M.A.M.E. - Vapor TRX - Midnight Blue [Fastest Completion] - 01:49.73 - Paul Ford

Is the performance claim below valid?

    This poll is closed
This poll is closed
  1. M.A.M.E. - Vapor TRX - Midnight Blue [Fastest Completion] - 01:49.73 - Paul Ford

    12-31-2015, 11:52 AM
    Vzaar Video Url:

    Midnight Blue [Fastest Completion]
    WolfMame version
    Score Track
    ROMSet: VaporTrx
    Unknown0001: Off
    Unknown0002: Off
    Unknown0004: Off
    Unknown0008: Off
    Unknown0010: Off
    Unknown0020: Off
    Unknown0100: Off
    Unknown0200: Off
    Unknown0400: Off
    Unknown0800: Off
    Unknown1000: Off
    Unknown2000: Off
    Unknown4000: Off
    Unknown8000: Off
    Boot ROM Test: Off
    Internal Defaults
    Free Game Limit: 1 Free Game
    Tracks To Complete Before Bonus Track: 2 Tracks Completed
    Drone Difficulty: Standard
    Lap Difficulty: Standard
    Movie Rating: PG-13
    Mute Attract Mode: No
    Rest High Score Tables: No
    Restore Factory Defaults: No
    Special Rules: The above are the default internal settings for this title and need not be changed. You may freely choose any vehicle, view and music. You MUST Complete the race for your final calculated time to qualify.
    Submission Message
    No shortcuts on this one, just a straightforward race and I beat the arcade record on this one too
    Attached Files Attached Files
  2. 12-31-2015, 03:47 PM
    everything is good the Time but You hear Midnight Bullet not Midnight Blue as the Race Track up to you want to do. I wondering if you edit the Minor Typo mistake
  3. 12-31-2015, 03:57 PM

    Vapor TRX - Midnight Blue [Fastest Completion]

    Everything is good and the Time but You Hear Midnight Bullet not Midnight Blue for the Race Track Selected.
    A Typo mistake. It is up to you on what you want to do.Reject or Resubmit I not sure if you can Edit the Typo mistake not sure
  4. 01-01-2016, 12:50 AM
    Yeah, I also assume it was a typo when the score track was setup - you can see the words "Midnight Bullet" at 2:59.

    There have only been three score tracks set up for this game - Alpine Edge, Eagle Canyon & Midnight Blue [sic].
    It appears that there is a fourth racetrack available, but as far as I can tell it only becomes available for selection as a bonus after winning on any of the other tracks... or maybe after winning on all of the other tracks? I'm currently unable to check (working on it so I can run the analysis!) and am only going by Paul's video.

    So unless the "Xtreme" track is actually inconveniently named Midnight Blue, Paul has put the submission in the right place, and the typo itself should not be grounds for rejection.
    But this could always go to the scoreboard errors thread to get corrected.
  5. 01-01-2016, 02:13 AM
    The course is named Midnight Bullet, not Midnight Blue - that was a typo when the track was originally set up I suppose. The extreme track is called Breakneck raceway and is only available after winning two races and then putting more credits in, it is also very difficult to complete hence the name.
  6. 01-01-2016, 02:25 AM
    Accepted, and as terence said, it can be added to the errors thread to be fixed.
    Thanks Fordy thanked this post
  7. 01-01-2016, 05:23 AM
    Where is the Scoreboard Errors Thread Terence?
    terencew:But this could always go to the scoreboard errors thread to get corrected.
  8. 01-01-2016, 05:45 AM
    *** DISCLAIMER ***
    The following tests and reports are neither exhaustive nor definitive,
    and should not be assumed as such in order to verify authenticity of a submission.

    Starting check on Sat 02/01/2016 at 0:34:47.35

    Zip test
    7-Zip [64] 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    Processing archive: C:\MAME\ALLexes\inp\MARP\vaportrx-midnight.zip
    Testing     vaportrx-midnight-prf-14973.inp
    Everything is Ok
    Size:       75959
    Compressed: 52271
    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\vaportrx-midnight.zip
    Path = C:\MAME\ALLexes\inp\MARP\vaportrx-midnight.zip
    Type = zip
    Physical Size = 52271
    Path = vaportrx-midnight-prf-14973.inp
    Folder = -
    Size = 75959
    Packed Size = 52111
    Modified = 2015-12-29 18:55:24
    Created = 
    Accessed = 
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = 226868B6
    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 166

