M.A.M.E. - Nova 2001 [Japan] - Points - 252,130 - datagod

Is the performance claim below valid?

    This poll is closed
This poll is closed
  1. M.A.M.E. - Nova 2001 [Japan] - Points - 252,130 - datagod

    02-23-2015, 11:46 AM

    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 played Nova 2001 (Japan) on Wolfmame .106

    My score is 252130. I am including the INP and WLF files in a Zip file.

    As per the rules, I am playing on medium setting. You can verify this during game play buy noting how I get 20 points for the bonus multiplier. 10 points is the easy setting, 30 is for difficult and 50 is for the hardest.
    Attached Files Attached Files
  2. 02-24-2015, 12:23 AM
    Starting check.bat on 15/02/2015 at 18:55:49.81


    Zip test
    Code:
    
    7-Zip 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    
    Processing archive: C:\MAME\inp\MARP\Nova2001_Datagod_252130.zip
    
    
    Testing     nova2001_Medium.inp
    Testing     nova2001_Medium.wlf
    
    
    Everything is Ok
    
    
    Files: 2
    Size:       4239074
    Compressed: 41454
    
    
    7-Zip 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    
    
    
    Error:
    there is no such archive

    Zip list
    Code:
    
    7-Zip 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    
    Listing archive: C:\MAME\inp\MARP\Nova2001_Datagod_252130.zip
    
    
    --
    Path = C:\MAME\inp\MARP\Nova2001_Datagod_252130.zip
    Type = zip
    Physical Size = 41454
    
    
    ----------
    Path = nova2001_Medium.inp
    Folder = -
    Size = 4238476
    Packed Size = 40892
    Modified = 2015-02-23 20:07:47
    Created = 2015-02-23 19:57:36
    Accessed = 2015-02-23 19:57:36
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = BCF4B750
    Method = Deflate
    Host OS = FAT
    Version = 20
    
    
    Path = nova2001_Medium.wlf
    Folder = -
    Size = 598
    Packed Size = 240
    Modified = 2015-02-23 20:07:47
    Created = 2015-02-23 19:58:06
    Accessed = 2015-02-23 19:58:06
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = 80F7C35E
    Method = Deflate
    Host OS = FAT
    Version = 20
    
    
    
    
    7-Zip 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    
    
    
    Error:
    there is no such archive

    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: Mon Feb 23 19:58:17 2015
    
    
    Checks out OK. [b4e3]
    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: 1161.644171 (35106 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: 3200412272Hz
    
    
    -- OS info --
    Operating System: Windows NT 6.1 Service Pack 1
    
    
    -- INP info --
    Number of frames: 34181
    Average record speed: 100.006378%
    System time at start of emulation: Mon Feb 23 19:58:17 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:
    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: 70 6A C2 BE 00 00 00 00  59 86 EB 54 93 88 E3 B4 | pj¾....Y.T..
        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 | ...............
        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 FE 00 00 00 FB | ............
        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 FB 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:
    2055A0: 00 00 00 FF 00 00 00 7F  00 00 00 FE 00 00 00 FB | .............
    2055B0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2055C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2055D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2055E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2055F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    205600: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    205610: 00 00 00 00 9F 82 43 E1  00 00 00 FF 00 00 00 FF | ......C......
    205620: 00 00 00 7F 00 00 00 FE  00 00 00 FB 00 00 00 00 | ..............
    205630: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    205640: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    205650: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    205660: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    205670: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    205680: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    205690: 9F 82 43 E1 00 00 00 FF  00 00 00 FF 00 00 00 7F | ..C..........
    2056A0: 00 00 00 FE 00 00 00 FB  00 00 00 00 00 00 00 00 | ..............
    2056B0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2056C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2056D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................

    INP Tail-end:
    Code:
    40AB50: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40AB60: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40AB70: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40AB80: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40AB90: A2 82 43 E1 00 00 00 FF  00 00 00 FF 00 00 00 7F | .C..........
    40ABA0: 00 00 00 FE 00 00 00 FB  00 00 00 00 00 00 00 00 | ..............
    40ABB0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40ABC0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40ABD0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40ABE0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40ABF0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40AC00: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | .............C
    40AC10: 00 00 00 FF 00 00 00 FF  00 00 00 7F 00 00 00 FE | .............
    40AC20: 00 00 00 FB 00 00 00 00  00 00 00 00 00 00 00 00 | ...............
    40AC30: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40AC40: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40AC50: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40AC60: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40AC70: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40AC80: 00 00 00 00 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
    
    
    
    
    Recommended Games (Star Force):
    
    
    Catacomb
    
    
    Vega
    
    
    Espial
    
    
    Night Star (DECO Cassette)
    
    
    Nova 2001
    
    
    Star Jacker
    
    
    Stunt Air
    
    
    Zodiack
    
    
    Star Force
    
    
    Alpha Mission / ASO
    
    
    Alpha Mission II / ASO II
    
    
    Astro Warrior (Mega-Tech)
    
    
    Mission 660
    
    
    Rafflesia
    
    
    S.R.D. Mission
    
    
    Truxton
    
    
    Truxton II
    
    
    Blast Off
    
    
    Blazing Lazers
    
    
    The Next Space
    
    
    Omega Fighter
    
    
    Super Star Soldier (Tourvision PCE bootleg)
    
    
    Lethal Thunder
    
    
    Pollux
    
    
    Strike Gunner S.T.G
    
    
    Vimana
    
    
    Explosive Breaker
    
    
    Final Star Force
    
    
    Galmedes
    
    
    Gunlock
    
    
    GunNail
    
    
    Nebulas Ray
    
    
    Super-X
    
    
    Gekirindan
    
    
    Viper Phase 1
    
    
    Fever SOS
    
    
    Mars Matrix: Hyper Solid Shooting
    
    
    
    
    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: 252130
    Recorded speed: 100.006378%
    DIP-switches: good
    Time calc: 19:58:17 + 34181 frames @ 60Hz (9.4947 min) ~= 20:07/20:08 vs. zip mod: 20:07:47/
    Dates: good
    Autofire used?: no
    Lots of 1sts to be surpassed: what are you waiting for? Play the game, submit the score...
    Thanks datagod thanked this post
  3. 02-24-2015, 12:34 PM
    very nice play... never saw this game before but intrigued to try. Very Robotron and Sinistar-esque. Accepted.

    Thanks datagod thanked this post
  4. 02-24-2015, 12:43 PM
    Yeah, it's a fun game. Been interested in it since they had it at last years FS tourney. Good score datagod!
    Thanks datagod thanked this post
  5. 02-24-2015, 05:11 PM
    It is a really neat game. I was introduced to it a few years ago in the funspot tournament of 2010, it made a comeback for 2014. The arcade controls are quite different than Mame, as there is a small button on top of the joystick to lock in the firing direction. I think a great mod would be to add a second joystick for directional fire, just like robotron. I hop more people pick up this game and put up some high scores.
  6. 02-25-2015, 07:33 AM
    Accepted!!
    Thanks datagod thanked this post
  7. 02-25-2015, 09:12 AM
    Nice! Good job. I like your setup too.
    [CENTER]
    [/CENTER]
    Thanks datagod thanked this post
Results 1 to 7 of 7
Join us