M.A.M.E. - Puzzled / Joy Joy Kid - Points - 39,800 - Don Atreides

Is the performance claim below valid?

    This poll is closed
This poll is closed
  1. M.A.M.E. - Puzzled / Joy Joy Kid - Points - 39,800 - Don Atreides

    03-03-2015, 07:29 AM

    ROMSet: JoyJoy
    Continue: WITHOUT
    How To Play: ON
    Difficulty: LEVEL 4
    Special Rules: You may freely choose your character. Continues are NOT allowed!
    Submission Message
    Here's my second MAME submission. Hopefully I did it right. It throws errors at the beginning, I think because of the NeoGeo BIOS that I used. I tried a bunch I found online, but this is the only one that seemed to work with WolfMAME 106. Hopefully that's ok. The game seems to play ok.

    Name:  Puzzled 39800.PNG
Views: 426
Size:  165.6 KB
    Attached Files Attached Files
  2. 03-03-2015, 01:15 PM
    Neat Tetris game. I am holding off on voting for a little bit to see if someone who knows a little more about the set up at the beginning chimes in.

    "I don't even like Peach! Why do I want to save her?"
    Brandon Y. LeCroy

    Your Mom (Speed Run) - WR - 0:00:08.3
  3. 03-04-2015, 12:32 AM
    My ROMs aren't laid out correctly to playback this one. As a result I couldn't get the Hz from the Game

    Information screen, so the time calculation is upper & lower bounds - it'll likely be between 59Hz &

    60Hz given its a NeoGeo and those calculations are close enough to confirm the timing.

    Starting check on 17/02/2015 at 21:45:23.52

    Zip test
    7-Zip 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    Processing archive: C:\MAME\inp\MARP\39800 Puzzled JoyJoy.zip
    Testing     joyjoy.inp
    Testing     joyjoy.wlf
    Everything is Ok
    Files: 2
    Size:       13057706
    Compressed: 60478
    7-Zip 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    there is no such archive

    Zip list
    7-Zip 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    Listing archive: C:\MAME\inp\MARP\39800 Puzzled JoyJoy.zip
    Path = C:\MAME\inp\MARP\39800 Puzzled JoyJoy.zip
    Type = zip
    Physical Size = 60478
    Path = joyjoy.inp
    Folder = -
    Size = 13057108
    Packed Size = 60052
    Modified = 2015-02-28 22:39:54
    Created = 
    Accessed = 
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = EB1E2982
    Method = Deflate
    Host OS = FAT
    Version = 20
    Path = joyjoy.wlf
    Folder = -
    Size = 598
    Packed Size = 212
    Modified = 2015-02-28 22:39:54
    Created = 
    Accessed = 
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = EB8F0F95
    Method = Deflate
    Host OS = FAT
    Version = 20
    7-Zip 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    there is no such archive

    MAME Major Version 106

    What MAME thinks:
    Recorded in WolfMAME 0.106
    Recorded system's speed = ~2390MHz (Intel)
    This recording was made with the C 68k core enabled
    Start date of recording: Sun Mar 01 03:10:14 2015
    Checks out OK. [28ce]
    Playing back previously recorded game joyjoy (Puzzled / Joy Joy Kid) [press return]
    loading 021-p1.bin  
    loading 021-s1.bin  
    loading sfix.sfx    
    loading sp-s2.sp1   
    loading 021-m1.bin  
    loading 000-lo.lo   
    loading 021-v1.bin  
    loading 021-v2.bin  
    loading 021-c2.bin  
    000-lo.lo    NOT FOUND
    ERROR: required files are missing, the game cannot be run.

    What wlfview thinks:
    WLFVIEW 0.3 - Apr  5 2006
    Info loaded.  WLF rev 9
    Recorded for the game 'joyjoy'
    MAME version string: 0.106 (May 16 2006)
    -- CPU info --
    Vendor: Intel
    Processor Family: 6  Processor Model: 12
    Approximate clock speed: 2390617748Hz
    -- OS info --
    Operating System: Windows NT 6.1 Service Pack 1
    -- INP info --
    Number of frames: 105299
    Average record speed: 99.998101%
    System time at start of emulation: Sun Mar 01 03:10:14 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:
    joyjoy src/drivers/neogeo.c
    DIP Info from source:
    All relevant rules are covered by software-dips.  If not shown during playback, use F2 to access after 
    playback completed.
    ROMSet: JoyJoy
    Continue: WITHOUT
    How To Play: ON
    Difficulty: LEVEL 4

    INP dump not relevant.

