M.A.M.E. - Dungeon Magic [Ver 2.1O 1994/02/18] - Points [1 Player Only] - 677,110 - Paul Ford

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  1. M.A.M.E. - Dungeon Magic [Ver 2.1O 1994/02/18] - Points [1 Player Only] - 677,110 - Paul Ford

    05-15-2016, 05:45 AM
    vzaar-player


    Points [1 Player Only]
    WolfMame version
    169
    Score Track
    https://www.twingalaxies.com/scores.php?scores=11855
    Rules
    ROMSet: DungeonM
    Internal Settings
    -----------------

    Game Style: 4P + 4 Slot [G]
    Monitor: Normal
    Difficulty: Normal
    Violence Mode: Change
    Player Stock: 2
    Continue Play: Without
    Special Rules: This is a Single Player ONLY Variation! You may freely choose your character. Continues are NOT allowed!
    Submission Message
    To watch the inp you will need the parent rom Light Bringer - Dungeon Magic was the parent rom in 0.106
    Attached Files Attached Files
  2. 05-15-2016, 06:21 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 Mon 16/05/2016 at 0:16:48.97

    Zip test
    Code:
    Zip:
    
    7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    
    Scanning the drive for archives:
    1 file, 582116 bytes (569 KiB)
    
    Testing archive: C:\MAME\ALLexes\inp\MARP\Dungeon Magic.zip
    --
    Path = C:\MAME\ALLexes\inp\MARP\Dungeon Magic.zip
    Type = zip
    Physical Size = 582116
    
    Everything is Ok
    
    Size:       614800
    Compressed: 582116
    RAR:
    
    7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    
    Scanning the drive for archives:
    Zip list
    Code:
    7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    
    Scanning the drive for archives:
    1 file, 582116 bytes (569 KiB)
    
    Listing archive: C:\MAME\ALLexes\inp\MARP\Dungeon Magic.zip
    
    --
    Path = C:\MAME\ALLexes\inp\MARP\Dungeon Magic.zip
    Type = zip
    Physical Size = 582116
    
    ----------
    Path = dungeonm-prf-677110.inp
    Folder = -
    Size = 614800
    Packed Size = 581972
    Modified = 2016-04-09 11:22:36
    Created = 
    Accessed = 
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = D7D08689
    Method = Deflate
    Host OS = FAT
    Version = 20
    
    
    7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    
    Scanning the drive for archives:
    MAME Major Version 169

    What MAME thinks:
    Code:
    Input file: dungeonm.inp
    INP version 3.5
    Created Sat Apr 09 20:08:56 2016
    
    Recorded using MAME 0.169 Dec 30 2015
    Total playback frames: 48156 (13:36.61)
    Average recorded speed: 99%
    Average speed: 158.68% (39 seconds)

    Source driver:
    dungeonm taito_f3.cpp
    Generic Info for game:
    Code:
    ROM Changes: no
    0.106-0.173: dungeonm - "Dungeon Magic (Ver 2.1O 1994/02/18)"
    
    Resolution, 0.106-0.113: 320x224 @ 58.970001Hz
    Resolution, 0.114-0.173: 320x224 @ 58.970000Hz
    
    TG Game Entry: https://www.twingalaxies.com/scores.php?platformid=46&gamename=Dungeon+Magic+%5BVer+2.1O+1994/02/18%5D
    Rules, Points [1 Player Only]: https://www.twingalaxies.com/scores.php?scores=11855
    Rules, Points [2 Player Team]: https://www.twingalaxies.com/scores.php?scores=11856
    Rules, Points [3 Player Team]: https://www.twingalaxies.com/scores.php?scores=55875
    Rules, Points [4 Player Team]: https://www.twingalaxies.com/scores.php?scores=55876
    
    NOTE: There are no hardware DIP switches.  Use Service Mode (F2) to access the internal settings after playback if not shown during playback.
    INP dump not relevant


    MAME Info
    dungeonm is clone of: lightbr
    MAMEInfo.dat entries: lightbr and taito_f3.cpp
    Code:
    MAMEInfo.dat entries for:
    lightbr
    taito_f3.cpp
    ----
    0.135u1 [Choi Sung Ho]
    
    0.61 [?]
    
    0.37b11 [Bryan McPhail]
    
    
    Artwork available
    
    
    Bugs:
    
    - dungeonm, dungenmu, lightbr: At the begining of the second scenario, the ground is over the player at the entrance of the door on the starcaise, just when the exit arrow appears (see snapshot). Luja (ID 01171)
    
    
    WIP:
    
    - 0.135u1: Choi Sung Ho added Light Bringer (Ver 2.20 1994/04/08). Renamed (lightbr) to (lightbrj).
    
