M.A.M.E. - California Speed - Los Angeles [Fastest Race, Reverse Course] - 01:59.74 - Paul Ford

Is the performance claim below valid?

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  1. M.A.M.E. - California Speed - Los Angeles [Fastest Race, Reverse Course] - 01:59.74 - Paul Ford

    11-15-2015, 07:16 AM
    Vzaar Video Url:

    Los Angeles [Fastest Race, Reverse Course]
    WolfMame version
    Score Track
    ROMSet: CalSpeed
    Unknown 0001: Off
    Unknown 0002: Off
    Unknown 0004: Off
    Unknown 0008: Off
    Unknown 0010: Off
    Unknown 0020: Off
    Unknown 0100: Off
    Unknown 0200: Off
    Unknown 0400: Off
    Unknown 0800: Off
    Unknown 1000: Off
    Unknown 2000: Off
    Unknown 4000: Off
    Unknown 8000: Off
    Boot ROM Test: Off

    Internal Defaults
    Free Play: No
    Game Difficulty: 3 Medium
    People: Yes
    Start & Finish Girls: Yes
    Language: English
    Do-The-State Movie: Spicy
    Steering Feedback: 4 Medium
    Autoclear Highscores: Every 1000 Games
    Clear High Score Table: No
    Reset Options To Factory Defaults: No
    Special Rules: You may freely choose any vehicle, view and music. You MUST Complete the race for your final calculated time to qualify. To access the Reverse Mode, hold all 3 View Buttons while selecting the track.
    Submission Message
    Again all camera buttons mapped to one key for ease of access Mirror mode
    Attached Files Attached Files
  2. 11-15-2015, 01:01 PM
    Starting check on Mon 16/11/2015 at 7:28:12.78

    Zip test
    7-Zip [64] 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    Processing archive: C:\MAME\ALLexes\inp\MARP\calspeed-lamirror.zip
    Testing     calspeed-lamirror-prf-15974.inp
    Everything is Ok
    Size:       88107
    Compressed: 85618
    7-Zip [64] 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    there is no such archive
    Zip list
    7-Zip [64] 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    Listing archive: C:\MAME\ALLexes\inp\MARP\calspeed-lamirror.zip
    Path = C:\MAME\ALLexes\inp\MARP\calspeed-lamirror.zip
    Type = zip
    Physical Size = 85618
    Path = calspeed-lamirror-prf-15974.inp
    Folder = -
    Size = 88107
    Packed Size = 85458
    Modified = 2015-10-24 10:46:54
    Created = 
    Accessed = 
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = D05E3C61
    Method = Deflate
    Host OS = FAT
    Version = 20
    7-Zip [64] 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    there is no such archive
    MAME Major Version 160

    What MAME thinks:
    Input file: calspeed.inp
    INP version 3.5
    Created Sat Oct 24 21:43:50 2015
    Recorded using MAME 0.160/W 26/3/15
    Total playback frames: 10978 (03:01.79)
    Average recorded speed: 99%
    Average speed: 96.82% (177 seconds)

