M.A.M.E. - Track & Field - Points - 91,800 - Brian Woodward

Is the performance claim below valid?

    This poll is closed
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  1. M.A.M.E. - Track & Field - Points - 91,800 - Brian Woodward

    10-21-2015, 04:15 PM
    Points
    WolfMame version
    106
    Track
    https://www.twingalaxies.com/scores.php?scores=7884
    Rules
    ROMSet: TrackFld
    Lives: 1
    After Last Event: Game Over
    Cabinet: Upright
    Bonus Life: 100000
    World Records: Erase On Reset
    Difficulty: Normal
    Special Rules: None
    Submission Message
    Got lucky on the hammer throw, and finally was able to follow that with a decent high jump.
    I even had the guts to try for that mole bonus, which I don't like trying often.

    This is the run that has the 2.52 successful high jump.

    2.46 was almost disastrous, but I recovered barely and hit the sweet spot on the next few jumps.
    2.51 was a touch early, but that was better than being a touch late of the sweet spot like I was on 2.53.
    I can swear that my shorts brushed the bar on 2.51 though, ;) but 2.52 was spot on!

    Turbo buttons, or auto fire, were not used.
    Attached Files Attached Files
  2. 10-21-2015, 05:34 PM
    Starting check on Thu 22/10/2015 at 12:26:20.15

    Zip test
    Code:
    Zip:
    
    7-Zip [64] 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    Processing archive: C:\MAME\ALLexes\inp\MARP\bdw_trackfld_91800.zip
    
    Testing     bdw_trackfld_91800.inp
    Testing     bdw_trackfld_91800.wlf
    
    Everything is Ok
    
    Files: 2
    Size:       4776118
    Compressed: 35409
    RAR:
    
    7-Zip [64] 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    
    Error:
    there is no such archive
    Zip list
    Code:
    7-Zip [64] 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    Listing archive: C:\MAME\ALLexes\inp\MARP\bdw_trackfld_91800.zip
    
    --
    Path = C:\MAME\ALLexes\inp\MARP\bdw_trackfld_91800.zip
    Type = zip
    Physical Size = 35409
    
    ----------
    Path = bdw_trackfld_91800.inp
    Folder = -
    Size = 4775520
    Packed Size = 34930
    Modified = 2015-10-19 15:51:30
    Created = 
    Accessed = 
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = A15145F8
    Method = Deflate
    Host OS = FAT
    Version = 20
    
    Path = bdw_trackfld_91800.wlf
    Folder = -
    Size = 598
    Packed Size = 217
    Modified = 2015-10-19 15:51:30
    Created = 
    Accessed = 
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = B33CC320
    Method = Deflate
    Host OS = FAT
    Version = 20
    
    
    7-Zip [64] 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 = ~1975MHz (Intel)
    This recording was made with the C 68k core enabled
    Start date of recording: Tue Oct 20 06:40:42 2015
    
    Checks out OK. [a41b]
    Playing back previously recorded game trackfld (Track & Field) [press return]
    loading a01_e01.bin 
    loading a02_e02.bin 
    loading a03_k03.bin 
    loading a04_e04.bin 
    loading a05_e05.bin 
    loading c2_d13.bin  
    loading h16_e12.bin 
    loading h15_e11.bin 
    loading h14_e10.bin 
    loading c11_d06.bin 
    loading c12_d07.bin 
    loading c13_d08.bin 
    loading c14_d09.bin 
    loading 361b16.f1   
    loading 361b17.b16  
    loading 361b18.e15  
    loading c9_d15.bin  
                                  
    Average FPS: 24.282546 (2903 frames)

    What wlfview thinks:
    Code:
    WLFVIEW 0.3 - Apr  5 2006
    
    Info loaded.  WLF rev 9
    
    Recorded for the game 'trackfld'
    MAME version string: 0.106 (May 16 2006)
    
    -- CPU info --
    Vendor: Intel
    Processor Family: 6  Processor Model: 15
    Approximate clock speed: 1975268680Hz
    
    -- OS info --
    Operating System: Windows NT 6.0 Service Pack 1
    
    -- INP info --
    Number of frames: 38512
    Average record speed: 99.997429%
    System time at start of emulation: Tue Oct 20 06:40:42 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:
    trackfld src/drivers/trackfld.c
    DIP Info from source:
    Code:
    # MAME 0.106 source snippet.
    
