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M.A.M.E. - Elevator Action - Highest Score - 175,950 - Simon Leitch

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  1. M.A.M.E. - Elevator Action - Highest Score - 175,950 - Simon Leitch

    04-10-2017, 09:41 AM
    #1
    Highest Score
    WolfMame version106
    Score Track//www.twingalaxies.com/scores.php?scores=207151
    RulesROM: elevator.
    .
    This score tracker ranks players who have played a game of Elevator Action, according to how many points they have scored.
    .
    The following DIP switch settings are mandatory:-
    .
    Lives 3
    Difficulty Easiest
    Invulnerability (Cheat) Off.
    .
    The following DIP switch settings are recommended:-
    .
    Bonus Life 10,000
    Free Play Off.
    Submission MessageFirstly, I would like to thank Mr Terence Wong for analysing this INP, as it was originally submitted; and for adding the original "Highest Score" track to Elevator Action's "Generic Info". As the original track has since been replaced by the one for this submission, I have updated the file, for whomsoever who would like to provide a fresh analysis.

    Secondly, I would like to thank everyone who voted to accept my previous submission to this track. It was way past time for Elevator Action to have a MAME record for this difficulty level. The arcade record is 156,550 points, so the arcade game players have some way to go, to set a better arcade record than the MAME one. Since I am not a nice guy, not only am I happy to make their task harder with this submission, I also intend to make it even harder still, by taking the high score over 200,000. So, while you cogitate on this submission, there could well be a new record in the works.

    Thirdly, thanks in advance to anyone who helps me revitalise interest in this '80s classic. Now that you have the chance to put up a score, while the game is at its easiest, there is no more excuse to continue hiding. Come out, and play


    https://youtu.be/vcTeVgZsaC0
    Attached Files Attached Files
    Thanks JJT_Defender thanked this post
    Likes JJT_Defender, RaGe liked this post
  2. 04-10-2017, 10:48 AM
    #2
    *** 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.bat on Mon 04/10/2017 at 13:31:45.74

    Zip test
    Code:
    Zip:
    
    7-Zip [64] 16.04 : Copyright (c) 1999-2016 Igor Pavlov : 2016-10-04
    
    Scanning the drive for archives:
    1 file, 18512760 bytes (18 MiB)
    
    Testing archive: C:\MAME_Analysis\batch\inp\MARP\elevator.zip
    --
    Path = C:\MAME_Analysis\batch\inp\MARP\elevator.zip
    Type = zip
    Physical Size = 18512760
    
    Everything is Ok
    
    Files: 2
    Size:       18512466
    Compressed: 18512760
    RAR:
    
    7-Zip [64] 16.04 : Copyright (c) 1999-2016 Igor Pavlov : 2016-10-04
    
    Scanning the drive for archives:
    Zip list
    Code:
    7-Zip [64] 16.04 : Copyright (c) 1999-2016 Igor Pavlov : 2016-10-04
    
    Scanning the drive for archives:
    1 file, 18512760 bytes (18 MiB)
    
    Listing archive: C:\MAME_Analysis\batch\inp\MARP\elevator.zip
    
    --
    Path = C:\MAME_Analysis\batch\inp\MARP\elevator.zip
    Type = zip
    Physical Size = 18512760
    
    ----------
    Path = elevator.inp
    Folder = -
    Size = 18511868
    Packed Size = 18511868
    Modified = 2015-08-13 12:27:49
    Created = 2015-08-13 09:26:53
    Accessed = 2015-08-13 12:28:11
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 3D766F9B
    Method = Store
    Host OS = FAT
    Version = 10
    Volume Index = 0
    
    Path = elevator.wlf
    Folder = -
    Size = 598
    Packed Size = 598
    Modified = 2015-08-13 12:27:50
    Created = 2015-08-13 09:32:09
    Accessed = 2015-08-13 12:27:50
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 5B250158
    Method = Store
    Host OS = FAT
    Version = 10
    Volume Index = 0
    
