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M.A.M.E. - Elevator Action - Points [Twin Galaxies Extreme Settings] - 67,650 - Mark Buckner

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  1. VERIFIED Junior Member Credibility: 1,012
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    M.A.M.E. - Elevator Action - Points [Twin Galaxies Extreme Settings] - 67,650 - Mark Buckner

    Points [Twin Galaxies Extreme Settings]
    WolfMame version106
    Score Trackhttp://www.twingalaxies.com/scores.php?scores=9848
    RulesROMSet: Elevator
    Bonus Life: 10000
    Free Play: Off
    Lives: 3
    Unknown: Off [All]
    Flip Screen: Off
    Difficulty: Hard
    Invulnerability [Cheat]: Off
    Special Rules: None
    Submission MessageAttached inp and wlf. For some reason it wouldn't let me upload the .wlf file (was a red "!" next to the file), so I renamed it with a .txt extension. Not sure if that file is important.
    Attached Files Attached Files
  2. VERIFIED Senior Member Credibility: 6,228
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    Thanks for the heads up - I can rename it easily enough to run the analysis.

    Generally, zipping your INP/WLF files is a good habit to get into.
    Since 0.129, INPs are compressed, but before this they could potentially get pretty big, especially for marathon submissions! Also, WLF files are not allowed as separate attachments here, so there's a couple of reasons we used to demand zipped files... and kinda still do recommend it.
    Timestamps of uploaded files get reassigned to server time, but if they're contained within a zip, the original timestamps are preserved - this helps with one of the measures in the analysis (start/elapsed/end time calculation) which, though not conclusive, helps boost confidence in the authenticity of a submission.

    But no sweat... back in a few with some results! :)
    Thanks markbuck thanked this post
    Likes HugDD, Barthax liked this post
  3. VERIFIED Senior Member Credibility: 6,228
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    *** DISCLAIMER ***
    The following tests and reports are neither exhaustive nor definitive,
    and should not be assumed as such in order to verify authenticity of a submission.


    Starting check on Tue 15/03/2016 at 0:35:16.19

    Zip test
    Code:
    Zip:
    
    7-Zip [64] 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    Processing archive: C:\MAME\ALLexes\inp\MARP\New WinZip File.zip
    
    Testing     msb-elevator-67650.wlf
    Testing     msb-elevator-67650.inp
    
    Everything is Ok
    
    Files: 2
    Size:       8008798
    Compressed: 38330
    RAR:
    
    7-Zip [64] 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    
    Error:
    there is no such archive
    Zip list
    Code:
    7-Zip [64] 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    Listing archive: C:\MAME\ALLexes\inp\MARP\New WinZip File.zip
    
    --
    Path = C:\MAME\ALLexes\inp\MARP\New WinZip File.zip
    Type = zip
    Physical Size = 38330
    
    ----------
    Path = msb-elevator-67650.wlf
    Folder = -
    Size = 598
    Packed Size = 210
    Modified = 2016-03-14 23:54:48
    Created = 
    Accessed = 
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = 4D77D4C3
    Method = Deflate
    Host OS = FAT
    Version = 20
    
    Path = msb-elevator-67650.inp
    Folder = -
    Size = 8008200
    Packed Size = 37858
    Modified = 2016-03-14 23:55:14
    Created = 
    Accessed = 
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = 5B4EE8E8
    Method = Deflate
    Host OS = FAT
    Version = 20
    
    
    7-Zip [64] 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    
    Error:
    there is no such archive
    MAME Major Version 106

    What MAME thinks:
    Code:
    Recorded in WolfMAME 0.106
    Recorded system's speed = ~2327MHz (Intel)
    This recording was made with the C 68k core enabled
    Start date of recording: Sun Feb 28 02:44:02 2016
    
    Checks out OK. [3161]
    Playing back previously recorded game elevator (Elevator Action) [press return]
    loading ea-ic69.bin 
    loading ea-ic68.bin 
    loading ea-ic67.bin 
    loading ea-ic66.bin 
    loading ea-ic65.bin 
    loading ea-ic64.bin 
    loading ea-ic55.bin 
    loading ea-ic54.bin 
    loading ea-ic70.bin 
    loading ea-ic71.bin 
    loading ba3.11      
    loading ea-ic1.bin  
    loading ea-ic2.bin  
    loading ea-ic3.bin  
    loading ea-ic4.bin  
    loading ea-ic5.bin  
    loading ea-ic6.bin  
    loading ea-ic7.bin  
    loading ea-ic8.bin  
    loading eb16.22     
                                  