    - 0.133u1: Renamed (dungenmu) to (dungeonmu).
    
    - 0.127u7: Couriersud fixed a title screen trouble in clone Light Bringer.
    
    - 0.126u5: Guru added README for Light Bringer.
    
    - 0.105u1: Changed description to 'Dungeon Magic (Ver 2.1O 1994/02/18)' and clones (US) to 'Dungeon Magic (Ver 2.1A 1994/02/18)' and 'Light Bringer (Japan)' to 'Light Bringer (Ver 2.1J 1994/02/18)'.
    
    - 0.67: Changed description of clone 'Lightbringer (Japan)' to 'Light Bringer (Japan)'.
    
    - 0.61: Added 'Dungeon Magic (World)' (Taito 1993) and clone (US).
    
    - 0.37b11: Bryan McPhail added 'Lightbringer (Japan)' (Taito 1993).
    
    - 16th January 2001: Bryan McPhail fixed some memory corrupting bugs in the Taito F3 driver.
    
    - 15th January 2001: Bryan McPhail finally submitted his Taito F3 driver, which is not graphically perfect and crashes hard sometimes but has complete ES5505 sound emulation thanks to Aaron Giles, Ian Schmidt and R. Belmont. Not all games are working due to 68020 core bugs, but these are: Ring Rage, Arabian Magic, Riding Fight, Grid Seeker: Project Stormhammer, Gunlock / Rayforce, Super Cup Finals / Hat Trick Hero '93, Top Ranking Stars, Light Bringer, Kaiser Knuckle / Global Champion, Bubble Bobble 2 / Bubble Symphony, Space Invaders DX, Taito Power Goal / Hat Trick Hero '95, Quiz Theater - 3tsu no Monogatari, Akkanvader, Moriguchi Hiroko no Quiz de Hyuu!Hyuu!, Puzzle Bobble 2 / Bust-A-Move Again, Puzzle Bobble 2X, Kyukyoku Tiger 2, Bubble Memories, Cleopatra Fortune, Puzzle Bobble 3, Arkanoid Returns, Kirameki Star Road, Puchi Carat and Pop 'N Pop.
    
    
    LEVELS: 4
    
    
    Other Emulators:
    
    * Raine
    
    
    Recommended Games (Knights):
    
    Warlords
    
    Demons & Dragons
    
    Cavelon
    
    Dragon's Lair
    
    Dragon's Lair 2: Time Warp
    
    Hunchback
    
    Knightmare
    
    Dragon Buster
    
    The Tower of Druaga
    
    The Return of Ishtar
    
    Ghosts'n Goblins
    
    Ghouls'n Ghosts
    
    Ghouls'n Ghosts (Mega-Tech)
    
    Vs. Castlevania
    
    Castlevania (PlayChoice-10)
    
    Cadash
    
    Dragon Unit
    
    Dark Seal
    
    Rampart
    
    Crossed Swords
    
    The King of Dragons
    
    Knights of the Round
    
    Exvania
    
    Wizard Fire
    
    Dungeons & Dragons: Tower of Doom
    
    Dungeons & Dragons: Shadow over Mystara
    
    Light Bringer
    
    Action Hollywood (Excaliwood)
    
    Sol Divide - The Sword Of Darkness
    
    Knights of Valour
    
    Knights of Valour Plus
    
    Knights of Valour Super Heroes
    
    Knights of Valour Super Heroes Plus
    
    Knights of Valour: Yi Tong Zhong Yuan
    
    Knights of Valour - The Seven Spirits
    
    Knights of Valour 2
    
    Knights of Valour 2 Plus - Nine Dragons
    
    Knights of Valour 2 New Legend
    
    Knights of Valour 3
    
    The Crystal of Kings
    
    Robin's Adventure
    
    Robin's Adventure 2
    
    
    Romset: 21760 kb / 17 files / 7.15 zip
    
    ----
    0.37b11 [Bryan McPhail, Ian Schmidt, SWS Stilleto, Aaron Giles]
    
    
    TODO:
    
    - ES5510 DSP isn't hooked up.
    
    - Various hacks in video core that needs squashing.
    
    - When playing space invaders dx in original mode, t.t. with overlay, the alpha blending effect is wrong (see Taito B version of game).
    
    - Bubble Symphony has an alpha transition effect that doesn't appear in MAME.
    
    - Various other missing blending effects (see Mametesters).
    
    - Find how this HW drives the CRTC, and convert video timings to use screen raw params.
    
