M.A.M.E. - Nova 2001 [Japan] - Points - 278,340 - datagod

Is the performance claim below valid?

    This poll is closed
This poll is closed
  1. M.A.M.E. - Nova 2001 [Japan] - Points - 278,340 - datagod

    02-14-2015, 10:40 PM

    Points
    Track
    https://www.twingalaxies.com/scores.php?scores=78791
    Rules
    ROMSet: Nova2001
    Cabinet: Upright
    Lives: 3
    1st Bonus Life: 20K
    Extra Bonus Life: 60K
    Free Play: Off
    Difficulty: Medium
    High Score Names: 8 Letters
    Service Mode: Off
    Special Rules: None
    Submission Message
    I recorded this attempt using Open Broadcast Software. I played Nova 2001 using Wolfmame 0.106. I have attached the INP and WLF files (together in a zip file).

    I made sure the game was on Medium, as per the rules.

    This is a fun game, I highly recommend it.
  2. 02-14-2015, 10:46 PM
    Here are the INP and WLF files. I had some difficulty in the original upload.
    Attached Files Attached Files
  3. 02-14-2015, 10:47 PM
    Second attempt. Not sure what I am doing wrong...

    https://www.twingalaxies.com/attachme...1&d=1423986454
    Attached Files Attached Files
  4. 02-15-2015, 06:05 AM
    Starting check on 15/02/2015 at 14:35:36.57

    Zip test
    Code:
     
     
    7-Zip 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18 
     
    Processing archive: T:\LocalMAME\combined\inp\MARP\Nova2001_Datagod_278340.zip 
     
    Testing     Datagod_nova2001.inp 
    Testing     Datagod_nova2001.wlf 
     
    Everything is Ok 
     
    Files: 2 
    Size:       5381982 
    Compressed: 50759
    Zip list
    Code:
     
     
    7-Zip 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18 
     
    Listing archive: T:\LocalMAME\combined\inp\MARP\Nova2001_Datagod_278340.zip 
     
    -- 
    Path = T:\LocalMAME\combined\inp\MARP\Nova2001_Datagod_278340.zip 
    Type = zip 
    Physical Size = 50759 
     
    ---------- 
    Path = Datagod_nova2001.inp 
    Folder = - 
    Size = 5381384 
    Packed Size = 50196 
    Modified = 2015-02-15 06:40:13 
    Created = 2015-02-15 05:51:46 
    Accessed = 2015-02-15 05:51:47 
    Attributes = ....A 
    Encrypted = - 
    Comment =  
    CRC = B78F9117 
    Method = Deflate 
    Host OS = FAT 
    Version = 20 
     
    Path = Datagod_nova2001.wlf 
    Folder = - 
    Size = 598 
    Packed Size = 237 
    Modified = 2015-02-15 06:40:13 
    Created = 2015-02-15 05:52:06 
    Accessed = 2015-02-15 05:52:06 
    Attributes = ....A 
    Encrypted = - 
    Comment =  
    CRC = 6B5CE214 
    Method = Deflate 
    Host OS = FAT 
    Version = 20
    MAME Major Version 106

    What MAME thinks:
    Code:
     
    Recorded in WolfMAME 0.106 
    Recorded system's speed = ~3200MHz (AMD) 
    This recording was made with the C 68k core enabled 
    Start date of recording: Sun Feb 15 06:28:07 2015 
     
    Checks out OK. [597d] 
    Playing back previously recorded game nova2001 (Nova 2001 (Japan)) [press return] 
    loading 1.6c         loading 2.6d         loading 3.6f         loading 4.6g         loading 5.12s        loading 6.12p        loading 7.12n        loading 8.12l        loading nova2001.clr                                Average FPS: 310.810174 (43636 frames)

    What wlfview thinks:
    Code:
     
    WLFVIEW 0.3 - Apr  5 2006 
     
    Info loaded.  WLF rev 9 
     
    Recorded for the game 'nova2001' 
    MAME version string: 0.106 (May 16 2006) 
     
    -- CPU info -- 
    Vendor: AMD 
    Processor Family: 15  Processor Model: 10 
    Approximate clock speed: 3200782084Hz 
     
    -- OS info -- 
    Operating System: Windows NT 6.1 Service Pack 1 
     
    -- INP info -- 
    Number of frames: 43398 
    Average record speed: 99.999240% 
    System time at start of emulation: Sun Feb 15 06:28:07 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:
    nova2001 src/drivers/nova2001.c
    DIP Info from source:
    Code:
     
