Quoted from Brtlkat:Correct
There is no difference between a pinmame romset and the real machine romset. The only thing done is add 00 bytes to the code to pad it to the full chip size. So if the game code is 1020 bytes, and the chip to be programmed is 1024 bytes, we add four bytes of 00 to fill out the rom space.
In a real machine it will work just the same as the original chip.
Well, sort of correct - the chips in the machines are already padded out with something - sometimes it's 00, sometimes it's $FF, sometimes it's random-y bytes. The self-test checksums in some machines will fail if you don't pad it out correctly.
It's 100% not an issue though if you read the original chips in, there's no padding needed. You've just read the data the manufacturer intended to have there so checksums will pass. (Checksum routines check the rom space size, not where the code ends)
For the OP, and as others have indicated, there's ZERO difference between "pinmame roms" and "real roms". The main reason you get pinmame sets is that they need to be named a certain way and formatted into the size pinmame expects.
Often when I need a romset I'll d/l the pinmame one because you can verify it in pinmame before burning.