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Thread: M.A.M.E. - Up 'N Down - Points - 325,520 - Robert Mruczek

  1. #11
    VERIFIED Legendary Member Credibility: 2,083

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    There are other titles where arcade or keyboard has a preference (to me) in terms of game play. Rather than name all, it's a given that this is one golden reason why arcade vs MAME scores should never be co-mingled in the database.

    It's not just how the title plays between the two (such as "Kangaroo" allowing gorilla-leeching in one but not the other)...it's also the benefits of using one controller type vs another.

    In some cases the original arcade controls are more difficult for logistical reasons...anyone who has seen the control pad for "Crazy Balloon" knows what I mean as a keyboard is infinitely better. But playing a vector-graphics game like "Tail Gunner" with a mouse is far better than the arcade original, especially since on MAME you can change the analog setting speed whereas the speed is fixed in the arcade classic.

    However, keyboard players face the challenge of having the directional controls on the RIGHT side of the keyboard whereas playing the arcade original has the movement controls on the LEFT side. I noticed this with "Scramble" although after much practice I am adept at using either for this specific title.

    There are too many examples to cite here as this is a much broader discussion. But for "Up'N Down" in particular, seeing as how I have no access to an arcade original, getting used to keyboard standard directional arrows for diagonal movement was a necessity for me. Takes some getting used to but now it is second nature to me.

    Also makes me wonder whether I'd fare as well if I were to try the arcade original after getting used to keyboard controls for this title. Who knows ?
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  2. #12
    VERIFIED Legendary Member Credibility: 2,083

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    Quote Originally Posted by Rogerpoco View Post
    Hint: While jumping, the car's speed can be controlled.

    RTM REPLY - this is a most useful element of the game and comes in handy at multiple points throughout the stage, especially in the most critical jump of all when you leap from the section with the three (3) hills to climb and jump towards the right as a car bearing a rock is waiting for you on the other side of the jump...but there are many such moments throughout.
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  3. #13
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    I definitely agree that MAME and Arcade records should be kept separate, but for an odd reason, and taking NOTHING away from MAME(I love it!).

    My BT record is a moderately important one, I think, and I performed "live"(twitch), with "arcade controls".
    You'd think I would push for equality among Arcade and MAME, but I actually agree with some of the "legends" in this regard-it just isn't the same as a real machine.

    Are MAME records important? Most certainly. But I feel that stand-alone machines are why we are where we are today, and deserve a special place.

    Gaming has existed forever, and bagatelles/pins certainly predated arcade cabinets, electronics and all, but the late 70's/early 80's arcade games are, IMO, the reason electronic gaming is the biggest entertainment industry in this era.

    The creativity/diversity in control schemes as you mentioned, paved the way for a lot of the ideas used today.

    "Hint: While jumping, the car's speed can be controlled."
    There's a typo on the bezel, it says "Bontrolled", I was just being silly!
    YOU Are Special!
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  4. #14
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    Quote Originally Posted by RTM View Post
    Driving - you are going to find this quite hard to believe, but on "Night Driver" I can play better using a mouse and keyboard than anyone possibly could using a steering wheel in the arcade original. My score at the "break" where the game goes into extended mode depending on settings is better than the WR...I just have not bothered playing again to beat the full-game WR but it is very do-able.

    I agree completely.

    Richard Jackson has held the Twin Galaxies Out Run world record on the arcade platform since February of 1987, a period of almost 30 years (see below):

    Name:  TG Out Run Arcade WR.jpg
Views: 31
Size:  50.2 KB

    Using a keyboard and mouse with WolfMAME 106, I have managed to surpass his score exactly 121 times since October of 2012. The mouse allows a degree of control that I do not believe can be matched by an arcade steering wheel, particularly a "loose" one. The other MAME advantage is that if I accidentally bump another car or clip the offroad terrain, neither my PC nor chair begins to violently shake.