    MAME Info
    MAMEInfo.dat entries: joyjoy and neogeo.c
    MAMEInfo.dat entries for:
    0.34b1 [Shin Emu Keikaku team]
    Artwork available
    - 0.143u1: Changed description to 'Puzzled / Joy Joy Kid (NGM-021)(NGH-021)'. Fixed rom names.
    - 0.125u5: Johnboy added correct m1 CPU2 rom to 'Puzzled / Joy Joy Kid'.
    - 0.122: Johnboy added MVS AND AES VERSION tag to 'Puzzled / Joy Joy Kid'.
    - 0.120: Johnboy added correct 128k cpu2 m1 rom.
    - 0.35b2: Added new rom dump.
    - 0.34b7: Changed description to 'Puzzled / Joy Joy Kid'.
    - 0.34b6: Changed description to 'Joy Joy Kid / Puzzled'.
    - 0.34b2: Changed description to 'Joy Joy Kid/Puzzled'.
    - 0.34b1: Added Joy Joy Kid (SNK 1990).
    LEVELS: 60 (must be finished two times in a row)
    Other Emulators:
    * Calice
    * FB Alpha
    * Kawaks
    * Nebula
    * Raine
    Romset: 2944 kb / 7 files / 1002.1 zip
    0.116u1 [Zsolt Vasvari]
    0.34b1 [Shin Emu Keikaku team, Allard van der Bas, Bryan McPhail, Fuzz]
    - MAME emulates 6-Slot hardware. All slots are set to "cartridge inserted". Reyn (ID 02992)
    - Some raster effects are imperfect (off by a couple of lines). Source (ID 02405)
    - Various neodrvr.c games: Various sound effects broken. LastNinja2 (ID 01767)
    - 0.154: Added machine\ng_memcard.c/h, video\neogeo_spr.c/h, emu\bus\neogeo\banked_cart.c/h, 
    bootleg_cart.c/h, bootleg_hybrid_cart.c/h, bootleg_prot.c/h, cmc_cart.c/h, cmc_prot.c/h, 
    fatfury2_cart.c/h, fatfury2_prot.c/h, kof2002_cart.c/h, kof2002_prot.c/h, kof98_cart.c/h, 
    kof98_prot.c/h, mslugx_cart.c/h, mslugx_prot.c/h, neogeo_carts.c/h, neogeo_helper.c/h, neogeo_intf.c/h, 
    neogeo_slot.c/h, pcm2_cart.c/h, pcm2_prot.c/h, pvc_cart.c/h, pvc_prot.c/h, rom.c/h, sbp_prot.c/h, 
    sma_cart.c/h and sma_prot.c/h. Created memcard as image device and removed it from machine\generic 
    [Miodrag Milanovic]. Started converting NeoGeo video/sprite system to a device_reset. Created base 
    device and number of derived classes: NEOGEO_SPRITE_REGULAR is an reference implementation, drawing 
    direct from, NEOGEO_SPRITE_OPTIMZIED is a version with predecoded gfx (as we use now) this is the 
    default used by the driver and NEOGEO_SPRITE_MIDAS is a version supporting the changes needed by the 
    MIDAS games (mainly 8bpp instead of 4bpp). Simplify sprite_on_scanline calculation (video\neogeo_spr.c) 
    [David Haywood]. Use real palette_device [Alex Jackson]. NeoGeo (multi)slot work [S. Smith, David 
    Haywood]: Converted all protection types to be MAME devices. Created cartridge (slot) device types for 
    each type of cartridge containing the above protection devices. Made the 'neogeo' set emulate a 6-slot 
    MVS system allowing for multiple cartridges to be mounted, for example "mame64 neogeo -cart1 mslug 
    -cart2 mslugx -cart3 mslug3" is the command-line syntax to launch an MVS unit with 3 Metal Slug games 
    installed. NOTES: * Many of the hacks / bootlegs won't work in multi-slot setups, this is true to 
    hardware. * Some carts (kof95, kof2002 for example) can block recognition of carts in higher slots if 
    the NVRAM isn't already initialized. This appears to be true to original hardware because the kof95h set 
    fixes this issue, powering off/on the system fixes it. * Sound banking isn't 100% correctly handled so 
    the odd game may fail with the slot system (trally) but regular loading still works. * The slot / 
    multislot support makes use of the Software Lists rather than the internal sets, please ensure the 
    correct softlist XML file is present in your hash folder [S. Smith, David Haywood]. Init order for 
    vliner. Clear the extra ram some of the bootlegs have, might actually fixed kof10th this time 
    (neogeo\bootleg_prot.c). Address some ng save state concerns. Fix for uninit variable in NeoGeo [David 
    - 0.153: Removed drivers\neogeo.inc and machine\pd4990a.c/h. Fixed savestate loading in NeoGeo driver 
    [Alex Jackson]. Added Z80 NMI enable/disable. This fixed Neo Diagnostics show Z80 issue. Specify some 
    **** handlers as **** in the memmap. Hooked up proper uPD1990/4990 device. uPD1990/4990 improvements, 
    most notably added serial command input. Improved accuracy of vblank irq/reload timing from Charles's 
    documentation. vblank irq happened approx 15 pixels too early. VSync start (auto animation latch) is 16 
    lines after active display. More accurate watchdog timing. Added simple waitstate on 0x800000-0xbfffff 
    access. Merged neogeo.c/inc. Fixed ADDRESS_MAP mirroring. Added note that NeoGeo was designed by Alpha 
    Denshi [hap]. NeoGeo update: Updated Neo-Geo PCB infos. Removed bangpedp - A proto with same layout 
    exists, some roms are different, currently undumped. Removed roboarma - This is a hack [Johnboy].
    - 0.152: Resurrect some old MVS multi-slot code, this is mostly functional but about 2 years old now, 
    and badly needs some modernizations. It's a bit ugly in places because I've had to make sure the legacy 
    methods work too, although in other places simply because it's old code I never quite got around to 
    cleaning up. Basically the inits have been split into ones that need calling once on startup 
    (decryptions etc.) and ones that need calling when a new slot is activated (custom banking / protection 
    handlers): mame64 neogeo -cart1 kof98 -cart2 kof99 -cart3 kof2000 -cart4 kof2001 -cart5 kof2002 -cart6 
    kof2003 works, assuming you have the RAM. Certain combinations / orders don't work, maybe the real 
    system is like that, maybe there are flaws in the implementation. Once loaded as multi-game the neogeo 
    will run through the attracts of each game in order, if you insert a coin then you can select next / 
    previous game with the '3' and '4' (which are mapped to those buttons on the system) just like real 
    hardware. If you're low on memory try mame64 neogeo -cart1 lbowling -cart2 samsho -cart3 mutnat -cart4 
    pbobblen -cart5 neomrdo -cart6 turfmast instead. If you want an example of where it fails right now then 
    put -cart1 roboarmy in slot 1 instead, it hangs after cycling through the games (or moving through them 
    with 3) it's possible something isn't reset properly. This might become clearer as I clean things up a 
    bit. I've verified eas and neocdz work as before [David Haywood]. NeoGeo driver cleanup [O. Galibert].
    - 0.151: Modernized upd4990a device. Needs to be merged with upd1990a.c. Don't set time to 0 on reset 