    GAME( 1983, trackfld, 0,        trackfld, trackfld, trackfld, ROT0, "Konami", "Track & Field", 0 )
    
    INPUT_PORTS_START( trackfld )
        PORT_START_TAG("IN0")
        PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_COIN1 )
        PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_COIN2 )
        PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_SERVICE1 )
        PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_START1 )
        PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_START2 )
        PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN )
        PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN )
        PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN )
    
        PORT_START_TAG("IN1")
        PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_PLAYER(1)
        PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(1)
        PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(1)
        PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_START3 )
        PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_PLAYER(2)
        PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(2)
        PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(2)
        PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN )
    
        PORT_START_TAG("IN2")
        PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON3  ) PORT_PLAYER(3) //PORT_COCKTAIL
        PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_BUTTON2  ) PORT_PLAYER(3) //PORT_COCKTAIL
        PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON1  ) PORT_PLAYER(3) //PORT_COCKTAIL
        PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_START4 )
        PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON3  ) PORT_PLAYER(4) //PORT_COCKTAIL
        PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON2  ) PORT_PLAYER(4) //PORT_COCKTAIL
        PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_BUTTON1  ) PORT_PLAYER(4) //PORT_COCKTAIL
        PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN )
    
        PORT_START_TAG("DSW0")
        PORT_DIPNAME( 0x0f, 0x0f, DEF_STR( Coin_A ) )
        PORT_DIPSETTING(    0x02, DEF_STR( 4C_1C ) )
        PORT_DIPSETTING(    0x05, DEF_STR( 3C_1C ) )
        PORT_DIPSETTING(    0x08, DEF_STR( 2C_1C ) )
        PORT_DIPSETTING(    0x04, DEF_STR( 3C_2C ) )
        PORT_DIPSETTING(    0x01, DEF_STR( 4C_3C ) )
        PORT_DIPSETTING(    0x0f, DEF_STR( 1C_1C ) )
        PORT_DIPSETTING(    0x03, DEF_STR( 3C_4C ) )
        PORT_DIPSETTING(    0x07, DEF_STR( 2C_3C ) )
        PORT_DIPSETTING(    0x0e, DEF_STR( 1C_2C ) )
        PORT_DIPSETTING(    0x06, DEF_STR( 2C_5C ) )
        PORT_DIPSETTING(    0x0d, DEF_STR( 1C_3C ) )
        PORT_DIPSETTING(    0x0c, DEF_STR( 1C_4C ) )
        PORT_DIPSETTING(    0x0b, DEF_STR( 1C_5C ) )
        PORT_DIPSETTING(    0x0a, DEF_STR( 1C_6C ) )
        PORT_DIPSETTING(    0x09, DEF_STR( 1C_7C ) )
        PORT_DIPSETTING(    0x00, DEF_STR( Free_Play ) )
        PORT_DIPNAME( 0xf0, 0xf0, DEF_STR( Coin_B ) )
        PORT_DIPSETTING(    0x20, DEF_STR( 4C_1C ) )
        PORT_DIPSETTING(    0x50, DEF_STR( 3C_1C ) )
        PORT_DIPSETTING(    0x80, DEF_STR( 2C_1C ) )
        PORT_DIPSETTING(    0x40, DEF_STR( 3C_2C ) )
        PORT_DIPSETTING(    0x10, DEF_STR( 4C_3C ) )
        PORT_DIPSETTING(    0xf0, DEF_STR( 1C_1C ) )
        PORT_DIPSETTING(    0x30, DEF_STR( 3C_4C ) )
        PORT_DIPSETTING(    0x70, DEF_STR( 2C_3C ) )
        PORT_DIPSETTING(    0xe0, DEF_STR( 1C_2C ) )
        PORT_DIPSETTING(    0x60, DEF_STR( 2C_5C ) )
        PORT_DIPSETTING(    0xd0, DEF_STR( 1C_3C ) )
        PORT_DIPSETTING(    0xc0, DEF_STR( 1C_4C ) )
        PORT_DIPSETTING(    0xb0, DEF_STR( 1C_5C ) )
        PORT_DIPSETTING(    0xa0, DEF_STR( 1C_6C ) )
        PORT_DIPSETTING(    0x90, DEF_STR( 1C_7C ) )
        PORT_DIPSETTING(    0x00, "Disabled" )
    /* 0x00 disables Coin 2. It still accepts coins and makes the sound, but
       it doesn't give you any credit */
    