    
    7-Zip [64] 16.04 : Copyright (c) 1999-2016 Igor Pavlov : 2016-10-04
    
    Scanning the drive for archives:
    MAME Major Version 106

    What MAME thinks:
    Code:
    Recorded in WolfMAME 0.106
    Recorded system's speed = ~3014MHz (Intel)
    This recording was made with the C 68k core enabled
    Start date of recording: Thu Aug 13 11:46:17 2015
    
    Checks out OK. [9167]
    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: 642.999863 (154707 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: 15  Processor Model: 4
    Approximate clock speed: 3014572980Hz
    
    -- OS info --
    Operating System: Windows NT 5.1 Service Pack 3
    
    -- INP info --
    Number of frames: 149289
    Average record speed: 99.998660%
    System time at start of emulation: Thu Aug 13 11:46:17 2015
    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
    
    TG Game Entry: //www.twingalaxies.com/scores.php?platformid=46&gamename=Elevator+Action
    ----------
    Rules, Points: //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]: //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]: //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
    ----------
    Rules, Highest Score: //www.twingalaxies.com/scores.php?scores=207151 
    
    ROMSet: Elevator
    Bonus Life: 10000 (recommended but not mandatory)
    Lives: 3
    Difficulty: Easiest
    Invulnerability [Cheat]: Off
    
    Sample correct TG:
    DSW1: offset 0x37, repeat every 0x7C, exact value 0x7F
    - DSW1: 0x03 (Bonus_Life): 0x03 (10000) * [not mandatory]
    - DSW1: 0x04 (Free_Play): [not relevant]
    - DSW1: 0x18 (Lives): 0x18 (3)
    - DSW1: 0x20 (Unknown): [not relevant]
    - DSW1: 0x40 (Flip_Screen): [not relevant]
    - DSW1: 0x80 (Cabinet): [not relevant]
    DSW3: offset 0x3F, repeat every 0x7C, typical value 0xFF
    - DSW3: 0x03 (Difficulty): 0x03 (Easiest)
    - DSW3: 0x04 (Unknown): [not relevant]
    - DSW3: 0x08 (Unknown): [not relevant]
    - 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 FF
        B0: 00 00 00 7F 00 00 00 00  00 00 00 FF 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 FF  00 00 00 00 00 00 00 00
    Generic Info for game:
    Code:
    ROM set changed: no
    0.106-0.177: elevator - "Elevator Action"
    0.178-0.179: elevator - "Elevator Action (5 pcb version, 1.1)"
    
    MAME History: 
    - 0.178: caius and The Dumping Union added clone Elevator Action (4 pcb version, 1.1). Cleaned up rom labels/locations for the Elevator Action sets and added notes. Noted that the 4 and 5 board sets dumped so far of Elevator Action are the exact same code and gfx, just split differently [Lord Nightmare]. Added ww15.pal16l8.ic24.jed.bin. Changed parent description to 'Elevator Action (5 pcb version, 1.1)'.
    
