;
| HLSL effects added.&lt;br /&gt;
|-&lt;br /&gt;
| 05 Apr 11&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| Angelo Salese (Kale) takes over from Aaron Giles (longest standing yet - with Nicola Salmoria close behind) as MAME coordinator.&lt;br /&gt;
|-&lt;br /&gt;
| 24 Jan 11&lt;br /&gt;
| 0.141u1&lt;br /&gt;
| Implemented mechanical games (pinball, redemption, bowling etc.). Imported drivers from PINMAME.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Jul 10&lt;br /&gt;
| 0.139&lt;br /&gt;
| Larger binary due to on-going move to C++ work.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Jun 10&lt;br /&gt;
| 0.138u2&lt;br /&gt;
| Modern implementation of devices as derived classes with mix-in interfaces.&lt;br /&gt;
|-&lt;br /&gt;
| 15 May 10&lt;br /&gt;
| 0.138&lt;br /&gt;
| MESS gets support for Software Lists.&lt;br /&gt;
|-&lt;br /&gt;
| 11 Mar 10&lt;br /&gt;
| 0.137&lt;br /&gt;
| SDLMAME is now part of the main source package.&lt;br /&gt;
|-&lt;br /&gt;
| 13 Aug 09&lt;br /&gt;
| 0.133u2&lt;br /&gt;
| Many renames.&lt;br /&gt;
|-&lt;br /&gt;
| 02 Aug 09&lt;br /&gt;
| 0.133u1&lt;br /&gt;
| 39 in 1 (MAME rip-off originally added in 0.117) now working. Huge number of renames.&lt;br /&gt;
|-&lt;br /&gt;
| 19 Mar 09&lt;br /&gt;
| 0.130u1&lt;br /&gt;
| Major change in CHD file format (CHD v4).&lt;br /&gt;
|-&lt;br /&gt;
| 26 Feb 09&lt;br /&gt;
| 0.129u5&lt;br /&gt;
| More hardware components are becoming &amp;amp;quot;devices&amp;amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Feb 09&lt;br /&gt;
| 0.129u4&lt;br /&gt;
| Added some AGEMAME drivers.&lt;br /&gt;
|-&lt;br /&gt;
| 29 Jan 09&lt;br /&gt;
| 0.129u3&lt;br /&gt;
| First implementation of device callback module.&lt;br /&gt;
|-&lt;br /&gt;
| 21 Dec 08&lt;br /&gt;
| 0.128u7&lt;br /&gt;
| Internal (source) changes: Global Machine pointer eliminated, CPUs are &amp;amp;quot;devices&amp;amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| 01 Nov 08&lt;br /&gt;
| 0.128u2&lt;br /&gt;
| mamedev.org renovated.&lt;br /&gt;
|-&lt;br /&gt;
| 19 Aug 08&lt;br /&gt;
| 0.127&lt;br /&gt;
| First laserdisc game emulated (Cube Quest).&lt;br /&gt;
|-&lt;br /&gt;
| 07 Aug 08&lt;br /&gt;
| 0.126u4&lt;br /&gt;
| Cheat re-enabled (read-only), renovation continues.&lt;br /&gt;
|-&lt;br /&gt;
| 06 Jul 08&lt;br /&gt;
| 0.126&lt;br /&gt;
| New universal recompiler engine (started few u releases earlier), cheat engine in the middle of renovation (disabled).&lt;br /&gt;
|-&lt;br /&gt;
| 26 Jun 08&lt;br /&gt;
| 0.125u8&lt;br /&gt;
| MAME debugger included all the time.&lt;br /&gt;
|-&lt;br /&gt;
| 21 Feb 08&lt;br /&gt;
| 0.123u2&lt;br /&gt;
| First implementation of a generic device interface.&lt;br /&gt;