    Average FPS: 20.287303 (1787 frames)

    What wlfview thinks:
    Code:
    WLFVIEW 0.3 - Apr  5 2006
    
    Info loaded.  WLF rev 9
    
    Recorded for the game 'elevator'
    MAME version string: 0.106 (May 16 2006)
    
    -- CPU info --
    Vendor: Intel
    Processor Family: 6  Processor Model: 7
    Approximate clock speed: 2327872668Hz
    
    -- OS info --
    Operating System: Windows NT 6.1 Service Pack 1
    
    -- INP info --
    Number of frames: 64582
    Average record speed: 99.996501%
    System time at start of emulation: Sun Feb 28 02:44:02 2016
    Sound: 44100Hz     Samples: Enabled
    GUI: 0    Artwork: 0
    68000 CPU Core: C
    NVRAM Usage: Disabled
    BIOS used (0=default): default
    
    -- Validity --
    Check 1:  INP header:  OK
    Check 2:  INP file:  OK
    Check 3:  WLF file:  OK
    Source driver:
    elevator src/drivers/taitosj.c
    DIP Info from source:
    Code:
    # MAME 0.106 source snippet
    
    GAME( 1983, elevator, 0,        mcu,      elevator,   0,       ROT0,   "Taito Corporation", "Elevator Action", GAME_SUPPORTS_SAVE )
    
    #define DSW2_PORT \
        PORT_DIPNAME( 0x0f, 0x00, DEF_STR( Coin_A ) ) \
        PORT_DIPSETTING(    0x0f, DEF_STR( 9C_1C ) ) \
        PORT_DIPSETTING(    0x0e, DEF_STR( 8C_1C ) ) \
        PORT_DIPSETTING(    0x0d, DEF_STR( 7C_1C ) ) \
        PORT_DIPSETTING(    0x0c, DEF_STR( 6C_1C ) ) \
        PORT_DIPSETTING(    0x0b, DEF_STR( 5C_1C ) ) \
        PORT_DIPSETTING(    0x0a, DEF_STR( 4C_1C ) ) \
        PORT_DIPSETTING(    0x09, DEF_STR( 3C_1C ) ) \
        PORT_DIPSETTING(    0x08, DEF_STR( 2C_1C ) ) \
        PORT_DIPSETTING(    0x00, DEF_STR( 1C_1C ) ) \
        PORT_DIPSETTING(    0x01, DEF_STR( 1C_2C ) ) \
        PORT_DIPSETTING(    0x02, DEF_STR( 1C_3C ) ) \
        PORT_DIPSETTING(    0x03, DEF_STR( 1C_4C ) ) \
        PORT_DIPSETTING(    0x04, DEF_STR( 1C_5C ) ) \
        PORT_DIPSETTING(    0x05, DEF_STR( 1C_6C ) ) \
        PORT_DIPSETTING(    0x06, DEF_STR( 1C_7C ) ) \
        PORT_DIPSETTING(    0x07, DEF_STR( 1C_8C ) ) \
        PORT_DIPNAME( 0xf0, 0x00, DEF_STR( Coin_B ) ) \
        PORT_DIPSETTING(    0xf0, DEF_STR( 9C_1C ) ) \
        PORT_DIPSETTING(    0xe0, DEF_STR( 8C_1C ) ) \
        PORT_DIPSETTING(    0xd0, DEF_STR( 7C_1C ) ) \
        PORT_DIPSETTING(    0xc0, DEF_STR( 6C_1C ) ) \
        PORT_DIPSETTING(    0xb0, DEF_STR( 5C_1C ) ) \
        PORT_DIPSETTING(    0xa0, DEF_STR( 4C_1C ) ) \
        PORT_DIPSETTING(    0x90, DEF_STR( 3C_1C ) ) \
        PORT_DIPSETTING(    0x80, DEF_STR( 2C_1C ) ) \
        PORT_DIPSETTING(    0x00, DEF_STR( 1C_1C ) ) \
        PORT_DIPSETTING(    0x10, DEF_STR( 1C_2C ) ) \
        PORT_DIPSETTING(    0x20, DEF_STR( 1C_3C ) ) \
        PORT_DIPSETTING(    0x30, DEF_STR( 1C_4C ) ) \
        PORT_DIPSETTING(    0x40, DEF_STR( 1C_5C ) ) \
        PORT_DIPSETTING(    0x50, DEF_STR( 1C_6C ) ) \
        PORT_DIPSETTING(    0x60, DEF_STR( 1C_7C ) ) \
        PORT_DIPSETTING(    0x70, DEF_STR( 1C_8C ) )
    