        PORT_START_TAG("DSW1")
        PORT_DIPNAME( 0x01, 0x01, DEF_STR( Lives ) )
        PORT_DIPSETTING(    0x01, "1" )
        PORT_DIPSETTING(    0x00, "2" )
        PORT_DIPNAME( 0x02, 0x00, "After Last Event" )
        PORT_DIPSETTING(    0x02, "Game Over" )
        PORT_DIPSETTING(    0x00, "Game Continues" )
        PORT_DIPNAME( 0x04, 0x00, DEF_STR( Cabinet ) )
        PORT_DIPSETTING(    0x00, DEF_STR( Upright ) )
        PORT_DIPSETTING(    0x04, DEF_STR( Cocktail ))
        PORT_DIPNAME( 0x08, 0x00, DEF_STR( Bonus_Life ) )
        PORT_DIPSETTING(    0x08, DEF_STR( None ) )
        PORT_DIPSETTING(    0x00, "100000" )
        PORT_DIPNAME( 0x10, 0x10, "World Records" )
        PORT_DIPSETTING(    0x10, "Don't Erase" )
        PORT_DIPSETTING(    0x00, "Erase on Reset" )
        PORT_DIPNAME( 0x60, 0x60, DEF_STR( Difficulty ) )
        PORT_DIPSETTING(    0x60, DEF_STR( Easy ) )
        PORT_DIPSETTING(    0x40, DEF_STR( Normal ) )
        PORT_DIPSETTING(    0x20, DEF_STR( Hard ) )
        PORT_DIPSETTING(    0x00, "Difficult" )
        PORT_DIPNAME( 0x80, 0x00, DEF_STR( Demo_Sounds ) )
        PORT_DIPSETTING(    0x80, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x00, DEF_STR( On ) )
    INPUT_PORTS_END
    
    Resolution: 256 x 224 @ 60.000000 Hz
    
    ------------------------------------------------------------------------------
    Rules, Points: https://www.twingalaxies.com/scores.php?scores=7884
    ROMSet: TrackFld
    Lives: 1
    After Last Event: Game Over
    Cabinet: Upright
    Bonus Life: 100000
    World Records: Erase On Reset
    Difficulty: Normal
    
    Sample correct TG (Note: settings may be NON-DEFAULT):
    DSW1: offset 0x33, repeat every 0x7C, typical value 0x43
    - DSW1: 0x01 (Lives): 0x01 (1)
    - DSW1: 0x02 (After Last Event): 0x02 (Game Over)
    - DSW1: 0x04 (Cabinet): 0x00 (Upright)
    - DSW1: 0x08 (Bonus_Life): 0x00 (100000)
    - DSW1: 0x10 (World Records): 0x00 (Erase on Reset)
    - DSW1: 0x60 (Difficulty): 0x40 (Normal)
    - DSW1: 0x80 (Demo_Sounds): [not relevant]
    