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  5. #15
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    Can Someone do a MAME ANALYST Need it Thank You



    Up 'N Down Run Starts at :18 of the video


    3 Lives at the Start of the Game at :18 at the Bottom Left Corner 2 in Reserve 1 Rob is Playing ALL GOOD A OK

    Bonus Life at :50 of the video ALL GOOD A OK

    Up 'N Down Game Settings & MAME ANALYST

    M.A.M.E. - Up 'N Down - Points - 325,520 - Robert Mruczek - Points - 325,520 - Robert Mruczek Final Score is at 20:55 Game Initials ROB

    RulesROMSet: UpNDown
    Cabinet: Upright
    Lives: 3
    Bonus Life: 10000
    Difficulty: Easy
    Special Rules: None

  6. #16
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    My opinion (Stella Blue) is that the mouse is logistically easier to turn than the steering wheel in games like "Night Driver"...a quick movement of the wrist as opposed to the turn of a large wheel.

    Same for "Sea Wolf" which is even worse...arcade is a heavy periscope where on top of that you also only see a portion of the screen at once, whereas a monitor and MAME allows full visibility 100% of the time and a quick flick of the wrist moves the cursor.

  7. #17
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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 Fri 13/01/2017 at 3:21:34.16

    Zip test
    Code:
    Zip:
    
    7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    
    Scanning the drive for archives:
    1 file, 48581 bytes (48 KiB)
    
    Testing archive: C:\MAME\ALLexes\inp\MARP\UpNDown_106_RTM_305520_24.zip
    --
    Path = C:\MAME\ALLexes\inp\MARP\UpNDown_106_RTM_305520_24.zip
    Type = zip
    Physical Size = 48581
    
    Everything is Ok
    
    Files: 2
    Size:       9340806
    Compressed: 48581
    RAR:
    
    7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    
    Scanning the drive for archives:
    Zip list
    Code:
    7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    
    Scanning the drive for archives:
    1 file, 48581 bytes (48 KiB)
    
    Listing archive: C:\MAME\ALLexes\inp\MARP\UpNDown_106_RTM_305520_24.zip
    
    --
    Path = C:\MAME\ALLexes\inp\MARP\UpNDown_106_RTM_305520_24.zip
    Type = zip
    Physical Size = 48581
    
    ----------
    Path = UpNDown_106_RTM_305520_24\upndown_106_RTM_325520_24.inp
    Folder = -
    Size = 9340208
    Packed Size = 47967
    Modified = 2017-01-07 22:04:10
    Created = 
    Accessed = 
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 9ABB6873
    Method = Deflate
    Host OS = FAT
    Version = 20
    
    Path = UpNDown_106_RTM_305520_24\upndown_106_RTM_325520_24.wlf
    Folder = -
    Size = 598
    Packed Size = 220
    Modified = 2017-01-07 22:04:10
    Created = 
    Accessed = 
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 8232560F
    Method = Deflate
    Host OS = FAT
    Version = 20
    
    
    7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    
    Scanning the drive for archives:
    MAME Major Version 106

    What MAME thinks:
    Code:
    Recorded in WolfMAME 0.106
    Recorded system's speed = ~3392MHz (Intel)
    This recording was made with the C 68k core enabled
    Start date of recording: Sun Jan 08 13:43:11 2017
    
    Checks out OK. [d50d]
    Playing back previously recorded game upndown (Up'n Down) [press return]
    loading epr5516a.129
    loading epr5517a.130
    loading epr-5518.131
    loading epr-5519.132
    loading epr-5520.133
    loading epr-5521.134
    loading epr-5535.3  
    loading epr-5527.82 
    loading epr-5526.65 
    loading epr-5525.81 
    loading epr-5524.64 
    loading epr-5523.80 
    loading epr-5522.63 
    loading epr-5514.86 
    loading epr-5515.93 
    loading pr-5317.106 
                                  
    Average FPS: 1.550976 (62 frames)

    What wlfview thinks:
    Code:
    WLFVIEW 0.3 - Apr  5 2006
    
    Info loaded.  WLF rev 9
    
    Recorded for the game 'upndown'
    MAME version string: 0.106 (May 16 2006)
    
    -- CPU info --
    Vendor: Intel
    Processor Family: 6  Processor Model: 10
    Approximate clock speed: 3392300464Hz
    
    -- OS info --
    Operating System: Windows NT 6.1 Service Pack 1
    
    -- INP info --
    Number of frames: 75324
    Average record speed: 99.997345%
    System time at start of emulation: Sun Jan 08 13:43:11 2017
    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:
    upndown src/drivers/system1.c
    DIP Info from source:
    Code:
    INPUT_PORTS_START( upndown )
        PORT_START  /* IN1 */
        PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_UNKNOWN )
        PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_UNKNOWN )
        PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON1 )
        PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_UNKNOWN )
        PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY
        PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY
        PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY
        PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY
    