    #define COMMON_IN0\
        PORT_START_TAG("IN0")\
        PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY\
        PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY\
        PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY\
        PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY\
        PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 )\
        PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON2 )\
        PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN )\
        PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN )
    
    #define COMMON_IN1\
        PORT_START_TAG("IN1")\
        PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_COCKTAIL\
        PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_COCKTAIL\
        PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_COCKTAIL\
        PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_COCKTAIL\
        PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_COCKTAIL\
        PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_COCKTAIL\
        PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN )\
        PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN )
    
    #define COMMON_IN2\
        PORT_START_TAG("IN2")\
        PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_UNKNOWN )\
        PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_UNKNOWN )\
        PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_UNKNOWN )\
        PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_UNKNOWN )\
        PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_COIN2 )\
        PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_COIN1 )\
        PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_START1 )\
        PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_START2 )
    
    #define COMMON_IN3(coin3state)\
        PORT_START_TAG("IN3")      /* Service */\
        PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_UNKNOWN )\
        PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_UNKNOWN )\
        PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_UNKNOWN )\
        PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_UNKNOWN )\
        PORT_BIT( 0x10, coin3state, IPT_COIN3 )\
        PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_TILT )\
        PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN )\
        PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN )
    
    INPUT_PORTS_START( elevator )
    COMMON_IN0
    COMMON_IN1
    COMMON_IN2
    COMMON_IN3(IP_ACTIVE_HIGH)
    
        PORT_START_TAG("IN4")
        PORT_BIT( 0x0f, IP_ACTIVE_LOW, IPT_UNKNOWN )
        PORT_BIT( 0xf0, IP_ACTIVE_HIGH, IPT_SPECIAL )    // from sound CPU
    
        PORT_START_TAG("DSW1")
        PORT_DIPNAME( 0x03, 0x03, DEF_STR( Bonus_Life ) )
        PORT_DIPSETTING(    0x03, "10000" )
        PORT_DIPSETTING(    0x02, "15000" )
        PORT_DIPSETTING(    0x01, "20000" )
        PORT_DIPSETTING(    0x00, "25000" )
        PORT_DIPNAME( 0x04, 0x04, DEF_STR( Free_Play ) )
        PORT_DIPSETTING(    0x04, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x00, DEF_STR( On ) )
        PORT_DIPNAME( 0x18, 0x18, DEF_STR( Lives ) )
        PORT_DIPSETTING(    0x18, "3" )
        PORT_DIPSETTING(    0x10, "4" )
        PORT_DIPSETTING(    0x08, "5" )
        PORT_DIPSETTING(    0x00, "6" )
        PORT_DIPNAME( 0x20, 0x20, DEF_STR( Unknown ) )
        PORT_DIPSETTING(    0x20, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x00, DEF_STR( On ) )
        PORT_DIPNAME( 0x40, 0x40, DEF_STR( Flip_Screen ) )
        PORT_DIPSETTING(    0x40, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x00, DEF_STR( On ) )
        PORT_DIPNAME( 0x80, 0x00, DEF_STR( Cabinet ) )
        PORT_DIPSETTING(    0x00, DEF_STR( Upright ) )
        PORT_DIPSETTING(    0x80, DEF_STR( Cocktail ) )
    
        PORT_START_TAG("DSW2")      /* Coinage */
        DSW2_PORT
    
        PORT_START_TAG("DSW3")
        PORT_DIPNAME( 0x03, 0x03, DEF_STR( Difficulty ) )
        PORT_DIPSETTING(    0x03, DEF_STR( Easiest ) )
        PORT_DIPSETTING(    0x02, DEF_STR( Easy ) )
        PORT_DIPSETTING(    0x01, DEF_STR( Normal ) )
        PORT_DIPSETTING(    0x00, DEF_STR( Hard ) )
        PORT_DIPNAME( 0x04, 0x04, DEF_STR( Unknown ) )
        PORT_DIPSETTING(    0x04, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x00, DEF_STR( On ) )
        PORT_DIPNAME( 0x08, 0x08, DEF_STR( Unknown ) )
        PORT_DIPSETTING(    0x08, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x00, DEF_STR( On ) )
        PORT_DIPNAME( 0x10, 0x10, "Coinage Display" )
        PORT_DIPSETTING(    0x10, "Coins/Credits" )
        PORT_DIPSETTING(    0x00, "Insert Coin" )
        PORT_DIPNAME( 0x20, 0x20, "Year Display" )
        PORT_DIPSETTING(    0x00, DEF_STR( No ) )
        PORT_DIPSETTING(    0x20, DEF_STR( Yes ) )
        PORT_DIPNAME( 0x40, 0x40, "Invulnerability (Cheat)")
        PORT_DIPSETTING(    0x40, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x00, DEF_STR( On ) )
        PORT_DIPNAME( 0x80, 0x80, DEF_STR( Coinage ) )
        PORT_DIPSETTING(    0x80, "A and B" )
        PORT_DIPSETTING(    0x00, "A only" )
    INPUT_PORTS_END
    