    Source driver:
    calspeed seattle.c
    Generic Info for game:
    ROM Changes: none
    0.106-0.163: calspeed - "California Speed (Version 2.1a, 4/17/98)"
    0.164-0.166: calspeed - "California Speed (Version 2.1a Apr 17 1998, GUTS 1.25 Apr 17 1998 / MAIN Apr 17 1998)" (description change only)
    Resolution, 0.166: 640 x 480 @ 57.000000 Hz
    Note: service mode accessible with F2.  Navigation is with Volume Up/Volume Down OR Road/Sky Cam, with Start as the select button.
    Rules, Central Valley [Fastest Race, Normal Course]: https://www.twingalaxies.com/scores.php?scores=55644
    Rules, Central Valley [Fastest Race, Reverse Course]: https://www.twingalaxies.com/scores.php?scores=55645
    Rules, Highway 1 [Fastest Race, Normal Course]: https://www.twingalaxies.com/scores.php?scores=55646
    Rules, Highway 1 [Fastest Race, Reverse Course]: https://www.twingalaxies.com/scores.php?scores=55647
    Rules, Laguna Seacaster [Fastest Race, Normal Course]: https://www.twingalaxies.com/scores.php?scores=55648
    Rules, Laguna Seacaster [Fastest Race, Reverse Course]: https://www.twingalaxies.com/scores.php?scores=55649
    Rules, Los Angeles [Fastest Race, Normal Course]: https://www.twingalaxies.com/scores.php?scores=55650
    Rules, Los Angeles [Fastest Race, Reverse Course]: https://www.twingalaxies.com/scores.php?scores=55651
    Rules, Mojave Desert [Fastest Race, Normal Course]: https://www.twingalaxies.com/scores.php?scores=55652
    Rules, Mojave Desert [Fastest Race, Reverse Course]: https://www.twingalaxies.com/scores.php?scores=55653
    Rules, Monterey Bay [Fastest Race, Normal Course]: https://www.twingalaxies.com/scores.php?scores=55654
    Rules, Monterey Bay [Fastest Race, Reverse Course]: https://www.twingalaxies.com/scores.php?scores=55655
    Rules, Mt Shasta [Fastest Race, Normal Course]: https://www.twingalaxies.com/scores.php?scores=55656
    Rules, Mt Shasta [Fastest Race, Reverse Course]: https://www.twingalaxies.com/scores.php?scores=55657
    Rules, San Diego [Fastest Race, Normal Course]: https://www.twingalaxies.com/scores.php?scores=55658
    Rules, San Diego [Fastest Race, Reverse Course]: https://www.twingalaxies.com/scores.php?scores=55659
    Rules, San Francisco [Fastest Race, Normal Course]: https://www.twingalaxies.com/scores.php?scores=55660
    Rules, San Francisco [Fastest Race, Reverse Course]: https://www.twingalaxies.com/scores.php?scores=55661
    Rules, Santa Cruz [Fastest Race, Normal Course]: https://www.twingalaxies.com/scores.php?scores=55662
    Rules, Santa Cruz [Fastest Race, Reverse Course]: https://www.twingalaxies.com/scores.php?scores=55663
    Rules, Sears Point [Fastest Race, Normal Course]: https://www.twingalaxies.com/scores.php?scores=55664
    Rules, Sears Point [Fastest Race, Reverse Course]: https://www.twingalaxies.com/scores.php?scores=55665
    Rules, Silicon Valley [Fastest Race, Normal Course]: https://www.twingalaxies.com/scores.php?scores=55666
    Rules, Silicon Valley [Fastest Race, Reverse Course]: https://www.twingalaxies.com/scores.php?scores=55667
    Rules, Willow Spring [Fastest Race, Normal Course]: https://www.twingalaxies.com/scores.php?scores=55668
    Rules, Willow Spring [Fastest Race, Reverse Course]: https://www.twingalaxies.com/scores.php?scores=55669
    Rules, Yosemite [Fastest Race, Normal Course]: https://www.twingalaxies.com/scores.php?scores=55670
    Rules, Yosemite [Fastest Race, Reverse Course]: https://www.twingalaxies.com/scores.php?scores=55671
    INP dump not relevant

