M.A.M.E. - Hyperdrive - Asteroid Mine Mirrored (Fastest Race) - 02:36.86 - Paul Ford

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  1. VERIFIED Senior Member Credibility: 10,202
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    M.A.M.E. - Hyperdrive - Asteroid Mine Mirrored (Fastest Race) - 02:36.86 - Paul Ford

    Asteroid Mine Mirrored (Fastest Race)
    WolfMame version185
    Score Track
    RulesRom: hyprdriv ; Coinage Source: CMOS; Coinage: USA1; Unknown: On; Power up Test Loop: No; Unknown: 1; Resolution: Medium; Graphics Speed: 45MHz; Brake: Enabled; Power on Self Test: No; Test Switch: Off; Internal Settings; Game Difficulty: Normal; Initials Entry: Yes; Win Race Movies: Yes; Wheel Strength: Normal; Game Start Time: 45; Special Rules: Continues are not allowed. You may freely choose any of the ships available.
    Submission MessageLots of crashes
    Attached Files Attached Files
    Likes Rogerpoco, RaGe liked this post
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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.bat on Sun 11/26/2017 at 23:25:45.81

    Zip test
    7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    Scanning the drive for archives:
    1 file, 104684 bytes (103 KiB)
    Testing archive: C:\WolfMAME\185\inp\TG\Hyperdrive-asteroid
    Path = C:\WolfMAME\185\inp\TG\Hyperdrive-asteroid
    Type = zip
    Physical Size = 104684
    Everything is Ok
    Size:       111452
    Compressed: 104684
    7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    Scanning the drive for archives:

    Zip list
    7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    Scanning the drive for archives:
    1 file, 104684 bytes (103 KiB)
    Listing archive: C:\WolfMAME\185\inp\TG\Hyperdrive-asteroid
    Path = C:\WolfMAME\185\inp\TG\Hyperdrive-asteroid
    Type = zip
    Physical Size = 104684
    Path = hyprdriv-prf-exp_mir-23686.inp
    Folder = -
    Size = 111452
    Packed Size = 104526
    Modified = 2017-09-17 09:42:46
    Created = 
    Accessed = 
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = C38A2FBB
    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 185

    What MAME thinks:
    Input file: hyprdriv.inp
    INP version 3.5
    Created Sun Sep 17 05:38:59 2017
    Recorded using 0.185W (wolf185)
    Total playback frames: 12731
    Average recorded speed: 99%
    Average speed: 103.67% (476 seconds)
    Source driver:
    hyprdriv seattle.cpp
    Generic Info for game:
    ROM set changed: no
    0.106-0.190: hyprdriv - "Hyperdrive"
    Resolution, 0.106-0.190: 640x480 @ 57.000000Hz
    TG Game Entry:
    Rules, Asteroid Mine (Fastest Race):
    Rules, Asteroid Mine Mirrored (Fastest Race):
    Rules, Deep Space (Fastest Race):
    Rules, Deep Space Mirrored (Fastest Race):
    Rules, Mars Dragstrip (Fastest Race):
    Rules, Mars Dragstrip Mirrored (Fastest Race):
    Rules, Orbital Speedway (Fastest Race):
    Rules, Orbital Speedway Mirrored (Fastest Race):
    NOTE: There are both hardware DIP switches & internal settings.  Use Service Mode (F2) to access the internal settings after playback if not shown during playback.
    INP dump not relevant