|-&lt;br /&gt;
| 01 Dec 07&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| New server for mamedev.org.&lt;br /&gt;
|-&lt;br /&gt;
| 15 Oct 07&lt;br /&gt;
| 0.120&lt;br /&gt;
| First official x64 build. Further source tree clean up (started few u releases earlier with new development tools).&lt;br /&gt;
|-&lt;br /&gt;
| 19 Jul 07&lt;br /&gt;
| 0.117u1&lt;br /&gt;
| Major changes in input system. Basic UI to select a game.&lt;br /&gt;
|-&lt;br /&gt;
| 10 Jul 07&lt;br /&gt;
| 0.117&lt;br /&gt;
| Interesting little fact of history: MAME for the first time includes a preliminary driver of a bootleg multigame arcade that is based on a hacked early version... MAME!&lt;br /&gt;
|-&lt;br /&gt;
| 20 Jun 07&lt;br /&gt;
| 0.116u2&lt;br /&gt;
| CPS3 decryption added.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Jun 07&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| SDL headers/libraries. Build SDLMAME out of the box.&lt;br /&gt;
|-&lt;br /&gt;
| 26 Feb 07&lt;br /&gt;
| 0.112u3&lt;br /&gt;
| Major changes in sound generation.&lt;br /&gt;
|-&lt;br /&gt;
| 12 Feb 07&lt;br /&gt;
| 0.112u1&lt;br /&gt;
| MAME code reorganized, separating game drivers from emulation core in the source tree.&lt;br /&gt;
|-&lt;br /&gt;
| 07 Feb 07&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| MAME 10 year anniversary. Wiki added in mamedev.org.&lt;br /&gt;
|-&lt;br /&gt;
| 05 Feb 07&lt;br /&gt;
| 0.112&lt;br /&gt;
| CPS2 decryption fully implemented.&lt;br /&gt;
|-&lt;br /&gt;
| 16 Nov 06&lt;br /&gt;
| 0.110u3&lt;br /&gt;
| Added support for split CHD.&lt;br /&gt;
|-&lt;br /&gt;
| 20 Aug 06&lt;br /&gt;
| 0.108&lt;br /&gt;
| High score support removed.&lt;br /&gt;
|-&lt;br /&gt;
| 25 May 06&lt;br /&gt;
| 0.106u2&lt;br /&gt;
| New video system, focused on letting the video hardware do compositing (enabled by default in 0.106u3 - Jun 1)&lt;br /&gt;
|-&lt;br /&gt;
| 03 Jun 06&lt;br /&gt;
| 0.106u1&lt;br /&gt;
| First version of SDLMAME released.&lt;br /&gt;
|-&lt;br /&gt;
| 23 Jan 06&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| mamedev.org is finally an .org (and on new servers).&lt;br /&gt;
|-&lt;br /&gt;
| 14 Sep 05&lt;br /&gt;
| 0.100&lt;br /&gt;
| Added back support for some gambling games.&lt;br /&gt;
|-&lt;br /&gt;
| 14 Aug 05&lt;br /&gt;
| 0.99u2&lt;br /&gt;
| Video-based gambling games added (drivers ported from AGEMAME).&lt;br /&gt;
|-&lt;br /&gt;
| 03 May 05&lt;br /&gt;
| 0.96&lt;br /&gt;
| Changed the license to be based off of the BSD license, with commercial restrictions.&lt;br /&gt;
|-&lt;br /&gt;
| 18 Apr 05&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| Aaron Giles takes over from David Haywood as MAME coordinator.&lt;br /&gt;