        PORT_START  /* IN2 */
        PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_UNKNOWN )
        PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_UNKNOWN )
        PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_COCKTAIL
        PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_UNKNOWN )
        PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_COCKTAIL
        PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_COCKTAIL
        PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_COCKTAIL
        PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_COCKTAIL
    
        PORT_START  /* IN0 */
        IN0_PORT
    
        PORT_START      /* DSW1 */
        DSW1_PORT
    
        PORT_START  /* DSW0 */
        PORT_DIPNAME( 0x01, 0x00, DEF_STR( Cabinet ) )
        PORT_DIPSETTING(    0x00, DEF_STR( Upright ) )
        PORT_DIPSETTING(    0x01, DEF_STR( Cocktail ) )
        PORT_DIPNAME( 0x06, 0x06, DEF_STR( Lives ) )
        PORT_DIPSETTING(    0x06, "3" )
        PORT_DIPSETTING(    0x04, "4" )
        PORT_DIPSETTING(    0x02, "5" )
        PORT_DIPSETTING(    0x00, DEF_STR( Infinite ) )
        PORT_DIPNAME( 0x38, 0x38, DEF_STR( Bonus_Life ) )
        PORT_DIPSETTING(    0x38, "10000" )
        PORT_DIPSETTING(    0x30, "20000" )
        PORT_DIPSETTING(    0x28, "30000" )
        PORT_DIPSETTING(    0x20, "40000" )
        PORT_DIPSETTING(    0x18, "50000" )
        PORT_DIPSETTING(    0x10, "60000" )
        PORT_DIPSETTING(    0x08, "70000" )
        PORT_DIPSETTING(    0x00, DEF_STR( None ) )
        PORT_DIPNAME( 0xc0, 0xc0, DEF_STR( Difficulty ) )
        PORT_DIPSETTING(    0xc0, DEF_STR( Easy ) )
        PORT_DIPSETTING(    0x80, DEF_STR( Medium ) )
        PORT_DIPSETTING(    0x40, DEF_STR( Hard ) )
        PORT_DIPSETTING(    0x00, DEF_STR( Hardest ) )
    INPUT_PORTS_END
    
    #define IN0_PORT \
        PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_COIN1 ) \
        PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_COIN2 ) \
        PORT_BIT(0x04, IP_ACTIVE_LOW, IPT_SERVICE ) PORT_NAME( DEF_STR( Service_Mode )) PORT_CODE(KEYCODE_F2) \
        PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_SERVICE1 ) \
        PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_START1 ) \
        PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_START2 ) \
        PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN ) \
        PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN )
    
