M.A.M.E. - Bosconian [New Version] - Points [Marathon] - 647,500 - Estel Goffinet

Is the performance claim below valid?

    This poll is closed
This poll is closed
  1. M.A.M.E. - Bosconian [New Version] - Points [Marathon] - 647,500 - Estel Goffinet

    02-10-2015, 06:38 PM
    Points [Marathon]
    Rules
    ROMSet: Bosco
    Unknown: Off [All]
    Freeze: Off
    Allow Continue: No
    Rank: A [Medium Difficulty]
    Starting ships: 3
    Extra ships: 20K Then 70K
    Special Rules: Continues are NOT allowed!
    Submission Message
    .inp zip file attached

    Final score - 647,500pts
    Attached Files Attached Files
  2. 02-11-2015, 02:52 AM
    Starting check.bat on 04/02/2015 at 7:16:08.88


    Zip test
    Code:
    
    7-Zip 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    
    Processing archive: C:\MAME\inp\MARP\bosco647500.zip
    
    
    Testing     bosco647500.inp
    Testing     bosco647500.wlf
    
    
    Everything is Ok
    
    
    Files: 2
    Size:       21192602
    Compressed: 132296

    Zip list
    Code:
    
    7-Zip 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    
    Listing archive: C:\MAME\inp\MARP\bosco647500.zip
    
    
    --
    Path = C:\MAME\inp\MARP\bosco647500.zip
    Type = zip
    Physical Size = 132296
    
    
    ----------
    Path = bosco647500.inp
    Folder = -
    Size = 21192004
    Packed Size = 131864
    Modified = 2013-11-10 14:06:50
    Created = 
    Accessed = 
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = D30CD16D
    Method = Deflate
    Host OS = FAT
    Version = 20
    
    
    Path = bosco647500.wlf
    Folder = -
    Size = 598
    Packed Size = 198
    Modified = 2013-11-10 14:06:50
    Created = 
    Accessed = 
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = DF4FC665
    Method = Deflate
    Host OS = FAT
    Version = 20

    MAME Major Version 106


    What MAME thinks:
    Code:
    Recorded in WolfMAME 0.106
    Recorded system's speed = ~2396MHz (Intel)
    This recording was made with the C 68k core enabled
    Start date of recording: Sun Nov 10 18:19:37 2013
    
    
    Checks out OK. [130d]
    Playing back previously recorded game bosco (Bosconian (new version)) [press return]
    loading bos3_1.bin  
    loading bos1_2.bin  
    loading bos1_3.bin  
    loading bos1_4b.bin 
    loading 
    
    
    bos1_5c.bin 
    loading bos3_6.bin  
    loading 2900.3e     
    loading 5300.5d     
    loading 5200.5e     
    loading 
    
    
    prom.2d     
    loading bosco.6b    
    loading bosco.4m    
    loading prom.2r     
    loading prom.7h     
    loading 
    
    
    prom.1d     
    loading prom.5c     
    loading 4900.5n     
    loading 5000.5m     
    loading 5100.5l     
            
    
    
                          
    Average FPS: 740.720630 (154556 frames)



    What wlfview thinks:
    Code:
    WLFVIEW 0.3 - Apr  5 2006
    
    
    Info loaded.  WLF rev 9
    
    
    Recorded for the game 'bosco'
    MAME version string: 0.106 (May 16 2006)
    
    
    -- CPU info --
    Vendor: Intel
    Processor Family: 6  Processor Model: 10
    Approximate clock speed: 2396149900Hz
    
    
    -- OS info --
    Operating System: Windows NT 6.2 
    
    
    -- INP info --
    Number of frames: 170903
    Average record speed: 99.998619%
    System time at start of emulation: Sun Nov 10 18:19:37 2013
    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:
    bosco src/drivers/galaga.c
    DIP Info from source:
    Code:
    INPUT_PORTS_START( bosco )
        PORT_START
        PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON1 )
        PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_COCKTAIL
        PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_START1 )
        PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_START2 )
        PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_COIN1 )
        PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_COIN2 )
        PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_SERVICE1 )
        PORT_SERVICE( 0x80, IP_ACTIVE_LOW )
    
