Mame For Os X El Capitan

  • Next, a file Install OS X El Capitan will download into the Applications folder. When the download is over, the installer will launch automatically. To proceed with the installation, select Continue and stick to the on-screen instructions.
  • May 04, 2016 MAME32 en Mac OSX EL CAPITAN! 8000 Juegos 13GB!
  • Oct 24, 2019 You can upgrade to OS X El Capitan from OS X Snow Leopard or later on any of the following Mac models. Your Mac also needs at least 2GB of memory and 8.8GB of available storage space. MacBook introduced in 2009 or later, plus MacBook (13-inch, Aluminum, Late 2008) MacBook Air introduced in late 2008 or later.

By default, MAME outputs an idealized version of the video as it would be on the way to the arcade cabinet's monitor, with minimal modification of the output (primarily to stretch the game image back to the aspect ratio the monitor would traditionally have, usually 4:3) -- this works well, but misses some of the nostalgia factor. Arcade monitors were never ideal, even in perfect condition, and the nature of a CRT display distorts that image in ways that change the appearance significantly.

Shader - MAME HLSL. Features (check ONLY these boxes) NTSC Signal Mode. Bloom Enable. Screen Layout. Screen Scale X - 1. Screen Scale Y - 1.02. Screen Offset X - 0. Screen Offset Y - 0. Bloom Pass (Bloom Blend Mode UNCHECKED) Bloom Scale - 0.3. Bloom Overdrive R, G, B - 1, 1, 1. Bloom Level 0 and 1 Weight - 0.64. Aug 21, 2019  Mac OS X El Capitan: Being the 12th major release of macOS, Mac OS X El Capitan belongs to the Macintosh-Unix family of OS.It was majorly released for server OS for Macintosh computers and Apple Inc.’s desktop. Being the successor of OS X Yosemite, it mainly focuses on stability, performance, and security.There is a history in its name.

Note: ex-FAT is a better choice for formatting WD My Passport on Mac. Now, click the ‘Erase,’ button and wait a few minutes and let the macOS erase data on the drive and reformat it by FAT32 or ex-FAT format. Once formatting is done, you can use the drive in macOS or OS X as a regular hard drive. Oct 20, 2019  And there you have it, you’ve formatted your WD My Passport for Mac in 10 quick steps. YouTube Video Showing the Format of WD My Passport for Mac. This video from Acquevara shows you the formatting on a Mac using Mac OS Sierra. You can watch the video along side using my. May 25, 2020  You can format your Western Digital My Passport external hard drive to FAT32 or exFAT format to transfer the data between a Mac and Windows system conveniently. According to the solutions above, the EaseUS partition tool stands out for its convenience and easiness. It's always your best choice. 4tb Mar 22, 2018  I'm having some trouble formatting my WD my passport in High Sierra. I did not purchase the Mac version of WD external hard drive, and was wondering if it can be formatted to JHSF+ or to the new APFS film system. I don't want to use exFAT or FAT32. Currently it seems to be formatted to exFAT. But the problem is this.

Modern LCD monitors simply do not look the same, and even computer CRT monitors cannot match the look of an arcade monitor without help.

That's where the new BGFX renderer with HLSL comes into the picture.

HLSL simulates most of the effects that a CRT arcade monitor has on the video, making the result look a lot more authentic. However, HLSL requires some effort on the user's part: the settings you use are going to be tailored to your PC's system specs, and especially the monitor you're using. Additionally, there were hundreds of thousands of monitors out there in arcades. Each was tuned and maintained differently, meaning there is no one correct appearance to judge by either. Basic guidelines will be provided here to help you, but you may also wish to ask for opinions on popular MAME-centric forums.

Resolution and Aspect Ratio¶

Resolution is a very important subject for HLSL settings. You will want MAME to be using the native resolution of your monitor to avoid additional distortion and lag created by your monitor upscaling the display image.