    MAME Info
    calspeed is the parent set.
    MAMEInfo.dat entries: calspeed and seattle.c
    MAMEInfo.dat entries for:
    0.77 [Aaron Giles]
    - Carnevil: Lets you set the flash brightness; need to emulate that
    - [possible] You can only play against 3 different teams after entering initials. DJ Infinity (ID 01460)
    - 0.150: Avoid conflict [David Haywood]. Modernized SMC91c9x device [Osso].
    - 0.149: Added harddisk device.
    - 0.147u1: Oliver Stoeneberg fixed potential out of array access in video\voodoo.c logerror() (MAME crash when try to read the voodoo region).
    - 0.145u7: Aaron Giles fixed crash before OK in Seattle driver.
    - 0.130: Aaron Giles fixed DCS2 speedup handler so it doesn't get lost during a memory remap. This should give a slight speed bump to the Seattle/Vegas games and to War Gods.
    - 0.125u7: Aaron Giles added save state support to the Seattle games and CAGE audio system. SMC91C9x Ethernet & Modem Controller [Aaron Giles]: Converted to proper device. Updated seattle and vegas drivers to allocate devices. Added separate 91C96 device for eventual 'San Francisco Rush 2049' use. Cleaned up code. Added save state support to the smc91c9x emulator. Fabio Priuli updated the Seattle driver which shared some input code.
    - 0.125u2: Aaron Giles fixed Seattle games carnevil and sfrush crash on startup.
    - 0.120u1: Aaron Giles created new module polynew.c which combines triangle setup, rasterization and Voodoo-like multiprocessor support. Coverted Gaelco3D, Midway V-Unit, Namco System 22 and Voodoo drivers over to the new system.
    - 0.119u4: Aaron Giles added code to detect potential hotspots in the 64-bit DRC. Added hotspots to all the Seattle games and several of the Vegas games. Aaron Giles updated Voodoo code to use the new work functions. It now queues small scanline chunks as independent items rather than using shared items. Updated code to also copy some parameters to allow for greater overlapping of emulation and rendering.
    - 0.119u3: Aaron Giles added "top 20" dedicated rasterizers for all the Seattle games and Gauntlet Legends/Dark Legacy. These improve rasterization performance by another 10-20%. Aaron Giles fixed several more bugs in the 64-bit MIPS recompiler. It is now capable of running the Seattle games and the 3D Gauntlets.
    - 0.119u2: Changed palettesize from 65536 to 0 colors.
    - 0.113u2: Zsolt Vasvari updated Voodoo-based games to use the new video timing code and newer MAME timers.
    - 0.102u3: Changed visible area to 640x480.
    - 0.101u2: Aaron Giles added MMU support to the non-drc MIPS3 emulator. Converted the Killer Instinct, Seattle, Vegas, and Hyper Neo-Geo 64 drivers to a proper physical memory layout. Disabled the drc MIPS3 core until MMU support is added there as well.
    - 0.91u1: Aaron Giles fixed bug in memory system introduced in 0.91, this was breaking at least Killer Instinct, the Seattle driver and Where's Wally.
    -  7th January 2005: Aaron Giles - I've quoted 10GHz as what you would need to run the Seattle games full speed, and that may be a little on the low side. People have asked for multiprocessor support in MAME, but the way MAME is architected, there isn't too much that can realistically be offloaded to a second processor. For most games that are currently slow in MAME, there is one big bottleneck that can't really be split. For Seattle, it's the R5000 emulation, which even by itself won't run full speed on less than 5GHz. Now, with some work, the Voodoo emulation could be made to run on a second processor, which would get you closer to full speed on a dual core machine, but it's still not going to get you all the way there. In MAME's general architecture, there's not much room for splitting things up. The only obvious place is on the video side. The code that renders tilemaps, sprites and polygons into the frame buffer could potentially be made to run on a second processor; however, that code by necessity accesses buffers which would need to be copied so that they aren't modified while the first processor continues the CPU emulation during the rendering phase. If these buffers are large, then you're not buying yourself time because the copying eats the cache and slows down first processor. Once the data is in the frame buffer, the code which draws it to the screen could be made to run on a second processor without much ado; however, apart from demanding artwork compositing, that's not going to save you a whole lot of time in the grand scheme of things. Sound emulation these days isn't a large percentage of games' time. Even the discrete sound system, which is demanding, isn't too bad because the games which use it tend to run on fairly ancient hardware. Finally, everyone likes to think that multi-CPU games could obviously make use of multiple processors, but this isn't the case. In theory you could run each CPU on a separate processor, but then you have thrown all synchronization between the processors to hell. It's rather difficult to explain why unless you have actually written multithreaded code and understand how timing and interrupts work in MAME, but it's definitely not possible in a completely generalized system. You might be able to make it work for certain games with a lot of synchronization, but you're really asking for trouble. And then, because every OS schedules threads and processors differently, you will have a host of bugs which only happen on certain systems or under certain conditions which are not globally reproducible. It's just not worth it. So, in short, I expect there will eventually be an interest in adding some multiprocessor support to MAME, but it will not be the pill to end all your performance woes.
