M.A.M.E. - ***** Loose [prototype] - Points - 59,420 - Paul Ford

Is the performance claim below valid?

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  1. M.A.M.E. - ***** Loose [prototype] - Points - 59,420 - Paul Ford

    01-24-2016, 08:16 AM
    Vzaar Video Url:


    Points
    WolfMame version
    166
    Score Track
    https://www.twingalaxies.com/scores.php?scores=110599
    Rules
    ROMSet: ScrewLoo
    Demo Mode: Off
    1st Bonus Atom at: 5000
    Free Play: Off
    1st Bonus Hand at: 25000
    Hands: 3
    Service Mode: Off
    Special Rules: You may freely choose your starting level.
    Submission Message
    Now that is a strange game
    Attached Files Attached Files
  2. 01-24-2016, 07:00 PM
    *** 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 Mon 25/01/2016 at 13:46:02.45

    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\screwloose.zip
    
    Testing     screwloo-prf-59420.inp
    
    Everything is Ok
    
    Size:       219164
    Compressed: 212903
    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\screwloose.zip
    
    --
    Path = C:\MAME\ALLexes\inp\MARP\screwloose.zip
    Type = zip
    Physical Size = 212903
    
    ----------
    Path = screwloo-prf-59420.inp
    Folder = -
    Size = 219164
    Packed Size = 212761
    Modified = 2016-01-24 10:31:16
    Created = 
    Accessed = 
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = 596FEF75
    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 166

    What MAME thinks:
    Code:
    Input file: screwloo.inp
    INP version 3.5
    Created Sun Jan 24 21:23:23 2016
    
    Recorded using MAME 0.166/W 30/9/15
    Total playback frames: 676 (00:11.00)
    Average recorded speed: 99%
    Average speed: 100.02% (9 seconds)

    Source driver:
    screwloo gottlieb.c
    Generic Info for game:
    Code:
    ROM Changes: no
    0.106-0.169: screwloo - "***** Loose (prototype)"
    
    Resolution, 0.106-0.126: 256x240 @ 61.000000Hz
    Resolution, 0.127-0.169: 256x240 @ 61.419025Hz
    
    Rules: https://www.twingalaxies.com/scores.php?scores=110599
    INP dump not relevant


    MAME Info
    MAMEInfo.dat entries: screwloo and gottlieb.c
    Code:
    MAMEInfo.dat entries for:
    screwloo
    gottlieb.cpp
    ----
    0.37b2 [Fabrice Frances]
    
    
    NOTE:
    
    - ***** Loose is a prototype game and was never released.
    
    
    WIP:
    
    - 0.131u1: Pierpaolo Prazzoli fixed screwy graphics area on one screen in ***** Loose.
    
    - 0.126u4: Fixed audio rom address to $c000. Added dipswitches 'Sound Test' and 2x 'Unknown'.
    
    - 0.126u3: Replaced the 2x AY-3-8910A sound with AY-3-8913A.
    
    - 0.102u5: Added SP0250 (3120000 Hz) speech.
    
    - 0.37b3: Added 2nd M6502 (1MHz) CPU3, 2nd DAC and 2x AY-8910 (2MHz). Changed M6502 CPU2 clock speed to 1MHz. Added the missing cpu2/3 roms.
    
    - 0.37b2: Fabrice Frances added ***** Loose (prototype) (Mylstar 1983).
    
    
    Recommended Games (Maze 3):
    
    Berzerk
    
    Frenzy
    
    Wizard of Wor
    
    Draco
    
    Maze Invaders
    
    Venture
    
    Warp & Warp
    
    Black Widow
    
    Kram
    
    Naughty Boy
    
    QB-3
    
    Robotron: 2084
    
    Williams Multigame (Robotron)
    
    Tazz-Mania
    
    Tornado (DECO Cassette)
    
    Tylz
    
    Wacko
    
    Gridlee
    
    Guzzler
    
    Marvin's Maze
    
    New Sinbad 7
    
    ***** Loose
    
    Inferno (Williams)
    
    Do! Run Run
    
    Vs. Clu Clu Land
    
    Wiz Warz
    
    Alien Arena
    
    Butasan - Pig's & Bomber's
    
    Smash T.V.
    