    INPUT_PORTS_START( nova2001 ) 
        PORT_START 
        PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY 
        PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY 
        PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY 
        PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY 
        PORT_BIT( 0x30, IP_ACTIVE_LOW, IPT_UNUSED ) 
        PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_BUTTON2 )    // pause 
        PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_BUTTON1 )    // fire 
     
        PORT_START 
        PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_COCKTAIL 
        PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_COCKTAIL 
        PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_COCKTAIL 
        PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_COCKTAIL 
        PORT_BIT( 0x30, IP_ACTIVE_LOW, IPT_UNUSED ) 
        PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_COCKTAIL 
        PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_COCKTAIL 
     
        PORT_START 
        PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_COIN1 ) PORT_IMPULSE(4) 
        PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_START1 ) 
        PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_START2 ) 
        PORT_BIT( 0x78, IP_ACTIVE_LOW, IPT_UNUSED ) 
        PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_VBLANK ) 
     
        PORT_START  /* dsw0 */ 
        PORT_DIPNAME( 0x01, 0x00, DEF_STR( Cabinet ) ) 
        PORT_DIPSETTING(    0x00, DEF_STR( Upright ) ) 
        PORT_DIPSETTING(    0x01, DEF_STR( Cocktail ) ) 
        PORT_DIPNAME( 0x02, 0x02, DEF_STR( Lives ) ) 
        PORT_DIPSETTING(    0x02, "3" ) 
        PORT_DIPSETTING(    0x00, "4" ) 
        PORT_DIPNAME( 0x04, 0x04, "1st Bonus Life" ) 
        PORT_DIPSETTING(    0x04, "20K" ) 
        PORT_DIPSETTING(    0x00, "30K" ) 
        PORT_DIPNAME( 0x18, 0x18, "Extra Bonus Life" ) 
        PORT_DIPSETTING(    0x18, "60K" ) 
        PORT_DIPSETTING(    0x10, "70K" ) 
        PORT_DIPSETTING(    0x08, "90K" ) 
        PORT_DIPSETTING(    0x00, DEF_STR( None ) ) 
        PORT_DIPNAME( 0x60, 0x60, DEF_STR( Coinage ) ) 
        PORT_DIPSETTING(    0x40, DEF_STR( 2C_1C ) ) 
        PORT_DIPSETTING(    0x00, DEF_STR( 2C_2C ) ) 
        PORT_DIPSETTING(    0x60, DEF_STR( 1C_1C ) ) 
        PORT_DIPSETTING(    0x20, DEF_STR( 1C_2C ) ) 
        PORT_DIPNAME( 0x80, 0x80, DEF_STR( Free_Play ) ) 
        PORT_DIPSETTING(    0x80, DEF_STR( Off ) ) 
        PORT_DIPSETTING(    0x00, DEF_STR( On ) ) 
     
        PORT_START  /* dsw1 */ 
        PORT_DIPNAME( 0x03, 0x00, DEF_STR( Difficulty ) ) 
        PORT_DIPSETTING(    0x00, DEF_STR( Easy ) ) 
        PORT_DIPSETTING(    0x03, DEF_STR( Medium ) ) 
        PORT_DIPSETTING(    0x02, DEF_STR( Hard ) ) 
        PORT_DIPSETTING(    0x01, DEF_STR( Hardest ) ) 
        PORT_DIPNAME( 0x04, 0x00, DEF_STR( Demo_Sounds ) ) 
        PORT_DIPSETTING(    0x04, DEF_STR( Off ) ) 
        PORT_DIPSETTING(    0x00, DEF_STR( On ) ) 
        PORT_DIPNAME( 0x08, 0x08, "High Score Names" ) 
        PORT_DIPSETTING(    0x00, "3 Letters" ) 
        PORT_DIPSETTING(    0x08, "8 Letters" ) 
        PORT_BIT( 0x70, IP_ACTIVE_LOW, IPT_UNUSED ) 
        PORT_SERVICE( 0x80, IP_ACTIVE_LOW ) 
    INPUT_PORTS_END 
     
    Rules: 
    ROMSet: Nova2001 
    Cabinet: Upright 
    Lives: 3 
    1st Bonus Life: 20K 
    Extra Bonus Life: 60K 
    Free Play: Off 
    Difficulty: Medium 
    High Score Names: 8 Letters 
    Service Mode: Off 
     