        30: 00 00 00 43 00 00 00 00  00 00 00 00 00 00 00 00
        A0: 00 00 00 FF 00 00 00 FF  00 00 00 FF 00 00 00 43
       120: 00 00 00 FF 00 00 00 FF  00 00 00 43 00 00 00 00
    ------------------------------------------------------------------------------
    Rules, Points [ 1-Man / Extended Rounds ]: https://www.twingalaxies.com/scores.php?scores=131631
    ROMSet: TrackFld
    Lives: 1
    After Last Event: Game Continues
    Cabinet: Upright
    Bonus Life: None
    World Records: Erase On Reset
    Difficulty: Normal
    
    Sample correct TG (Note: settings may be NON-DEFAULT):
    DSW1: offset 0x33, repeat every 0x7C, typical value 0x49
    - DSW1: 0x01 (Lives): 0x01 (1)
    - DSW1: 0x02 (After Last Event): 0x00 (Game Continues)
    - DSW1: 0x04 (Cabinet): 0x00 (Upright)
    - DSW1: 0x08 (Bonus_Life): 0x08 (None)
    - DSW1: 0x10 (World Records): 0x00 (Erase on Reset)
    - DSW1: 0x60 (Difficulty): 0x40 (Normal)
    - DSW1: 0x80 (Demo_Sounds): [not relevant]
    
        30: 00 00 00 49 00 00 00 00  00 00 00 00 00 00 00 00
        A0: 00 00 00 FF 00 00 00 FF  00 00 00 FF 00 00 00 49
       120: 00 00 00 FF 00 00 00 FF  00 00 00 49 00 00 00 00
    ------------------------------------------------------------------------------
    Generic Info for game:
    Code:
    ROM Changes: none
    0.106-0.166: trackfld - "Track & Field"
    
    Resolution, 0.106-0.166: 256 x 224 @ 60.000000 Hz
    
    Rules, Points: https://www.twingalaxies.com/scores.php?scores=7884
    Rules, Points [ 1-Man / Extended Rounds ]: https://www.twingalaxies.com/scores.php?scores=131631
    INP Header:
    Code:
        10: 48 35 BC 75 00 00 00 00  3A 47 25 56 BD 49 1B A4 | H5u....:G%VI.
        20: 00 00 00 FF 00 00 00 FF  00 00 00 FF 00 00 00 FF | ............
        30: 00 00 00 43 00 00 00 01  00 00 00 00 00 00 00 00 | ...C............
        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 FF 00 00 00 43 | ............C
        B0: 00 00 00 01 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 FF 00 00 00 FF  00 00 00 43 00 00 00 01 | .........C....
       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:
    246E90: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    246EA0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    246EB0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    246EC0: A2 82 43 E1 00 00 00 FF  00 00 00 FC 00 00 00 FD | .C.........
    246ED0: 00 00 00 FF 00 00 00 43  00 00 00 01 00 00 00 00 | ......C........
    246EE0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    246EF0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    246F00: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    246F10: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    246F20: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    246F30: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | .............C
    246F40: 00 00 00 FF 00 00 00 FC  00 00 00 FD 00 00 00 FF | ............
    246F50: 00 00 00 43 00 00 00 01  00 00 00 00 00 00 00 00 | ...C............
    246F60: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    246F70: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    246F80: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    246F90: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    246FA0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    246FB0: 00 00 00 00 00 00 00 00  A2 82 43 E1 00 00 00 FF | .........C...
    246FC0: 00 00 00 FC 00 00 00 FD  00 00 00 FF 00 00 00 43 | ............C
    INP Tail-end:
    Code:
    48DD20: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    48DD30: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    48DD40: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    48DD50: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    48DD60: 00 00 00 00 A2 82 43 E1  00 00 00 FF 00 00 00 FF | .....C......
    48DD70: 00 00 00 FF 00 00 00 FF  00 00 00 43 00 00 00 01 | .........C....
    48DD80: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    48DD90: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    48DDA0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    48DDB0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    48DDC0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    48DDD0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    48DDE0: A2 82 43 E1 00 00 00 FF  00 00 00 FF 00 00 00 FF | .C.........
    48DDF0: 00 00 00 FF 00 00 00 43  00 00 00 01 00 00 00 00 | ......C........
    48DE00: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    48DE10: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    48DE20: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    48DE30: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    48DE40: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    48DE50: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | .............C