    
    NOTES:
    
    - Emulation by Bryan McPhail. Thanks to Ian Schmidt and Stiletto for sound information! Major thanks to Aaron Giles for sound info, figuring out the 68K/ES5505 rom interface and ES5505 emulator! Thanks to Acho A. Tang for Kirameki Star Road sound banking info! Thank you to Shiriru for the scanline rendering (including alpha blending), sprite sync fixes, sprite zoom fixes and others!
    
    
    Bugs:
    
    - gunlock, rayforcej, rayforce, dariusgx, dariuse, futaribl, lightbr, dungeonm, dungeonmu, lightbrj: Incorrect year. ketburai (ID 06133)
    
    - pbobble3, pbobble3j, pbobble3u, pbobble4, pbobble4j, pbobble4u, rayforce, rayforcej: AddressSanitizer: heap-buffer-overflow. Firewave (ID 05866)
    
    - arabianm, rayforcej, ridingf: Sound recording for reference. Stefan Lindberg (ID 04173)
    
    - gunlock, rayforce, rayforcj: Background color of an item panel is different subtly. tasuku (ID 01926)
    
    - gunlock, rayforce, rayfocj: Enemy laser is too short in the 3rd stage. tasuku (ID 01920)
    
    - All games: The types of cabinets and their related inputs. stephh (ID 01069)
    
    
    WIP:
    
    - 0.168: Make Taito F3 game names consistent [Logan B].
    
    - 0.166: Reduced tagmap lookups in Taito F3 (was causing severe slowdown in Arkanoid Returns) [David Haywood].
    
    - 0.155: Moved video functions into the driver class [Osso].
    
    - 0.154: Converted Taito F3 driver to standard MCFG_PALETTE_FORMAT [Alex Jackson].
    
    - 0.147: Fixed debug assert (emu\attotime.h) in Taito F3 driver.
    
    - 0.146u2: Stefan Lindberg corrected 68000 CPU2 clock to 15238050 Hz.
    
    - 0.146u1: Taito Ensoniq improvements [Phil Bennett]: Use the common 68681 DUART implementation. Implemented the MB87078 volume control.
    
    - 0.144u7: Aaron Giles fixed bad assumption that rowpixels of two separate bitmaps in Taito F3 video driver are guaranteed to be the same. This fixed severe graphics corruption in all sets.
    
    - 0.144: Angelo Salese added per-channel volume control to ES5505/ES5506 sound chip, and hooked it up to the Taito F3 driver. Also added a preliminary ES5510 DSP DRAM input/output latches support in Taito F3 driver, fixes sound in Ring Rage and Riding Fight.
    
    - 0.142u1: Angelo Salese converted Taito F3 video chip (TC0630FDP) to have a parallelism of 16-bit. David Haywood added work-around for crowd gfxs in Taito F3 football games (Taito Cup Finals, International Cup '94, Taito Power Goal and clones), until a better information is found about it. taito_en has minor changes to eliminate an AM_BASE macro [Atari Ace].
    
    - 0.141u4: Breaks some driver entanglements to simplify future driver_device conversion efforts [Atari Ace]: taito_f3 is disentangled from a number of other drivers by using an AM_SHARE tag instead of a common variable.
    
    - 0.139u3: Aaron Giles fixed "16-bit EEPROM set with 8-bit data" in Taito F3 driver.
    
    -  2nd August 2010: Mr. Do - While going through some other stuff, I noticed that I did a REALLY crappy job on the Taito F3 bezel. I re-did it properly this time. Also, awhile ago, I noticed that the bezel is used as normal for horizontal games, and rotated for vertical games. The bezel comes with a black sticker to block out the extra logo, depending on the orientation, so that's all been implemented, too. And I figured that since I was at it, I should clean up the instruction cards for the F3 games that had them (especially Bubble Symphony, which had that awful crease in the middle).
    
    - 0.138u2: Taito F3 documentation update [Stefan Lindberg, Dumping Union].
    
    - 0.135u4: Aaron Giles converted Taito F3 sound to a separate machine driver which is imported into games that use it.
    
    - 0.135u2: Fabio Priuli converted the Taito F3 driver to use EEPROM device.
    
    - 0.130u4: Aaron Giles merged memory maps in Taito F3 driver. Also removed some word handlers in favor of using READ8/WRITE8 directly in address maps. Removed some additional unnecessary handlers in favor of using AM_READ_PORT.
    
    - 0.130u2: Fabio Priuli simplified input handling in Taito F3 games.
    
    - 0.128u4: Significantly pared down the 68k core [Aaron Giles]: Merged outer MAME shell into the core proper and removed unused macros. Changed all external interfaces to pass the CPU device. Enabled 64-bit operations by default. Re-derived the interface functions to cascade and share code more aggressively. These changes also seem to have cured the taito_f3 issues as far as I can tell (at least Puzzle Bobble 3 seems right now).
    