While most arcade machines used a 4:3 ratio display (or 3:4 for vertically oriented monitors like Pac-Man), it's difficult to find a consumer display that is 4:3 at this point. The good news is that that extra space on the sides isn't wasted. Many arcade cabinets used bezel artwork around the main display, and should you have the necessary artwork files, MAME will display that artwork. Turn the artwork view to Cropped for best results.

Some older LCD displays used a native resolution of 1280x1024 and were a 5:4 aspect ratio. There's not enough extra space to display artwork, and you'll end up with some very slight pillarboxing, but the results will be still be good and on-par with a 4:3 monitor.

Getting Started with BGFX¶

You will need to have followed the initial MAME setup instructions elsewhere in this manual before beginning. Official MAME distributions include BGFX as of MAME 0.172, so you don't need to download any additional files.

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Open your mame.ini in your text editor of choice (e.g. Notepad), and make sure the following options are set correctly:

  • videobgfx

Now, you may want to take a moment to look below at the Configuration Settings section to see how to set up these next options.

As referenced in Order of Config Loading, MAME has a order in which it processes INI files. The BGFX settings can be edited in mame.ini, but to take full advantage of the power of MAME's config files, you'll want to copy the BGFX settings from mame.ini to one of the other config files and make changes there.)

In particular, you will want the bgfx_screen_chains to be specific to each game.

Sierra Recent Posts.Macs last a long time. Get notified of new posts!Email AddressSubscribe. Don't plunk down your hard earned money on a new Mac when an upgraded Mac can run faster than a new Mac. It moves only about half of an inch, but will free the card.We are currently producing another video series show the 2010 Mac Pro specifically, but the remainder of the 2009 Mac Pro videos are still sound for the installation instructions on the 2010 models.

Save your .INI file(s) and you're ready to begin.

Configuration Settings¶


This is where your BGFX shader files are stored. By default, this will be the BGFX folder in your MAME installation.
bgfx_backend
Selects a rendering backend for BGFX to use. Possible choices include d3d9, d3d11, d3d12, opengl, metal, and `vulkan. The default is **auto**, which will let MAME choose the best selection for you.
d3d9 -- Direct3D 9.0 Renderer (Requires Windows XP or higher)
d3d11 -- Direct3D 11.0 Renderer (Requires Windows Vista with D3D11 update or Windows 7 or higher)
d3d12 -- Direct3D 12.0 Renderer (Requires Windows 10)
opengl -- OpenGL Renderer (Requires OpenGL drivers, may work better on some poorly designed video cards, supported on Linux/Mac OS X)
metal -- Metal Apple Graphics API (Requires OS X 10.11 El Capitan or newer)


Enables BGFX debugging features. Most users will not need to use this.
bgfx_screen_chains
This dictates how to handle BGFX rendering on a per-display basis. Possible choices include hlsl, unfiltered, and default.
default -- default bilinear filterered output
hlsl -- HLSL display simulation through shaders
We make a distinction between emulated device screens (which we'll call a screen) and physical displays (which we'll call a window, set by -numscreens) here. We use colons (:) to seperate windows, and commas (,) to seperate screens. Commas always go on the outside of the chain (see House Mannequin example)
On a combination of a single window, single screen case, such as Pac-Man on one physical PC monitor, you can specify one entry like:

Things get only slightly more complicated when we get to multiple windows and multiple screens.
On a single window, multiple screen game, such as Darius on one physical PC monitor, specify multiple entries (one per window) like:

This also works with single screen games where you are mirroring the output to more than one physical display. For instance, you could set up Pac-Man to have one unfiltered output for use with video broadcasting while a second display is set up HLSL for playing on.
On a mulitple window, multiple screen game, such as Darius on three physical PC monitors, specify multiple entries (one per window) like:

Another example game would be Taisen Hot Gimmick, which used two CRTs to show individual player hands to just that player. If using two windows (two physical displays):

One more special case is that Nichibutsu had a special cocktail mahjongg cabinet that used a CRT in the middle along with two LCD displays to show each player their hand. We would want the LCDs to be unfiltered and untouched as they were, while the CRT would be improved through HLSL. Since we want to give each player their own full screen display (two physical monitors) along with the LCD, we'll go with:
-numscreens 2 -view0 'Player 1' -view1 'Player 2' -video bgfx -bgfx_screen_chains hlsl,unfiltered,unfiltered:hlsl,unfiltered,unfiltered
This sets up the view for each display respectively, keeping HLSL effect on the CRT for each window (physical display) while going unfiltered for the LCD screens.
If using only one window (one display), keep in mind the game still has three screens, so we would use:

Note that the commas are on the outside edges, and any colons are in the middle.
bgfx_shadow_mask
This specifies the shadow mask effect PNG file. By default this is **slot-mask.png**.