    
        PORT_START
        PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) 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_LEFT ) PORT_8WAY
        PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_COCKTAIL
        PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_COCKTAIL
        PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_COCKTAIL
        PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_COCKTAIL
    
    
        PORT_START    /* DSW A */
        PORT_DIPNAME( 0x03, 0x03, DEF_STR( Difficulty ) )
        PORT_DIPSETTING(    0x01, DEF_STR( Easy ) )
        PORT_DIPSETTING(    0x03, DEF_STR( Medium ) )
        PORT_DIPSETTING(    0x02, DEF_STR( Hardest ) )
        PORT_DIPSETTING(    0x00, "Auto" )
        PORT_DIPNAME( 0x04, 0x04, DEF_STR( Unknown ) )
        PORT_DIPSETTING(    0x04, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x00, DEF_STR( On ) )
        PORT_DIPNAME( 0x08, 0x00, DEF_STR( Demo_Sounds ) )
        PORT_DIPSETTING(    0x08, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x00, DEF_STR( On ) )
        PORT_DIPNAME( 0x10, 0x10, "Freeze" )
        PORT_DIPSETTING(    0x10, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x00, DEF_STR( On ) )
        PORT_DIPNAME( 0x20, 0x20, DEF_STR( Allow_Continue ) )
        PORT_DIPSETTING(    0x00, DEF_STR( No ) )
        PORT_DIPSETTING(    0x20, DEF_STR( Yes ) )
        PORT_DIPNAME( 0x40, 0x40, DEF_STR( Unknown ) )
        PORT_DIPSETTING(    0x40, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x00, DEF_STR( On ) )
        PORT_DIPNAME( 0x80, 0x80, DEF_STR( Cabinet ) )
        PORT_DIPSETTING(    0x80, DEF_STR( Upright ) )
        PORT_DIPSETTING(    0x00, DEF_STR( Cocktail ) )
    
    
        PORT_START    /* DSW B */
        PORT_DIPNAME( 0x07, 0x07, DEF_STR( Coinage ) )
        PORT_DIPSETTING(    0x01, DEF_STR( 4C_1C ) )
        PORT_DIPSETTING(    0x02, DEF_STR( 3C_1C ) )
        PORT_DIPSETTING(    0x03, DEF_STR( 2C_1C ) )
        PORT_DIPSETTING(    0x07, DEF_STR( 1C_1C ) )
        PORT_DIPSETTING(    0x04, DEF_STR( 2C_3C ) )
        PORT_DIPSETTING(    0x06, DEF_STR( 1C_2C ) )
        PORT_DIPSETTING(    0x05, DEF_STR( 1C_3C ) )
        PORT_DIPSETTING(    0x00, DEF_STR( Free_Play ) )
        /* TODO: bonus scores are different for 5 lives */
        PORT_DIPNAME( 0x38, 0x08, "Bonus Fighter" )
        PORT_DIPSETTING(    0x30, "15K 50K" )
        PORT_DIPSETTING(    0x38, "20K 70K" )
        PORT_DIPSETTING(    0x08, "10K 50K 50K" )
        PORT_DIPSETTING(    0x10, "15K 50K 50K" )
        PORT_DIPSETTING(    0x18, "15K 70K 70K" )
        PORT_DIPSETTING(    0x20, "20K 70K 70K" )
        PORT_DIPSETTING(    0x28, "30K 100K 100K" )
        PORT_DIPSETTING(    0x00, DEF_STR( None ) )
        PORT_DIPNAME( 0xc0, 0x80, DEF_STR( Lives ) )
        PORT_DIPSETTING(    0x00, "1" )
        PORT_DIPSETTING(    0x40, "2" )
        PORT_DIPSETTING(    0x80, "3" )
        PORT_DIPSETTING(    0xc0, "5" )
    INPUT_PORTS_END
    