|-&lt;br /&gt;
| 07 Apr 05&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
| mamedev.org is born (mamedev.com actually initially).&lt;br /&gt;
|-&lt;br /&gt;
| 27 Feb 05&lt;br /&gt;
| 0.93&lt;br /&gt;
| Major sound system reorganization around streams.&lt;br /&gt;
|-&lt;br /&gt;
| 15 Feb 05&lt;br /&gt;
| 0.92u1&lt;br /&gt;
| Raiden Fighters 2 (et al) finally working.&lt;br /&gt;
|-&lt;br /&gt;
| 13 Feb 05&lt;br /&gt;
| 0.92&lt;br /&gt;
| Sega improvements and clean up.&lt;br /&gt;
|-&lt;br /&gt;
| 24 Nov 04&lt;br /&gt;
| 0.89&lt;br /&gt;
| New debugger added.&lt;br /&gt;
|-&lt;br /&gt;
| 24 Oct 04&lt;br /&gt;
| 0.88&lt;br /&gt;
| Sega FD1094 decryption added.&lt;br /&gt;
|-&lt;br /&gt;
| 20 Jan 04&lt;br /&gt;
| 0.78u6&lt;br /&gt;
| Internal reorganization of memory system. Beginning of effort to merge separate maps for read and write accesses.&lt;br /&gt;
|-&lt;br /&gt;
| 21 Nov 03&lt;br /&gt;
| 0.77u1&lt;br /&gt;
| CHD v3. &amp;amp;quot;hdcomp&amp;amp;quot; tool, got replaced by &amp;amp;quot;chdman&amp;amp;quot;. (internal release)&lt;br /&gt;
|-&lt;br /&gt;
| 11 Nov 03&lt;br /&gt;
| 0.77&lt;br /&gt;
| 3dfx Voodoo emulation added.&lt;br /&gt;
|-&lt;br /&gt;
| 06 Oct 03&lt;br /&gt;
| 0.74u2&lt;br /&gt;
| Removed the concept of TESTDRIVERS, making all drivers available in all builds.&lt;br /&gt;
|-&lt;br /&gt;
| 09 Aug 03&lt;br /&gt;
| 0.72&lt;br /&gt;
| First emulation of the SP0250 speech chip.&lt;br /&gt;
|-&lt;br /&gt;
| 12 Jun 03&lt;br /&gt;
| 0.70u1&lt;br /&gt;
| CHD v2.&lt;br /&gt;
|-&lt;br /&gt;
| 05 Jun 03&lt;br /&gt;
| 0.69u3&lt;br /&gt;
| First release to have intermediate &#039;u&#039; updates.&lt;br /&gt;
|-&lt;br /&gt;
| 15 May 03&lt;br /&gt;
| 0.68&lt;br /&gt;
| David Haywood takes over from Nicola as MAME coordinator. Added SHA1 hashes in addition to CRCs to reduce hacks and prevent collisions.&lt;br /&gt;
|-&lt;br /&gt;
| 06 Apr 03&lt;br /&gt;
| 0.67&lt;br /&gt;
| First dynamic recompiled CPU core added: MIPS3.&lt;br /&gt;
|-&lt;br /&gt;
| 12 Jan 03&lt;br /&gt;
| 0.63&lt;br /&gt;
| First actual CHD (Wargods).&lt;br /&gt;
|-&lt;br /&gt;
| 04 Jul 02&lt;br /&gt;
| 0.61&lt;br /&gt;
| Added initial support for artwork external to games.&lt;br /&gt;
|-&lt;br /&gt;
| 01 May 02&lt;br /&gt;
| 0.60&lt;br /&gt;
| Removed SoundBlaster FM support as software-based emulation finally became better in almost all cases.&lt;br /&gt;
|-&lt;br /&gt;
| 22 Mar 02&lt;br /&gt;
| 0.59&lt;br /&gt;
| Aaron Giles implements CHD (Compressed Hard Disk - later Compressed Hunks of Data).&lt;br /&gt;
|-&lt;br /&gt;
| 06 Feb 02&lt;br /&gt;
| 0.58&lt;br /&gt;
| &amp;amp;quot;Machine drivers,&amp;amp;quot; previously hard-coded structures, now initialized by macro-based constructors, allowing configurations to derive from each other.&lt;br /&gt;