    Resolution, 0.106-0.179: 256x224 @ 60.000000Hz
    
    TG Game Entry: //www.twingalaxies.com/scores.php?platformid=46&gamename=Elevator+Action
    Rules, Points: //www.twingalaxies.com/scores.php?scores=5158
    Rules, Points (ADeca 2004 Only Variation): //www.twingalaxies.com/scores.php?scores=9692
    Rules, Points (Twin Galaxies Extreme Settings): //www.twingalaxies.com/scores.php?scores=9848
    Rules, Highest Score: //www.twingalaxies.com/scores.php?scores=207151
    INP Header:
    Code:
        10: B4 BB AE B3 00 00 00 00  C9 BB CC 55 85 C5 67 91 | ....ɻU.g.
        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 FF | ...............
        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 FF 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 FF  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:
    8D3B60: 00 00 00 EF 00 00 00 0F  00 00 00 7F 00 00 00 00 | ...............
    8D3B70: 00 00 00 FF 00 00 00 00  00 00 00 00 00 00 00 00 | ...............
    8D3B80: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    8D3B90: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    8D3BA0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    8D3BB0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    8D3BC0: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | .............C
    8D3BD0: 00 00 00 FA 00 00 00 FF  00 00 00 FF 00 00 00 EF | ............
    8D3BE0: 00 00 00 0F 00 00 00 7F  00 00 00 00 00 00 00 FF | ...............
    8D3BF0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    8D3C00: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    8D3C10: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    8D3C20: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    8D3C30: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    8D3C40: 00 00 00 00 00 00 00 00  A2 82 43 E1 00 00 00 FA | .........C...
    8D3C50: 00 00 00 FF 00 00 00 FF  00 00 00 EF 00 00 00 0F | .............
    8D3C60: 00 00 00 7F 00 00 00 00  00 00 00 FF 00 00 00 00 | ...............
    8D3C70: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    8D3C80: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    8D3C90: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    INP Tail-end:
    Code:
    11A76C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    11A76D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    11A76E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    11A76F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    11A7700: A2 82 43 E1 00 00 00 FF  00 00 00 FF 00 00 00 FF | .C.........
    11A7710: 00 00 00 EF 00 00 00 0F  00 00 00 7F 00 00 00 00 | ...............
    11A7720: 00 00 00 FF 00 00 00 00  00 00 00 00 00 00 00 00 | ...............
    11A7730: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    11A7740: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    11A7750: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    11A7760: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    11A7770: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | .............C
    11A7780: 00 00 00 FF 00 00 00 FF  00 00 00 FF 00 00 00 EF | ............
    11A7790: 00 00 00 0F 00 00 00 7F  00 00 00 00 00 00 00 FF | ...............
    11A77A0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    11A77B0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    11A77C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    11A77D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    11A77E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    11A77F0: 00 00 00 00 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:
    
    - 0.182: Replaced M68705 CPU3 with MC68705P3.
    
    - 0.178: caius and The Dumping Union added clone Elevator Action (4 pcb version, 1.1). Cleaned up rom labels/locations for the Elevator Action sets and added notes. Noted that the 4 and 5 board sets dumped so far of Elevator Action are the exact same code and gfx, just split differently [Lord Nightmare]. Added ww15.pal16l8.ic24.jed.bin. Changed parent description to 'Elevator Action (5 pcb version, 1.1)'.
    
    - 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 clone 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.
    
    - 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 / 21 files / 37.0 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:
    
    - 0.178: Added semaphore and command handshake flags to audio section in Taito SJ. This fixed no attract mode sound after first time loading in piratpet, junglek and jungleh. Added "SOUND STOP" bit emulation, which improves but does not completely fix the spurious startup sound in Time Tunnel [Angelo Salese, Lord Nightmare]. Added XTALs for various clocks based on schematics. Documented and implemented AY-3-8910 outputs being tied directly together for 3 of the 4 AY-3-8910 chips. Added proper handling of sound cpu NMI on sound command register and semaphore writes and clears. Added note about an unemulated filter effect on one of the AY chips. Some savestate and init fixes. Fixed watchdog timing per schematics, and re-enabled watchdog. Bio Attack doesn't incorrectly trigger watchdog on death anymore [Lord Nightmare].
    
    - 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:  elevator1.png
Views: 65
Size:  17.8 KB


    DIP Settings:
    DSW1 and DSW3 are the relevant DIPs and were set as follows throughout the performance:

    DSW1 (Offset: 0x37, Repeat every: 0x7C, Value: 0x7F)
    • Bonus Life: 10000
    • Free Play: Off
    • Lives: 3

    DSW3 (Offset: 0x3F, Repeat every: 0x7C, Value: 0xFF)
    • Difficulty: Easiest
    • Invulnerability (Cheat): Off

    Jamey Pittman
    Perfect Pac-Man - 3,333,360 (Twin Galaxies, MARP)
    The Pac-Man Dossier
    Thanks Almighty Dreadlock, JJT_Defender, HugDD thanked this post
    Likes JJT_Defender, HugDD liked this post
  3. 04-29-2017, 07:21 AM
    #3
    All looks good to me...accepted.
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