    
    Rules:
    Unknown: Off [All]
    Freeze: Off
    Allow Continue: No
    Rank: A [Medium Difficulty]
    Starting ships: 3
    Extra ships: 20K Then 70K
    
    
    Sample correct TG:
    DSW A: offset 0x2B, repeat every 0x7C
    - DSW A: 0x03 (Difficulty): 0x03 (Medium)
    - DSW A: 0x04 (Unknown): 0x04 (Off)
    - DSW A: 0x08 (Demo_Sounds): [not relevant]
    - DSW A: 0x10 (Freeze): 0x10 (Off)
    - DSW A: 0x20 (Allow Continue): 0x00 (No)
    - DSW A: 0x40 (Unknown): 0x40 (Off)
    - DSW A: 0x80 (Cabinet): [not relevant]
    DSW B: offset 0x2F, repeat every 0x7C
    - DSW B: 0x07 (Coinage): [not relevant]
    - DSW B: 0x38 (Bonus Fighter): 0x20 (20K 70K 70K)
    - DSW B: 0xc0 (Lives): 0x80
    
    
        20: 00 00 00 FF 00 00 00 FF  00 00 00 D7 00 00 00 A7 | ... ... ...+...
        A0: 00 00 00 FF 00 00 00 D7  00 00 00 A7 00 00 00 00 | ... ...+.......
       120: 00 00 00 D7 00 00 00 A7  00 00 00 00 00 00 00 00 | ...+...........

    INP Header:
    Code:
        10: 8C 58 D2 8E 00 00 00 00  39 CE 7F 52 49 D9 0D 13 | .X.....9.RI..
        20: 00 00 00 FF 00 00 00 FF  00 00 00 D7 00 00 00 A7 | ............
        30: 00 00 00 00 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 D7  00 00 00 A7 00 00 00 00 | .............
        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 D7 00 00 00 A7  00 00 00 00 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:
    A1AE00: 00 00 00 D7 00 00 00 A7  00 00 00 00 00 00 00 00 | ..............
    A1AE10: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    A1AE20: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    A1AE30: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    A1AE40: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    A1AE50: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    A1AE60: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    A1AE70: A2 82 43 E1 00 00 00 FF  00 00 00 F7 00 00 00 D7 | .C.........
    A1AE80: 00 00 00 A7 00 00 00 00  00 00 00 00 00 00 00 00 | ...............
    A1AE90: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    A1AEA0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    A1AEB0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    A1AEC0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    A1AED0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    A1AEE0: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | .............C
    A1AEF0: 00 00 00 FF 00 00 00 F7  00 00 00 D7 00 00 00 A7 | ............
    A1AF00: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    A1AF10: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    A1AF20: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    A1AF30: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................

    INP Tail-end:
    Code:
    1435C10: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    1435C20: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    1435C30: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    1435C40: 00 00 00 00 00 00 00 00  A2 82 43 E1 00 00 00 FF | .........C...
    1435C50: 00 00 00 FF 00 00 00 D7  00 00 00 A7 00 00 00 00 | .............
    1435C60: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    1435C70: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    1435C80: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    1435C90: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    1435CA0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    1435CB0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    1435CC0: 00 00 00 00 A2 82 43 E1  00 00 00 FF 00 00 00 FF | .....C......
    1435CD0: 00 00 00 D7 00 00 00 A7  00 00 00 00 00 00 00 00 | ..............
    1435CE0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    1435CF0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    1435D00: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    1435D10: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    1435D20: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    1435D30: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    1435D40: A2 82 43 E1                                      | .C



    MAME Info
    MAMEInfo.dat entries: bosco and galaga.c
    Code:
    MAMEInfo.dat entries for:
    bosco
    galaga.c
    ----
    0.36RC2 [?]
    
    
    0.35b13 [Toninho]
    
    
    0.27 [Martin Scragg]
    
    
    
    
    Artwork available
    
    
    
    
    SETUP:
    
    
    - Press 'Insert' to speed up the slow IC test routine.
    