    Resolution: 256x224 @ 60.000000Hz
    
    ----------
    Rules, Points: http://www.twingalaxies.com/scores.php?scores=5158
    ROMSet: Elevator
    Bonus Life: 10000
    Free Play: Off
    Lives: 3
    Unknown: Off [All]
    Flip Screen: Off
    Difficulty: Normal
    Invulnerability [Cheat]: Off
    
    Sample correct TG:
    DSW1: offset 0x37, repeat every 0x7C, exact value 0x7F
    - DSW1: 0x03 (Bonus_Life): 0x03 (10000)
    - DSW1: 0x04 (Free_Play): 0x04 (Off)
    - DSW1: 0x18 (Lives): 0x18 (3)
    - DSW1: 0x20 (Unknown): 0x20 (Off)
    - DSW1: 0x40 (Flip_Screen): 0x40 (Off)
    - DSW1: 0x80 (Cabinet): 0x00 (Upright)
    DSW3: offset 0x3F, repeat every 0x7C, typical value 0xFD
    - DSW3: 0x03 (Difficulty): 0x01 (Normal)
    - DSW3: 0x04 (Unknown): 0x04 (Off)
    - DSW3: 0x08 (Unknown): 0x08 (Off)
    - DSW3: 0x10 (Coinage Display): [not relevant]
    - DSW3: 0x20 (Year Display): [not relevant]
    - DSW3: 0x40 (Invulnerability (Cheat)): 0x40 (Off)
    - DSW3: 0x80 (Coinage): [not relevant]
    
        30: 00 00 00 0F 00 00 00 7F  00 00 00 00 00 00 00 FD
        B0: 00 00 00 7F 00 00 00 00  00 00 00 FD 00 00 00 00
       120: 00 00 00 FF 00 00 00 EF  00 00 00 0F 00 00 00 7F
       130: 00 00 00 00 00 00 00 FD  00 00 00 00 00 00 00 00
    ----------
    Rules, Points [ADeca 2004 Only Variation]: http://www.twingalaxies.com/scores.php?scores=9692
    ROMSet: Elevator
    Bonus Life: 10000
    Free Play: Off
    Lives: 3
    Unknown: Off [All]
    Flip Screen: Off
    Difficulty: Hard
    Invulnerability [Cheat]: Off
    Special Rules: 1 Life ONLY!
    Special Note: This variation was created for the ADeca2004 Competition Only.
    ----------
    Rules, Points [Twin Galaxies Extreme Settings]: http://www.twingalaxies.com/scores.php?scores=9848
    ROMSet: Elevator
    Bonus Life: 10000
    Free Play: Off
    Lives: 3
    Unknown: Off [All]
    Flip Screen: Off
    Difficulty: Hard
    Invulnerability [Cheat]: Off
    
    Sample correct TG:
    DSW1: offset 0x37, repeat every 0x7C, exact value 0x7F
    - DSW1: 0x03 (Bonus_Life): 0x03 (10000)
    - DSW1: 0x04 (Free_Play): 0x04 (Off)
    - DSW1: 0x18 (Lives): 0x18 (3)
    - DSW1: 0x20 (Unknown): 0x20 (Off)
    - DSW1: 0x40 (Flip_Screen): 0x40 (Off)
    - DSW1: 0x80 (Cabinet): 0x00 (Upright)
    DSW3: offset 0x3F, repeat every 0x7C, typical value 0xFC
    - DSW3: 0x03 (Difficulty): 0x00 (Hard)
    - DSW3: 0x04 (Unknown): 0x04 (Off)
    - DSW3: 0x08 (Unknown): 0x08 (Off)
    - DSW3: 0x10 (Coinage Display): [not relevant]
    - DSW3: 0x20 (Year Display): [not relevant]
    - DSW3: 0x40 (Invulnerability (Cheat)): 0x40 (Off)
    - DSW3: 0x80 (Coinage): [not relevant]
    