    Sample correct TG: 
    DSW0: offset 0x2f, repeat every 0x7C, typical value 0xFE 
    - DSW0: 0x01 (Cabinet): 0x00 Upright) 
    - DSW0: 0x02 (Lives): 0x02 (3) 
    - DSW0: 0x04 (1st Bonus Life): 0x04 (20K) 
    - DSW0: 0x18 (Extra Bonus Life): 0x18 (60K) 
    - DSW0: 0x60 (Coinage): [not relevant] 
    - DSW0: 0x80 (Free_Play): 0x80 (Off) 
    DSW1: offset 0x33, repeat every 0x7C, typical value 0xFB but upper nibble can be ignored 
    - DSW1: 0x03 (Difficulty): 0x03 (Medium) 
    - DSW1: 0x04 (Demo_Sounds): [not relevant] 
    - DSW1: 0x08 (High Score Names): 0x08 (8 Letters) 
    - DSW1: 0x70 (unused): [not relevant] 
    - DSW1: 0x80 (unused): [not relevant] 
     
        20: 00 00 00 FF 00 00 00 FF  00 00 00 FF 00 00 00 FE | ... ... ... ... 
        30: 00 00 00 FB 00 00 00 00  00 00 00 00 00 00 00 00 | ...v............ 
        A0: 00 00 00 FF 00 00 00 FF  00 00 00 FE 00 00 00 FB | ... ... ......v 
       120: 00 00 00 7F 00 00 00 FE  00 00 00 FB 00 00 00 00 | ..........v....
    INP Header:
    Code:
     
        10: 04 0F C8 BE 00 00 00 00  77 3C E0 54 4D 3F 7D 59 | ..ȟ....w.C... 
        A0: 00 00 00 FF 00 00 00 FF  00 00 00 FE 00 00 00 F8 | ............ 
        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 7F 00 00 00 FE  00 00 00 F8 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:
     
    290DE0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    290DF0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    290E00: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    290E10: 00 00 00 00 A2 82 43 E1  00 00 00 BF 00 00 00 FF | .....C...... 
    290E20: 00 00 00 7F 00 00 00 FE  00 00 00 FB 00 00 00 00 | .............. 
    290E30: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    290E40: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    290E50: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    290E60: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    290E70: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    290E80: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    290E90: A2 82 43 E1 00 00 00 BF  00 00 00 FF 00 00 00 7F | .C.......... 
    290EA0: 00 00 00 FE 00 00 00 FB  00 00 00 00 00 00 00 00 | .............. 
    290EB0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    290EC0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    290ED0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    290EE0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    290EF0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    290F00: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | .............C 
    290F10: 00 00 00 3F 00 00 00 FF  00 00 00 7F 00 00 00 FE | ...?..........
    INP Tail-end:
    Code:
     
    521BD0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    521BE0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    521BF0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    521C00: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | .............C 
    521C10: 00 00 00 FF 00 00 00 FF  00 00 00 7F 00 00 00 FE | ............. 
    521C20: 00 00 00 FB 00 00 00 00  00 00 00 00 00 00 00 00 | ............... 
    521C30: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    521C40: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    521C50: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    521C60: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    521C70: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    521C80: 00 00 00 00 00 00 00 00  A2 82 43 E1 00 00 00 FF | .........C... 
    521C90: 00 00 00 FF 00 00 00 7F  00 00 00 FE 00 00 00 FB | ............. 
    521CA0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    521CB0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    521CC0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    521CD0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    521CE0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    521CF0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    521D00: 00 00 00 00 A2 82 43 E1                          | .....C

    MAME Info
    nova2001 is clone of: nova2001
    MAMEInfo.dat entries: nova2001 and nova2001.c
    Code:
     
    MAMEInfo.dat entries for: 
    nova2001 
    nova2001.c 
    ---- 
    0.36b13 [Zsolt Vasvari] 
     
    0.33b6 [Howie Cohen, Frank Palazzolo, Alex Pasadyn] 
     
     
    Bugs: 
     
    - Sprite/FG pritority issues. Source (ID 02427) 
     
     
    WIP: 
     
    - 0.134u1: Fujix and Tafoid updated Nova 2001 driver to use DIP locations. Clarified and verified switch behavior, comparing to manuals where available. 
     