    [Osso]. NeoGeo improvements [Alex Jackson]: Cleaned up large amounts of duplicated code between the MAME 
    and MESS (AES/NeoCD) drivers. Removed MVS-only ROMs and devices (SM1 ROM, SFIX ROM, upd4990a RTC, etc.) 
    from AES/NeoCD. Replaced legacy NVRAM in MVS and NeoCD with NVRAM devices. Correctly hooked up SM1 ROM 
    bankswitching; the BIOS sound test works now. Corrected VRAM size. Sorted the Universe BIOS versions and 
    unified them between MAME and MESS. Fixed kf10thep ROM loading and decryption which was a horrible hack 
    (and not endian safe). Replaced svcplus protection hack ROM patch with a less invasive one, based on 
    FBA. Started marking code and data that should be moved out into devices. Various other code and comment 
    cleanups. Endian fix for softlist ROM loading [Alex Jackson]. Added coin slots 3 and 4. Added 
    dipswitches 'Setting Mode', 'Cabinet' and 'Controller'.
    - 0.150: Endian fix for kof2003 protection (machine\neocrypt.c and neoprot.c). Fixed NeoGeo memory leak, 
    clean up inputs a bit [Alex Jackson]. Changed 'Test Switch' dipswitch to 'Service Mode'.
    - 0.149u1: Changed neodrvr.c to neogeo.inc driver. Clean up NeoGeo PVC protection (includes\neogeo.h and 
    machine\neoprot.c). Cleanup machine\neocrypt.c: Simplify kf2k3pcb BIOS decryption and fixed some endian 
    issues. Removed debug code [Alex Jackson].
    - 0.148u2: NeoGeo modernize [Miodrag Milanovic]. Fixed MESS AES cart swap sound crash [R. Belmont].
    - 0.148u1: Modernized some pre/postload calls (drivers\neogeo.c, includes\neogeo.h and video\neogeo.c) 
    [Miodrag Milanovic]. Reduced NeoGeo tagmap lookups [Wilbert Pol].
    - 0.148: Angelo Salese added uPD4990A clone to the uPD1990A, renamed uPD4990A -> uPD4990A_OLD for the 
    time being (core used by Neo-Geo / Neo-Print, will be nuked at some point).
    - 0.147u4: Corrected romname on US BIOS for NeoGeo [Guru]. More NeoGeo / CD cleanups, improves sound for 
    NCD. Reset the YM2610 when resetting the Z80, seems to avoid some lost sounds in neocdz crsword2 + misc 
    cleanups. Stop "neocdz lresort" and "neocdz kof98" from stomping over their own Z80 data [David 
    - 0.147u3: Started wrapping some NeoCD functions (MESS) in MAME code, now sending valid CD commands and 
    some sets are now booting. Giving it the right amount of RAM. Removed some FBAisms and improved code 
    sharing between AES/MVS (the interrupt handling was copy+pasted between the two) [David Haywood].
    - 0.146u1: Fabio Priuli cleaned up sharedfeat usage in hash\neogeo.xml.
    - 0.146: Misc documentation updates and typo fixes for neogeo.xml as well as updates and a cleanup of 
    Neo-Geo driver [Johnboy].
    - 0.145u8: Balrog and R. Belmont fixed invalid ISO C syntax in NeoGeo driver noted by Clang.
    - 0.145u6: Neo-Geo documentation update [Johnboy].
    - 0.145u4: Neo-Geo documentation update [Johnboy]: Added SNK development boards. Updated MVS motherboard 
    list. Updated sengoku2, zupapa, mslug, neodrift, ctomaday, pbobbl2n and jockeygp chip info. Added 
    correct product ID codes for vliner and jockeygp. Updated hash\neogeo.xml accordingly.
    - 0.145: Miodrag Milanovic fixed AES (MESS) regression, region names are with leading ':'.
    - 29th January 2012: Mr. Do - All of the currently existing Neo Geo games have had artwork added for the 
    bezel and control panel.
    - 0.144u4: Various changes for Neo-Geo driver [Johnboy]: Cleaned up all labels (consistent for all 
    protos now) for prototype sets (in 99.9% of the cases the correct labels are not known) to 
    proto_ID-XX.XX. Documentation update. Reflected changes in internal db to xml (except /* Plane x */ ).
    - 0.144: David Haywood converted Neo-Geo MVS driver to use software lists in preparation for multislot 
    - 0.143u7: Fixed Neo-Geo game saving [ElBarto]. Johnboy made some documentation updates in the Neo-Geo 
    - 0.143u6: Yet more Neo-Geo work on game ROMs structures [Johnboy]: Finished to document used PCB's for 
    cartridges. Finished removal of .bin extension in favour of chiplabel.socketlabel naming convention.
    - 0.143u5: Yet more Neo-Geo work on game ROMs structures [Johnboy]: Continued to document used PCB's for 
    cartridges. More removal of .bin extension in favour of chiplabel.socketlabel naming convention.
    - 0.143u4: Various Neo-Geo changes [Jackc, Johnboy]: Continued to document used PCB's for cartridges. 
    More removal of .bin extension in favour of chiplabel.socketlabel naming convention.
    - 0.143u2: More work for ROM naming conventions for Neo-Geo driver games [Johnboy].
    - 0.143u1: Various Neo-Geo changes [Johnboy]: Tagged / Retagged several sets MVS/AES version. Begin to 
    document used PCB's for cartridges. More removal of .bin extension in favour of chiplabel.socketlabel 
    naming convention. More Neo-Geo work for ROM naming conventions and documentation of used PCBs for 
    - 0.142u5: Johnboy started to work on Neogeo ROM naming, mostly removal of .bin extension in favour of 
    chiplabel.socketlabel convention.
    - 0.140u1: Neo Geo Changes [Johnboy]: Updated game PCB info. Continued to document mask ROM types.
    - 0.139u4: Call optimize_sprite_data() at VIDEO_RESET (for the convenience of Neo Geo CD) 
    (video\neogeo.c) [Barry Rodewald]. Johnboy started to document mask ROM types.
    - 0.139: NeoGeo driver updates [Johnboy]: Identified several more sets as MVS / AES Version and tagged 
    them properly. Added Japan J3 bios. Updated game PCB info. Documented MVS 4-slot and 6-slot settings. 
    Changed 6-slot setting (old default) to 1-slot. Barry Rodewald documented AES mode and 1-slot (MVS/AES) 
    - 0.138u4: 'Massive' Neo Geo documentation update [Johnboy]: Added official SNK Playmore title 
    catalogue. Identified and tagged all MVS sets which were not officially released for the AES system 
    (according to official SNK Playmore title catalogue and Neo-Geo Masterlist). Several sets have been 
    identified (AES / MVS VERSION) and tagged properly. Documented MULTI PLAY MODE (unemulated); Missing 
    MCU. Updated game PCB information. NeoGeo driver cleanup.
    - 0.138u2: Fixed viewing Z80 I/O memory in Neo-Geo debug mode causes crash.
    - 0.135u4: Fabio Priuli added driver data struct and save states to Neo Geo driver.
    - 0.134u1: Christophe Jaillet minor optimization/cleanup of Neo Geo rendering.
    - 0.131u4: Fabio Priuli partially converted NEC uPD4990A RTC to be a MAME device. Moved clock init to 
    - 0.130u3: NeoGeo fixes [Fabio Priuli]: Removed use of sprintf. Added a note about service menu browsing 
