Talk:MAME Wii

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A few notes about future updates:

  • Please include the exact MAME build you're using. A lot of people are using different versions for different reasons & each version of MAME requires slightly different romsets that the usage of romset managers like CLR MAME Pro ( ) are needed to update & fix issues caused by this.
  • If possible, could you use a GUI similar to FCE Ultra GX? I know it's nothing more than wishful thinking, but that interface is really user-friendly.
  • Add clone support. When I looked at my romset list with SDL MAME, there were no clones listed.
This is SDLMAME 0.134u4 (name is the same as wiki page and the version is stated in the HBC icon)
The list of supported roms is linked on the wiki page, but Toad King promises to add more with next release. I think it may be as easy as adding a single line in tiny.c and rebuilding and testing it. -- Spec 22:24, 31 October 2009 (UTC)

Just my 2 KB here! --TStodden 20:10, 31 October 2009 (UTC)

I can download version 0.2, but the changelog on the bottom of the page is for version 1.1. What's up with that? --Spec 01:09, 29 October 2009 (UTC)

So I was able to run gyruss and mikie (both old konami games) with no problem. One thing is that nunchuck did not work for me: when running a game for the first time, on the initial screen that said "type in OK or move joy to the left to accept" (that shows for each game once) I needed to move left with nunchuck, but then in game I could only use D-pad not the nunchuck. I was able to use zipped roms, so that's good. As far as the explanation "Might add GX support later to make it less choppy" - it's a bit confusing - if this build uses SDL for Wii, that SDL already uses GX (am I wrong?), so you're already using GX by using SDL. -- Spec 01:28, 29 October 2009 (UTC)
Correction: Nunchuck did work for me to accept the note (you need to move left then right), but in game nunchuck and d-pad are not responding correctly. For example in green beret in first scene if i wanted to go left with nunchuck it didn't work. Something is not there. But it is a very good start I think --Spec 01:45, 29 October 2009 (UTC)
Also with this build being in early development as it is, it is already better than SDL MAME, so I would vote for you to take that page over... --Spec 01:29, 29 October 2009 (UTC)

It would be really, really useful to have a game compatibility list like the one for DOSBox ( DOSBox Wii/Compatibility List ). --Mr. Reaper 20:04, 29 October 2009 (UTC)

0.3 problems

Please let me know if you cannot reproduce the problems or need more info.


  • nunchuck doesn't work correctly. For some games seems like nunchuck is working in horizontal position, for some it doesn't work at all: example: Gunfight: nunchuck up/down makes the character move up-left/down-right, d-pad works ok. In green beret nunchuck left/right doesn't work at all, d-pad works ok. Bomb Jack acts similar to green beret.
FIX is in SD: /mame/cfg/default.cfg replace all 4 instances of _XAXIS_DOWN_SWITCH with _XAXIS_RIGHT_SWITCH and 4 instances of _XAXIS_UP_SWITCH with _XAXIS_LEFT_SWITCH --Spec 17:11, 1 November 2009 (UTC)
  • following games crash: amidar and frogger (drivers/galdrvr.c: phoenix is a non-existant clone), dkong (drivers/dkong.c: hero is a non-existant clone), Gun.Smoke (World) - crashes: crash dump
Just to follow up on Gun Smoke crash: I was able to make a tiny build with just Gun Smoke support and it didn't not crash, but instead returned an error: "Failed to allocate 65536 bytes (src/emu/tilemap.c:361)" --Spec 15:42, 3 November 2009 (UTC)
For those unpatient like myself, I've rebuild Toad King's work to include frogger, dkong, ms pacman and much more and posted it here: mame source diff. hope Toad King wont mind --Spec 16:18, 3 November 2009 (UTC)
Not at all. Personally, I'm waiting on another piece of software for a new release to hopefully fix a particularly nasty bug discovered. Toad King 19:21, 3 November 2009 (UTC)


  • on US Wii screen is cut off a bit from top and bottom
  • if list roms on SD is bigger than the displayed list then you cannot choose a different rom without a keyboard (you have to type in a part of name to show the matches)

Hope that helps! --Spec 03:35, 30 October 2009 (UTC)

The amidar, frogger, and dkong crashes are fixable and should work when I make a new release, but Gun.Smoke probably won't. Despite it being an old game, it uses up a lot of ram for its graphics, which is in very short supply on the Wii. Most Capcom games are like this.
Thanks for pointing out how you can search through the ROM list with a keyboard. This might help in figuring out a way to make scrolling through large ROM lists for people without keyboards. Toad King 05:25, 30 October 2009 (UTC)
Would it be possible to apply a open source front end for mame to be used with Wii? Ala what they did with BlueMSX Wii. --Corey89 18:13, 30 October 2009 (UTC)
You would have to find a front end that's purely SDL. Most I've seen use Win32, GTK, X or java none of which are (yet:) ) not available for wii. -- Spec 14:06, 31 October 2009 (UTC)
Yeah I guess. The only frontend I've seen to specifically be targeted for SDL Mame is MameCat2, but I dunno if any of these binaries would be portable to Wii. --Corey89 22:46, 31 October 2009 (UTC)
That one uses Qt. --Spec 00:26, 1 November 2009 (UTC)
What about AdvanceMENU? --Corey89 19:25, 1 November 2009 (UTC)
That could work. --Spec 12:59, 2 November 2009 (UTC)
Not really. The problem with all of these is that they're all external applications and not built into MAME. The Wii can only run one application at a time. —Preceding unsigned comment added by Toad King (talkcontribs) 18:01, 2 November 2009 (UTC)

Toad King, I've been gradually adding more drivers to mini, rebuilding it and seeing if it still works. I tried to build the whole thing and I've gotten the gl_lib error (which is kind of weird because the OPENGL is supposed to be disabled). I'll also be looking into crash dumps. If any of that is of any use to your work please let me know and I'll contribute, I don't want to duplicate efforts. --Spec 13:11, 2 November 2009 (UTC)

sorry - obviously gl_lib error only indicates option missing in ini and doesn't look like it has anything to do with crashes... --Spec 17:51, 2 November 2009 (UTC)