How to compile Wolfmame using MAC OS X - MINGW and XCODE

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How to compile Wolfmame using MAC OS X - MINGW and XCODE

Post by francoisadt1 » Fri Aug 14, 2015 4:02 am

Hi Barry/Anningmay and any others that do know.

How will one compile wolfmame for MAC OS X.? To start with first outline what will the normal steps be for a unix type system using MINGW.

I can maybe use MINGW port to MACOSX? ... -mac-os-x/
What minimum version of MINGW is needed to compile Wolmame 106 to 163?

Now if this is not possible, (I will have to check the version of MINGW available for MACOSX),
how will one use XCODE to compile a Wolfmame package?

NOTE: I am running MACOSX - Snow Leopard/Lion on Intel hardware

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Re: How to compile Wolfmame using MAC OS X - MINGW and XCODE

Post by mahlemiut » Fri Aug 14, 2015 8:12 am

MAME can be built with GCC 4.2 or later (but avoid 4.3.x). There was an issue with 0.163 in regards to build on OS X, but I think that was specific to Clang.

Grab the source from Github - - it is the same for all platforms.

I'm not familiar with OS X personally, but I can try, it should be fairly similar across all platforms.
Not sure if Qt is required for OS X or not, I seem to remember there is a Cocoa-based debugger now, but it may still be needed (Qt 4.6 or later should work).
You will need SDL2 and SDL2_ttf installed. I'd figure OpenGL development stuff is included as standard.
Python is required for the build process. 0.163 and earlier require Python 2.x, 0.164 will work with either 2.x or 3.x.
GNU make is also needed for the build process.

MingW will produce Win32 binaries - it is a cross-compiler. Native GCC will produce a native binary for your OS. Although MAME does run very well under Wine.

If everything is set up, you should be able to open a terminal, go to the folder containing the source, and just run make.

make on its own will build ALL drivers (including computer/console/whatever from MESS).
make SUBTARGET=arcade will build only arcade drivers (like it was prior to 0.162).
Add -jX to the above commands to set the amount of simultaneous jobs, where X is the number of jobs to run at once. It should be the number of CPU cores you have plus one, but no more than the amount of RAM you have (about 1GB per job). This allows files to be compiled on each CPU core you have at the same time, greatly speeding up the build process. (eg: if you have a quad core CPU, and more than 5GB RAM, use -j5)
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Re: How to compile Wolfmame using MAC OS X - MINGW and XCODE

Post by anningmay » Fri Aug 14, 2015 8:22 am

Hi Francois-

I am not familiar with MINGW, but from what I can tell, it is unnecessary for compiling MAME on OS X.

Basically, these are the steps:

1) Download and install the latest version of XCode.

2) Here's where my memory fails me: on Snow Leopard / Lion, you MAY need to manually install the latest version of the command line tools. To do this, open up Xcode, go to the preferences, and click over to the Downloads section. If there is a download called "command line tools" listed, click on the arrow next to it to download/install it. On newer versions of Xcode, this is unnecessary, but, like I said, I can't remember if I had to do this for Snow Leopard / Lion.

3) Install the SDL framework, found here: You'll want the latest version (2.0).

4) Get the latest WolfMAME source code from here: I personally use the .zip version.

5) Unzip this file.

6) Open Terminal (found in /Applications/Utilities).

7) Type 'cd [directory you unzipped above]' and hit return.

8) Type 'make' and hit return. If you have a dual-core processor, type 'make -j3' and hit return. 'make -j5' for quad-core processor, etc.

That's it.

Keep in mind that version 0.163 did not work properly and needed to be patched. The thread describing that is here: ... 74ee4dce47

If you don't understand how to do that, let me know and I will walk you through it. I had no such problems with 0.164.

Hope this helps!


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