    when mahjong panel is ON.
    - 0.130u1: NeoGeo update [Johnboy]: Added MV1C BIOS, redump/reverification required. Updated 
    documentation (see neogeo.c). Corrado Tomaselli added an older Japanese NEOGEO BIOS. The 'japan-hotel' 
    BIOS is a dump of an MVS which could be found in some japanese hotels. It is a custom MVS mobo which 
    uses MVS carts but it hasn't jamma connector and it's similar to a console with a coin mechanism, so 
    it's a sort of little coin op console installed in hotels.
    - 11th March 2009: Corrado Tomaselli dumped NeoGeo Deck Room Amusement System (RAS) - BIOS. This is a 
    very RARE game system developed by SNK for use in hotels. It's basically a NeoGeo unit operated by coins 
    with locked down joystick. It is using MVS carts, not AES. The BIOS has been provided by Massimiliano, a 
    friendly and dedicated collector of NeoGeo stuff.
    - 0.129u3: Fabio Priuli added missing HARDDIP settings in 'STANDARD_DIPS' for DIP's 4,5 and 6 ("COMM 
    Setting"). Added dipswitches 'COMM Setting (Cabinet No.)' and 'COMM Setting (Link Enable)'.
    - 0.128u6: Added Universe BIOS (Hack, Ver. 1.2, older).
    - 0.128u5: Added Universe BIOSes. The Universe BIOS roms are supported because they're now used on 
    enough PCBs to be considered 'in active arcade use' rather than just homebrew hacks. Some may be 
    missing, there have been multiple CRCs reported for the same revision in some cases.
    - 16th November 2008: Guru - I recently picked up a pile of junk for spares and repairs from a local 
    friend. It turned out there was quite a bit of interesting stuff in this lot. As far as I can make out, 
    I got some random NeoGeo PCBs and an Art Of Fighting cart.
    - 11th November 2008: Guru - The recently arrived Neogeo carts have been partly useful. Dumped them all 
    and there should be a couple of bad dumps removed in a future MAME release for Cyber Lip and Fatal Fury 
    2 M1 ROMs.
    - 0.128u2: NeoGeo updates [JohnBoy]: Updated NeoGeo game PCB infos.
    - 28th October 2008: Guru - Some Neo Geo carts (Metal Slug X, Fatal Fury 2, Super Sidekicks, Cyber Lip 
    and Eightman) arrived over the past few weeks for protection analysis & decapping. Thanks to Smitdogg.
    - 0.128u1: Minor NeoGeo cleanups [JohnBoy].
    - 0.127u8: Completed general NeoGeo cleanup [JohnBoy]: Sorted OEM / bootleg sets. Renamed roms on non 
    OEM / bootleg sets to ONE naming sheme. Renamed functions. Cleaned up bootleg sets. Added some comments. 
    Renamed sma in garou/garouo, added comment.
    - 0.127u7: Neo-Geo cleanups (still in progress) [Johnboy]: Sorted OEM / Bootleg sets. Renamed roms on 
    non OEM / Bootleg sets to ONE naming sheme. Renamed functions. Added some comments. Minor optimized the 
    Neo-Geo sprite clearing code [Christophe Jaillet]. Fixed memory leak in some Neo-Geo games.
    - 0.127u6: NeoGeo Update [Johnboy]. Updated Neo-Geo game PCB infos. Updated system set to what is found 
    on NEO-MVH MV1FS. Added notes.
    - 0.127u5: Andreas Naive corrected NeoGeo M1 decryption for all CMC50 sets. Christophe Jaillet moved 
    memory_region() call (which is slow) out of core sprite loop in the NeoGeo renderer, giving a dramatic 
    speed boost.
    - 0.127u3: Aaron Giles fixed 'Work RAM Error' on start in many NeoGeo sets (Cheat engine problem).
    - 0.125u5: NeoGeo updates [Johnboy]: Updated Neo-Geo game PCB infos. Added some comments about 'M1' and 
    'S1' roms.
    - 0.125: Couriersud fixed broken sound effects in various games.
    - 20th April 2008: Guru - Neo Geo MV1B mainboard (for dumping smt BIOS ROM) arrived from Japan a couple 
    of days ago.
    - 0.122u4: Added layout\neogeo.lay. David Haywood and Aaron Giles added default layout to NeoGeo games 
    allowing for either cropping or stretching to the alternate 304x224 layout. Removed default cropping in 
    the driver.
    - 0.122: Neo Geo updates [johnboy]: Added Neo-Geo game PCB info. Corrected a number of incorrect ROMs. 
    Added MVS VERSION tag to fightfva and renamed 'P'-rom. Added MVS AND AES VERSION tag to joyjoy. Added 
    AES VERSION tag to kof99. Added MVS VERSION tag to kof99a. David Haywood added explicit clears on Neo 
    Geo initialization.
    - 0.120u3: Hairu fixed the JAMMA PCB games (ms5pcb, svcpcb,svcpcba, kf2k3pcb), which crashed on startup.
    - 0.120: Updates to various NeoGeo ROMsets [Johnboy]. Some ROM names updated to match verified names 
    from chip labels. A lot of "older" sets have been redumped to investigate the "64k m1/s1 issue" (also 
    the m1 "overdumps"). Result was, ALL m1 ARE at least 128kx8; ALL s1 ARE 128kx8. The old m1 "overdumps" 
    were incomplete dumps. In addition, it has been discovered that all "p-roms" do have a minimum size of 
    4mbit. A number of sets have been restored to their "original" state, and a number of others have been 
    marked as bad dumps where appropriate.
    - 0.118u3: Atari Ace added new AM_READ_PORT() macro which lets you define an input port read callback 
    based on a port tag. This is now preferred over the previous technique of calling port_tag_to_handler() 
    within an AM_READ() macro. Updated Neo-Geo driver that uses the latter pattern to the new system.
    - 22nd July 2007: Mr. Do - I updated the artwork in neogeo.zip for the control panel LEDs. Thanks to 
    Zsolt for correcting them. Still not sure things are the way they should be, though...the second-player 
    credits never update, and I still don't know what the fifth LED is for. I need to find a real cabinet 
    and play a few games. I'm not going to update the other NeoGeo files until I know 100% this is the way 
    it's supposed to be.
    - 0.117u1: Neo-Geo update [Zsolt Vasvari]: BIOS only driver 'neogeo' no longer crashes. Cleaned up 
    memory banking code to use memory_set_bank() instead of memory_set_bank_ptr(). Fixed LEDs.
    - 15th July 2007: Mr. Do - On the Neo Geo front, we have 88 files to complete K-Z. Well, sort of. I have 
    bottom instruction cards for some of these games that I still need to add in, but I wanted to get the 
    hard part over with. Thanks to the following for these BYOAC/CAG, crazykong, eldio, mattroid, oNyX, 
    Paratech, Tormod and Witchboard. Another note on the NeoGeo stuff. I know that some of these are 
    "wide-release homebrew" but I don't know which, and I don't know who originally made them. If someone 
    could get back to me with that info so I can correct who gets credit, I'd appreciate it.
