HackerReposA FIELD GUIDE TO OPEN SOURCE
ProSponsor the shelf♧ 0
← Back to top all-time
mamedev
mame
C++2014–2026
mamedev / mame

mame

MAME

35Distinct people
39Mentions
0Explicit recommenders
10.7KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

MAME

GitHub

Where it is used

No documented product use was verified in the last source check.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:56:07 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year39 dated mentions

Observed mentions: 2014-12-14 15:05:47 UTC to 2026-09-17 21:47:09 UTC.

02462014-01-01 00:00:00 UTC to 2015-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments20142015-01-01 00:00:00 UTC to 2016-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2016-01-01 00:00:00 UTC to 2017-01-01 00:00:00 UTC (exclusive): 4 mentions; 0 submissions, 4 comments2017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 4 mentions; 0 submissions, 4 comments2018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 4 mentions; 0 submissions, 4 comments20202021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 4 mentions; 0 submissions, 4 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 6 mentions; 0 submissions, 6 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 4 mentions; 0 submissions, 4 comments2025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2026-01-01 00:00:00 UTC to 2027-01-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 comments. Incomplete calendar period.2026*

* An incomplete calendar period is marked with an outlined bar. Its count is not directly comparable with a full period.

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20142014-01-01 00:00:00 UTC2015-01-01 00:00:00 UTC202
20152015-01-01 00:00:00 UTC2016-01-01 00:00:00 UTC101
20162016-01-01 00:00:00 UTC2017-01-01 00:00:00 UTC404
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC404
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC202
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC101
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC404
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC202
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC404
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC606
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC404
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC202
2026 (partial)2026-01-01 00:00:00 UTC2027-01-01 00:00:00 UTC303

From the project README

An excerpt from the repository, fetched Nov 13, 2026.

Read the project’s introduction
MAME What is MAME? MAME is a multi-purpose emulation framework. MAME's purpose is to preserve decades of software history. As electronic technology continues to rush forward, MAME prevents this important "vintage" software from being lost and forgotten. This is achieved by documenting the hardware and how it functions. The source code to MAME serves as this documentation. The fact that the software is usable serves primarily to validate the accuracy of the documentation (how else can you prove that you have recreated the hardware faithfully?). Over time, MAME (originally stood for Multiple Arcade Machine Emulator) absorbed the sister-project MESS (Multi Emulator Super System), so MAME now documents a wide variety of (mostly vintage) computers, video game consoles and calculators, in addition to the arcade video games that were its initial focus. Where can I find out more? Official MAME Development Team Site (includes binary downloads, wiki, forums, and more) MAME Testers (official bug tracker for MAME) Community r/MAME on Reddit MAMEdev Forum MAMEdev Discussions on GitHub Development CI status and code scanning How to compile? If you're on a UNIX-like system (including Linux and macOS), it could be as easy as typing make for a full build, make SUBTARGET=tiny for a build including a small subset of supported systems. See the Compiling MAME page on our documentation site for more information, including prerequisites for macOS and popular Linux distributions. For recent versions of macOS you need to install Xcode including command-line tools and SDL 2.0. For Windows users, we provide a ready-made build environment based on MinGW-w64. Visual Studio builds are also possible, but you still need build environment based on MinGW-w64. In order to generate solution and project files just run: make vs2022 or use this command to build it directly using msbuild make vs2022 MSBUILD=1 Coding standard MAME source code should be viewed and edited with your editor set to use four spaces per tab. Tabs are used for initial indentation of lines, with one tab used per indentation level. Spaces are used for other alignment within a line. Some parts of the code follow Allman style; some parts of the code follow K&R style -- mostly depending on who wrote the original version. Above all else, be consistent with what you modify, and keep whitespace changes to a minimum when modifying existing source. For new code, the majority tends to prefer Allman style, so if you don't care much, use that. All contributors need to either add a standard header for license info (on new files) or inform us of their wishes regarding which of the following licenses they would like their code to be made available under: the BSD-3-Clause license, the LGPL-2.1, or the GPL-2.0. See more specific C++ Coding Guidelines on our documentation web site. License The MAME project as a whole is made available under the terms of the GNU General Public License, version 2 or later (GPL-2.0+), since it contains code made available under multiple GPL-compatible licenses. A great majority of the source files (over 90% including core files) are made available under the terms of the 3-clause BSD License, and we would encourage new contributors to make their contributions available under the terms of this license. Please note that MAME is a registered trademark of Gregory Ember, and permission is required to use the "MAME" name, logo, or wordmark. Copyright (c) 1997-2026 MAMEdev and contributors This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2, as provided in docs/legal/GPL-2.0. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. Please see COPYING for more details.
Read the full README on GitHub

What Hacker News says

39 sources
I've been writing a PostScript interpreter as a retirement project. I deliberately avoided looking at the Adobe source although I have been running the LaserWriter firmware[1] in MAME[2]. At the moment I'm just implementing the language. The core interpreter is done apart from error handling and a ton of operators. After that I'll decide whether to go on to the imaging. [1] http://beefchicken.com/retro/laserwriter [2] https://github.com/mamedev/mame/blob/master/src/mame/apple/l...
In PostScript 1.0 – A Code Study
Yes, there are many challenges in reverse engineering these classic games. This is a good example. https://www.youtube.com/watch?v=objL2hGAEgU Living in L.A. in the 90's, I remember Pack Mann in Pasadena had this one. http://www.arcaderestoration.com/games/3330/Gals+Panic+II.as... The ROM dump's been done but people seem to be stuck on the RLE encoding. It's hard to say what kind of wizardry is needed in this case. https://github.com/mamedev/mame/issues/5816
In I accidentally deleted a bad game revision from MAME
It's true that the analog part is not easy, but from my experience also the digital one can be as complicated. Take for example effect units or samplers, they use a lot of proprietary algorithms running in custom chips which can be very hard to understand from the outside and get right. For example emulating the digital part of the Yamaha FM chips and all their quirks, or the Roland D50 chorus/reverb ICs, or the interpolation algorithms in samplers. Btw, some MAME components actually try to approximate the analog behavior, like for the CEM filter of the Ensoniq ESQ-1: https://github.com/mamedev/mame/blob/master/src/mame/ensoniq... Obviously though it's a thing that takes a lot of work to get right though, so it's just a first approximation
In Synth Emulation in MAME

Showing the 15 most recent of 39 sources. Enable JavaScript to search and browse every indexed mention.

MAKE YOURSELF AT HOME

A few shortcuts

/
Search the collection
?
Open this guide
Esc
Close dialogs and navigation

Your saved repositories and interests stay in this browser.