M.A.M.E. - M.I.A. - Missing in Action [Version T] - Points [Single Player Only] - 667,130 - Pete Hahn

Is the performance claim below valid?

    This poll is closed
This poll is closed
  1. M.A.M.E. - M.I.A. - Missing in Action [Version T] - Points [Single Player Only] - 667,130 - Pete Hahn

    01-12-2016, 11:18 PM
    vzaar-player


    Points [Single Player Only]
    WolfMame version
    168
    Track
    https://www.twingalaxies.com/scores.php?scores=21333
    Rules
    ROMSet: MIA
    Lives: 3
    Bonus Life: 50K 100K
    Difficulty: Normal
    Flip screen: Off
    VRAM Character Check: Off
    Service Mode: Off
    Special Rules: This is a Single Player ONLY Variation! Continues are NOT allowed!
    Submission Message
    I've been playing this game a bit at Galloping Ghost Arcade lately, and although we have a different version (GGA has "S" as opposed to "T" for this track) they play similar enough for most strategies to carry over. I managed to complete 1 loop, rescued 3 POWs, and made it to stage 4 out of 5 of the second loop in this run.

    Recorded in wolfMAME .168, zipped INP file:


    Screenshot of final score:
    Name:  vlcsnap-2016-01-13-01h03m47s192.png
Views: 215
Size:  257.2 KB
    thanks for viewing and adjudicating my submission!
  2. 01-12-2016, 11:44 PM
    Excellent score Pete

    I'll have to go to the library to watch the video since I only use v106, but I have to see it because this is a title of interest.

    lol You been wearing out one of the latest additions to GGA eh?

    I don't blame you a bit, and I would be doing the same if I were there.
    Likes HAN liked this post
  3. 01-12-2016, 11:47 PM
    Quote Originally Posted by Conjured Entertainment View Post
    Excellent score Pete

    I'll have to go to the library to watch the video since I only use v106, but I have to see it because this is a title of interest.

    lol You been wearing out one of the latest additions to GGA eh?

    I don't blame you a bit, and I would be doing the same if I were there.
    I can put the vid up on youtube if that makes it easier to view...

    And yeah, I though with all the Rush N Attack / Green Beret players here, I though this submission would drive the interest up on this one, as well.
  4. 01-13-2016, 01:26 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 Wed 13/01/2016 at 20:19:40.05

    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\mia.zip
    
    Testing     mia.inp
    
    Everything is Ok
    
    Size:       591483
    Compressed: 245259
    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\mia.zip
    
    --
    Path = C:\MAME\ALLexes\inp\MARP\mia.zip
    Type = zip
    Physical Size = 245259
    
    ----------
    Path = mia.inp
    Folder = -
    Size = 591483
    Packed Size = 245147
    Modified = 2016-01-13 00:18:56
    Created = 
    Accessed = 
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = 2651F1BE
    Method = Deflate
    Host OS = NTFS
    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 168

    What MAME thinks:
    Code:
    Input file: mia.inp
    INP version 3.5
    Created Wed Jan 13 16:44:44 2016
    
    Recorded using MAME 0.168 Nov 26 2015
    Total playback frames: 123014 (34:10.23)
    Average recorded speed: 99%
    Average speed: 99.97% (166 seconds)

    Source driver:
    mia tmnt.cpp
    Generic Info for game:
    Code:
    ROM set changed: no
    0.106-0.169: mia - "M.I.A. - Missing in Action (version T)"
    
    Resolution, 0.106-0.169: 304x224 @ 60.000000Hz
    
    Rules, Points [Single Player Only]: https://www.twingalaxies.com/scores.php?scores=21333
    Rules, Points [Two Player Team]: https://www.twingalaxies.com/scores.php?scores=21334
    INP dump not relevant


    MAME Info
    MAMEInfo.dat entries: mia and tmnt.cpp
    Code:
    MAMEInfo.dat entries for:
    mia
    tmnt.cpp
    ----
    0.36b2 [Nicola Salmoria]
    
    
    Artwork available
    
    
    Bugs:
    
    - [possible] In the ending sequence, soldiers helping rescued prisoners have RED shadows. Gmitra (ID 01183)
    
    
    WIP:
    
    - 0.163: Diet Go Go Fan changed description of clone (Japan) to 'M.I.A. - Missing in Action (version R) (Japan)'.
    