    - 0.116u3: Zsolt Vasvari updated FM emulator to use mame_time instead of double. Removed old NeoGeo hack 
    from FM code as it appears to no longer be necessary.
    - 0.116u2: Neo-Geo updates [Zsolt Vasvari]: Fixed several regressions from previous update. Added LED 
    outputs. Improved smaller visible area configuration. Fixed missing sounds and music in all ADK / Alpha 
    Denshi games (adk0116yel). Fixed crashes in svcpcb, ms5pcb and kf2k3pcb (neodrvr0116u1red). JohnBoy 
    fixed some incorrect information in the Neo Geo ROMsets.
    - 0.116u1: Splitted driver into neodrvr.c and neogeo.c. Removed machine\neogeo.c. Rewrote Neo-Geo driver 
    again based on information from Charles MacDonald. This update fixes a number of issues with the 
    previous attempt [Zsolt Vasvari]. Removed flags dispose from region gfx3.
    - 20th May 2007: Mr. Do - We have the Neo Geo mini-marquees A-J, plus the generic MVS, which is 36 files 
    for today. Each one includes two views: One with the marquee, and the second as an instruction card. 
    Some games include multiple regions. The generic MVS will be an option in any Neo Geo game. Some games 
    include bezel instruction cards; for those, the instruction cards are defined as "backdrops" in the lay 
    file, so you can optionally turn them off if you want. Thanks to the following: Zorg for vectoring the 
    main marquee, donated by ClassicArcadeGrafix. BYOAC/CAG artwork for breakers [US], burningf and gpilots. 
    Crazykong for 3countb, bstars, bstars2, crsword, ctomaday, cyberlip, doubledr, eightman, fatfury2, 
    fightvev and garou. oNyX for 2020bb, alpham2, androdun, aodk, bjourney, blazstar, breakers [JPN], 
    breakrev, fatfursp, fatfury3, fbfrenzy, flipshot, galaxyfg, ganryu, goalx3, gowcaizr, gururin and 
    joyjoy. Mattroid for aof3. Paratech for aof2 [JPN]. Witchboard for aof, aof2 and fatfury1. I'm MORE than 
    happy to replace anything if you have a better scan of a mini than what I have included, and witchboard 
    would be more than happy to host it for you. I'll be getting to K-Z in a few weeks.
    - 0.113u3: Some minor NeoGeo set updates [Johnboy]. Aaron Giles fixed glitches in Neo-Geo driver 
    introduced in last update.
    - 0.113u2: Zsolt Vasvari updated NeoGeo driver to the new video timing code and raw screen parameters, 
    this fixed also the messed up graphics. Changed VSync to 59.185606 Hz.
    - 0.112u3: JohnBoy fixed naming and identification of several NeoGeo roms.
    - 0.108u4: R. Belmont fixed neocrypt.c to work on big-endian machines.
    - 0.104u6: Added save state support to PD4990a device for NeoGeo [MAME Plus!].
    - 0.104u5: Aaron Giles fixed memcards properly. They are no longer hardcoded for the NeoGeo. The 
    implementation has moved to generic/machine.c, and a callback handler very similar to NVRAM is now 
    supported in the machine driver definition. Cards are created per-game, so the memcard directory now has 
    a subfolder per game with each game's cards stored underneath.
    - 0.104u2: Aaron Giles fixed typo bug (typo0104ora).
    - 0.104: More NeoGeo cleanups [David Haywood].
    -  4th February 2006: R. Belmont - It turns out that the Sega CD and Neo-Geo CD use the same CD 
    controller chip.
    - 0.103u5: David Haywood hooked up watchdog for NeoGeo games and removed a number of hacks.
    - 24th January 2006: David Haywood - Not strictly MAME work but I thought I'd take a crack at emulating 
    the NeoCD system (probably for MESS) using the MAME NeoGeo driver and some information from ElSemi as 
    the basis of the work. So far I've hooked up some basic code to allow it to write the C data on the fly 
    and boot the BIOS.
    - 0.103u3: David Haywood rewrote NeoGeo video system, removing distinction between raster and non-raster 
    games and cleaning up the code significantly. Cleaned up the Neo Geo mess from 0.103u2 [David Haywood, 
    Razoola]. Changed visible area to 320x224.
    - 12th January 2006: David Haywood - Razoola cleaned up the NeoGeo sets as they were quite a mess in 
    0.103u2 to say the least.
    - 0.103u2: Added code to support remaining NeoGeo sets [http://neosource.1emulation.com/forums/].
    - 0.103: Added machine\neoboot.c and machine\neoprot.c. David Haywood cleaned up/reorganized some of the 
    messy NeoGeo code. Separated out bootleg-specific hacks into additional files.
    - 0.91u2: Correct NeoGeo mirroring + additional information on coin counters etc [Razoola].
    - 0.91: Fixed some GFX bugs [A nonymous]. Changed VSync to 59.185608 Hz.
    - 27th January 2005: Mamesick forwarded some NeoGeo video hardware emulation changes/improvements from 
    an anonymous contributor which remove a hack previously used for kof94 and fix the auto-anim speed. He 
    also fixed a few minor text errors in MAME. Mamesick fixed many graphical issues, including those in 
    Thrash Rally, TWS96, Top Players Golf and possibly more.
    - 0.90u3: Added Japan MVS (Ver. 1) BIOS rom.
    - 0.84: Some minor NeoGeo rendering speedups [Carlos Santillan].
    - 0.79u2: HPMAN updated the NeoGeo sets to use correct roms.
    - 0.78: Removed NeoMAME / CPMAME.
    - 13th November 2003: Brian Troha cleaned up a few unnecessary ROM loads in the Neo Geo driver.
    - 0.76u2: Some input fixes in neogeo.c [HowardC].
    - 0.70: Paul Priest improved BIOS selection code, now -bios japan can be used with the NeoGeo driver for 
    - 0.69u3: Changed visible area to 320x224.
    - 0.69b: Aaron Giles changed NeoGeo to use boost_interleave for tight CPU communications instead of 
    throwing cyces away. Changed visible area to 304x224.
    - 0.69a: Mame32Plus team improved Save-State support for NeoGeo games. David Haywood changed NeoGeo 
    resolution to be 320 wide, this is correct, the glitches it causes are verified against a real MVS. Guru 
    verified and corrected clock speeds. Changed Z80 CPU2 clock speed to 4MHz and VSync back to 60Hz.
    - 26th May 2003: David Haywood forwarded the 68k CPU core select and Neo Geo save states from MAME32 
    - 0.69: David Haywood added NeoGeo Mahjong control panel support. Changed NeoGeo framerate to 59fps 
    based on MAMEtesters report about Kof98 intro sync. It would be nice if somebody could give a real 
    accurate measurement of this. Added USA 2-Slot BIOS and Asia BIOS to NeoGeo Driver (recompile to use), 
    also readded line removed by mistake, fixed coinage bug when using USA BIOS. Adds the system option 
    "bios". Rom loading is now modified so that if any of the 4 bits in ROM_BIOSFLAGSMASK of the rom flags 
