M.A.M.E. - Nova 2001 [Japan] - Points - 13,060,460 - W. Michael Dietrich

Is the performance claim below valid?

    This poll is closed
This poll is closed
  1. M.A.M.E. - Nova 2001 [Japan] - Points - 13,060,460 - W. Michael Dietrich

    08-09-2015, 05:17 PM
    Points
    WolfMame version
    106
    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
    not sure why it deducted 50 pts. on the Best5 page. I'm going by what the score was upon "Game Over".




    Likes Barra liked this post
  2. 08-09-2015, 05:19 PM
    adding the snap pics
    Name:  nova0003.png
Views: 83
Size:  1.1 KBName:  nova0004.png
Views: 85
Size:  1.3 KB

  3. 08-10-2015, 01:22 AM
    Note junior member status... if I'm reading things right, the DIPs look OK - changes I can see from default are Difficulty: Medium (default Easy) & Demo Sounds: Off (default On)... how'd I do?

    I concur that the claimed score was reached during gameplay, not sure why it's 50 less on the score-signing screen. However I only sprinted through the playback after I realized I'd initially misread the score as 1.3 million (where are my glasses) so I haven't watched it closely from end to end... does anyone do that of games this long? What is it... about 7 hours?

    But I did notice something very odd happening after 9.98 million - hard to tell at the pace it was happening, and it's tedious throttling through the .inp to double-check, but it looks like any point scoring event between 9.98 million & 10 million results in an extra life! (capped at 99 lives, i.e. life in play plus 98 left) Then it seems you get no extra lives until 12.22 million.
    I have no idea what's going on there with the "next extra point" landmarks from this point on... 12.22 million isn't a "20k + every 60k" score, but 22.22 million is... I could over-analyze this. I think I already have.
    Likes Barthax, MichaelD, creech liked this post
  4. 08-10-2015, 04:43 AM
    Starting check.bat on 10/08/2015 at 10:58:14.19


    Zip test
    Code:
    Zip:
    
    
    7-Zip 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    
    Processing archive: C:\MAME\inp\MARP\nova2001-DIE-13060460-wolf106.zip
    
    
    Testing     nova2001-DIE-13060460-wolf106.inp
    Testing     nova2001-DIE-13060460-wolf106.wlf
    
    
    Everything is Ok
    
    
    Files: 2
    Size:       179013974
    Compressed: 1541320
    RAR:
    
    
    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-DIE-13060460-wolf106.zip
    
    
    --
    Path = C:\MAME\inp\MARP\nova2001-DIE-13060460-wolf106.zip
    Type = zip
    Physical Size = 1541320
    
    
    ----------
    Path = nova2001-DIE-13060460-wolf106.inp
    Folder = -
    Size = 179013376
    Packed Size = 1540810
    Modified = 2015-08-09 19:33:20
    Created = 
    Accessed = 
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = 435548A1
    Method = Deflate
    Host OS = FAT
    Version = 20
    
    
    Path = nova2001-DIE-13060460-wolf106.wlf
    Folder = -
    Size = 598
    Packed Size = 204
    Modified = 2015-08-09 19:33:26
    Created = 
    Accessed = 
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = A7050110
    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 = ~1996MHz (AMD)
    This recording was made with the C 68k core enabled
    Start date of recording: Sun Aug 09 18:52:16 2015
    
    
    Checks out OK. [1d59]
    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: 1203.560469 (1799805 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: 0
    Approximate clock speed: 1996233388Hz
    
    
    -- OS info --
    Operating System: Windows NT 6.2 
    
    
    -- INP info --
    Number of frames: 1443656
    Average record speed: 99.998200%
    System time at start of emulation: Sun Aug 09 18:52:16 2015
    Sound: 48000Hz     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
    