    
    
    
    Bugs:
    
    
    - Explosion of a space mine or a base changes the pitch of the player's shooting sound. Gyrovision (ID 
    
    
    00472)
    
    
    - bosco and clones: [possible] About the graphic of title screen. Prophet (ID 00480)
    
    
    
    
    WIP:
    
    
    - 0.153: Try to improve sprite-bullet alignment in Bosconian [Alex Jackson].
    
    
    - 0.144u1: hap fixed game resets at various times in Bosconian (new version) and clone (Midway, new 
    
    
    version).
    
    
    - 0.143u8: Kanikani fixed DIPSW and DIP locations in Bosconian. Added 'Unused' dipswitch.
    
    
    - 0.139u1: Alex Jackson fixed Bosconian from reboots or hangs.
    
    
    - 0.133u2: Fixed rom names.
    
    
    - 0.133u1: Brian Troha added DIP locations to Bosconian. Added proper conditional bonus (based on number 
    
    
    of starting fighters) to Bosconian.
    
    
    - 0.131u3: Aaron Giles changed the Namco 52xx and 53xx devices to run the actual MCU instead of 
    
    
    simulating the behavior. Hooked them up properly in Bosconian. Replaced audio Namco 52XX with 2x MB8843 
    
    
    (1536000 Hz) CPU6/7. Changed MB8842 CPU4/5 and MB8844 CPU8 clock speeds to 1536000 Hz.
    
    
    - 21st January 2008: Mr. Do - Zorg is back, and vectorized Bosconian, to make it look even sharper and 
    
    
    crisper than ever.
    
    
    - 0.119u3: David Haywood added the rom loading for roms 51xx and 52xx.bin, which are dumped but not yet 
    
    
    hooked up.
    
    
    - 0.118u5: Changed palettesize to 580 colors.
    
    
    - 0.114u1: Nicola Salmoria added actual emulation of the microcontroller used for the Namco 50xx chip as 
    
    
    found in Bosconian and Xevious. Replaced MB88xx CPU4 with MB8844. Added 2x MB8842 (256000 Hz) CPU4/5 and 
    
    
    2x 50xx.bin cpu4/5 roms (Namco 50xx internal ROM - 2k).
    
    
    - 0.112u2: Replaced 3x DAC sound with Discrete.
    
    
    - 0.112u1: Replaced implementation of Namco 54xx sound chip with new MB8844 CPU core running the 
    
    
    original embedded ROM code. Removed old sound core. Pole Position and Bosconian no longer require 
    
    
    samples as a result [Nicola Salmora, Ernesto Corvi, Guru]. Added MB88xx (256000 Hz) CPU4 with 1k rom 
    
    
    54xx.bin. Replaced Namco 54XX and Samples sound with 3x DAC sound.
    
    
    - 12th November 2006: Mr. Do - We have Bosconian bezel, thanks to the loan by Vintage Arcade Superstore 
    
    
    and cleanup by Ad_Enuff.
    
    
    - 0.94u5: James Rowan corrected Bosconian starfield.
    
    
    - 0.94u2: Derrick Renaud added proper watchdog to Bosconian.
    
    
    - 0.90u3: Derrick Renaud added proper filters to the Namco52 sample player of Bosconian, Galaga, Pole 
    
    
    Position and Xevious. Adjusted relative effect volumes per schematics.
    
    
    - 0.90u2: Derrick Renaud updated the Namco 54xx noise sound and added R/C values to Bosconian, Galaga, 
    
    
    Pole Position and Xevious.
    
    
    - 0.89u5: Jarek Burczynski improved the Namco 54xx Noise Generator (Type A and B emulated, type C algo 
    
    
    still unknown). Removed samples (bigbang and midbang.wav).
    
    
    - 12th July 2004: 3D ARCADE - New 3D cabinet model for Bosconian from Baraka.
    