Tweaking BGFX HLSL Settings inside MAME¶

Warning: Currently BGFX HLSL settings are not saved or loaded from any configuration files. This is expected to change in the future.

Start by loading MAME with the game of your choice (e.g. mame pacman)

The tilde key (~) brings up the on-screen display options. Use up and down to go through the various settings, while left and right will allow you to change that setting. Results will be shown in real time as you're changing these settings.

Note that settings are individually changable on a per-screen basis.

Compiling an own QMC2 MacOSX build has been a longstanding target of mine: From time to time, official MacOS binaries have been missing or delayed. In particular installing QT in its legacy version 4.8.7 proved difficult. Homebrew changed this and now the QMC2 compiling process works very well.

Since MAME 0.177 I have also been compiling my own builds under El Captain and later on MacOS Sierra, and it just works.
Compiling QMC2 - the details
(A) The starting point is the QMC2 Wiki - which in the meantime is no longer outdated:
(B) For El Capitan and MacOS Sierra, QT 4.8.7 needs to be installed via Homebrew (as now documented under (A):
Step 1 - go to http://brew.sh
Step 2 - open your Terminal and install Homebrew by copy pasting the entire Terminal command from the window:
Step 3 - run the following commands from the Terminal:
brew install qt4
brew linkapps qt (links the qt4 commands to the Applications folder -> that has been a recommendation which I am no longer sure about, but it should be no issue to manually remove the symlinks later on)
Voila, I have a running QT 4.8.7 environment under El Capitan/Sierra :-).
(C) As soon as you have the proper QT environment in place, compiling of QMC2 as explained under (A) worked like a breeze - in short:
Switch to the tmp directory of your MacOSX system via Terminal, then download the source code of QT2 (tmp directory assures that these files are deleted):
Then switch into the qmc2 directory:
Then make the executables (in my example with an alternative image set, otherwise just make):
Then install, and make sure that an existing qmc2 directory in the Applications folder is renamed before executing this command:
Means: Without 'sudo make' you cannot overwrite an existing qmc2 directory in Applications - rename it to e.g 'qmc2.old' beforehand just in case.
But why compiling QMC2 in the first place? First of all, sometimes you have to wait for the Mac binaries for quite some time, and for some versions, they just don't appear online. Secondly, I like building QMC2 with customized icons and without the additional plugins. And finally, compiling from the svn repository is fun :-).
The result is a fairly nice black-themed QMC2, which I quite like.
Screenshot with Black Theme, Click to enlarge
Compiling MAME - the (not so many) details:
Compiling MAME ever since El Captain is just as easy as it can get. Following the official instructions produces me builds that just work. This also means that these rather complicated build instructions are outdated.

Os X El Capitan Download

It is just as easy as that:
  • Have XCode and SDL2 installed
  • Download and extract the MAME source code
  • Open Terminal and move to the MAME source code folder
  • make -j5 (if you have a quadcore machine) - drink coffee or tea during the build time
Only the cleanup seems a bit messy to me. Due to the lack of a 'make install' procedure, you must get rid of the source code chunks in your build manually.
Since MAME 0.177 until the current version all builds run without problems.
MAME in Homebrew: This is a very nice initiative. Here you also get all the dependencies installed automagically, and the MAME executable is in $PATH. My only major concern here is that these binaries are some four months behind the latest release, currently 0.179. So if you are not doing your own ROM sets, you can easily run into incompatible games. This is why I would not recommend this route right now (it would be interesting to understand why these builds are way behind).