    - 0.84u3: Aaron Giles cleaned up and reorganized the DCS sound module. This required changing the way ROMs are loaded for all of the DCS-using games.
    - 0.84: Aaron Giles added some newly discovered PIC IDs to the Seattle driver.
    - 0.82u2: Added machine\smc91c9x.c/h. Seattle update [Aaron Giles]: Added more extensive documentation on the various boardsets, constants for the GT64010 and all interrupts and ethernet device interrupt support. Made the IDE controller visible on the PCI bus, formalized support for the "widget" board used in Vapor TRX & California Speed, hooked up CMOS protection bit, corrected sfrushrk audio CRCs and hooked up hard disk and marked San Francisco Rush and Vapor TRX as working. New implementation of SMC91C94 ethernet controller. Only loopback mode supported.
    - 0.81u6: Seattle update [Aaron Giles]: Added a diagram of interrupt sourcing. Fixed incorrect checksums on SF Rush: The Rock audio ROMs. Added support for DCS HLE downloading via FIFO (used by Vegas games). Fixed incorrect sound pitch in Blitz 99/2k.
    - 0.81u5: Seattle update [Aaron Giles]: Improved VBLANK interrupt handling. Cleaned up handling of DMA operations. DMA operations now properly pause if they can't write to the voodoo. Now returning proper PCI IDs for the bridge device. Mapped more inputs and dipswitches for Biofreaks. Fixed clock speed for Wayne Gretzky's 3D Hockey. Cleaned up memory maps. Added Vapor TRX to the supported games. Added entries for Hyperdrive and SF Rush: The Rock (no hard disks ATM). Fixed slow Seattle boot times caused by recent IDE change. DCS2 upload command HLE optimization (to make driver easier to work with). midwayic.c: Added faux support for setting the real time clock (to pass diags) and implemented crude loopback in UART (to pass diags).
    - 10th April 2004: Aaron Giles added some HLE to the sample upload commands in the DCS2 system, speeding up the Seattle games somewhat.
    -  9th April 2004: Aaron Giles fixed the slow booting in the Seattle driver by recent IDE change.
    - 0.78: Aaron Giles added sound auto acknowledgement option and fixed initial sound IRQ state (Midway IC). Fixed reporting of input full/output empty states (Midway DCS audio board).
    - 0.77u3: Seattle (and related) improvements [Aaron Giles]: Added ADSP2104 variant to the ADSP2100 core. Fixed ROM loading code in the ADSP2100 core. Fixed several minor bugs that affected Biofreaks and California Speed. Included several dipswitch fixes from Brian Troha. Fixed input ports for California Speed and SF Rush. Increased default visible area to handle Biofreaks. Added speedups to Blitz and Blitz 2000. Made sure the IDE controller waits a minimum amount of time before generating an interrupt. The IDE controller features buffer is now filled in completely. Fixed code that reads the bus master status register from a word offset. Tweaked the Midway PIC handling so that Biofreaks can read its serial number. Changed the mechanism for DCS to report buffer full/empty states. Added IOASIC support for buffer full/buffer empty interrupts from DCS. Added preliminary DCS support for ADSP-2104-based sound. Added code to clip the Voodoo vertexes to 1/16th of a pixel increments. Fixed writes to the palette RAM on the Voodoo. Fixed small errors in the Voodoo rendering when bilinear filtering. Fixed handling of local alpha blending on the Voodoo.
    -  7th December 2003: Aaron Giles added the ADSP2104 variant to the ADSP2100 CPU core, fixed several minor bugs in the Seattle driver that affected Biofreaks and California Speed (but they're still not fully working), added speedups to NFL Blitz and NFL Blitz 2000 and did various other bug fixes and cleanups in the Seattle driver.
    - 0.77u1: Roman Scherzer updated the Seattle driver with new Hard Drive SHA1s.
    - 0.77: Added seattle.c driver. Known issues: Atari games timing is not quite right.
    -  5th November 2003: Aaron Giles finally submitted the Seattle driver last night. Not everything's 100%, but 4 games are playable. Well, playable being a relative term for how much you can stand playing games at 20-30% of full speed on a 3GHz machine. Also, I did manage to improve Offroad Challenge... the terrain is correct, but there is still a bug that clips out the cars. CAGE is coming along, but sounds horrible at the moment. But at least San Francisco Rush has some music, if you define music as a random sequence of notes coming out of your speaker at various times.
    -  2nd November 2003: Aaron Giles turns out that San Francisco Rush uses the CAGE audio system (shared by Primal Rage and T-Mek), guess he will try to get that working again as well. He's thinking there is a bug in the TMS32C031 core, and he's hoping he can find it so that Offroad Challenge might fall into the playable category as a side-effect. He also continue working on the 3dfx emulation.
    - 31st October 2003: Aaron Giles submitted several of the Seattle games. He managed to play all the way through CarnEvil (~50-60% full speed on my 3GHz machine and that's the fastest Seattle game I have). Also got another Seattle game just up and running.