    MAME Info
    MAMEInfo.dat entries: hyprdriv and seattle.cpp
    MAMEInfo.dat entries for:
    0.81u5 [Aaron Giles]
    HardDisk required
    - Sound level not accurate until - or = button pressed. john_iv (ID 02032)
    - Despite of successful calibration the brake button doesn't function. Scagazza (ID 00470)
    - 0.184: Retry fixing FPU register aliasing (mips\mips3.cpp and mips3drc.cpp). This fixed 3D graphic objects in Hyperdrive [Happy].
    - 0.179: Risugami added clickable buttons to Hyperdrive layout and cleaned up some code.
    - 0.178: Risugami added layout with LEDs for Hyperdrive.
    - 0.166: David Haywood added an update rom to the HyperDrive set, unfortunately we can't use it because it seems to be for updating an older drive TO 1.40, and the only dumped drive we have is already 1.40, keep your eyes out for older drive revisions please. Added roms hyperdrive1.1.u32 and hyperdrive1.2.u33.
    -  1st June 2009: Smitdogg - We got some old Hyperdrive chips (U32 Rev1.1 and U33 Rev1.2) thanks to Incog. I'm not sure if they require an older hard drive dump or not.
    - 0.130u2: Removed 2nd Player. Added buttons 5.
    - 0.84u2: Added missing harddisk image - Game now playable. Added 'Brake' dipswitch. Changed input to Stick, 4 Buttons and 4 Coin Slots.
    -  9th July 2004: Aaron Giles - Finally the last Seattle game Hyperdrive showed up on my doorstep yesterday. There are still some issues to figure out (you can't start a game yet), but the attract mode came up nice and quick.
    - 0.81u5: Aaron Giles added Hyperdrive (Midway Games 1998).
    Recommended Games (Terra Force 3D):
    Xevious 3D/G
    Ray Storm
    Soukyugurentai / Terra Diver
    Radiant Silvergun
    Ray Crisis
    Star Soldier: Vanishing Earth
    Vapor TRX
    X Tom 3D
    Brave Blade
    Night Raid
    Psyvariar 2 - The Will To Fabricate
    Trigger Heart Exelica
    Shooting Love 2007
    Romset: 2080 kb / 4 files / 776.4 zip
    Harddisk: 18.6 GB (CYLS: 2434, HEADS: 255, SECS: 63 - Compressed: 358.9)
    0.77 [Aaron Giles]
    - Carnevil: Lets you set the flash brightness; need to emulate that
    - [possible] You can only play against 3 different teams after entering initials. DJ Infinity (ID 01460)
    - 0.186: Updated Seattle driver to new PCI bus system. Added save state support to machine\gt64xxx.cpp. Removed address map trampolines (machine\gt64xxx.cpp). Added save states to machine\pci-ide.cpp. Allow for setting the top 12 decode address bits in legacy mode, moved default legacy address assignment from device_start to device_reset, allow for address size resolving even in legacy mode and added function to set default PIF byte (machine\pci-ide.cpp). Changed physical memory configuration to fixed crashes with Wayne Gretzky's 3D Hockey and NFL Blitz (machine\gt64xxx.cpp). Cap memory space mapping to physical memory bounds (machine\gt64xxx.cpp). Reduced Seattle board to 8 MB ram. Changed SDRAM configuration options (machine\gt64xxx.cpp) [Ted Green].
    - 0.185: Reverted texture base address calculation to fix Seattle driver [Ted Green].
    - 0.184: Added serial input (machine\midwayic.cpp) [Ted Green].
    - 0.181: Added hooks for serial communication (machine\midwayic.cpp) [Ted Green].
    - 0.179: Added layout\sfrush.lay.
    - 0.177: Added layout\calspeed.lay, hyprdriv.lay and vaportrx.lay. Minor improvement on logging. The LOG define isn't needed as everything expected is found. What could remain would be considered an error and needs to be logged [Risugami].
    - 0.175: Use normal array allocation for fixed sized arrays (machine\gt64xxx.cpp) [Ted Green].
    - 0.174: Seattle PCI: Added default PCI BAR locations (video\voodoo_pci.cpp). Added DMA control and proper PCI address mapping to machine\gt64xxx.cpp. New generic PCI IDE controller (machine\pci-ide.cpp). Stopped blocking of non-fifo'd register writes (video\voodoo.cpp). Added PCI stall functions (machine\gt64xxx.cpp). Fixed IDE PCI address map range for BAR config. Fixed up PCI VGA legacy register mapping [Ted Green].
    - 0.150: Avoid conflict [David Haywood]. Modernized SMC91c9x device [Osso].
    - 0.149: Added harddisk device.
    - 0.147u1: Oliver Stoeneberg fixed potential out of array access in video\voodoo.c logerror() (MAME crash when try to read the voodoo region).
    - 0.145u7: Aaron Giles fixed crash before OK in Seattle driver.
    - 0.130: Aaron Giles fixed DCS2 speedup handler so it doesn't get lost during a memory remap. This should give a slight speed bump to the Seattle/Vegas games and to War Gods.
    - 0.125u7: Aaron Giles added save state support to the Seattle games and CAGE audio system. SMC91C9x Ethernet & Modem Controller [Aaron Giles]: Converted to proper device. Updated seattle and vegas drivers to allocate devices. Added separate 91C96 device for eventual 'San Francisco Rush 2049' use. Cleaned up code. Added save state support to the smc91c9x emulator. Fabio Priuli updated the Seattle driver which shared some input code.
    - 0.125u2: Aaron Giles fixed Seattle games carnevil and sfrush crash on startup.