    
    - 0.79u1: Nicola Salmoria fixed tile/sprite priority handling in Bosconian and added a better emulation 
    
    
    of the 50XX custom chip (no more need for hacks). Bosconian now uses a different sound PROM, which seems 
    
    
    more correct. Changed Z80 CPU1/2/3 clock speeds to 3072000 Hz and replaced Custom sound with Namco 52XX 
    
    
    (1536000 Hz) and Namco 54XX (1536000 Hz). Removed 3rd coin slot.
    
    
    - 0.37b12: Changed VSync to 60.606060Hz.
    
    
    - 0.37b2: Added clone Bosconian (older version).
    
    
    - 0.36RC2: Added Bosconian (new version) (Namco 1981). Changed 'Bosconian' to clone '(old version)'. 
    
    
    Renamed (bosco) to (boscoo).
    
    
    - 0.36b13: Changed description of clones 'Bosconian (Midway, set 1)' to '(Midway, old version)' and 
    
    
    '(Midway, set 2)' to '(Midway, new version)'. Renamed (boscomd) to (boscomdo) and (boscomd2) to 
    
    
    (boscomd).
    
    
    - 0.36b11: Vernon C. Brooks fixed Bosconian score handling.
    
    
    - 0.36b4: Gamester fixed scores in Bosconian.
    
    
    - 0.36b1: Nicola Salmoria fixed controls and graphics in Commando (Sega), which is now fully playable. 
    
    
    This also fixes diagonal shots in Bosconian. Added proms (dots, video layout, video timing and timing).
    
    
    - 0.35b13: Changed clone 'Bosconian (Namco)' to parent 'Bosconian'. Renamed (bosco) to (boscomd), 
    
    
    (bosconm) to (bosco) and (bosco2) to (boscomd2).
    
    
    - 10th July 1999: Nicola made a major improvement to Bosconian, Commando (Sega), Rally-X and the rest, 
    
    
    adding a missing character PROM.
    
    
    - 0.35b5: Zsolt Vasvari added clone Bosconian (Midway, set 2). Changed parent description to 'Bosconian 
    
    
    (Midway, set 1)' and added sound1 prom.
    
    
    - 26th February 1999: Zsolt Vasvari has added several clones (for Smash TV, Galaxian, Rampage, Satan's 
    
    
    Hollow, Bosconian).
    
    
    - 0.34b1: Added sound and color proms ($0, 20 - palette and lookup table).
    
    
    - 0.30: Martin Scragg added the background starfield and fixed Bosconian crashing: This was the speech 
    
    
    processor being used for a protection check. Known issues: Some of the dipswitches for bosconm are 
    
    
    wrong.
    
    
    - 0.29: Toninho added clone Bosconian (Namco). Changed parent description to 'Bosconian (Midway)'.
    
    
    - 0.28: Changed description of 'bosco' to Bosconian.
    
    
    - 0.27: Martin Scragg added support for Bosconian (Midway 1981). The sounds are from the M-ulator V 0.14 
    
    
    by Martin Scragg. Control: Arrows = Move around and CTRL = Fire.
    
    
    
    
    LEVELS: 255 (endless)
    
    
    
    
    Other Emulators:
    
    
    * Retrocade
    
    
    
    
    Recommended Games (Sinistar):
    
    
    Bosconian
    
    
    Moonwar
    
    
    Astro Chase (Max-A-Flex)
    
    
    Sinistar
    
    
    Victory
    
    
    Time Pilot '84
    
    
    Vanguard II
    
    
    Cerberus
    
    
    Last Mission
    
    
    Ark Area
    
    
    
    
    Romset: 50 kb / 19 files / 35.5 zip
    
    
    ----
    0.21 [Nicola Salmoria, Martin Scragg]
    
    
    
    
    TODO:
    
    
    - bosco & galaga: The starfield is wrong. The function of STARCLR is unknown. It is not latched and 
    
    
    there are no data bits used...
    