    MAME Info
    MAMEInfo.dat entries: trackfld and trackfld.c
    Code:
    MAMEInfo.dat entries for:
    trackfld
    trackfld.c
    ----
    0.30 [Chris Hardy]
    
    
    SETUP:
    
    - To have the high score table properly initialized, the first time you run the game you should go into the dipswitch menu, set World Records to Erase on Reset, reset the game (F3), and the set the dipswitch back to 'Don't Erase'.
    
    
    WIP:
    
    - 0.166: Siftware and MASH added clone Hyper Olympic (bootleg, set 1). David Haywood decrypted clone Track & Field (NZ bootleg?) - Game now playable. Changed description of clone 'Hyper Olympic (bootleg)' to 'Hyper Olympic (bootleg, set 2)'. Renamed (hyprolymb) to (hyprolymba).
    
    - 0.164: Replaced M6809 CPU1 with KONAMI-1.
    
    - 0.148u2: M6809 reset fix; resetting Track & Field works now [Nathan Woods].
    
    - 10th June 2012: 3D ARCADE - New 3D cabinet model for Track & Field.
    
    - 0.136u1: Siftware and Tafoid added clone Track & Field (NZ Bootleg?).
    
    - 0.133u1: Renamed (trackflc) to (trackfldc) and (hyprolyb) to (hyprolymb).
    
    - 0.130u3: Changed M6809 CPU1 clock speed to 1536000 Hz and VLM5030 to 3579545 Hz.
    
    - 0.126u4: Aaron Giles fixed access violation in clone Atlant Olimpic.
    
    - 0.125u2: Aaron Giles restructured input port internals and cleaned up inptport. Removed gross hacks in Track & Field NVRAM. These may be broken as a result.
    
    - 0.123u1: Zsolt Vasvari removed color tables from Track & Field. Added RESNET color computations where appropriate. Fixed gfx1/2 rom loading. Changed palettesize to 512 colors.
    
    - 0.117: Zsolt Vasvari fixed high pitch noise after the speech most noticeable in Track & Field.
    
    - 0.97u2: Fixed prom names.
    
    - 0.88u5: Thierry Lescot fixed rom filenames in the Hyper Olympic clones.
    
    - 0.88u3: Removed 4th button.
    
    - 0.87u3: Pierpaolo Prazzoli added clone Atlant Olimpic (bootleg 1996).
    
    - 0.60: Removed 3rd coin slot.
    
    - 11th April 2002: Stephane Humbert fixed the inputs in the Track 'n Field driver.
    
    - 0.58: Fixed VLM5030 emulation in Track & Field [Tatsuyuki Satoj].
    
    - 22nd January 2002: Tatsuyuki Satoh fixed the noise generator in the VLM5030 sound chip emulation, completely removing the need for samples.
    
    - 21st January 2002: Tatsuyuki Satoh submitted a new, much improved version of the VLM5030 sound chip emulation, used for speech in (Super) Punch-Out and a few other drivers. It is now more than 90% accurate to the original, and only a few small problems remain.
    
    - 0.37b7: Added samples (00 - 3d.wav).
    
    -  1st April 2000: Guru - Dumped Track 'n Field (Bootleg).
    
    - 0.34b7: Nicola Salmoria added clone Track & Field (Centuri).
    
    - 0.34b3: Nicola Salmoria added ADPCM sample playback to the bootleg Hyper Olympic.
    
    - 0.34b2: David Winter added clone Hyper Olympic (bootleg), which uses ADPCM samples instead of speech synthesys. Known issues: Hyper Olympic (bootleg) currently uses the sound ROMs and sound driver from the original version, it doesn't emulate the real board ADPCM samples since one ROM is missing.
    