    0.102u5 [Reznor007]
    0.77 [Aaron Giles]
    HardDisk required
    - Even if you choose manual gear your car has automatic gear. Scagazza (ID 00975)
    - Clone calspeda: After the calibration screen the game remains in black screen state. Scagazza (ID 00977)
    - 0.164: jmurjr added clone California Speed (Version 1.0r8 Mar 10 1998, GUTS Mar 10 1998 / MAIN Mar 10 1998). Changed parent description to 'California Speed (Version 2.1a Apr 17 1998, GUTS 1.25 Apr 17 1998 / MAIN Apr 17 1998)' and clone (Version 1.0r7a 3/4/98) to 'California Speed (Version 1.0r7a Mar 4 1998, GUTS Mar 3 1998 / MAIN Jan 19 1998)'. Renamed (calspeeda) to (calspeedb).
    - 0.153: Alex Jackson fixed the SSE2 versions of the RGB utility functions (video\rgbsse.h, rgbutil.c and rgbvmx.h), which are currently only used by 64-bit builds. This fixed all screenshots from 64-bit builds have off-by-1 color errors and incorrect alpha (green boxes around trees) in Mt. Shasta stage in California Speed.
    - 0.133u1: Renamed (calspeda) to (calspeeda).
    - 0.130u2: Removed 2nd Player. Added buttons 6-10.
    - 0.126u2: Aaron Giles fixed refreshspeed causes horrible screetching.
    - 0.102u5: Reznor007 added 'California Speed (Version 2.1a, 4/17/98)'. Changed parent description to 'California Speed (Version 1.0r7a 3/4/98)'. Renamed (calspeed) to (calspeda).
    - 0.82u2: Aaron Giles formalized support for the "widget" board used in Vapor TRX & California Speed, added more extensive documentation on the various boardsets, constants for the GT64010 and all interrupts and ethernet device interrupt support. Made the IDE controller visible on the PCI bus, hooked up CMOS protection bit, corrected 'San Francisco Rush: The Rock' audio CRCs and hooked up hard disk and marked San Francisco Rush and Vapor TRX as working.
    - 0.79u2: Replaced Custom sound with 2x DMA-driven DACs.
    - 0.78u4: Changed region cpu2 to sound1.
    - 0.78: Aaron Giles fixed remaining issues in California Speed, verified California Speed HDD dump (works in self test, not in boot ROM test) and changed year to 1998 - Game now playable.
    - 0.77u3: Aaron Giles fixed several minor bugs that affected Biofreaks and California Speed. Fixed input ports for California Speed and SF Rush. Changed visible area to 512x400. Removed Player 3/4 and button 6. Added 'Boot ROM Test' dipswitch.
    -  7th December 2003: Aaron Giles fixed several minor bugs in the Seattle driver that affected Biofreaks and California Speed (but they're still not fully working).
    -  2nd December 2003: Aaron Giles - Well, I finally decided to figure out what the heck was up with California Speed. Turns out there were a few subtle problems in the PCI configuration code when setting up the 3dfx card. With that fixed, I was able to map the proper self-test button, and finally hook up all the controls. Then came some ugly sound synchronization issues. Like Wayne Gretzky's 3D Hockey, this game won't boot unless the sound is working. After some fiddling, I was able to get it to work. Unlike San Francisco Rush, this one starts up and is playable, though there are some obvious color issues (well, not so obvious here, but it is in other screen shots). However, it doesn't last too long until we hit a snag. Much like San Francisco Rush, we get some math errors and the game freaks out. I really hope this doesn't mean I have to add full floating point exception support...
    - 0.77u2: Added cpu2 sound rom (32k ADSP2115 data) and changed R5000 CPU1 clock speed to 150 MHz.
    - 0.77: Aaron Giles added California Speed (Atari 1996). Doesn't boot, will go into test mode (bad hard disk dump).
    -  5th November 2003: Aaron Giles sent in the Atari Seattle driver, supporting CarnEvil, Blitz 99, Wayne Gretzky's 3D Hockey, Mace: The Dark Age (all working fine) and San Francisco Rush (freezes when starting a game).
    - 27th May 2003: Aaron Giles updated the IDE controller emulation to support a couple more commands and added DMA bus mastering support that will be necessary for the Seattle games.
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    Romset: 544 kb / 2 files / 245.1 zip
    Harddisk: 4.02 GB (CYLS: 8912, HEADS: 15, SECS: 63 - Compressed: 501.4)
    Human interpretation:
    Achievement accomplished: 1:59.74
    WolfMAME used: MAME 0.160/W 26/3/15
    Recorded speed: 99%
    DIP-switches: OK, see screenshots
    Time calc: 21:43:50 + (10978 frames ÷ 57Hz @ 99% [3:14.54]) ~= 21:47:05 vs zip mod 10:46:54 ?!
    using MAME reported time: 21:43:50 + [3:01.79] ~= 21:46:52 vs zip mod 10:46:54 OK, assuming TZ offset
    [analysis note: standard time calculation consistently produces an apparent negative time discrepancy with this game, hence the extra time comparison until a proper explanation can be found]
    Dates: OK
    Autofire detected?: No
    ROM set changed?: None

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    For a discussion about this particular key mapping to access Mirrored mode (or "Reverse Courses" as they are named here), please refer to this thread...
    Thanks Fordy thanked this post
  3. 11-18-2015, 09:28 PM
    setting start at .27 seconds of the video
  4. 11-18-2015, 09:28 PM
    accepted broke 2 minutes great time
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