    - 0.133u1: Renamed (nov2001u) to (nova2001u). 
     
    - 0.123u1: Changed region gfx2 to gfx1. Fixed gfx1 rom loading. Changed visible area to 256x192 and palettesize to 512 colors. 
     
    - 0.77u2: Removed all unknown dipswitches. 
     
    - 16th November 2003: Curt Coder cleaned up the Nova 2001 and KO Punch drivers. 
     
    - 0.71u2: Tomasz Slanina stopped Nova2001 from resetting when a coin is inserted (if you insert coins too quickly the game still resets, its probably just the way it was, the code for this part was changed in the clone). 
     
    - 0.71u1: Curt Coder converted Nova 2001 to use tilemaps. Changed visible area to 240x192. 
     
    - 0.36b13: Zsolt Vasvari added Nova 2001 (Japan) (UPL 1983). Changed 'Nova 2001' to clone '(US)'. Renamed (nov2001) to (nov2001u). 
     
    - 23rd December 1999: Zsolt Vasvari added another Nova 2001 romset. 
     
    - 0.36b9: Changed the 2x AY-8910 clock speed of to 2MHz. 
     
    - 0.33RC1: Changed the 2x AY8910 the clock speed to 1.2MHz. 
     
    - 0.33b6: Howie Cohen, Frank Palazzolo and Alex Pasadyn added Nova 2001 (Universal 1983). Known issues: Clock Frequencies on the Z80 and the 8910's. Are the colors exact? High Score Saving doesn't update the HISCORE display at the top, but it does update the high score table. 
     
    - 21st April 1998: Dumped Nova 2001 (US). 
     
     
    Other Emulators: 
     
    * JFF 
     
     
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    Romset: 61 kb / 9 files / 28.7 zip 
     
    ---- 
    0.123u1 [Howie Cohen, Frank Palazzolo, Alex Pasadyn, Allard van der Bas, Uki, David Haywood, Steph, Phil Stroffolino] 
     
    0.37b11 [David Haywood, Steph, Phil Stroffolino] 
     
    0.37b16 [Uki] 
     
    0.34b3 [Allard van der Bas] 
     
    0.33b6 [Howie Cohen, Frank Palazzolo, Alex Pasadyn] 
     
     
    TODO: 
     
    - The Nova 2001 schematics show a FG priority bit, which should control priority over sprites. However that bit is set by the game only during the screen fade effect at the end of a level, so it would make the score area appear below the sprites, which definitely doesn't look right. For this reason, the priority bit is implemented in the video driver but it is ignored and the FG is always drawn above sprites. 
     
    - In Ninjakun, some garbage is drawn behind the GAME OVER text at the end of a game. Correct behaviour? 
     
    - The IRQ source of Ninjakun and Raiders5 CPU 2 is unknown. 
     
    - Several unknown memory read accesses in Raiders5. 
     
     
    NOTES: 
     
    - The peculiar feature of this hardware is the palette layout. 16 colors are arranged in a 16x16 matrix, with all columns containing a single color, except for column 1, which is a copy of row 1. Essentially, the 4bpp graphics are drawn using a fixed palette except for one color that changes. Nova 2001 and Penguin Kun Wars have palette PROMs and the effect applies to both tilemaps and sprites. Ninjakun and Raiders5 have palette RAM and the effect applies only to sprites while tilemaps use a normal palette. 
     
    - Another peculiar characteristic is that in the later scrolling games (that is Ninjakun and Raiders5, but not Nova 2001) the bg scroll registers are added to the videoram address not only when the video circuitry is accessing it, as usually happens, but also when the CPU is accessing it. 
     
    - nova2001 is VERY sensitive to coin inputs, if the coin isn't held down long enough, or is held down too long the game will reset, likewise if coins are inserted too quickly. This only happens in nova2001 and not in nova2001u. 
     
    - Nova 2001 draws black bars on the sides of the screen so the visible area becomes 240x192, however the physical resolution is still 256x192, the game probably does that to avoid wraparound glitches in the background without having to care about the sprite X MSB. 
     
    - In Ninjakun, hold P1 Start after a reset to skip the startup memory tests. 
     
    - The production year of Penguin Kun Wars is uncertain since it's not shown on screen. The console/home computer ports were made by ASCII in 1985, and the Ninjakun character appears in the audience (just on the left of the timer) so this game must have been produced after Ninjakun. This restricts the possibilities to 1985 or 1984. 
     