    #define DSW1_PORT \
        PORT_DIPNAME( 0x0f, 0x0f, DEF_STR( Coin_A ) ) \
        PORT_DIPSETTING(    0x07, DEF_STR( 4C_1C ) ) \
        PORT_DIPSETTING(    0x08, DEF_STR( 3C_1C ) ) \
        PORT_DIPSETTING(    0x09, DEF_STR( 2C_1C ) ) \
        PORT_DIPSETTING(    0x05, "2 Coins/1 Credit 5/3 6/4" ) \
        PORT_DIPSETTING(    0x04, "2 Coins/1 Credit 4/3" ) \
        PORT_DIPSETTING(    0x0f, DEF_STR( 1C_1C ) ) \
        PORT_DIPSETTING(    0x03, "1 Coin/1 Credit 5/6" ) \
        PORT_DIPSETTING(    0x02, "1 Coin/1 Credit 4/5" ) \
        PORT_DIPSETTING(    0x01, "1 Coin/1 Credit 2/3" ) \
        PORT_DIPSETTING(    0x06, DEF_STR( 2C_3C ) ) \
        PORT_DIPSETTING(    0x0e, DEF_STR( 1C_2C ) ) \
        PORT_DIPSETTING(    0x0d, DEF_STR( 1C_3C ) ) \
        PORT_DIPSETTING(    0x0c, DEF_STR( 1C_4C ) ) \
        PORT_DIPSETTING(    0x0b, DEF_STR( 1C_5C ) ) \
        PORT_DIPSETTING(    0x0a, DEF_STR( 1C_6C ) ) \
    /*  PORT_DIPSETTING(    0x00, "1/1" ) */ \
        PORT_DIPNAME( 0xf0, 0xf0, DEF_STR( Coin_B ) ) \
        PORT_DIPSETTING(    0x70, DEF_STR( 4C_1C ) ) \
        PORT_DIPSETTING(    0x80, DEF_STR( 3C_1C ) ) \
        PORT_DIPSETTING(    0x90, DEF_STR( 2C_1C ) ) \
        PORT_DIPSETTING(    0x50, "2 Coins/1 Credit 5/3 6/4" ) \
        PORT_DIPSETTING(    0x40, "2 Coins/1 Credit 4/3" ) \
        PORT_DIPSETTING(    0xf0, DEF_STR( 1C_1C ) ) \
        PORT_DIPSETTING(    0x30, "1 Coin/1 Credit 5/6" ) \
        PORT_DIPSETTING(    0x20, "1 Coin/1 Credit 4/5" ) \
        PORT_DIPSETTING(    0x10, "1 Coin/1 Credit 2/3" ) \
        PORT_DIPSETTING(    0x60, DEF_STR( 2C_3C ) ) \
        PORT_DIPSETTING(    0xe0, DEF_STR( 1C_2C ) ) \
        PORT_DIPSETTING(    0xd0, DEF_STR( 1C_3C ) ) \
        PORT_DIPSETTING(    0xc0, DEF_STR( 1C_4C ) ) \
        PORT_DIPSETTING(    0xb0, DEF_STR( 1C_5C ) ) \
        PORT_DIPSETTING(    0xa0, DEF_STR( 1C_6C ) )
    /*  PORT_DIPSETTING(    0x00, "1/1" ) */
    
    Resolution: 256x224 @60Hz
    
    ----
    TG Game Entry: http://www.twingalaxies.com/scores.php?platformid=46&gamename=Up%20%27N%20Down
    Rules, Points: http://www.twingalaxies.com/scores.php?scores=9812
    ROMSet: UpNDown
    Cabinet: Upright
    Lives: 3
    Bonus Life: 10000
    Difficulty: Easy
    
    Sample correct TG:
    DSW0 offset 0x33 and every 0x7C: value FE
    - DSW0 0x01 (Cabinet): 0x00 (Upright)
    - DSW0 0x06 (Lives): 0x06 (3)
    - DSW0 0x38 (Bonus Life): 0x38 (10000)
    - DSW0 0xc0 (Difficulty): 0xc0 (Easy)
        30: 00 00 00 FE 00 00 00 00  00 00 00 00 00 00 00 00 | ...............
        A0: 00 00 00 FF 00 00 00 FF  00 00 00 FF 00 00 00 FE | ... ... ... ...
       120: 00 00 00 FF 00 00 00 FF  00 00 00 FE 00 00 00 00 | ... ... .......
    ----
    
    TG Game Entry: http://www.twingalaxies.com/scores.php?platformid=46&gamename=Up%27n%20Down
    Rules, Very Hard Settings: http://www.twingalaxies.com/scores.php?scores=206850
    ROMSet: UpNDown
    Cabinet: Upright
    Lives: 3
    Bonus Life: 10000
    Difficulty: Very Hard (maximum difficulty)
    (Note: difficulty is correctly labeled "Hardest".)
    
    Sample correct TG:
    DSW0 offset 0x33 and every 0x7C: value FE
    - DSW0 0x01 (Cabinet): 0x00 (Upright)
    - DSW0 0x06 (Lives): 0x06 (3)
    - DSW0 0x38 (Bonus Life): 0x38 (10000)
    - DSW0 0xc0 (Difficulty): 0x00 (Hardest)
        30: 00 00 00 3E 00 00 00 00  00 00 00 00 00 00 00 00 | ...>............
        A0: 00 00 00 FF 00 00 00 FF  00 00 00 FF 00 00 00 3E | ... ... ... ...>
       120: 00 00 00 FF 00 00 00 FF  00 00 00 3E 00 00 00 00 | ... ... ...>....
    ----
    Generic Info for game:
    Code:
    ROM set changed: no
    0.106-0.113: upndown - "Up'n Down"
    0.114-0.175: upndown - "Up'n Down (315-5030)"
    
    MAME History:
    - 0.113u3: Changed description to 'Up'n Down (315-5030)'.
    