    Trog
    
    Dynablaster / Bomber Man
    
    Bomber Man World / New Dyna Blaster - Global Quest
    
    Super Bomberman 2 (Super Famicom Box)
    
    Neo Bomberman
    
    Sel Feena
    
    Exvania
    
    Nitro Ball
    
    Ultraman Club
    
    Tinkle Pit
    
    Last Fighting
    
    BnB Arcade
    
    
    Recommended Games (Robots):
    
    Robot Bowl
    
    Berzerk
    
    Frenzy
    
    Robotron: 2084
    
    Williams Multigame (Robotron)
    
    Hopper Robo
    
    I, Robot
    
    Major Havoc
    
    Marvin's Maze
    
    ***** Loose
    
    Hole Land
    
    Bygone
    
    Galactic Warriors
    
    Metal Clash
    
    Metal Soldier Isaac II
    
    Robo Wres 2001
    
    Mutant Night
    
    Star Guards
    
    Xybots
    
    Atomic Robo-kid
    
    Bakutotsu Kijuutei
    
    Enforce
    
    Povar / Sobrat' Buran / Agroprom (Pssst)
    
    Robocop
    
    Robocop 2
    
    Robocop 3 (Nintendo Super System)
    
    Act-Fancer Cybernetick Hyper Weapon
    
    Escape from the Planet of the Robot Monsters
    
    Robo Army
    
    Terminator 2 - Judgment Day
    
    Turbo Force
    
    Battle of the Solar System
    
    X-Men
    
    Schmeiser Robo
    
    Mazinger Z
    
    Rise of the Robots
    
    Cyberbots: Fullmetal Madness
    
    
    Romset: 96 kb / 13 files / 49.4 zip
    
    ----
    0.33b3 [Fabrice Frances, Rodimus Prime, Marco Cassili, John Butler, Howie Cohen, Fred Sookiasian]
    
    0.17 [Fabrice Frances, Rodimus Prime, Nicola Salmoria]
    
    
    NOTES:
    
    - There was a bug in the hardware of the GG1 and GG2 boards, which is not emulated. The bug seems to have disappeared with the later revision of the board, e.g the board used by 3Stooges and Mach3 don't seem to have it). The bug was affecting the first character column (on horizontal games): screen memory could be used, but whatever was stored in this column, always the same character was displayed. This led to two consequences: * The image on the monitor had to be stretched so that the column was not visible. * game designers were not using the first column. In fact, when the first column was ejected from the screen, the last one was usually out too, so it wasn't used either...
    
    
    WIP:
    
    - 0.155: Added audio\gottlieb.h. Untangled Gottlieb audio from the arcade driver, so it becomes available for pinball [Robbbert].
    
    - 0.148: Document Argus' game ID as GV-101, derived from a tag on the wiring harness of one of the prototype machines, which had been converted to a prototype Q-bert later on at Gottlieb [C. Anstett].
    
    - 0.147u2: Gottlieb gamelist was lop sided, had tabs in it [hap].
    
    - 0.145u4: Aaron Giles converted Gottlieb r1 and r2 sound boards into full-on devices, using the recently-added mixer interface. All sound outputs are redirected to the new sound device itself, and then the consuming driver can route the new sound device's outputs as appropriate. The Votrax chip has been hooked up properly, with a crude guess at the variable clocking. Current Votrax emulation is turned off, but it can be enabled by changing USE_FAKE_VOTRAX to 0 in gottlieb.h. Added 'Gottlieb Sound rev. 1' and 'Gottlieb Sound rev. 2' sound.
    
    - 0.144u7: Upgraded gottlieb driver to render RGB32 to fix laserdisc overlays. Improved out-of-bounds pixel detection helper. Fixed missing and/or corrupted graphics in mach3 and cobram3 [Aaron Giles].
    
    - 0.143u8: Various Gottlieb driver fixes [Tafoid]: Verified through playtesting, manuals and in-game service modes all DIPs in the driver. Consolidated and added DIP locations based on all available information.
    
    - 0.133u2: hap fixed access violation of all sets with Rev 1 Sound Board in Gottlieb driver.
    
    - 0.132u5: Aaron Giles added mechanism for the laserdisc core to return 0 for the Philips codes if video is squelched. Updated the Gottlieb and Cliff Hanger drivers to request it this way, since they decode externally.
    
    - 0.132u2: Kevin Eshbach added some information to the Gottlieb driver about the board IDs of Q*Bert and M.A.C.H. 3 and the various known Gottlieb assigned game IDs.
    
    - 0.129u4: Aaron Giles fixed an error at the start in M.A.C.H. 3 and Us vs. Them.
    
    - 0.129: Added sound\votrax.h. Aaron Giles added polling hooks for SP0250 DRQ line. The callback is now optional. If not provided, then the kick timer is not used. Converted gottlieb speech driver to use polling for SP0250 DRQ line.
    
    - 0.126u4: Other Gottlieb cleanups [Aaron Giles]: Fixed revision 2 sound board again. Fleshed out memory maps and behaviors according to the schematics. Hooked up coin counters. Moved sound inputs to audio\gottlieb.c and included them in all relevant drivers. Ordered input ports and ROM definitions consistently.
    
    - 0.126u3: A bit more cleanup in the Gottlieb driver, still incomplete [Aaron Giles].
    