    - 0.120u1: Aaron Giles created new module polynew.c which combines triangle setup, rasterization and Voodoo-like multiprocessor support. Coverted Gaelco3D, Midway V-Unit, Namco System 22 and Voodoo drivers over to the new system.
    - 0.119u4: Aaron Giles added code to detect potential hotspots in the 64-bit DRC. Added hotspots to all the Seattle games and several of the Vegas games. Aaron Giles updated Voodoo code to use the new work functions. It now queues small scanline chunks as independent items rather than using shared items. Updated code to also copy some parameters to allow for greater overlapping of emulation and rendering.
    - 0.119u3: Aaron Giles added "top 20" dedicated rasterizers for all the Seattle games and Gauntlet Legends/Dark Legacy. These improve rasterization performance by another 10-20%. Aaron Giles fixed several more bugs in the 64-bit MIPS recompiler. It is now capable of running the Seattle games and the 3D Gauntlets.
    - 0.119u2: Changed palettesize from 65536 to 0 colors.
    - 0.113u2: Zsolt Vasvari updated Voodoo-based games to use the new video timing code and newer MAME timers.
    - 0.102u3: Changed visible area to 640x480.
    - 0.101u2: Aaron Giles added MMU support to the non-drc MIPS3 emulator. Converted the Killer Instinct, Seattle, Vegas, and Hyper Neo-Geo 64 drivers to a proper physical memory layout. Disabled the drc MIPS3 core until MMU support is added there as well.
    - 0.91u1: Aaron Giles fixed bug in memory system introduced in 0.91, this was breaking at least Killer Instinct, the Seattle driver and Where's Wally.
    -  7th January 2005: Aaron Giles - I've quoted 10GHz as what you would need to run the Seattle games full speed, and that may be a little on the low side. People have asked for multiprocessor support in MAME, but the way MAME is architected, there isn't too much that can realistically be offloaded to a second processor. For most games that are currently slow in MAME, there is one big bottleneck that can't really be split. For Seattle, it's the R5000 emulation, which even by itself won't run full speed on less than 5GHz. Now, with some work, the Voodoo emulation could be made to run on a second processor, which would get you closer to full speed on a dual core machine, but it's still not going to get you all the way there. In MAME's general architecture, there's not much room for splitting things up. The only obvious place is on the video side. The code that renders tilemaps, sprites and polygons into the frame buffer could potentially be made to run on a second processor; however, that code by necessity accesses buffers which would need to be copied so that they aren't modified while the first processor continues the CPU emulation during the rendering phase. If these buffers are large, then you're not buying yourself time because the copying eats the cache and slows down first processor. Once the data is in the frame buffer, the code which draws it to the screen could be made to run on a second processor without much ado; however, apart from demanding artwork compositing, that's not going to save you a whole lot of time in the grand scheme of things. Sound emulation these days isn't a large percentage of games' time. Even the discrete sound system, which is demanding, isn't too bad because the games which use it tend to run on fairly ancient hardware. Finally, everyone likes to think that multi-CPU games could obviously make use of multiple processors, but this isn't the case. In theory you could run each CPU on a separate processor, but then you have thrown all synchronization between the processors to hell. It's rather difficult to explain why unless you have actually written multithreaded code and understand how timing and interrupts work in MAME, but it's definitely not possible in a completely generalized system. You might be able to make it work for certain games with a lot of synchronization, but you're really asking for trouble. And then, because every OS schedules threads and processors differently, you will have a host of bugs which only happen on certain systems or under certain conditions which are not globally reproducible. It's just not worth it. So, in short, I expect there will eventually be an interest in adding some multiprocessor support to MAME, but it will not be the pill to end all your performance woes.
    - 0.84u3: Aaron Giles cleaned up and reorganized the DCS sound module. This required changing the way ROMs are loaded for all of the DCS-using games.
    - 0.84: Aaron Giles added some newly discovered PIC IDs to the Seattle driver.
    - 0.82u2: Added machine\smc91c9x.c/h. Seattle update [Aaron Giles]: Added more extensive documentation on the various boardsets, constants for the GT64010 and all interrupts and ethernet device interrupt support. Made the IDE controller visible on the PCI bus, formalized support for the "widget" board used in Vapor TRX & California Speed, hooked up CMOS protection bit, corrected sfrushrk audio CRCs and hooked up hard disk and marked San Francisco Rush and Vapor TRX as working. New implementation of SMC91C94 ethernet controller. Only loopback mode supported.