    Resolution, 0.106-0.130: 256x224 @ 60.000000Hz
    Resolution, 0.131-0.175: 512x224 @ 60.096154Hz
    
    TG Game Entry: http://www.twingalaxies.com/scores.php?platformid=46&gamename=Up%20%27N%20Down
    Rules, Points: http://www.twingalaxies.com/scores.php?scores=9812
    TG Game Entry: http://www.twingalaxies.com/scores.php?platformid=46&gamename=Up%27n%20Down
    Rules, Very Hard Settings: http://www.twingalaxies.com/scores.php?scores=206850
    (Note: "Very Hard" translates to "Hardest".)
    INP Header:
    Code:
        10: B0 65 32 CA 00 00 00 00  3F A7 71 58 28 AC 0D D5 | e2....?qX(.
        20: 00 00 00 FF 00 00 00 FF  00 00 00 FF 00 00 00 FF | ............
        30: 00 00 00 FE 00 00 00 00  00 00 00 00 00 00 00 00 | ...............
        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 FF 00 00 00 FE | ............
        B0: 00 00 00 00 00 00 00 00  00 00 00 00 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 FF  00 00 00 FE 00 00 00 00 | .............
       130: 00 00 00 00 00 00 00 00  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:
    4741F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    474200: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    474210: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    474220: 00 00 00 00 00 00 00 00  A2 82 43 E1 00 00 00 9F | .........C....
    474230: 00 00 00 FF 00 00 00 FF  00 00 00 FF 00 00 00 FE | ............
    474240: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    474250: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    474260: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    474270: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    474280: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    474290: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    4742A0: 00 00 00 00 A2 82 43 E1  00 00 00 9F 00 00 00 FF | .....C.......
    4742B0: 00 00 00 FF 00 00 00 FF  00 00 00 FE 00 00 00 00 | .............
    4742C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    4742D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    4742E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    4742F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    474300: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    474310: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    474320: A2 82 43 E1 00 00 00 9F  00 00 00 FF 00 00 00 FF | .C..........
    INP Tail-end:
    Code:
    8E83F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    8E8400: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    8E8410: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    8E8420: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    8E8430: 00 00 00 00 A2 82 43 E1  00 00 00 FF 00 00 00 FF | .....C......
    8E8440: 00 00 00 FF 00 00 00 FF  00 00 00 FE 00 00 00 00 | .............
    8E8450: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    8E8460: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    8E8470: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    8E8480: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    8E8490: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    8E84A0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    8E84B0: A2 82 43 E1 00 00 00 FF  00 00 00 FF 00 00 00 FF | .C.........
    8E84C0: 00 00 00 FF 00 00 00 FE  00 00 00 00 00 00 00 00 | ..............
    8E84D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    8E84E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    8E84F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    8E8500: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    8E8510: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    8E8520: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | .............C

    MAME Info
    upndown is the parent set.
    MAMEInfo.dat entries: upndown and system1.c
    Code:
    MAMEInfo.dat entries for:
    upndown
    system1.cpp
    ----
    0.53 [?]
    
    0.33b1 [Thierry Lescot]
    
    
    Artwork available
    
    
    WIP:
    
    - 0.173: Replaced Z80 CPU1 with Z80 SegaCrypt.
    
    -  9th July 2008: Mr. Do - Found a better picture of an Up 'n' Down bezel from Bobby Tribble, and cleaned it up a bit, too.
    
    - 0.115u4: Replaced SN76496 sound with SN76489.
    
    - 0.113u3: Changed description to 'Up'n Down (315-5030)'.
    
    - 24th December 2006: Mr. Do - Thanks to a scan by Anoid for one, and to the loan by Vintage Arcade Superstore for the other, we have both of the generic Bally/Midway bezels for Up'n Down (sharply vectored by Zorg).
    
    - 26th August 2006: Mr. Do - Added Up 'n' Down bezel from MAME.net and Mean Arena. Some of these decent stuff are so-so; some are REALLY good.
    
    - 0.53: Added Up'n Down (Sega 1983). Changed 'Up'n Down' to clone 'Up'n Down (not encrypted)'. Renamed (upndown) to (upndownu).
    