    
    - bosco: Is the scrolling tilemap placement correct? It is currently aligned so that the test grid shown 
    
    
    on startup is correct, but this way an unerased grey strip remains on the left of the screen during the 
    
    
    title sequence.
    
    
    - gallag/gatsbee: explosions are not emulated since the bootleg board doesn't have the 54XX custom. 
    
    
    Should probably use samples like Battles?
    
    
    - Should Xevios have a 4th Z80 like the other bootlegs? We don't have a dump for that ROM.
    
    
    - xevious: I haven't found any Easter egg in service mode. The main loop is very simple so there might 
    
    
    just not be one, though this would be the only Namco game of that era to not have a service mode Easter 
    
    
    egg. On the other hand, the service mode in this game is VERY spartan when compared to the other Namco 
    
    
    games.
    
    
    - dzigzag: Emulate the 4th CPU (should be similar to battles).
    
    
    
    
    WIP:
    
    
    - 0.147u1: Fixed Galaga crash by using proper state - there are most likely more of this [Oliver 
    
    
    Stneberg].
    
    
    - 0.147: Sandro Ronco fixed Galaga driver regressions ([debug] Crash immedately after OK).
    
    
    - 0.145: Miodrag Milanovic converted ATARIVGEAROM to a modern devices.
    
    
    - 0.144u1: hap fixed screen flipping isn't handled correctly in Bosconian, Galaga, Xevious, Dig Dug and 
    
    
    clones.
    
    
    - 0.141u4: Further decoupled some driver files to help driver_device conversions [Atari Ace]: 
    
    
    xevious/bosco/digdug subclass from galaga.
    
    
    - 0.140u1: Derrick Renaud optimized speed of DISCRETE_DAC_R1.
    
    
    - 0.139u1: Atari Ace removed global variables from NAMCO sound core.
    
    
    - 0.138u1: Moved global and static variables in driver galaga into a machine class. Renamed some 
    
    
    variables, e.g. galaga_videoram and bosco_videoram to just videoram [Couriersud].
    
    
    - 0.136u4: Couriersud fixed save state support in custom NAMCO devices (50,51,53) and Galaga driver.
    
    
    - 0.133u1: Brian Troha improved bonus verbiage for the Galaga driver. Verbiage more like the actual 
    
    
    manual.
    
    
    - 0.132u4: Fabio Priuli fixed debug assert in battles, gallag and gatsbee 
    
    
    (src\mame\machine\namco06.c:240). Added comment about Galaga driver bootlegs using 06XX emulation.
    
    
    - 0.131u4: Updated Galaga driver to use computed video timing [Aaron Giles]. Changed VSync to 60.606061 
    
    
    Hz.
    
    
    - 0.131u1: MooglyGuy merged memory maps in the Galaga driver.
    
    
    - 0.129: Kevin Eshbach added placeholders for various PALs on the Galaga systems.
    
    
    - 0.128u4: Derived clocks from crystals in Galaga driver. Unified CPU4 memory maps [Luigi30].
    
    
    - 0.125u3: Aaron Giles/Couriersud fixed dipswitch information is not being readded properly when .CFG is 
    
    
    read in all sets. Couriersud fixed player 2 has all sprites offset by an inch or two in cocktail mode.
    
    
    - 0.118u4: Alex Jackson converted the inputs in Galaga driver to tags, using INCLUDE/MODIFY for clones.
    
    
    - 0.112u2: Added audio\galaga.c.
    
    
    - 0.104u8: Andre Hufschmidt added save state support to the Galaga driver games.
    
    
    - 0.93: Added clock parameter to Namco sound (96000 Hz).
    