    - 0.34b1: Added color proms ($0, 20, 120 - palette, sprite and char lookup table).
    
    - 0.33b7: Changed description to 'Track & Field' and clone to 'Hyper Olympic'.
    
    - 0.33b6: Tatuyuki Satoh fixed bug in VLM5030 emulator which caused samples not to work.
    
    - 0.31: The first time you play Track'n Field and Hyper Sports the high scores are automatically initialized to the default. Your old high scores will NOT be be lost here [Nicola Salmoria].
    
    - 0.30: Chris Hardy added Track'n'Field (Konami 1983) and clone Hyper Olympics (Konami 1983). Based on drivers from Juno First emulator by Chris Hardy.
    
    - 23rd January 1997: Dumped Track'n'Field.
    
    
    LEVELS: 6 (endless)
    
    
    ARCADE RELEASE: Hyper Olympic (Konami) - 1983/Oct
    
    
    Recommended Games (Sports):
    
    Track & Field
    
    Track & Field (PlayChoice-10)
    
    Great Swordsman
    
    Hunchback Olympic
    
    Hyper Sports
    
    Water Match
    
    Clash-Road
    
    '88 Games
    
    Gold Medalist
    
    Recordbreaker
    
    California Games (Mega-Tech)
    
    Last Bank
    
    Decathlete
    
    Hyper Athlete
    
    Downhill Bikers
    
    Nagano Winter Olympics '98
    
    Sports Jam
    
    Virtua Athletics
    
    
    Romset: 113 kb / 17 files / 61.9 zip
    
    ----
    0.30 [Chris Hardy]
    
    
    NOTES:
    
    - Track'n'Field has 1k of battery backed RAM which can be erased by setting a dipswitch.
    
    
    WIP:
    
    - 0.149u1: Modernized the hyprolyb_adpcm device [Osso].
    
    - 0.144u7: Kanikani updated Track & Field driver dipswitches.
    
    - 0.140u2: Added audio\trackfld.h and audio\hyprolyb.c/h. Atari Ace take some driver_device classes of hyperspt/sbasketb/trackfld/yiear (common code in audio\trackfld.c and audio\hyprolyb.c) that cover multiple drivers and split them so that each driver gets their own driver_device class. In most cases, these drivers got entangled because of audio/mcu code that was shared between multiple drivers. Added 'Track And Field Audio' sound.
    
    - 0.136u2: Curt Coder added Guru(TM)-README to Track & Field driver.
    
    - 0.135u3: Fabio Priuli added driver data struct and save states to Track & Field driver.
    
    - 0.130u3: Added includes\trackfld.h. Track & Field cleanups [Aaron Giles]: Derived clocks where possible. Complete memory maps from the schematics. Hooked up proper sound command latching. Reimplemented 6802-based ADPCM samples for the bootlegs. Merged memory maps. Extended NVRAM to the full RAM range (according to schematics). Created common include file and modified drivers to use it instead of explicit externs.
    
    - 0.123u1: Zsolt Vasvari removed color tables from Track & Field. Added RESNET color computations where appropriate. Fixed gfx1/2 rom loading. Changed palettesize to 512 colors.
    
    - 0.30: Added trackfld.c driver, vidhrdw\trackfld.c, sndhrdw\trackfld.c and machine\konami.c.
    
    ----
    Human interpretation:
    Achievement accomplished: 91800
    WolfMAME used: WolfMAME 0.106
    Recorded speed: 99.997429%
    DIP-switches: OK
    Time calc: 06:40:42 + (38512 frames 60Hz @ 99.997429% [10:41.88]) ~= 6:51:24 vs zip mod 15:51:30
    Dates: OK, assuming TZ offset
    Autofire used?: No
    ROM set changed?: N/A, 0.106 used

    Click image for larger version. 