    - 0.126u2: Added includes\gottlieb.h. Began Gottlieb driver cleanup [Aaron Giles]: Converted palette calculations to resistor weights. Corrected video timing. Reduced the number of separate machine drivers. Fixed incorrect spriteram sizes. Populated full memory maps for the main CPU and the rev 1 sound board. More to come. Changed the 6532 RIOT device into a proper device. Rewrote the logic to be simpler and leverage the new attotime functions. Changed the I/O port setters to specify a mask, and changed the I/O port callbacks to pass in the previous value. Converted audio\gottlieb.c to use the new RIOT implementation instead of rolling their own. Changed VSync to 61.419025 Hz. Added dipswitches 'Sound Test' and 6x 'Unknown'.
    
    - 0.125u3: David Haywood fixed duplicate input port bits in Gottlieb driver.
    
    - 0.118u3: Changed I8086 CPU core to use a 16-bit data bus [Aaron Giles]. Replaced I8086 CPU with 8088 in all games.
    
    - 0.107u4: Aaron Giles modified the Q*Bert driver to signal a "knocker0" output when the knocker is triggered.
    
    - 0.101u4: HobbesAtPlay fixed inverted colors or somehow off in Gottlieb games.
    
    - 26th January 2004: Aaron Giles fixed Cavelon and Gottlieb games.
    
    - 0.78u4: Aaron Giles fixed the memory handlers in gottlieb.c to use address space masking instead of mapping extra mirrored areas.
    
    - 24th September 2002: Stephane Humbert fixed the dipswitch settings in some of the games in the Gottlieb driver.
    
    - 13th May 2000: Aaron Giles sent in another i86 core / Gottlieb drivers update fixing some bugs.
    
    - 23rd January 2000: Zsolt Vasvari fixed Gottlieb driver's graphics bugs.
    
    - 26th March 1999: Juergen Buchmueller fixed the Gottlieb games (Q*Bert, Reactor).
    
    - 0.33b5: Removed 3stooges.c, krull.c, mplanets.c, qbert.c, qbertqub.c and reactor.c driver and machine\gottlieb.c.
    
    - 0.33b3: Merged 3stooges.c, krull.c, mplanets.c, qbert.c, qbertqub.c and reactor.c with gottlieb.c driver.
    
    - 0.28: Added sndhrdw\votrax.c. New osd_modify_pen() function, proposed by Aaron Giles. It allows drivers to dynamically modify the palette. WARNING: Since this feature can severely reduce performance on some systems, it must only be used when necessary - that is, when the emulated game dynamically modifies the palette. The other games should continue to use the static palette as before. Many games already use this feature (e.g. Crystal Castles, the Gottlieb games, Tapper, Bubble Bobble, and many others). There's also osd_get_pen(), which is used by usrintf.c to dynamically pick the pens used to render menus. All-new handling of rotation [Nicola Salmoria]: The GameDriver structure now has a "orientation" field which allows driver writers to handle fairly easily games which run on the same hardware but with different orientations. Crazy Climber/Crazy Kong, Lady Bug/Snap Jack/Cosmic Avenger and the Gottlieb games are examples of drivers using this feature. Rotation is handled automatically by gfxdecode(), which creates a prerotated charset, and drawgfx(), which swaps the arguments appropriately. Drivers which use only the standard functions to render their display will automatically handle the "orientation" field. If a driver writes directly to the bitmap, it must handle the rotation itself. IMPORTANT NOTE: osd_create_bitmap() swaps width and height when a rotation is requested. Take that into account or you'll risk trashing memory. IMPORTANT NOTE TO PORTERS: remember to update osd_create_bitmap() and osd_create_display() to take into account the rotation. Check msdos.c to see how this must be done.
    
    - 0.27: Fabrice Frances added high score saving support to all Gottlieb drivers.
    
    - 0.26: Added 3stooges.c driver.
    
    - 0.24: Added qbertqub.c driver.
    
    - 0.23: Removed vidhrdw\qbert.c.
    
    - 0.21: Added machine\gottlieb.c.
    
    - 0.20: Added krull.c driver and sndhrdw\gottlieb.c. Removed sndhrdw\qbert.c.
    
    - 0.19: Added reactor.c driver and vidhrdw\gottlieb.c.
    
    - 0.18: Fabrice Frances fixed the Qbert driver and added support for Reactor.
    
    - 0.17: Added mplanets.c and qbert.c driver, vidhrdw\qbert.c and sndhrdw\qbert.c.
    
    ----
    DIPs:
    Name:  Untitled.png
Views: 55
Size:  141.4 KB

    Final score & signature:
    Name:  0001.png
Views: 55
Size:  3.3 KB

    FYI, starting level:
    Name:  0002.png
Views: 56
Size:  3.5 KB
    Thanks Fordy thanked this post
    Likes d3scride liked this post
  3. 01-25-2016, 06:27 PM
    A strange game indeed! And it looks like the thread title got censored :)
    Likes Fordy liked this post
  4. 01-29-2016, 11:14 AM
    Quote Originally Posted by Dumple View Post
    A strange game indeed! And it looks like the thread title got censored :)
    Yeah I did think that was quite funny when it happened
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