    - 0.143u8: Kanikani fixed DIPSW and added DIP locations to M.I.A.
    
    - 0.133u2: hap fixed some text of the boot-up screen is not correctly displayed in clone M.I.A. - Missing in Action (Japan).
    
    - 26th July 2008: Mr. Do - Funny story. Tormod sent me a BUNCH of instruction cards a long time ago. You've probably been seeing them added in every so often. Well, around July of last year, I had completed a whole bunch of them, but then had a computer crash, and they ended up on the "spare" hard drive by mistake. I found them again going through a cleanup. So thanks to Tormod, this week we have M.I.A..
    
    - 0.122u6: RansAckeR fixed player 1 inputs in I/O check.
    
    - 0.77: Curt Coder fixed inputs/dips and visible area to 304x224 in M.I.A. and clone.
    
    - 0.76u2: Changed parent and clone descriptions to 'M.I.A. - Missing in Action'.
    
    - 0.59: Removed 3rd coin slot.
    
    - 0.36b9: Phil Stroffolino added clone Missing in Action (Japan).
    
    - 31st October 1999: Phil Stroffolino added a new Missing in Action romset to the Twin16 driver.
    
    - 0.36b2: Added Missing in Action (version T) (Konami 1989) and clone (version S).
    
    
    ARCADE RELEASE: M.I.A. (Konami) - 1989/Feb/08
    
    
    LEVELS: 5
    
    
    Other Emulators:
    
    * FB Alpha
    
    
    Recommended Games (Army Fighter):
    
    Green Beret (Irem)
    
    Green Beret
    
    Rush'n Attack (PlayChoice-10)
    
    Special Forces
    
    Special Forces II
    
    Contra
    
    Contra (PlayChoice-10)
    
    Super Contra
    
    Super C (PlayChoice-10)
    
    Contra 3: The Alien Wars (Nintendo Super System)
    
    Vs. Platoon
    
    Battle Rangers
    
    P.O.W. - Prisoners of War
    
    Bay Route
    
    M.I.A. - Missing in Action
    
    Midnight Resistance
    
    Thunder Fox
    
    Battlecry
    
    Gunforce
    
    Gun Force II
    
    Metal Slug
    
    Metal Slug 2
    
    Metal Slug X
    
    Metal Slug 3
    
    Metal Slug 4
    
    Metal Slug 5
    
    Metal Slug 6
    
    -
    
    Combat School
    
    
    Romset: 1697 kb / 11 files / 491.1 zip
    
    ----
    0.33b1 [Alex Pasadyn, Nicola Salmoria, Jeff ****ter, Howie Cohen]
    
    
    TODO:
    
    - glfgretj is in worse shape than glfgreat, the latter is at least playable, the former hangs.
    
    - glfgretj uses a special controller. 1 "shot controller (with stance selection button on the top of it)" and 3 buttons for shot direction (right/left) and club selection. Twist the "shot controller" to adjust shot power, then release it. The controller returns to its default position by internal spring.
    
    - prmrsocr: When the field rotates before the penalty kicks, parts of the 053936 tilemap that shouldn't be seen are visible. Maybe the tilemap ROM is banked, or there are controls to clip the visible region (registers 0x06 and 0x07 of the 053936) or both.
    
    - Is IPT_VBLANK really vblank or something else? Investigate.
    
    - Some slowdowns in lgtnfght when there are many sprites on screen - vblank issue?
    
    
    NOTES:
    
    - Driver contains several Konami 68000 based games. For the most part they run on incompatible boards, but since 90% of the work is done by the custom ICs emulated in vidhrdw\konamiic.c, we can just as well keep them all together.
    
    - Golfing Greats has a peculiar way to know where the ball is laying: the hardware latches the color of roz pixel at the center (more or less) of the screen, and uses that to determine if it's water, fairway etc.
    
    
    Bugs:
    
    - tmnt2, ssriders, suratk: Graphic error with high priority shadows. abelardator2 (ID 03644)
    
    
    WIP:
    
    - 0.165: Use new K051960 video support [Dirk Best].
    