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  3. 10-21-2015, 06:11 PM
    That's a low score considering you had an incredible High Jump. The speeds needed to clear that height should be enough to get you in the 97-98,000 range. What were your other event scores and what button set up did you use for each event?

    BTW, I have no way of watching this. I don't MAME and I wont either.

    Hec
    If you need me, I'll be on the 7th floor. No Mames. No steering wheels.
  4. 10-21-2015, 07:45 PM
    100 meters = 17,000points


    1- foul
    2- 8:00 1225cm/sec


    -------------------------------


    long jump = 12,960


    1- 44 (angle) 8m73 1355cm/sec
    2- 46 (angle) 9m48 1417cm/sec
    3- 45 (angle) 9m45 1355cm/sec


    -------------------------------


    javelin throw = 12,380 + 1000


    1- foul
    2- 45(angle) 94m46 1367cm/sec
    3- 1,000 point bonus


    -------------------------------


    110 meter hurdles = 17,260


    1- foul
    2- 9:87 1393cm/sec


    -------------------------------


    hammer throw = 11,200


    1- foul 1472cm/sec
    2- 41 (angle) 86m00 1442cm/sec
    3- foul 1472cm/sec


    -------------------------------


    high jump = 19,000 + 1000


    1- foul
    2- foul
    bonus at 2m35 1,000 points
    3- 2m52


    _______________________________
  5. 10-21-2015, 07:58 PM
    The biggest concern with Track & Field is of course that a player is using some form of auto-fire or mechanical aid which can offer a huge (and unfair) speed advantage. Brian, can you please explain what controls you used, how you had the Left and Right Run buttons mapped, how you had the Jump button mapped, and what technique you used with the controls for button presses for running and jumping. For example. 2, 3 or 4 finger tapping on one button while jumping with the other, or 6 finger technique using 3 rolling fingers on each run button, taking one hand off to press jump when needed.

    Is it possible for you to post a video of you running a 110M Hurdles with your control set up showing you get a similar speed to your submission time of 9.87, and showing your hands and technique you are using? Historically on the arcade track players were generally expected to have their hands visible on video. I realize this is MAME, but I think such a video would be very helpful in making a judgment on this submission.

    Thanks,
    George
  6. 10-21-2015, 09:10 PM
    That's a low score considering you had an incredible High Jump. The speeds needed to clear that height should be enough to get you in the 97-98,000 range.
    My speed varies, because I have not perfected it enough for consistency.
    Paul ran faster in the hurdles than I did, out jumped me in long jump, and out threw me too in javelin and hammer throw, hence his higher score.
    The high jump is only one event.

    What were your other event scores and what button set up did you use for each event?
    Daniel was kind enough to post a play by play of the event results. (thanks Daniel)
    I use the same layout for all the events, like you would use the same layout for all events on an arcade version.
    I do not have the buttons laid out like the arcade control panel though.

    The biggest concern with Track & Field is of course that a player is using some form of auto-fire or mechanical aid which can offer a huge (and unfair) speed advantage. Brian, can you please explain what controls you used, how you had the Left and Right Run buttons mapped, how you had the Jump button mapped, and what technique you used with the controls for button presses for running and jumping. For example...
    No Ping Pong balls were harmed in the making of this INP! :)
    A track ball or joystick could be considered mechanical aid, and track balls were standard issue on some later models of this arcade classic.
    I took a keyboard apart and wired it up to accept external input as key presses.
    I use standard arcade micro-switches for firing the buttons.
    Pressing the switch is the same as pressing the key on the keyboard, so no turbo or auto fire is used, per rules.
    The key mapping doesn't matter, since the external buttons can be positioned anywhere and are not bound by keyboard key placement.
    As far as technique goes, that is my business, go develop your own technique or wait for a public performance, but don't hold your breathe while waiting to see mine. :P

    Is it possible for you to post a video of you running a 110M Hurdles with your control set up showing you get a similar speed to your submission time of 9.87, and showing your hands and technique you are using? Historically on the arcade track players were generally expected to have their hands visible on video. I realize this is MAME, but I think such a video would be very helpful in making a judgment on this submission.
    When I do an arcade or console track, then I will submit a video per rules.
    I thought with MAME the video was optional if you have the INP.
    I don't mind sharing the INP and let people study the techniques used, but studying me in a video is not what I had in mind.


