This is the official repository of FinalBurn Neo, an Emulator for Arcade Games & Select Consoles. It is based on the emulators FinalBurn and old versions of [MAME](https://www.mamedev.org)
If the below build status badge is green, you can download the latest builds from [this repository](https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/tag/appveyor-build). Please note that if the below build status badge is not green then the build will be out of date. As this build is of the last commit occasionally you might run into incomplete code, crashes or other issues that [official releases](https://github.com/finalburnneo/FBNeo/releases) will not have. Also note that the dates might be wrong against the downloads, but if the badge is green the downloads *will* be of the latest commit.
Many of the developers of this project also worked on FB Alpha. Due to a [controversy](https://www.google.com/search?q=capcom+home+arcade+illegal&oq=capcom+home+arcade+illegal), we no longer do, and recommend that everyone use this emulator instead.
We welcome pull requests and other submissions from anyone. We maintain a list of known bugs and features that would be nice to add on the [issue tracker](https://github.com/finalburnneo/FBNeo/issues), some of which would be a good starting point for new contributors.
One of the focuses of FBNeo is ensuring that the codebase is compilable on older systems. This is for many reasons, not least because older hardware still has a use outside of landfill or being stored in a recycling center, but also it can be a lot of fun porting and running FBNeo to other platforms. Currently, this means we will always aim for [C++03 compliance](https://en.wikipedia.org/wiki/C%2B%2B03) as a minimum. Any pull requests should keep this in mind!
The source for FBNeo is layed out in a similar way to how things were in the days of the original FinalBurn. It's just that there are now more directories and source files as the emulator has grown significantly.
In the main source tree, you will see in the intf directory various implementations for different platforms. You should look in here when porting to new platforms. We also encourage new ports, and are happy to have them merged in to the main sourcetree. There is probably a project there for someone to re-implement some of the older ports using the intf standard, should they want to.
It is recommended that you take a look at the other #defines and things in the header files in Burn and Burner, and don't forget that some of the existing code in the intf directory will come in handy for new ports.