        30: 00 00 00 0F 00 00 00 7F  00 00 00 00 00 00 00 FC
        B0: 00 00 00 7F 00 00 00 00  00 00 00 FC 00 00 00 00
       120: 00 00 00 FF 00 00 00 EF  00 00 00 0F 00 00 00 7F
       130: 00 00 00 00 00 00 00 FC  00 00 00 00 00 00 00 00
    Generic Info for game:
    Code:
    ROM set changed: no
    0.106-0.171: elevator - "Elevator Action"
    
    Resolution 0.106-0.171: 256x224 @ 60.000000Hz
    
    Rules, Points: http://www.twingalaxies.com/scores.php?scores=5158
    Rules, Points [ADeca 2004 Only Variation]: http://www.twingalaxies.com/scores.php?scores=9692
    Rules, Points [Twin Galaxies Extreme Settings]: http://www.twingalaxies.com/scores.php?scores=9848
    INP Header:
    Code:
        10: 9C 84 C0 8A 00 00 00 00  42 C4 D1 56 77 C8 61 31 | .......BVwa1
        20: 00 00 00 FF 00 00 00 FF  00 00 00 FF 00 00 00 EF | ............
        30: 00 00 00 0F 00 00 00 7F  00 00 00 00 00 00 00 FC | ...............
        40: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        50: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        60: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        70: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        80: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        90: 00 00 00 00 00 00 00 00  3E 82 43 E1 00 00 00 FF | ........>.C...
        A0: 00 00 00 FF 00 00 00 FF  00 00 00 EF 00 00 00 0F | .............
        B0: 00 00 00 7F 00 00 00 00  00 00 00 FC 00 00 00 00 | ...............
        C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
       100: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
       110: 00 00 00 00 3E 82 43 E1  00 00 00 FF 00 00 00 FF | ....>.C......
       120: 00 00 00 FF 00 00 00 EF  00 00 00 0F 00 00 00 7F | ..............
       130: 00 00 00 00 00 00 00 FC  00 00 00 00 00 00 00 00 | ...............
       140: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    INP Mid-section:
    Code:
    3D1860: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    3D1870: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    3D1880: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    3D1890: 00 00 00 00 A2 82 43 E1  00 00 00 FE 00 00 00 FF | .....C......
    3D18A0: 00 00 00 FF 00 00 00 EF  00 00 00 0F 00 00 00 7F | ..............
    3D18B0: 00 00 00 00 00 00 00 FC  00 00 00 00 00 00 00 00 | ...............
    3D18C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    3D18D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    3D18E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    3D18F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    3D1900: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    3D1910: A2 82 43 E1 00 00 00 FE  00 00 00 FF 00 00 00 FF | .C.........
    3D1920: 00 00 00 EF 00 00 00 0F  00 00 00 7F 00 00 00 00 | ...............
    3D1930: 00 00 00 FC 00 00 00 00  00 00 00 00 00 00 00 00 | ...............
    3D1940: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    3D1950: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    3D1960: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    3D1970: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    3D1980: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | .............C
    3D1990: 00 00 00 FE 00 00 00 FF  00 00 00 FF 00 00 00 EF | ............
    INP Tail-end:
    Code:
    7A30D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    7A30E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    7A30F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    7A3100: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | .............C
    7A3110: 00 00 00 FF 00 00 00 FF  00 00 00 FF 00 00 00 EF | ............
    7A3120: 00 00 00 0F 00 00 00 7F  00 00 00 00 00 00 00 FC | ...............
    7A3130: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    7A3140: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    7A3150: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    7A3160: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    7A3170: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    7A3180: 00 00 00 00 00 00 00 00  A2 82 43 E1 00 00 00 FF | .........C...
    7A3190: 00 00 00 FF 00 00 00 FF  00 00 00 EF 00 00 00 0F | .............
    7A31A0: 00 00 00 7F 00 00 00 00  00 00 00 FC 00 00 00 00 | ...............
    7A31B0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    7A31C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    7A31D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    7A31E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    7A31F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    7A3200: 00 00 00 00 A2 82 43 E1                          | .....C

    MAME Info
    elevator is the parent set.
    MAMEInfo.dat entries: elevator and taitosj.c
    Code:
    MAMEInfo.dat entries for:
    elevator
    taitosj.cpp
    ----
    0.18 [Nicola Salmoria]
    
    
    Artwork available
    
    
    WIP:
    
    - 0.170: Corrections to some rom names and labels on Elevator Action based on PCB pictures [Lord Nightmare, brizzo].
    