    - Penguin Kun Wars has some tile/sprite priority issues that have been verified to happen on the real board (e.g. the blob thing that moves in the middle of the table is not obscured by the text box at the end of a set). 
     
     
    WIP: 
     
    - 0.142u3: Angelo Salese removed deprecat.h dependancy and updated irqs accordingly for Nova 2001 driver. 
     
    - 0.129u6: Phil Bennett fixed rom checks in Penguin-Kun Wars, Ninjakun Majou no Bouken and Raiders5. 
     
    - 0.123u1: Merged ninjakun.c, pkunwar.c and raiders5.c with nova2001.c driver. 
     
    - 0.122u7: Changed ninjakid.c to ninjakun.c driver. 
     
    - 0.71u1: Curt Coder converted Nova 2001 driver to use tilemaps. 
     
    - 0.37b16: Uki added raiders5.c driver and vidhrdw\raiders5.c. 
     
    -  5th March 2001: David Haywood added state saving to Ninja Kid. 
     
    - 25th February 2001: Uki fixed some graphics glitches in the Nova 2001 driver. 
     
    - 0.37b11: Added ninjakid.c driver and vidhrdw\ninjakid.c. This driver was started after interest was shown in the game by a poster at various messageboards going under the name of 'ninjakun'. I decided to attempt a driver for this game to gain some experience with Z80 & Multi-processor games. 
     
    -  7th January 2001: Phil Stroffolino fixed several bugs in the Ninja Kid driver, including the vertical scrolling graphics. Takahiro Nogi fixed some more Ninja Kid graphics glitches. 
     
    -  4th January 2001: David Haywood and Phil Stroffolino have written an almost perfect Ninja Kid driver, though some graphical problems remain. 
     
    - 0.34b3: Added pkunwar.c driver and vidhrdw\pkunwar.c (Allard van der Bas). 
     
    - 0.33b6: Added nova2001.c driver and vidhrdw\nova2001.c. 
     
    ----
    Human interpretation:
    Achievement accomplished: 278340
    Recorded speed: 99.999240%
    DIP-switches: starts recording on Easy settings but this is changed to Medium within 20 seconds of the start of recording (by offset 0x22CB0 = 1149 frames ~= 19.15 seconds). Otherwise fine.
    Time calc: 06:28:07 + 43398 frames @ 60Hz (12.055 min) ~= 6:40 vs. zip mod: 06:40:13
    Dates: good
    Autofire used?: no. Fast repetition (4-7 frames per change of on/off, equates to about 8-10 presses per second) but eratic timing = human. Game has its own autofire anyway, so moot point on this game probably.
    Lots of 1sts to be surpassed: what are you waiting for? Play the game, submit the score...
    Thanks datagod thanked this post
  5. 02-15-2015, 07:24 AM
    Thank you Barthax! This is my first submission with Nova2001 and I was nervous about getting the settings correct. I hammer the buttons pretty fast in these types of games. The built in auto-fire is too slow in my opinion.
  6. 02-15-2015, 07:50 AM
    Good job - accepted!
    Thanks datagod thanked this post
  7. 02-15-2015, 07:55 AM
    Quote Originally Posted by datagod View Post
    Thank you Barthax! This is my first submission with Nova2001 and I was nervous about getting the settings correct. I hammer the buttons pretty fast in these types of games. The built in auto-fire is too slow in my opinion.
    No problem. About the settings: if you fire up the game without recording and get all the settings correct first, then exit: they get stored as the defaults for next time. That way you set them once & start recording in future (but if you play the same game regularly perform a sanity check once in a while).
    Lots of 1sts to be surpassed: what are you waiting for? Play the game, submit the score...
  8. 02-15-2015, 08:23 AM
    Accepted!!
  9. 02-15-2015, 09:43 AM
    Looks good Datagod - It was kinda fun seeing you shoot yourself at 2m 10s.

    Accepted
    Politicians are people that get sworn in and then cursed out
    ~AEN
    Thanks datagod thanked this post
  10. 02-16-2015, 02:21 AM
    Nice game. Accepted.
    Corey Chambers
    [URL]https://www.twitch.tv/clchambers00[/URL]

    [URL]http://wiki.donkeykonggenius.com[/URL] - Gaming Wiki for Donkey Kong, Donkey Kong Junior, and Mario Bros
    Thanks datagod thanked this post
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