    - 0.81u6: Seattle update [Aaron Giles]: Added a diagram of interrupt sourcing. Fixed incorrect checksums on SF Rush: The Rock audio ROMs. Added support for DCS HLE downloading via FIFO (used by Vegas games). Fixed incorrect sound pitch in Blitz 99/2k.
    - 0.81u5: Seattle update [Aaron Giles]: Improved VBLANK interrupt handling. Cleaned up handling of DMA operations. DMA operations now properly pause if they can't write to the voodoo. Now returning proper PCI IDs for the bridge device. Mapped more inputs and dipswitches for Biofreaks. Fixed clock speed for Wayne Gretzky's 3D Hockey. Cleaned up memory maps. Added Vapor TRX to the supported games. Added entries for Hyperdrive and SF Rush: The Rock (no hard disks ATM). Fixed slow Seattle boot times caused by recent IDE change. DCS2 upload command HLE optimization (to make driver easier to work with). midwayic.c: Added faux support for setting the real time clock (to pass diags) and implemented crude loopback in UART (to pass diags).
    - 10th April 2004: Aaron Giles added some HLE to the sample upload commands in the DCS2 system, speeding up the Seattle games somewhat.
    -  9th April 2004: Aaron Giles fixed the slow booting in the Seattle driver by recent IDE change.
    - 0.78: Aaron Giles added sound auto acknowledgement option and fixed initial sound IRQ state (Midway IC). Fixed reporting of input full/output empty states (Midway DCS audio board).
    - 0.77u3: Seattle (and related) improvements [Aaron Giles]: Added ADSP2104 variant to the ADSP2100 core. Fixed ROM loading code in the ADSP2100 core. Fixed several minor bugs that affected Biofreaks and California Speed. Included several dipswitch fixes from Brian Troha. Fixed input ports for California Speed and SF Rush. Increased default visible area to handle Biofreaks. Added speedups to Blitz and Blitz 2000. Made sure the IDE controller waits a minimum amount of time before generating an interrupt. The IDE controller features buffer is now filled in completely. Fixed code that reads the bus master status register from a word offset. Tweaked the Midway PIC handling so that Biofreaks can read its serial number. Changed the mechanism for DCS to report buffer full/empty states. Added IOASIC support for buffer full/buffer empty interrupts from DCS. Added preliminary DCS support for ADSP-2104-based sound. Added code to clip the Voodoo vertexes to 1/16th of a pixel increments. Fixed writes to the palette RAM on the Voodoo. Fixed small errors in the Voodoo rendering when bilinear filtering. Fixed handling of local alpha blending on the Voodoo.
    -  7th December 2003: Aaron Giles added the ADSP2104 variant to the ADSP2100 CPU core, fixed several minor bugs in the Seattle driver that affected Biofreaks and California Speed (but they're still not fully working), added speedups to NFL Blitz and NFL Blitz 2000 and did various other bug fixes and cleanups in the Seattle driver.
    - 0.77u1: Roman Scherzer updated the Seattle driver with new Hard Drive SHA1s.
    - 0.77: Added seattle.c driver. Known issues: Atari games timing is not quite right.
    -  5th November 2003: Aaron Giles finally submitted the Seattle driver last night. Not everything's 100%, but 4 games are playable. Well, playable being a relative term for how much you can stand playing games at 20-30% of full speed on a 3GHz machine. Also, I did manage to improve Offroad Challenge... the terrain is correct, but there is still a bug that clips out the cars. CAGE is coming along, but sounds horrible at the moment. But at least San Francisco Rush has some music, if you define music as a random sequence of notes coming out of your speaker at various times.
    -  2nd November 2003: Aaron Giles turns out that San Francisco Rush uses the CAGE audio system (shared by Primal Rage and T-Mek), guess he will try to get that working again as well. He's thinking there is a bug in the TMS32C031 core, and he's hoping he can find it so that Offroad Challenge might fall into the playable category as a side-effect. He also continue working on the 3dfx emulation.
    - 31st October 2003: Aaron Giles submitted several of the Seattle games. He managed to play all the way through CarnEvil (~50-60% full speed on my 3GHz machine and that's the fastest Seattle game I have). Also got another Seattle game just up and running.
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    Strange, minor observation - the initial entries setting is listed as "Current setting is invalid", but initials were entered without a problem. No idea why it's showing this way, but I see no yes.
    Thanks terencew, HugDD, Fordy, bensweeneyonbass thanked this post
    Likes HugDD liked this post
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    Voting Yes. Cool game.
    "Cryin' won't help you, prayin' won't do you no good"

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