    - 0.148: Kevin Eshbach added partial DIP locations for Elevator Action.
    
    - 0.138: hap and MASH fixed Elevator Action (some graphics on the escalators shift when you ride on them).
    
    - 0.133u1: Renamed (elevatob) to (elevatorb).
    
    - 0.128u4: David Haywood fixed Elevator Action, which freezes after coin insert with "8".
    
    - 0.126u4: Guru added README for Elevator Action.
    
    - 0.122u6: Changed M68705 CPU3 clock speed to 3MHz.
    
    - 29th December 2007: Guru - Elevator Action... this is a strange one, the dumped matches the 'elevatob' set in MAME, but this is definitely an original PCB, so I suspect the existing dump is really from an original PCB (4-board unprotected version) and the bootleg set is the same thing exactly.
    
    - 21st December 2007: Guru - A huge box arrived today. That 19.75kg box looks mighty impressive, although I'm not sure that all of it is going to be useful. Some could be alt. versions but most don't work so I'll need to dump all of these before I can tell exactly what they are. It contains Elevator Action (Taito 1982, original SJ hardware without MCU!) and others. Thanks to Tingoes for sending these out.
    
    - 12th November 2006: Mr. Do - Elevator Action artwork has been "optimized" by Ad_Enuff; much smaller file size (up to 80%) with no loss in quality.
    
    -  3rd September 2006: Mr. Do - Ad_Enuff optimized Elevator Action bezel. File sizes are now half of what they were (with no loss in quality).
    
    - 0.96u2: Nicola Salmoria fixed several sprite priority issues in Elevator Action and the car wrapping around at the end of a level. Added sprite clipping at the sides of the screen. This was verified to happen on the real board, and it affects bullets wrapping around in Elevator Action. I'm only 99% sure that the clipping is correct this way.
    
    - 0.84u6: Changed 4-way Joystick to 8-way.
    
    - 0.61: Stephane Humbert fixed "Bonus Life" dipswitch is wrong in Elevator Action.
    
    - 22nd November 1999: Tatsuyuki Satoh fixed a cpu interleaving problem in Elevator Action.
    
    - 0.36b1: Added layer prom eb16.22.
    
    - 0.35: Added new MCU cpu3 rom (2k).
    
    - 0.35b6: Replaced M6805 CPU3 with M68705.
    
    - 0.35b3: Changed M6805 CPU3 clock speed to 1.5MHz.
    
    - 0.34b1: The original Elevator Action now works, using the 68705 MCU rom which was missing. Since there is one additional CPU to emulate, it is slower than the bootleg version [Nicola Salmoria]. Added M6805 (3MHz) CPU3.
    
    - 0.33b6: Nicola Salmoria removed the partially working protection emulation in Elevator Action, so people will hopefully understand that it doesn't work and use the bootleg instead.
    
    - 0.30: Known issues: Some sprite priority problems (people half disappearing behind doors etc).
    
    - 0.29: The hardware of the Taito games (Elevator Action, Jungle King, Wild Western, Front Line) is emulated more faithfully. Playfield priority is accurate in Jungle King, however this broke Wild Western - strange. Front Line works. Merged all the drivers into Taito driver [Nicola Salmoria].
    
    - 0.28: Mike Balfour added high score saving to Elevator Action.
    
    - 0.27: Elevator Action sound is perfect now. Elevator Action, Jungle King and Wild Western now use the same Taito video hardware driver. Known issues: The original version doesn't work consistently due to the copy protection. Use the bootleg version instead.
    
    - 0.26: Tatsuyuki Satoh fixed sound tempo speed in Elevator Action (tempo speed is 37.5Khz).
    
    - 0.25: Nicola did some fixes to Taito Games (Jungle King and Elevator Action) about background placement and coins per credit dipswitch. Plus vertical scroll support in Jungle King (used in ground shake), correct sprite priority, and no more rubbish is present during change of stage. DELETE ELEVATOB\ELEVATOB.DSW, JUNGLEK\JUNGLEK.DSW, JHUNT\JHUNT.DSW, OTHERWISE THE GAME WILL NOT WORK CORRECTLY.
    
    - 0.22: Added preliminary sound support to Elevator Action. Fixed credit bugs in Elevator Action. REMEMBER TO DELETE THE PREVIOUS .DSW FILES OTHERWISE THE GAMES WON'T WORK PROPERLY! Added audio CPU roms ic70/71 and gfx roms ic4/5.
    