    No turbo controller or auto fire was used, and the INP speaks for itself.
    Accept it, or Reject it.
    It's your call, and it's all good.
  7. 10-21-2015, 09:36 PM
    Many submissions are accepted with just an .inp file. That doesn't mean we have to accept this particular submission with just an .inp file. And I'm not going to.

    This submission is a strong reject for me. For me, refusing to let the adjudicators know how you played to let us judge whether you used auto-fire makes it impossible to confirm your submission.

    As for myself and this Track & Field submission, there is no way I am upvoting this submission without a video or at the very least a detailed description of the technique you are using for button presses which you have refused to give. Track & Field is a game that historically has attracted numerous players using auto-fire or other means to run faster than they otherwise could, so personally I'm going to hold this title to a higher standard.

    You improved from your earlier submission of 84,150 on 10/17 to 91,800 on 10/19, and improved your High Jump from a poor 2.38 on 10/17 using all 3 faults to get the 2.38, to an uber-elite 2.52 that very few players can achieve using only 1 fault. That sort of improvement in that time is very, very difficult to believe, even though in your earlier recording you didn't even know that running while the javelin is in the air makes it go further or that running while you are in the air on the high jump helps you jump hire. Your 84,150 submission is at https://www.twingalaxies.com/showthre...Brian-Woodward. The timestamps from when your inp files were made on the two submissions are 10/17 and 10/19.

    -George
    Likes datagod liked this post
  8. 10-21-2015, 09:50 PM
    At least his willing to duplicate an arcade performance, unlike the Galaga 20million 11 hour 34% hit ratio reply of "maybe" knowing there's several computer aided programs out there that are undetectable. The inp and wlf passed, no autofire were used. Accept it or reject it, no need to question or criticize his performance.
    Likes bensweeneyonbass liked this post
  9. 10-21-2015, 09:57 PM
    refusing to let the adjudicators know how you played to let us judge whether you used auto-fire makes it impossible to confirm your submission.
    Dude, I explained how the buttons are arcade micro switches wired to a keyboard encoder.
    AGAIN, pressing the micro switch is the same as pressing a key on the keyboard.
    No Autofire was used!
    The only refusal was your refusing to listen to the answer given.

    You improved from your earlier submission of 84,150 on 10/17 to 91,800 on 10/19, and improved your High Jump from a poor 2.38 on 10/17 using all 3 faults to get the 2.38, to an uber-elite 2.52 that very few players can achieve using only 1 fault. That sort of improvement in that time is very, very difficult to believe, even though in your earlier recording you didn't even know that running while the javelin is in the air makes it go further or that running while you are in the air on the high jump helps you jump hire. Your 84,150 submission is at https://www.twingalaxies.com/showthre...Brian-Woodward. The timestamps from when your inp files were made on the two submissions are 10/17 and 10/19.
    Yes, you must have missed the part where I said that I had a brain fart and had not remembered key elements in the game.
    I immediately regretted submitting that score at all the next morning when I woke up and it hit me what I had been forgetting.
    Yes, it had been a long time since I have played, and yes I had forgotten to run after jumping in the high jump.
    I also got a memory refresher by watching Paul's runs, so yes, I knocked a lot of rust off in two days.
    And yes, I played more times than I should have in those two days trying to get a better score each time.
    My memory isn't what it used to be, believe it or not.

    I understand your position, and I respect your decision.
  10. 10-21-2015, 10:06 PM
    Oh yeah,don't forget about the other two days I spent trying to best that score, only to fail time and time again. :P
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