    - 0.33b4: Nicola Salmoria added accurate colors to Up'n Down.
    
    - 0.33b3: Dani Portillo added high score saving to Up'n Down.
    
    - 0.33b1: Thierry Lescot added 'Up'n Down' (Sega 1983). Preliminary. The System 8 driver needs to support rotation and input ports have to be fixed.
    
    -  9th February 1998: Dumped Up'n Down (not encrypted).
    
    
    LEVELS: 5 (endless)
    
    
    Other Emulators:
    
    * FB Alpha
    
    
    Recommended Games (Racing 2D):
    
    Burnin' Rubber
    
    Burnin' Rubber (DECO Cassette)
    
    High Way Race
    
    Up'n Down
    
    Road Fighter
    
    Konami 80's AC Special (Road Fighter)
    
    Crazy Rally
    
    Super Speed Race Junior
    
    Space Position
    
    Top Secret
    
    R.C. Pro-Am (PlayChoice-10)
    
    Hot Rod
    
    Drift Out
    
    Drift Out '94 - The Hard Order
    
    Neo Drift Out - New Technology
    
    Thrash Rally
    
    World Rally
    
    World Rally 2: Twin Racing
    
    1000 Miglia: Great 1000 Miles Rally
    
    Mille Miglia 2: Great 1000 Miles Rally
    
    Blomby Car
    
    Backfire!
    
    Over Top
    
    
    Romset: 137 kb / 16 files / 59.3 zip
    
    ----
    0.35b2 [Jarek Parchanski, Nicola Salmoria, Mirko Buffoni, Roberto Ventura]
    
    0.31 [Jarek Parchanski, Roberto Ventura, Romek Bacza, Jarek Burczynski]
    
    
    TODO:
    
    - Remove patch in nobb if possible and fully understand the ports involved in the protection.
    
    
    NOTES:
    
    - Up'n Down, Mister Viking, Flicky, SWAT, Water Match and Bull Fight are known to run on IDENTICAL hardware (they were sold by Bally-Midway as ROM swaps).
    
    - MAME skip the long IC CHECK in Teddyboy Blues and Choplifter, this is not a ROM patch, the game checks a RAM location before doing the test.
    
    
    Bugs:
    
    - brain, regulus: Sprites vs background alignment is off when scrolling. hap (ID 04577)
    
    - All Sets: Cocktail mode is not correct. Tafoid (ID 03837)
    
    
    WIP:
    
    - 0.175: Fixed System1 regression (sound_map) [Robbbert].
    
    - 0.173: Changed machine\segacrp2.cpp/h to segacrp2_device.cpp/h. Sega encryption emulation (segacrpt and segacrp2) is now a device, kill off a whole bunch of duplicated decryption code across several drivers [David Haywood]. Make the Z80/Z180 daisy chain an interface that interfaces with the existing interface. Removed leftover MCFG_SEGAZ80_SET_DECRYPTED_TAG from macros in System 1 driver, which lets all drivers validate without crashing [AJR].
    
    - 0.167: Fixed horizontal partial updates in System 1 driver [David Haywood].
    
    - 0.165: Use standard palette device ram for System 1 driver [Dirk Best].
    
    - 0.155: Fixed most (all) System 1 save state regressions [Osso]. Gamelist align as usual [hap].
    
    - 0.150: Better m_sprite_bitmap than specifying our own size 640x260 (video\system1.c) [hap].
    
    - 0.149u1: Fixed array out-of-bounds access in video\system1.c [Oliver Stoeneberg, hap].
    
    - 0.148u1: Minor doc update. Added Regulus game ID# to System 1 driver [Brian Troha].
    
    - 0.147u2: hap fixed Z80 cycles on illegal prefixes.
    
    - 0.147u1: hap fixed array out of bounds access in System 1 video.
    
    - 0.146u1: hap updated z80_set_cycle_tables caller for System 1.
    
    - 0.146: Updated System 1 driver to use modern I8255 implementation instead of the legacy one [Fabio Priuli].
    
    - 0.144u4: Fixed visible area in System 1 games.
    
    - 0.139u3: Removed video\system1.h. Added includes\system1.h.
    
    - 0.138u3: Added machine\segacrp2.c/h.
    
    - 0.131u3: Aaron Giles fixed missing sound in System 1 games.
    