    - 0.154: Support palette RAM less than the full width of the data bus it's on, without the need for per-driver trampolines (emu\emupal.c). Started removing said trampolines. This fixes generic_paletteram regressions in TMNT driver. Removed KONAMI_ROM_DEINTERLEAVE; SHUFFLE8 are entirely gone now [Alex Jackson].
    
    - 0.152: Fixed K054539 input clock rate and implemented programmable timer based on hardware measurements [Phil Bennett, Stefan Lindberg]. Hooked up K054539 timer interrupt in MysticWarr driver. Fixes music tempo in some games [Phil Bennett].
    
    - 0.151: Confirmed and removed TMNT and TMNT2 BTANTB notes [Phil Bennett].
    
    - 0.148u3: Modernized K053260 device [Andrew Gardner].
    
    - 0.144u7: Kanikani updated TMNT driver dipswitches.
    
    - 0.139u2: Phil Bennett added save-state support to the K053260 sound core.
    
    - 0.137: David Haywood implemented default EEPROMs to the TMNT driver.
    
    - 0.136u1: Fabio Priuli added driver data struct and save states to the TMNT driver.
    
    - 0.135u4: Fabio Priuli updated TMNT driver to use EEPROM device and to use Konami video devices instead of konamiic.h code.
    
    - 0.128u3: Added includes\tmnt.h.
    
    - 0.124u2: Improved sound balance in TMNT games [MAMEPlus].
    
    - 0.122u5: Zsolt Vasvari unified memory maps in TMNT driver.
    
    -  4th November 2003: Fixes to the inputs and visible area in some games.
    
    - 0.76u2: Some tmnt.c cleanups, fg layer converted to tilemaps [Curt Coder].
    
    - 11th August 2003: Acho A. Tang fixed the remaining protection-related problems in Sunset Riders and TMNT 2, graphics glitches and sprite lags in the other games in the TMNT driver.
    
    - 0.72: R. Belmont cleaned up the TMNT driver.
    
    - 20th October 2002: Guru adjusted the speed in the TMNT driver.
    
    -  7th March 2002: Stephane Humbert fixed the input ports in the TMNT driver.
    
    - 0.37b2: Ernesto Corvi fixed ADPCM decoding in the K053260, this improves several Konami games.
    
    - 0.33b1: Added tmnt.c driver and vidhrdw\tmnt.c.
    
    ----
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Views: 155
Size:  13.9 KB
    Thanks HAN, Barthax thanked this post
  5. 01-13-2016, 06:47 AM
    I can put the vid up on youtube if that makes it easier to view...
    That wouldn't help, but thanks for offering.
    My internet connection here is really bad, so the videos fail, and my bandwidth restrictions hurt too.
    I'll be going to the library for TG adjudications regularly soon, so I won't be limited to reviewing just MAME 106 submissions.
    I didn't want to cry the blues about it here in your thread, just letting you guys know why I have not been adjudicating everything.
    I didn't want you guys to think I am avoiding your submissions or anything, because that is not the case. (I am in a dead zone between coverage areas)
    Likes HAN, creech liked this post
  6. 01-13-2016, 10:04 AM

    Accepted great score
    M.I.A. - Missing in Action [Version T] Starts at .37 seconds of the video

    M.I.A. - Missing in Action [Version T] - Points [Single Player Only] - 667,130 Final Score is at 32:56 of the video

    Thanks HAN thanked this post
  7. 01-14-2016, 10:09 AM
    ACCEPTED 667130

    Awesome run Pete!

    Nice techniques on the towers.

    I am going to install v168, just so I can study the INP playbacks without watching the videos.

    Which GUI/Front End are you using for 168, or do you use the command line?

    I have a question to ask you pertaining to GGA too, so I am sending you a PM for that one.
    Thanks HAN thanked this post
  8. 01-14-2016, 12:02 PM
    Good run there! Congrats!
    Thanks HAN thanked this post
  9. 01-14-2016, 01:06 PM
    Quote Originally Posted by Conjured Entertainment View Post
    ACCEPTED 667130

    Awesome run Pete!

    Nice techniques on the towers.

    I am going to install v168, just so I can study the INP playbacks without watching the videos.

    Which GUI/Front End are you using for 168, or do you use the command line?

    I have a question to ask you pertaining to GGA too, so I am sending you a PM for that one.
    I'm just using the command line version that can be downloaded from MARP.
    Thanks Conjured Entertainment thanked this post
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