    - 0.127u6: Nicola Salmoria added pen_mask tile attribute to the tilemap system. Implemented dynamic tile & sprite bit depth in the Taito F3 driver. This fixed the color regression in pbobble3, pbobble4, ringrage and clones.
    
    - 0.125u3: Couriersud fixed coin slots locks information does not disappear.
    
    - 12th February 2008: Mr. Do - Taito F3 games had a fairly generic bezel and instruction cards and/or mini-marquees. Well, for now, here's the bezel, for 30+ games.
    
    - 0.123: Aaron Giles fixed Taito F3 games don't work without .nv file (landmakr, elvactr and dariusg).
    
    - 0.113u2: Changed VSync to 58.970000 Hz.
    
    - 0.106u8: Changed sndhrdw\taito_f3.c to taito_en.c/h. David Haywood moved some common code into taito_en.c (Taito Ensoniq sound system).
    
    - 0.105u1: Some cleanups to the Taito F3 naming [Marco, Bryan McPhail].
    
    - 0.103u1: Fixed rom names.
    
    - 0.102u5: Fixed sound1 rom loading.
    
    - 0.99u7: Nicola Salmoria fixed interrupt timing in the F3 games.
    
    - 0.97u3: Major video update to Taito F3 driver [Bryan McPhail]: That amongst other things properly implements zoom & column scroll according to how the hardware does it, which not only fixes glitches in various games but allowed many hacks to be removed also. Sprite & tilemap clipping is also implemented, as is proper priority mixing and alpha-blending on the vram and pixel layers.
    
    - 27th February 2005: Bryan McPhail - F3 layer clipping registers finally understood (though not totally implemented yet - see Dungeon Magic and Elevator Action).
    
    - 20th February 2005: Bryan McPhail - Fiddling with the VRAM & Pixel layers on Taito F3 hardware. Per scanline alpha blending and priority mixing almost working.
    
    - 0.92: Nicola Salmoria fixed most of the remaining issues with Taito F3 sound. Sound in Ring Rage and Riding Fight still doesn't work. Quiz Theater has a bad sound rom. Bust-A-Move Again (US) sound roms need checking again real (non-conversion) cart. Fixed sound1 roms addresses.
    
    - 0.90: Nicola Salmoria fixed sound banking in Taito F3 driver.
    
    - 0.88: Changed VSync to 58.970001 Hz.
    
    - 0.87: Taito F3 improvements [Bryan McPhail].
    
    - 0.69: Paul Priest and Ryan Holtz fixed the sound loading in some Taito F3 games.
    
    - 0.62: Shiriru added sprite alpha blending to the Taito F3 driver.
    
    - 0.61: Several fixes to the F3 games [Shiriru, Bryan McPhail]. Changed visible area to 320x224.
    
    - 31st May 2002: Bryan McPhail fixed a few small things in the Taito F3 system driver.
    
    - 22nd May 2002: Bryan McPhail integrated Shiriru's updates to the Taito F3 driver which added better graphics priority emulation and better alpha blending.
    
    -  9th May 2002: Shiriru fixed zooming and added alpha blending to the Taito F3 driver.
    
    -  7th May 2002: David Haywood passed on Norix's update for the Taito F3 system driver that fixes zoomed sprite blocks and some other small things.
    
    - 0.59: Changed ES5505 clock speed to 15238050 Hz in all games.
    
    - 25th February 2002: Hiromitsu Shioya added stereo sound support to the Taito dual and triple screen games, and fixed the Taito F3 sound frequency.
    
    - 0.58: Moved drivers\taito_f3.h. to includes\.
    
    - 26th January 2002: Aaron Giles fixed a tilemap clipping bug in the Taito F3 driver.
    
    - 0.57: Misc fixes to Taito F3 [Bryan McPhail]. Fixed vertical game have issues (srayforce, ktiger2, gekirido, gunlock, gseeker and all clones).
    
    - 17th November 2001: Bryan McPhail fixed several problems in the Taito F3 driver, especially graphics glitches when zooming, fixing the road in Riding Fight and pitch in the football games. Bryan McPhail also added sound bankswitching for the Taito F3 driver.
    
    - 25th September 2001: Bryan McPhail re-added some fixes to the Taito F3 driver.
    
    - 18th September 2001: Yasuhiro Ogawa resubmitted some Taito F3 driver changes by Uki.
    