    
    - 0.79u1: Merged bosco.c, digdug.c and xevious.c with galaga.c driver. Added includes\galaga.h. Removed 
    
    
    machine\bosco.c, machine\digdug.c, machine\galaga.c and sndhrdw\bosco.c. Big 80s Namco Update [Nicola 
    
    
    Salmoria]: This affects the first Namco games that used custom I/O chips. Files that are no longer 
    
    
    needed and should be removed: drivers\bosco.c, drivers\xevious.c, drivers\digdug.c, machine\digdug.c, 
    
    
    machine\galaga.c, machine\bosco.c, machine\polepos.c, sndhrdw\bosco.c. Added three new sound chips: 
    
    
    Namco 15XX, Namco 52XX, Namco 54XX, and changed drivers to use them (Namco 54XX is just a placeholder 
    
    
    playing samples, until the chip is reverse engineered), MAME testers bugs fixed: digdug063gre, 
    
    
    galaga057gre, bosco071u2gre, poleposc059gra, added EAROM support to digdug, extensive documentation of 
    
    
    ROM names and placement, and differences between Namco and licensed versions, converted all drivers to 
    
    
    tilemaps, and made gfx emulation more accurate according to schematics, IP_KEY_PREVIOUS and 
    
    
    IP_JOY_PREVIOUS are no longer used by any driver: they may be removed from the core, support for start 
    
    
    lamps, coin counters and coin lockout (all internallyhandled by the custom I/O chip), toggling the test 
    
    
    switch while the game is running enters test mode without need to manually reset, found and documented 
    
    
    test mode Easter eggs in all games except Xevious, bosconian now uses a different sound PROM, which 
    
    
    seems more correct, galaga uses better dumps of the PROMs, with the unused top 4 bits set to 0, correct 
    
    
    handling of 52XX sample start/end pointers in ROM, better emulation of 50XX custom, no more need for 
    
    
    hacks in bosconian, swapped digdug and digdugb, the main set should be the newer one, removed these 
    
    
    galaga clones: nebulbee (copyright/name change), galagab2 (mix 'n match of ROMs from other sets), 
    
    
    galaga84 (copyright/gfx change), galagads (1-byte hack to get fast shoot, reproducible with this line in 
    
    
    cheat.dat: galaga:1:070D:0D:100: Fast Shoot), added Galaga rev. B, which is now the main set, renamed 
    
    
    the other galagao, added galagamk, a different Midway version, removed various bad dumps from polepos2b 
    
    
    and poleps2c, they turned out to be the same version so poleps2c is removed, drivers\locomotn.c is no 
    
    
    longer needed and should be removed, converted to tilemaps, consolidated as much as I could, fixed: 
    
    
    jungler37b3gre and correct tile/sprite priority handling (also in Bosconian).
    
    
    - 0.63: Satoshi Suzuki fixed credits are lost when the player presses the start button during the game 
    
    
    in galaga and xevious.
    
    
    - 30th June 2002: Satoshi Suzuki fixed a coin lockout bug in the Galaga driver, and added explosion 
    
    
    sound to the startup.
    
    
    - 0.37b12: Changed VSync to 60.606060Hz.
    
    
    - 0.27: Added bosco.c and xevious.c driver, machine\bosco.c, vidhrdw\bosco.c, machine\xevious.c, 
    
    
    vidhrdw\xevious.c and sndhrdw\bosco.c.
    
    
    - 0.26: Added digdug.c driver, machine\digdug.c and vidhrdw\digdug.c.
    
    
    - 0.25: Removed xevious.c driver, machine\xevious.c and vidhrdw\xevious.c.
    
    
    - 0.23: Added xevious.c driver, machine\xevious.c and vidhrdw\xevious.c.
    
    
    - 0.21: Added galaga.c driver, machine\galaga.c and vidhrdw\galaga.c.
    
    
    ----

    Human interpretation:
    Achievement accomplished: 647500
    Recorded speed: 99.998619%
    DIP-switches: good.
    Time calc: 18:19:37 + 170903 frames @ 60.606060Hz (46.998 min) ~= 19:05/19:06 vs. zip mod: 14:06:50
    Dates: good
    Autofire used?: no.
    Lots of 1sts to be surpassed: what are you waiting for? Play the game, submit the score...
    Thanks Cthulhu, xelnia thanked this post
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