    - 0.21.5: Nicola Salmoria fixed colors in Elevator Action (100% correct colors).
    
    - 0.21: Fixed dipswitch DSW3 in Elevator Action. Control: Arrows = Move around, CTRL = Fire1 and ALT = Fire2. YOU'LL HAVE TO DELETE THE PREVIOUS DSW FILE IN "ELEVATOB" DIRECTORY IN ORDER TO GET IT RUN CORRECTLY.
    
    - 0.20: Nicola Salmoria fixed missing sprites when exiting from doors in Elevator Action. There are still some sprite priority bugs. Also better colors.
    
    - 0.19: Added Elevator Action (bootleg). The original version doesn't work because of copy protection. The graphics are almost OK now, albeit quite slow. Nicola Salmoria found how Elevator Action background works. Also updated all drivers that have a scrolling background. Known issues: Collision detect not yet implemented. Game should run on hardware similar to Jungle King. Set the dipswitches to free play to play the game. Added background graphics roms to parent set.
    
    - 0.18: Nicola Salmoria added 'Elevator Action' (Taito 1983). VERY preliminary and not playable. Runs on the same hardware as Jungle King.
    
    
    STORY:
    
    - Agent 17 code name "OTTO" is to secure top secret documents from the security building. Enemy spys are in pursuit, and their orders are to stop him at any cost. After reaching the tip of a 30 story building, Agent 17 has to make his way down to the basement and the awaiting getaway car. Otto is relyinmg on your skills so GOOD Luck!
    
    
    PLAY INSTRUCTIONS:
    
    - The object of the game is to make it through the building, get secret documents, & get to an awaiting getaway car. You can use the jump kick button to dodge bullets and kick bad guys. Use the fire button to stop enemy agents. Go in the red doors for surprise bonus points. You must go through all red doors to get the top secret documents, or you can't escape.
    
    
    LEVELS: 1
    
    
    Recommended Games (Action):
    
    Elevator Action
    
    Elevator Action Returns
    
    Action Fighter
    
    Quartet
    
    Rolling Thunder
    
    Rolling Thunder 2
    
    Bionic Commando
    
    Bullet
    
    Super Ranger
    
    Crack Down
    
    Crack Down (Mega-Tech)
    
    Secret Agent
    
    S.P.Y. - Special Project Y
    
    Spark Man
    
    The Cliffhanger - Edward Randy
    
    The Super Spy
    
    ThunderJaws
    
    Power Blade (PlayChoice-10)
    
    The Outfoxies
    
    Biomechanical Toy
    
    Confidential Mission
    
    Ninja Assault
    
    Lupin The Third - The Shooting
    
    Lupin The Third - The Typing
    
    Demon Front
    
    Dolphin Blue
    
    
    Recommended Games (Mafia):
    
    Elevator Action
    
    Elevator Action Returns
    
    N.Y. Captor
    
    Shoot Out
    
    Shooting Master
    
    Empire City: 1931
    
    Dead Angle
    
    Gang Busters
    
    Dead Connection
    
    Hard Times
    
    Rapid Fire (Gangster)
    
    
    Romset: 75 kb / 20 files / 36.6 zip
    
    ----
    0.36b1 [Nicola Salmoria, Tatsuyuki Satoh, Zsolt Vasvari, John Butler, Marco Cassili]
    
    0.29 [Nicola Salmoria, Zsolt Vasvari]
    
    0.18 [Nicola Salmoria]
    
    
    TODO:
    
    - RC filter on 8910 #3
    
    
    NOTES:
    
    - Hardware: Taito SJ system
    
    
    Bugs:
    
    - frontlin, tinstar, wwestern: Should Front Line be using a positional joystick device for its aiming? john_iv (ID 02169)
    
    
    WIP:
    
    - 0.129u3: Aaron Giles fixed during the scrolling the lower part of the screen in Taito SJ becomes black before.
    
    - 0.125u5: Added includes\taitosj.h.
    
    - 0.123u2: Zsolt Vasvari simplified collision detection in Taito SJ driver.
    
    - 0.122u5: Zsolt Vasvari complete Taito SJ memory map from Nicola's ancient notes. General code clean-up.
    
    - 0.105u4: Aaron Giles fixed another Taito SJ graphics corruption bug (sprites in these games become black blocks).
    
    - 0.105u3: Aaron Giles fixed graphics corruption in the Taito SJ driver (waterski, tinstar, kikstart are playable in 0.105u2 with many vertical bars garbage on the screen).
    