    are set, it will only be loaded if the value+1 == options.bios. NeoGeo has been modified to take 
    advantage of this as follows: 0 - "sp-s2.sp1"- Europe, 1 Slot (also been seen on a 4 slot) (default), 1 
    - "sp-s.sp1" - Europe, 4 Slot, 2 - "usa_2slt.bin" - US, 2 Slot, 3 - "sp-e.sp1" - US, 6 Slot (V5?), 4 - 
    "asia-s3.sp1" - Asia S3 Ver 6, 5 - "vs-bios.rom" - Japan, Ver 6 VS BIOS and 6 - "sp-j2.rom" - Japan, 
    Older. Removed NeoGeo Memory Card Manager RESET / CALL option from UI, this feature is only available on 
    the AES console and should be in MESS (and probably won't be needed at all with a real AES BIOS.
    - 19th May 2003: Paul Priest added support for choosing the BIOS in the Neo Geo driver without 
    - 18th May 2003: David Haywood added support for the mahjong control panel in the Neo Geo driver.
    - 0.68: Removed 'Territory' and 'Game Slots' dipswitches in all games. Renamed all BIOS roms in 
    neogeo.zip and added new user1 roms.
    - 26th March 2003: David Haywood resubmitted the alternate BIOS support for Neo Geo, this time using a 
    compile time switch.
    - 0.63: Added 'Game Slots' dipswitch to all games.
    -  9th January 2003: David Haywood removed the Neo Geo BIOS hacks and added support for other BIOS ROMs 
    than the one that is currently used.
    - 0.62: ElSemi fixed cracking and missing sounds in some neogeo games. Especially kof99 ("how to play" 
    loop) and shocktro (end of attract missing sound).
    - 27th September 2002: ElSemi and Paul Priest fixed the Neo Geo memory card interface.
    - 0.61: Improved raster effects handling in NeoGeo games [Razoola].
    -  2nd July 2002: smf added proper emulation of the LFSR random number generator in the Neo Geo driver.
    - 30th June 2002: smf fixed the random number emulation in the Neo Geo driver thanks to information from 
    - 28th June 2002: Nicola Salmoria adjusted the Neo Geo raster effects emulation thanks to information 
    from Razoola.
    - 10th May 2002: Dan Gendreau submitted a change to the Neo Geo driver so that Pop 'n Bounce can be 
    controlled with a paddle.
    - 0.60: Fixed INP playback function for mslugx, lastbld2 and flipshot.
    - 0.58: Added includes\neogeo.h.
    - 0.57: Moved ng-sfix.rom from gfx1 to gfx2 and ng-lo.rom from gfx3 to gfx4. Move all gfx2 roms to gfx3.
    - 0.56: Added machine\neocrypt.c. Added gfx3 rom 'ng-lo.rom' to neogeo.zip.
    - 17th September 2001: Nicola Salmoria implemented correct y zoom for the Neo Geo hardware thanks to 
    help from Miguel Angel Horna, but it causes some problems with games using raster effects.
    - 0.37b13: NeoGeo raster effects fixes [Nicola Salmoria]: Pulstar (level 2 boss), AoF (title screen), 
    Double Dragon (levels with water), AoDK (100 mega shock logo - is it correct?), Eight Man (title 
    screen), Super Dodgeball (flames in attract mode) and Top Hunter (waves when entering bonus stages).
    -  4th March 2001: Nicola Salmoria improved the C 68k core so that it can use separate memory handlers 
    for different width data, and he fixed it from crashing in many Neo Geo games.
    - 28th February 2001: Nicola Salmoria improved the Neo Geo raster effects emulation.
    - 16th February 2001: Nicola Salmoria fixed the Qsound ROM loading and also fixed Neo Geo games from 
    - 0.37b12: Ralf Willenbacher fixed auto animation speed in the NeoGeo games. Changed number of buttons 
    to 4.
    -  7th February 2001: Nicola Salmoria improved the raster effects emulation in the Neo Geo driver.
    - 28th July 2000: Malcor dumped the Neo Geo 330 Mega System by SNK (6x BIOSe).
    - 0.36RC2: [DOS] There are now two options for Hot Rod key mapping, -hotrod and -hotrodse. The latter 
    remaps NeoGeo games to use the lower row of buttons.
    - 0.36RC1: [DOS] -hotrod selects a more appropriate button configuration when NeoGeo games are played 
    [Paolo Fiorani].
    - 0.36b15: Removed machine\neogeo.h.
    - 0.36b8: Sped up a little the NeoGeo raster effects. Enabled them in Karnov Revenge and Galaxy Fight. 
    Fixed the field in ssideki3 etc [Massimo Morra].
    - 0.36b1: Changed visible area to 304x224 in all NeoGeo games.
    - 0.35RC2: Nicola Salmoria incresed the horizontal resolution for NeoGeo to 320 (320x224). This looks 
    strange with some games, but it is definitely the correct value as I verified it on the real thing. 
    Games like Puzzle Bobble and Baseball Stars use the extra area, while most of the other games draw just 
    two bars in there. If a game looks odd, adjust your monitor to send the extra area offscreen. IMPORTANT 
    FOR PORTERS: the "safety area" allocated by osd_new_bitmap() must now be 16 pixels instead of 8. This is 
    required by the NeoGeo driver.
    - 0.35RC1: Brian Lewis and Andrea Mazzoleni added new tweaked VGA modes: 384x240 (for CPS1, Pang etc.), 
    384x256 (for Lode Runner etc.), 336x240 (for Gauntlet and other Atari games), 320x240 (for NeoGeo and 
    - 28th May 1999: Andrew Prime added cycle skipping to the most recent Neo Geo games, and Nicola partly 
    fixed a small graphics glitch in Thrash Rally.
    - 0.35b12: Added machine\neogeo.h. Fabrice Martinez added memory card support in the NeoGeo driver. Card 
    data is saved to the MEMCARD directory (you have to create it). Use the TAB menu to access the memory 
    card options. Nicola Salmoria drastically reduced load times of the larger NeoGeo games.
    - 0.35b10: Nicola Salmoria added "kbmame" multi-button key equivalents for the NeoGeo games. They are 
    only available if cheats are enabled.
    - 25th April 1999: Nicola modified the Neo Geo driver to load the roms MUCH faster, and it's not any 
    minor improvement, the minutes waiting at the black screen is completely eliminated.
    - 17th February 1999: Fabrice Martinez has emulated the memory card and the calendar in the NeoGeo 
    - 0.35b3: 16-bit color support in the NeoGeo driver. It's enabled in a few games which were particularly 
    affected by reduction to 256 colors [Nicola Salmoria]. Changed Z80 CPU2 clock speed to 6MHz.
    - 0.35b2: Attempt at emulating some raster effects in the NeoGeo games. The IRQ2 handling is still 99% 
    unknown, however you can see the field in Super Sidekicks 3 and 4. This is largely unaccurate, and VERY 
    slow. Hit F1 to toggle the emulation on or off (by default it's on) [Nicola Salmoria].
    - 0.35b1: Nicola Salmoria emulated some raster effects in the NeoGeo games. The IRQ2 handling is still 