    
    Resolution: 240x192 @60Hz
    
    
    Rules: https://www.twingalaxies.com/scores.php?scores=78791
    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: AC 1A FC 76 00 00 00 00  50 93 C7 55 4E F1 59 1D | .v....P.UNY.
        20: 00 00 00 FF 00 00 00 FF  00 00 00 FF 00 00 00 FE | ............
        30: 00 00 00 FF 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 FF | ............
        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 FF 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:
    555C2E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    555C2F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    555C300: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    555C310: A2 82 43 E1 00 00 00 3E  00 00 00 FF 00 00 00 7F | .C...>.......
    555C320: 00 00 00 FE 00 00 00 FF  00 00 00 00 00 00 00 00 | ..............
    555C330: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    555C340: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    555C350: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    555C360: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    555C370: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    555C380: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | .............C
    555C390: 00 00 00 3A 00 00 00 FF  00 00 00 7F 00 00 00 FE | ...:..........
    555C3A0: 00 00 00 FF 00 00 00 00  00 00 00 00 00 00 00 00 | ...............
    555C3B0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    555C3C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    555C3D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    555C3E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    555C3F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    555C400: 00 00 00 00 00 00 00 00  A2 82 43 E1 00 00 00 3A | .........C...:
    555C410: 00 00 00 FF 00 00 00 7F  00 00 00 FE 00 00 00 FF | .............

    INP Tail-end:
    Code:
    AAB85C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    AAB85D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    AAB85E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    AAB85F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    AAB8600: 00 00 00 00 A2 82 43 E1  00 00 00 FF 00 00 00 FF | .....C......
    AAB8610: 00 00 00 7F 00 00 00 FE  00 00 00 FF 00 00 00 00 | ..............
    AAB8620: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    AAB8630: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    AAB8640: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    AAB8650: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    AAB8660: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    AAB8670: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    AAB8680: A2 82 43 E1 00 00 00 FF  00 00 00 FF 00 00 00 7F | .C..........
    AAB8690: 00 00 00 FE 00 00 00 FF  00 00 00 00 00 00 00 00 | ..............
    AAB86A0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    AAB86B0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    AAB86C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    AAB86D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    AAB86E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    AAB86F0: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | .............C



    MAME Info
    nova2001 is the parent set.
    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:
    
    
    - 0.160: Added save state support to Nova 2001 driver [Ivan Vangelista].
    
    
    - 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: 13060460 (one rollover)
    WolfMAME used: WolfMAME 0.106 + valid WLF
    Recorded speed: 99.998200%
    DIP-switches: good (demo sounds Off)
    Time calc: 18:52:16 + 1443656 frames @ 60Hz (401.0155 min) ~= 01:33 vs. zip inp mod: 19:33:20 vs. zip wlf mod: 19:33:26
    Dates: good with time offset.
    Autofire used?: no
    ROM set changed?: n/a - this is 0.106
    Lots of 1sts to be surpassed: what are you waiting for? Play the game, submit the score...
    Thanks MichaelD, Cthulhu thanked this post
    Likes d3scride liked this post
  5. 08-10-2015, 05:12 AM
    Wow massive!
    Looks to be the highest of any Nova score I can find. Theres one of the US ROMset over at MARP of just over 10m
    Seems quite a few people can marathon this - wonder why no-one has chosen to go for 50 or even 100m

    Interesting re: the extra lives before the rollover. Will definitely keep an eye out for that
    Likes MichaelD liked this post
  6. 08-10-2015, 08:03 AM
    I noticed that too. Seems to be a Defender type bug during the last 10,000 or so where every hit garners me an extra life ... BUT... they're all given in advance and I have to make up for it.
    After the rollover I did have 99 lives but my next extra life wasn't until 2.2 million I believe.
    It was uncharted territory for me. Honestly, O was hoping for a max-out at 9999990 but,..
    I'm considering a higher run in future. Yes this did take 7 hrs. but I think I know a way to shorten that next time. Maybe kill myself instead of wasting my time with those boss battlestars.

    Likes timhett liked this post
  7. 08-10-2015, 08:17 AM
    Quote Originally Posted by Barra View Post
    Wow massive!
    Looks to be the highest of any Nova score I can find. Theres one of the US ROMset over at MARP of just over 10m
    Seems quite a few people can marathon this - wonder why no-one has chosen to go for 50 or even 100m

    Interesting re: the extra lives before the rollover. Will definitely keep an eye out for that
    I stopped when it was dinner time :P. I was thinking 20. This will have to do for now. Not sure if I'm gonna submit this to MARP or anyone else but I was kind of going for that "undisputed" thing ;).

    Likes Barra liked this post
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