    - 0.131u2: System 1 changes [Aaron Giles]: Hooked up 8751 properly. Removed old 8751 hacks. Shuffled Shooting Master sets.
    
    - 0.131u1: Aaron Giles added and began hooking up the 8751's for the System 1 games. Still some work to do.
    
    - 0.130u4: Aaron Giles corrected System 1 Z80 clocking: Each opcode fetch is 2 cycles with /M1 low, so each byte of opcode fetching causes slightly longer delays than the previous tables. Implemented approximate wait state timing for videoram access; further accuracy will rely on getting a dump of the PAL16R4 that controls the horizontal video timing. Small System 1 update [Aaron Giles]: Correct video timing. Removed "small" video drivers for games that properly mask the scrolling areas. Changed VSync to 60.096154 Hz.
    
    - 0.130u3: Sega System 1/2 rewrite [Aaron Giles]: Accurate collision detection in all games. Correct full memory maps. Hooked up 8255 and Z80 PIO correctly. Unified many hacked variants into common hardware models. Proper mixing using the mixing PROM. Converted to tilemaps. Correct Z80 timing. Proper sound interrupt signaling and feedback. Full description of video hardware. Cleaned up rendering code. Fixed cocktail mode in pretty much all games. Fixed stuck sprites in some games. Proper global muting (attract sound off works in older games). Yes, the Pitfall 2 title is missing; more work to be done. Changed Z80 CPU1 clock speed to 20MHz and palettesize from 1534 to 2048 colors.
    
    - 0.129u3: David Haywood fixed missing text layer in the System 1 driver.
    
    - 0.127u6: Continued work on System1 inputs [Sonikos]: Added DIP locations in all games. Moved in generic Cabinet DIP for eliminate the redundancy. Better implementation of generic input.
    
    - 0.127u5: More Sega System 1 input cleanups [Sonikos].
    
    - 0.116u4: Lord Nightmare changed System1 driver to use the SN76489A variant.
    
    - 0.115u4: Lord Nightmare fixed the System 1 driver to explicitly use the SN76489 now that it behaves differently from the SN76496.
    
    - 0.104u4: Adam Bousley added save states to the Sega System 1 driver.
    
    - 0.93: Changed 2nd SN76496 clock speed to 4MHz.
    
    - 21st January 2004: Aaron Giles fixed problems in Sega System 1 and CVS drivers caused by the memory system changes.
    
    - 0.68: Changed Z80 CPU1 clock speed to 4MHz in all games.
    
    - 11th May 2003: Satoshi Suzuki updated an old Sega System 1 update to 0.67 standards.
    
    - 21st February 2003: Angelo Salese cleaned up the Sega System 1 driver.
    
    - 20th June 2002: Acho A. Tang fixed the sprite lag in Namco System 86 and System 1 drivers.
    
    - 15th October 2001: Chack'n fixed some dipswitch settings in the Sega System 1 driver.
    
    - 0.53: Added machine\segacrpt.h.
    
    - 0.37b6: Changed Z80 CPU1 clock speed to 3.6MHz and palettesize from 2048 to 1536 colors. Added user1 prom ($0 - timing?).
    
    - 16th August 2000: Zsolt Vasvari fixed the sprite lag in all Sega System1 games.
    
    - 15th August 2000: Zsolt Vasvari added cocktail mode support to all games in Sega System1 driver except WBML. Nicola Salmoria fixed a small priority bug in Teddy Boy Blues.
    
    - 0.35b2: Changed system8.c to system1.c driver.
    
    - 0.34b7: Howie Cohen fixed high score saving in many System 8 games.
    
    - 0.34b3: Hiromitsu Shioya fixed pitch in the System 8 games.
    
    - 0.34b1: Added machine\segacrpt.c. Improvements to the System 8 driver [Nicola Salmoria]. Moved the Sega encryption code used by Flicky, Future Spy and many others, to machine\segacrpt.c [Nicola Salmoria].
    
    - 0.33b7: Added vidhrdw\system8.c/h. Removed machine\system8.c/h.
    
    - 0.31: Added system8.c driver and machine\system8.c/h.
    
    ----
    Name:  upnd0001.png
Views: 24
Size:  1.8 KB
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  8. #18
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    Robert, great job!
    Accepted!!!
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    Really enjoyed watching this!

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