    - 0.53: Aaron Giles fixed a ES550x bug that caused Taito F3 games to sound bad. Palette compression has been removed. palette_recalc(), palette_transparent_pen and palette_used_colors[] are not available anymore. Drivers that relied on PALETTE_COLOR_TRANSPARENT for transparency effects must be rewritten to implement them differently. As a result of this, all games using the Taito TC0480SCP video chip, and all Taito F3 games, are broken in this release.
    
    -  8th August 2001: Bryan McPhail updated the Taito F3 driver to work with the new tilemap system.
    
    - 13th June 2001: Bryan McPhail fixed several graphics problems in the Taito F3 driver.
    
    - 0.37b15: Bryan McPhail improved special effects and fixed pixel layer colors in the Taito F3 games. Also fixed 68020 emulation bugs that prevented many Taito F3 games from working. Changed VSync to 60Hz.
    
    - 18th May 2001: Bryan McPhail fixed the black spots in the background graphics of Puzzle Bobble 2 and 3.
    
    -  7th May 2001: Bryan McPhail added pixel layer color emulation to the Taito F3 driver, fixing a few color problems.
    
    -  1st May 2001: Bryan McPhail fixed a 68020 core bug which caused a lot of problems with the Taito F3 driver, namely a Puzzle Bobble 2 intro background graphics problem and some Bubble Memories bugs. In addition, the bugfix makes the following games fully playable: Elevator Action Returns, Darius Gaiden, Puzzle Bobble 4, Land Maker, Twin Qix and Gekirindan.
    
    - 18th February 2001: Eisuke Watanabe fixed the ASM 68k core to work with Namco System 2 and Taito F3 sound.
    
    - 0.37b12: Fixed sound1 rom address in some games.
    
    - 11th February 2001: Bryan McPhail sent in a bugfix to Taito F3 sound banking which fixes the music and sound in a lot of games.
    
    - 27th January 2001: Bryan McPhail sent in a Taito F3 sound update, with the sound cutting out bug fixed and stereo sound implemented (it was mono before).
    
    - 16th January 2001: Bryan McPhail fixed some memory corrupting bugs in the Taito F3 driver and added Dan-Ku-Ga. Aaron Giles fixed some crashes in the Taito F3 driver.
    
    - 0.37b11: Added taito_f3.c/h driver, vidhrdw\taito_f3.c and sndhrdw\taito_f3.c. Main Issues: Alpha blending not supported. Pixel layer colours are often wrong (kludged in some games). Some games could fit in 8 bit colour - but marking pens is difficult because graphics are 6bpp with 4bpp palette indexes. Zoom layer positioning is not quite pixel accurate - it used to be better than it is now, but I can't figure out what I broke... Column scroll is not totally understand - there are at least two modes; simple addition to Y offset on source bitmap (used by Riding Fight, TRStars, Space Invaders DX) and another mode where a control bit is unset - used by the football games to move the crowd and boards relative to the pitch - currently not implemented. Sound eats lots of memory as 8 bit PCM data is decoded as 16 bit for use by the current ES5505 core (which righly should be 16 bit). Sound is slow. Mainly due to the amount of interrupts the 68k gets, plus context switching between the 68020 and 68k (no, underclocking them won't help). Only 270 degree rotation is supported in the custom renderer (so you must use flipscreen on Gunlock & Gseeker which are really 90 degree rotation games). Zoomed layers are not always positioned quite correctly in flipscreen mode Sound can cut out randomly - is there anywhere it consistently stops? (CPU crash). Other Issues: Master volume control/dsp isn't hooked up. Crowd/boards not shown in the football games.
    
    - 15th January 2001: Bryan McPhail finally submitted his Taito F3 driver, which is not graphically perfect and crashes hard sometimes but has complete ES5505 sound emulation thanks to Aaron Giles, Ian Schmidt and R. Belmont. Not all games are working due to 68020 core bugs, but these are: Ring Rage, Arabian Magic, Riding Fight, Grid Seeker: Project Stormhammer, Gunlock / Rayforce, Super Cup Finals / Hat Trick Hero '93, Top Ranking Stars, Light Bringer, Kaiser Knuckle / Global Champion, Bubble Bobble 2 / Bubble Symphony, Space Invaders DX, Taito Power Goal / Hat Trick Hero '95, Quiz Theater - 3tsu no Monogatari, Akkanvader, Moriguchi Hiroko no Quiz de Hyuu!Hyuu!, Puzzle Bobble 2 / Bust-A-Move Again, Puzzle Bobble 2X, Kyukyoku Tiger 2, Bubble Memories, Cleopatra Fortune, Puzzle Bobble 3, Arkanoid Returns, Kirameki Star Road, Puchi Carat and Pop 'N Pop.
    
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    NOTE: INP version 3.5 confirms WolfMAME usage
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