    - 0.104u4: Adam Bousley added save states to the Taito SJ driver.
    
    - 0.102u4: Nicola Salmoria fixed sprite-tilemap collision detection in Taito SJ driver when the screen is flipped.
    
    - 0.102: Nicola Salmoria fixed status flag from MCU in Taito SJ games, this fixes the last digit of the score in Front Line.
    
    - 0.96u2: Several Taito SJ sprite fixes [Nicola Salmoria]: Fixed sprite priorites. This fixes several priority issues in Tin Star, Elevator Action, High Way Race and the car wrapping around in Elevator Action at the end of a level. Added sprite clipping at the sides of the screen. This was verified to happen on the real board, and it affects bullets wrapping around in Elevator Action. I'm only 99% sure that the clipping is correct this way. Fixed sprite hardware collision detection. This fixes the last round in Pirate Pete, bonuses in Alpine Ski and end of level 1 in Water Ski.
    
    - 0.96: Peter Sealy added missing RAM to the Taito SJ memory map.
    
    - 0.92: Taito SJ update [Nicola Salmoria]: Added sound CPU -> main CPU communication (fixes Tin Star hangs without need for a kludge, and makes tunes between levels correctly play until the end). Added memory map derived from schematics. Added DAC volume control (I hear little difference, even if it's used). Coin lockout (important otherwise games could accept more than 9 coins).
    
    - 0.85u1: Aaron Giles fixed input port definition errors in Taito SJ driver.
    
    - 0.69a: A number of changes to the timer system [Aaron Giles]: All the CPU scheduling has moved into cpuexec.c and been taken out of timer.c. A number of bugs relating to time tracking for suspended CPUs have been fixed. A side effect of all this is a change in the behavior of the CPU scheduling. For the most part, games are fine with this. However, there were a few exceptions: The timing of the MCU communication in the Taito SJ driver is broken. Changed M68705 CPU3 clock speed to 750000 Hz in all MCU games.
    
    - 0.69: Aaron Giles fixed interrupt being triggered on Non-Existant CPU for TaitoSJ games with no MCU.
    
    - 19th May 2003: Aaron Giles fixed a bug in the Taito SJ driver that caused problems with the new timer code.
    
    -  8th May 2002: Stephane Humbert fixed the dipswitches and inputs in the Taito SJ driver.
    
    - 26th November 1999: Zsolt Vasvari fixed the collision detection in the TaitoSJ games.
    
    - 0.36b1: Changed taito.c to taitosj.c driver. Sprite-sprite collision detection and other improvements in the Taito SJ games. This fixes Bio Attack. Wild Western is now fully playable [Zsolt Vasvari].
    
    - 0.31: Removed sndhrdw\taito.c.
    
    - 0.29: Merged elevator.c, junglek.c and wwestern.c with taito.c driver. Added machine\taito.c and sndhrdw\taito.c. Nicola Salmoria added digital audio in the Taito games. The hardware of the Taito games (Elevator Action, Jungle King, Wild Western, Front Line) is emulated more faithfully. Playfield priority is accurate in Jungle King, however this broke Wild Western - strange. Front Line works.
    
    - 0.27: Added vidhrdw\taito.c. Removed vidhrdw\elevator.c, vidhrdw\junglek.c and vidhrdw\wwestern.c.
    
    - 0.25: Added wwestern.c driver and vidhrdw\wwestern.c.
    
    - 0.22: Added sndhrdw\elevator.c.
    
    - 0.18: Added elevator.c and junglek.c driver, machine\elevator.c, vidhrdw\elevator.c, vidhrdw\junglek.c and sndhrdw\junglek.c.
    
    ----
    Name:  elevator.png
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    Quote Originally Posted by terencew View Post
    Thanks for the heads up - I can rename it easily enough to run the analysis.

    Generally, zipping your INP/WLF files is a good habit to get into.
    Since 0.129, INPs are compressed, but before this they could potentially get pretty big, especially for marathon submissions! Also, WLF files are not allowed as separate attachments here, so there's a couple of reasons we used to demand zipped files... and kinda still do recommend it.
    Timestamps of uploaded files get reassigned to server time, but if they're contained within a zip, the original timestamps are preserved - this helps with one of the measures in the analysis (start/elapsed/end time calculation) which, though not conclusive, helps boost confidence in the authenticity of a submission.

    But no sweat... back in a few with some results! :)
    TerenceW...I have no idea what you just said. But I like it!
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    Things can get complicated around here, especially when we mostly just want to get to the business of playing!
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