|-&lt;br /&gt;
| 24 Aug 01&lt;br /&gt;
| 0.54&lt;br /&gt;
| First release to call out MAMETesters bugs.&lt;br /&gt;
|-&lt;br /&gt;
| 16 Aug 01&lt;br /&gt;
| 0.37b15 (MESS)&lt;br /&gt;
| First Win32 MESS release.&lt;br /&gt;
|-&lt;br /&gt;
| 12 Aug 01&lt;br /&gt;
| 0.53&lt;br /&gt;
| Abandoning of &amp;amp;quot;beta&amp;amp;quot; numbering scheme.&lt;br /&gt;
|-&lt;br /&gt;
| 19 Aug 01&lt;br /&gt;
| -&lt;br /&gt;
| First checkins for AdvanceMAME (0.37b16).&lt;br /&gt;
|-&lt;br /&gt;
| 24 May 01&lt;br /&gt;
| 0.37b15&lt;br /&gt;
| Windows takes over from DOS as the primary development target. MAMEW becomes MAME and MAME (DOS MAME) becomes DMAME. Restructuring of parents and clones.&lt;br /&gt;
|-&lt;br /&gt;
| 17 Jan 01&lt;br /&gt;
| 0.37b11&lt;br /&gt;
| Initial support for discrete sound emulation.&lt;br /&gt;
|-&lt;br /&gt;
| 06 Nov 00&lt;br /&gt;
| 0.37b9&lt;br /&gt;
| First proper 32-bit CPU added (68EC020).&lt;br /&gt;
|-&lt;br /&gt;
| 26 Feb 00&lt;br /&gt;
| 0.36rc1&lt;br /&gt;
| Removed Pong and gambling game drivers.&lt;br /&gt;
|-&lt;br /&gt;
| 11 Jan 00&lt;br /&gt;
| 0.36b14&lt;br /&gt;
| Major reorganization of driver configuration structures.&lt;br /&gt;
|-&lt;br /&gt;
| 10 Oct 99&lt;br /&gt;
| 0.36b6 (MESS)&lt;br /&gt;
| MESS versions are synced to MAME versions (MAME source override.&lt;br /&gt;
|-&lt;br /&gt;
| 08 Aug 99&lt;br /&gt;
| 0.36b2&lt;br /&gt;
| Konami 052001/053248 CPU first emulated.&lt;br /&gt;
|-&lt;br /&gt;
| 05 Jul 99&lt;br /&gt;
| 0.35b3&lt;br /&gt;
| License change. First history.dat support.&lt;br /&gt;
|-&lt;br /&gt;
| 24 May 99&lt;br /&gt;
| 0.35b13&lt;br /&gt;
| Switched to PNG from PCX as the main screenshot image format.&lt;br /&gt;
|-&lt;br /&gt;
| 15 Feb 99&lt;br /&gt;
| 0.35b3&lt;br /&gt;
| Internal tilemap code added. Previously many drivers did tilemaps their own way.&lt;br /&gt;
|-&lt;br /&gt;
| 04 Oct 98&lt;br /&gt;
| 0.34b4&lt;br /&gt;
| Began using CRCs to identify ROMs.&lt;br /&gt;
|-&lt;br /&gt;
| 30 Aug 98&lt;br /&gt;
| 0.34b2&lt;br /&gt;
| First DSP core added: the TMS34010.&lt;br /&gt;
|-&lt;br /&gt;
| 16 Aug 98&lt;br /&gt;
| 0.34b1&lt;br /&gt;
| First BIOS (NEOGEO). First appearance of Neo Geo games, which have been the source of much controversy ever since.&lt;br /&gt;
|-&lt;br /&gt;
| 03 Jun 98&lt;br /&gt;
| 0.1 (MESS)&lt;br /&gt;
| First public release of MESS.&lt;br /&gt;
|-&lt;br /&gt;
| 03 May 98&lt;br /&gt;
| 0.33b1&lt;br /&gt;
| Public betas started; previously users would have to wait several months between releases. The series of betas were sometimes followed by some rc (release candidate) versions.&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| 0.32&lt;br /&gt;