    What MAME thinks:
    Input file: vaportrx.inp
    INP version 3.5
    Created Wed Dec 30 05:52:11 2015
    Recorded using MAME 0.166/W 30/9/15
    Total playback frames: 10495 (03:06.57)
    Average recorded speed: 97%
    Average speed: 97.56% (153 seconds)

    Source driver:
    vaportrx seattle.c
    Generic Info for game:
    ROM Changes: No
    0.106-0.168: vaportrx - "Vapor TRX"
    NOTE: rename information appears incorrect, it has the prototype clone (vaportrp) being renamed to both vaportrx & vaportrxp at 0.133u1.
    vaportrp   > vaportrx
    vaportrp   > vaportrxp
    MAMEINFO.dat suggests that only vaportrp > vaportrxp is correct. There is no mention of any change to the parent set.
    Resolution, 0.106-0.168: 640x480 @ 57.000000Hz
    Rules, Alpine Edge [Fastest Completion]: https://www.twingalaxies.com/scores.php?scores=120541
    Rules, Eagle Canyon [Fastest Completion]: https://www.twingalaxies.com/scores.php?scores=120542
    Rules, Midnight Blue [Fastest Completion]: https://www.twingalaxies.com/scores.php?scores=120543
    INP dump not relevant

    MAME Info
    vaportrx is the parent set.
    MAMEInfo.dat entries: vaportrx and seattle.c
    MAMEInfo.dat entries for:
    0.81u5 [Aaron Giles]
    HardDisk required
    - 0.155: Phil Bennett emulation hangs during INIT in vaportrx and vaportrxp.
    - 0.133u1: Renamed (vaportrp) to (vaportrxp).
    - 0.130u2: Removed 2nd Player. Added buttons 4-6.
    - 0.129u1: Aaron Giles fixed Vapor TRX crashes during the results section immediately after the race.
    - 0.125u9: Aaron Giles fixed Vapor TRX freeze.
    - 0.84: Aaron Giles added clone Vapor TRX (prototype).
    - 0.82u2: Aaron Giles fixed missing truncation on vertex coordinates (fixes Vapor TRX graphics), formalized support for the "widget" board used in Vapor TRX & California Speed. Marked San Francisco Rush and Vapor TRX as working. Added more extensive documentation on the various boardsets. Added constants for the GT64010 and all interrupts. Added ethernet device interrupt support. Made the IDE controller visible on the PCI bus. Hooked up CMOS protection bit.
    - 14th May 2004: Aaron Giles - The ethernet controller was the missing link in San Francisco Rush, which is now playable. On the plus side, it turns out that a missing ethernet controller was also the cause of Vapor TRX not working as well, so now that is playable. By the way, a number of people were wondering why the Vapor TRX CHD is so big. Well, it turns out that the entire attract mode is pre-rendered movies, which explains a lot!
    - 0.81u5: Aaron Giles added Vapor TRX (Atari Games 1998). Locks up when you attempt to start a game. Also added shuffle map and optional R/B component swapping for Vapor TRX.
    - 14th April 2004: Aaron Giles sent in an update to the Atari Seattle driver, adding Vapor TRX (resets when trying to start a game) and fixing various other issues in the driver and in the Voodoo graphics emulation.
    Recommended Games (Terra Force 3D):
    Xevious 3D/G
    Ray Storm
    Radiant Silvergun
    Ray Crisis
    Star Soldier
    Vapor TRX
    X Tom 3D
    Brave Blade
    Night Raid
    Psyvariar 2
    Trigger Heart Exelica
    Shooting Love 2007
    Romset: 544 kb / 2 files / 282.7 zip
    Harddisk: 1.97 GB (CYLS: 4092, HEADS: 16, SECS: 63 - Compressed: 1.21)
    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.
    Name:  DIPs.png
Views: 100
Size:  447.9 KB

    Internal settings
    Name:  0006.png
Views: 98
Size:  6.4 KBName:  0007.png
Views: 98
Size:  6.0 KB

    Final score & signature
    Name:  0005.png
Views: 105
Size:  116.6 KB
    Thanks Fordy thanked this post
  9. 01-02-2016, 09:05 AM
    Quote Originally Posted by jjt_defender View Post
    Where is the Scoreboard Errors Thread Terence?
    Thanks JJT_Defender thanked this post
  10. 01-02-2016, 08:41 PM
    Thank You Terncew
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