    99% unknown, however you can see the field in Super Sidekicks 3 and 4. This is largely unaccurate, and 
    VERY slow. Hit F1 to toggle the emulation on or off (by default it's on). Fixed NeoGeo palette - it's 5 
    bits per gun, not 4. Of course this makes the reduction to 256 colors even more difficult. 16-bit video 
    modes will be supported in a later version.
    - 0.34b8: Neo Geo status: All games work, both in arcade and home mode. If you are stuck with a 
    copyright message or the coin inputs don't work, delete the .CFG and .HI file for that game. This will 
    fix the problem. Super Sidekicks controls still stop working after a couple of minutes, though. Sound 
    support is 95% complete. If you experience garbled sound and you get NO GOOD DUMP EXISTS errors, this is 
    caused by bad ROMs, not by imperfect emulation. There is NO WAY to fix that apart from redumping the bad 
    ROMs. If you get a Z80 ERROR message, it means that the sound program ROM is bad. Run the game without 
    sound. A few games have graphics glitches which are not easily fixed. "ROM length mismatch" errors. If 
    you get these, you are just using ROMs larger than the ones MAME expects. This is not a fatal error and 
    the game will still run fine (provided the ROMs are good, of course). You can "fix" the ROMs yourself 
    just by removing the second half of the file. Note that the sizes used by MAME are sort of arbitrary. In 
    many cases it is difficult to know for sure which size the ROMs are really supposed to be, so we decided 
    to consistently use the smallest possible files. The real ROMs *might* be larger than that, but the 
    extra space is not used by the game - it is either all FF, or contains a verbatim copy of the first 
    - 0.34b6: MAME - FULL sound support, FM synth and ADPCM samples, on 90% of games using the YM2610 
    emulator [Hiromitsu Shioya]. Auto-animations are supported, these are used in many games. The Neogeo 
    graphics hardware can cause animation without intervention from the main cpu. You can see this in the 
    backgrounds of games such as Karnov's Revenge, Street Hoops, Samurai Shodown, King Of Fighters etc. Very 
    accurate scaling support, including full screen zooms. No more 'missing tiles' on zoomed graphics. Major 
    speedup! You should see at least 20-50% increase on all games. The downside is you will see a black 
    screen for a few seconds at the start of every game as the graphics are converted to a custom format. 
    There are many other optimisations in the video code too. Fixed bug in y-flipped tiles glitched when y<0 
    (Thrash Rally). Several games have experimental 68000 idle cycle skipping, for these games you should 
    see increases of between 5% and 20%. Games currently using this method are: Puzzle De Pon, Karnov's 
    Revenge, Wind Jammers, Street Hoops and Neo Bomberman. SRAM save size has been reduced to 0x2000 bytes 
    from 0x10000. The NeoGeo has 8 memory frames and will store sram data for upto 8 games regardless of how 
    many physical cartridges the machine can take. The MAME emulation emulates a fixed 1 cartridge neogeo, 
    therefore only the first 0x2000 bytes of the SRAM should ever be used. Due to bullet-proofed(!) memory 
    handling there should be no more corrupt sram saves either. Remember you can delete a game settings by 
    deleting it's file in the 'hi' directory. Bug where SRAM states were reloaded upon every reset is fixed. 
    Known issues: Some games will give a piracy warning. You can still play the games if you set them to run 
    in Console (Home) mode. For some games you can set the game back to arcade mode after the protection 
    check is done and leave it that way (because some games leave a flag in SRAM as to whether the game has 
    passed it's security check). Line (row) scrolling is not implemented. This is used for the floor in 
    Karnov's Revenge, special effects in Spinmasters, etc and many others. The calendar chip is not yet 
    implemented. This release should give a substantial speed boost over previous betas, and there are some 
    more optimisation ideas to be tried. The Neorage team will support all fixes to the bad roms and make 
    sure their emulator is compatible. Most fixed romsets will work on Neorage already. Added BIOS zip file 
    'neogeo.zip'. Added Z80 (4MHz) CPU2 and YM-2610 (8Mhz) sound.
    - 0.34b4: MAME - This beta contains a major update to the NeoGeo driver. It is still far from perfect 
    but has many improvements over the previous version. This is still very much a 'work-in-progress' driver 
    with many known problems. Hopefully these problems will be fixed soon. How to: You need a zip file 
    called neogeo.zip in your rompath. It should contain at least two files: neo-geo.rom (128k) and 
    ng-sfix.rom (128k). There should also be two other roms which are not yet used by MAME, they _will_ be 
    used in future versions of this driver so do not delete them. You also need to place the game zip in 
    your rompath. If you do not know what 8 character filename the NeoGeo game you want to play has you can 
    type: MAME -listclones neogeo. That will list the 8 character zip names of all currently supported 
    games. What's New? Many graphics improvements: * 'Missing tiles' in games such as Puzzle Bobble are 
    fixed. * Scaling is improved, but still not perfect. Full screen zooms tend to break (eg, Thrash Rally, 
    Art of Fighting). * 'Japan/Europe/USA' territory selection in dipswitch menu. * Start & coin key 
    positions are moved to their 'standard' MAME positions. * Coin inputs work, freeplay is no longer the 
    default.* Soft dipswitches are fully emulated and saved per game, the files are saved to the hiscore 
    directory for now. * Custom drawgfx routine in place. This is slower than the previous MAME release but 
    allows the graphics to be drawn from their native data. This allows: * MEMORY REQUIREMENTS APPROXIMATELY 
    HALVED! And also quicker loading time.* If you experience a 'black screen' for a few seconds after 
    loading it is because the 'pen usage' arrays are being calculated. MAME NeoGeo uses a compressed palette 
    system to give the full NeoGeo 12 bit colour on an 8 bit display (this is nothing new, almost every 
    other MAME driver for high colour games works in the same way, by choosing only the colours that are 
    actually displayed at any one time). Although this gives better quality it actually takes around 10-15% 