| 0.32 does not exist to avoid confusion with MAME32.&lt;br /&gt;
|-&lt;br /&gt;
| 25 Apr 98&lt;br /&gt;
| 0.31&lt;br /&gt;
| Atari slapstic first emulated. Timer system added. Built-in ZIP file support added.&lt;br /&gt;
|-&lt;br /&gt;
| 08 Jan 98&lt;br /&gt;
| 0.30&lt;br /&gt;
| First official &amp;amp;quot;non working&amp;amp;quot; game, Future Spy. YM2151 support added.&lt;br /&gt;
|-&lt;br /&gt;
| 07 Sep 97&lt;br /&gt;
| 0.28&lt;br /&gt;
| First 68000 game emulated (Rastan).&lt;br /&gt;
|-&lt;br /&gt;
| 10 Aug 97&lt;br /&gt;
| 0.27&lt;br /&gt;
| Nicola returns as MAME coordinator. MAME switched away from the GPL license.&lt;br /&gt;
|-&lt;br /&gt;
| 18 Jul 97&lt;br /&gt;
| 0.26.1&lt;br /&gt;
| First release of MAME32.&lt;br /&gt;
|-&lt;br /&gt;
| 14 Jul 97&lt;br /&gt;
| 0.26&lt;br /&gt;
| First vector games added to MAME.&lt;br /&gt;
|-&lt;br /&gt;
| 02 Jun 97&lt;br /&gt;
| 0.23&lt;br /&gt;
| First FM synthesis-based sound chip supported — but only through a hack to use the OPL on a SoundBlaster card under DOS.&lt;br /&gt;
|-&lt;br /&gt;
| 26 Apr 97&lt;br /&gt;
| 0.19&lt;br /&gt;
| Mirko Buffoni takes over from Nicola as MAME coordinator.&lt;br /&gt;
|-&lt;br /&gt;
| 20 Apr 97&lt;br /&gt;
| 0.18&lt;br /&gt;
| First version of X/MAME checked in.&lt;br /&gt;
|-&lt;br /&gt;
| 02 Apr 97&lt;br /&gt;
| 0.14&lt;br /&gt;
| First version to use samples - Donkey Kong.&lt;br /&gt;
|-&lt;br /&gt;
| 26 Mar 97&lt;br /&gt;
| 0.13&lt;br /&gt;
| High score saving support added.&lt;br /&gt;
|-&lt;br /&gt;
| 23 Mar 97&lt;br /&gt;
| 0.12&lt;br /&gt;
| First multiple-CPU game emulated (Burger Time).&lt;br /&gt;
|-&lt;br /&gt;
| 13 Mar 97&lt;br /&gt;
| 0.10&lt;br /&gt;
| First non-Z80-based game emulated (Centipede).&lt;br /&gt;
|-&lt;br /&gt;
| 18 Feb 97&lt;br /&gt;
| -&lt;br /&gt;
| First version of MacMAME released (0.4).&lt;br /&gt;
|-&lt;br /&gt;
| 16 Feb 97&lt;br /&gt;
| 0.4&lt;br /&gt;
| First not playable game added (although there is no official concept for &amp;amp;quot;non working&amp;amp;quot; yet).&lt;br /&gt;
|-&lt;br /&gt;
| 05 Feb 97&lt;br /&gt;
| 0.1&lt;br /&gt;
| MAME 0.1 released.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This page has been heavily modified and enriched in May and June 2016, by [http://blog.ilogic.gr NLS], using historical data from various sources. A big thanks to Fujix for the original chart idea and [http://www.progettosnaps.net/ AntoPISA] for his &amp;amp;quot;renameSET&amp;amp;quot; detailed files that helped immensely to build the statistics.&lt;/div&gt;</summary>
		<author><name>Stiletto</name></author>
	</entry>
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