22 December 2025

Welcome back, QMC2!

Quick Hints 2 February 2025 - Running QMC2 for the first time / older MAME installs

Hint #1: Prior to running QMC2 for the first time, please ensure that your MAME install is up and running, i.e. passes the Gatekeeper. This restriction also applies to Intel Macs with modern MacOS systems installed. Without this, the QMC2 setup will not recognize QMC2 as an installed MAME application.

This applies to the MAME executable and the SDL2 Framework, which after each upgrade must again be manually authorized in the Privacy & Security section of the System Configuration.

If you hate this (like I do) -> go for the Homebrew/MacPorts install of MAME, as described in my dedicated post, and no Gatekeeper woes will infest your MAME updates. Further details on QMC2 are mostly still valid from my old post of 2016 on QMC2.

Hint #2: Scanning the ROM directory first time is very buggy in QMC2 and often results in crashes. Don't worry, just restart the app, choose the option "Once" and the scan ends. Be sure not to do any multitasking during this scan.

Hint #3: Older MAME installs - start from scratch: When you move to a newer MAME version after a longer time, the second tip I have is to start a new mame install by renaming the $HOME/Application Support/mame directory containing the old ini files. For example MAME 278 introduced new audio latency options that can make problems with old mame.ini files. So if you are stuck with launching MAME and end up in a blank screen, I recommend that you restart with a new mame.ini file. This should resolve most of the MAME black screens at program launch.

Update 23 December 2025 - First fully notarized QMC2 MacOS Binaries online

I finally managed to create MacOS app bundles (both ARM64/Silicon and Intel) that have been notarized by Apple. For this to succeed, I had to bundle the SDL2 Framework into the app bundle and codesign everything with hardened runtime. 

Grab it here: https://github.com/estefan3112/qmc2-mame-fe-MacOS/releases/tag/v244v4

Both App versions should work flawlessly - but please look into the ReadMe file if unsure.

Update 6 May 2024 - GitHub Fork with MacOS Binaries

For easier deployment, I created a fork of the QMC2 Github Repository here:

https://github.com/estefan3112/qmc2-mame-fe-MacOS

You'll find here latest pre-compiled and code-signed versions of QMC2 for both Apple Silicon and Intel Macs. You'll also find Shell scripts for compiling the Upstream source code and self-sign the app. Right now only for Apple Silicon, soon for Intel Macs as well.

Question: I downloaded the QMC2 app, but MacOS tells me that the file is corrupted. I already tried right mouse + open at least twice, but with no success.

Answer: Sorry to hear, your QMC2 app might be in the quarantine. To lift the quarantine, please execute this command in the Terminal

xattr -cr /Applications/qmc2-sdlmame.app (please adjust the path to your QMC2.app, if required)

Enjoy.

Update March 2024 - in (far too late) Memory of Rene Reucher

Only these days, far too late, I learnt that Rene Reucher, the creator of the QMC2 frontend, passed away in spring 2023. Back in 2022, when I wrote the first version of this post, Rene has restarted his work on this quite unique MAME frontend, and it was a pleasure for me to help him out on some minor things in relation to Macs, albeit nothing crucial. From two phone calls, I remember him as a very reasonable and pleasant person. This is my very late "Sorry, and all the best, Rene."

As always, please care for the instructions in the ReadMe and do report any problems back, many thanks.

I started MAME with the help of QMC2, and it is still a classic frontend experience

Original post in the following (no longer relevant and rather outdated, as it builds nicely now with Homebrew):

10 December 2025

MAME via Homebrew on Macs - Finally There (and MacPorts, actually)

Update 1 February 2026: Just reporting that two Homebrew updates of MAME worked as expected. Couldn‘t be more satisfied with this setup (except for the small BGFX Artwork glitch, as explained below).

Update 14 December 2025: Added a chapter for Intel Macs and for Linux (with some basic ideas how Linux should work). I also provided initial thoughts on my tests with MacPorts (instead of Homebrew), encouraging, but not fully there.

------------- original post --------------

This is a major achievement - after several unsuccessful attempts, it seems that I have finally managed to create a near-perfect MAME Homebrew setup on my Mac. Let’s explore why this effort was worth the time.


Why does this matter?

Managing your MAME install via Homebrew should address the following major issues around any MAME installation:

  • MAME system and user files stay separately: With this setup

    • the MAME system files, which are regularly upgraded via Homebrew, stay in the Homebrew repository of your Mac, while

    • your user data, such as inis, rom files, artwork and all other content, are in a separate folder of your Mac, where MAME can find them.

  • Seamless upgrades: By keeping MAME system data separate from your user data, you upgrade MAME via Homebrew without the need for any user data migration. User data upgrades are always separate from MAME system upgrades.

  • No Gatekeeper woes: Running MAME via Homebrew does not hit Gatekeeper restrictions. MAME is treated like any other CLI tool installed through a trusted package manager. This is why you can launch it without the “macOS cannot verify the developer” or “move it to the bin” popups.

  • Launch MAME from anywhere: Just open the Terminal and type e.g. mame 1942, and the game launches. It is no longer needed to launch MAME via Terminal from the home directory.

With only one minor deficiency that needs a workaround as explained below, it’s ready. It’s really great to keep MAME up-to-date in an admin-friendly way.

Requirements for this setup on your end


  • Main instructions are for ARM64/Silicon Mac, where the necessary changes for Intel Macs are described in a separate chapter (not that difficult)
  • Basic Terminal knowledge (recommendation: iTerm2 app)
  • Basic Editor knowledge (recommendation: Visual Studio Code app)
  • An existing Homebrew installation (for Apple Silicon)
  • Understand how to access and use the hidden folder $HOME/Library/Application Support/ folder of your user account $HOME

Let's start from scratch!

03 December 2025

DarkPlaces / Quake 1 for Apple Silicon/ARM64 + Intel Builds - Ready for Download

I’m pleased to provide MacOS DarkPlaces builds, fully codesigned and notarized, for download and use on Silicon aka ARM64 as well as Intel Macs. The builds are packaged in a sleek DMG for easy installation. Thanks to notarization, also Gatekeeper on ARM64 macOS systems poses no issues. An Intel Mac build landed as well as of 5 Dec 2025.

https://github.com/estefan3112/DarkPlaces-Apple-Silicon-Builds/releases/tag/1.0

This video above is a quick, freehand iPhone recording showcasing DarkPlaces with hires textures running on an M1 Mac Mini connected to a 48-inch TV at 4K resolution. While there are some initial FPS struggles, overall the performance is quite impressive.

Celebrating Quake and DarkPlaces

Quake was the most expensive game I ever bought, since I had to upgrade to a Pentium PC just to play it. I still celebrate the game for its feel, its dark and atmospheric mood, and the brilliant Nine Inch Nails soundtrack (including the idea to have a NIN gun ;-). While many Quake adaptations have been enjoyable, DarkPlaces stands out as the best implementation on modern hardware. You can read more about it here:

https://icculus.org/twilight/darkplaces/

https://github.com/DarkPlacesEngine/DarkPlaces

Self-compilation has always been possible, but a ready-to-play binary for modern Macs was missing. Thanks to the help of AI (yes, it has its advantages), I was able to overcome the final hurdles and now provide this software package as a direct fork of the official Github server.

Requirements for running Quake in DarkPlaces