    of the processor time each frame. * There is no 'black screen' at the end of each games demo. All games 
    now behave as per the arcade version and cycle to the 'NeoGeo logo' screen. Notes on soft dipswitches: 
    You can access these from pressing F2 (self test) or setting the test mode dipswitch and resetting the 
    virtual machine. Both soft dips and cabinet settings are saved for each game. If, for some reason, you 
    experience strange gameplay (NOT graphics glitches), the soft dips may have become corrupt (this _is_ 
    still a beta release!), to clear them you can wipe the file in the hiscore directory for the game OR go 
    into the hardware test and select the 'clear backup ram' option (recommended). Other Fixes: Emulation of 
    soft dips fixed many problems games had in previous versions, for example, the game timers being set low 
    in games such as KOTM and Art of Fighting are fixed. Almost all 'gameplay' issues are fixed by this. 
    Sidenote: The 'blood bios' is not needed, nor supported. All games affected by the blood BIOS actually 
    have the 'blood' option in their soft dip options. It can be turned on & off there without having to use 
    a special BIOS. In fact any non-standard BIOS may not work at this point. Due to the much decreased 
    memory requirements large games such as Karnov's Revenge now work. What isn't fixed? 'New' games such as 
    Metal Slug, Pulstar, Shock Troopers do not work, either due to protection or bankswitching used in these 
    games (information needed!). The animation in the 'rain' scenes of Karnov's Revenge does not animate! As 
    mentioned before, full screen zooms are not correct. The MVS memory card is not supported. Probably many 
    other small bugs too.
    - 0.34b4: Bryan McPhail - All graphics nearly fixed, including missing tiles on zooms (pbobble etc). All 
    zooms nearly 100%. Added USA/Japan/Europe mode. Altered start/select button placement, hardly anything 
    uses select so I put start in it's usual MAME place (1 & 2). The 68000 can read back the byte it sends 
    to the Z80, at 0x320000. Fixed soft dips! And implemented backup ram to save them. No crash at end of 
    demo when trying to switch cartridges. Coin inputs work.
    - 0.34b1: Added neogeo.c driver, machine\neogeo.c, vidhrdw\neogeo.c and machine\pd4990a.c/h. TODO: 
    Properly emulate the hard and soft dipswitches. Bring memory requirements down. The system is trying to 
    switch games. Leaving it running in attract mode will cause the game to hang, because the system thinks 
    it has got 255 cartridges inserted (see test mode). Implement proper scaling. Properly emulate the 
    uP4990. Fix coin inputs. NeoRage has American, Japan & Europe setting, we only have Jap/English for now, 
    NeoRage also has 'censor' dipsetting.
    -  3rd Augsut 1998: Allard van der Bas - All drivers now load the BIOS rom from the dummy parent no need 
    for zipping the rom in every set. Removed all CPP style comments.
    -  1st Augsut 1998: Bryan McPhail - Currently, the 4bpp NeoGeo graphics are expanded to 8bpp MAME 
    graphics, giving HUGE memory requirements. We have to use a custom zoom function anyway, why not just 
    change it to draw from the 4bpp data... Would save a lot of memory. Compressed all the machine drivers. 
    Added colour fade at start. Fixed the crash when going into soft dips. (bpx at c19c0a). RAM at 10f300 to 
    10ffff seems to be static?
    - 31st July 1998: Bryan McPhail - Started new layout of drivers, below. Added first attempt at zoom 
    graphics. Made all games clone of NeoGeo parent, so the BIOS will load from it's own zip file (doesn't 
    work yet). Added Thrash Rally - has lots of full screen zooms.
    - 30th July 1998: Bryan McPhail - Found sound byte. Found test switch (from hardware test). Coin inputs 
    still dont work... Note: puzzle de pon, puzzle bobble, karnov revenge have tiles lowered for testing... 
    fix later. Changed all REAL_60HZ to just 60HZ - no vbl is used here, slight speedup. Fix the drivers at 
    - 29th July 1998: Bryan McPhail - Added Karnovs Revenge. Core change: Make sure 'total' in GfxLayout is 
    an INT not a short. Unsigned int in GfxElement.
    - 28th July 1998: Bryan McPhail - Removed prom init function, added compressed palette code.
    - 20th July 1998: Allard van der Bas - Palette banking activated. Used by Alpha Mission 2. Now featuring 
    Mac friendliness (tm). rom loading should work on the Mac and the colors should be OK (tip from Brad).
    - 14th July 1998: Allard van der Bas - Implemented banking to bring down the memory requirements. 
    Unfortunately debugging memory area 0xc00000 does not work anymore (weird?).
    - 13th July 1998: Allard van der Bas - Small change to the y tile parameters.
    -  9th July 1998: Allard van der Bas - Neo Geo can have 2 meg of ROM, the second bank is mapped to 
    0x200000 - 0x2fffff.
    -  4th July 1998: Allard van der Bas - Converted to Mb6 with old allegro. The new allegro library does 
    not work with my graphics card (a Matrox Millenium 2 MB).
    - 30th June 1998: Allard van der Bas - Added fake dipswitch settings for Language and system.
    - 29th June 1998: Allard van der Bas - Finally fixed Y scrolling (YES!). Implemented a very crude zoom, 
    probably have to write my own zoom function.
    - 28th June 1998: Allard van der Bas - Palette stuff implemented but not activated. A number of shadow 
    registers found.
    - 27th June 1998: Allard van der Bas - Fixed some shadow registers, Puzzle de Pon now works 100 %. New 
    tile banking code, Sidekicks now works. New name, Shin Emu Keikaku team. Shin Emu Keikaku team is now: 
    Allard van der Bas, Bryan McPhail and Fuzz.

    Human interpretation:
    Achievement accomplished: don't know from playback: my ROMs aren't in a 0.106-compatible layout
    Recorded speed: 99.998101%
    DIP-switches: needs checking via F2/playback
    Time calc: 03:10:14 + 105299 frames @ ? (59Hz = 29.7454, 60Hz = 29.2497 min) ~= vs. zip mod: 22:39:54
    Dates: good with time offset
    Autofire used?: ?
    Lots of 1sts to be surpassed: what are you waiting for? Play the game, submit the score...
    Thanks Cthulhu thanked this post
  4. 03-04-2015, 02:27 PM
    nice score c:
    Likes Cthulhu liked this post
  5. 03-08-2015, 05:34 AM
    Got my ROMs reordered & all good. Congrats, Don. :)
    Lots of 1sts to be surpassed: what are you waiting for? Play the game, submit the score...
    Likes Cthulhu liked this post
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