*** 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 Sun 12/06/2016 at 14:29:48.76
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, 172616 bytes (169 KiB)
Testing archive: C:\MAME\ALLexes\inp\MARP\92500.zip
--
Path = C:\MAME\ALLexes\inp\MARP\92500.zip
Type = zip
Physical Size = 172616
Everything is Ok
Size: 441492
Compressed: 172616
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, 172616 bytes (169 KiB)
Listing archive: C:\MAME\ALLexes\inp\MARP\92500.zip
--
Path = C:\MAME\ALLexes\inp\MARP\92500.zip
Type = zip
Physical Size = 172616
----------
Path = 1elevator.inp
Folder = -
Size = 441492
Packed Size = 172456
Modified = 2016-06-12 09:39:45
Created = 2016-06-12 03:44:27
Accessed = 2016-06-12 09:40:05
Attributes = An
Encrypted = -
Comment =
CRC = DA67283F
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 170
What MAME thinks:
Code:
Input file: elevator.inp
INP version 3.5
Created Sun Jun 12 09:16:30 2016
Recorded using MAME 0.170 Jan 27 2016
Total playback frames: 83692 (23:14.86)
Average recorded speed: 100%
Average speed: 285.39% (221 seconds)
Source driver:
elevator taitosj.cpp
Generic Info for game:
Code:
ROM set changed: no
0.106-0.174: elevator - "Elevator Action"
Resolution 0.106-0.174: 256x224 @ 60.000000Hz
TG Game Entry: https://www.twingalaxies.com/scores.php?platformid=46&gamename=Elevator+Action
Rules, Points: https://www.twingalaxies.com/scores.php?scores=5158
Rules, Points [ADeca 2004 Only Variation]: https://www.twingalaxies.com/scores.php?scores=9692
Rules, Points [Twin Galaxies Extreme Settings]: https://www.twingalaxies.com/scores.php?scores=9848
INP dump not relevant
MAME Info
elevator is the parent set.
MAMEInfo.dat entries: elevator and taitosj.cpp
Code:
MAMEInfo.dat entries for:
elevator
taitosj.cpp
----
0.18 [Nicola Salmoria]
Artwork available
WIP:
- 0.170: Corrections to some rom names and labels on Elevator Action based on PCB pictures [Lord Nightmare, brizzo].
- 0.148: Kevin Eshbach added partial DIP locations for Elevator Action.
- 0.138: hap and MASH fixed Elevator Action (some graphics on the escalators shift when you ride on them).
- 0.133u1: Renamed (elevatob) to (elevatorb).
- 0.128u4: David Haywood fixed Elevator Action, which freezes after coin insert with "8".
- 0.126u4: Guru added README for Elevator Action.
- 0.122u6: Changed M68705 CPU3 clock speed to 3MHz.
- 29th December 2007: Guru - Elevator Action... this is a strange one, the dumped matches the 'elevatob' set in MAME, but this is definitely an original PCB, so I suspect the existing dump is really from an original PCB (4-board unprotected version) and the bootleg set is the same thing exactly.
- 21st December 2007: Guru - A huge box arrived today. That 19.75kg box looks mighty impressive, although I'm not sure that all of it is going to be useful. Some could be alt. versions but most don't work so I'll need to dump all of these before I can tell exactly what they are. It contains Elevator Action (Taito 1982, original SJ hardware without MCU!) and others. Thanks to Tingoes for sending these out.
- 12th November 2006: Mr. Do - Elevator Action artwork has been "optimized" by Ad_Enuff; much smaller file size (up to 80%) with no loss in quality.
- 3rd September 2006: Mr. Do - Ad_Enuff optimized Elevator Action bezel. File sizes are now half of what they were (with no loss in quality).
- 0.96u2: Nicola Salmoria fixed several sprite priority issues in Elevator Action and the car wrapping around at the end of a level. Added sprite clipping at the sides of the screen. This was verified to happen on the real board, and it affects bullets wrapping around in Elevator Action. I'm only 99% sure that the clipping is correct this way.
- 0.84u6: Changed 4-way Joystick to 8-way.
- 0.61: Stephane Humbert fixed "Bonus Life" dipswitch is wrong in Elevator Action.
- 22nd November 1999: Tatsuyuki Satoh fixed a cpu interleaving problem in Elevator Action.
- 0.36b1: Added layer prom eb16.22.
- 0.35: Added new MCU cpu3 rom (2k).
- 0.35b6: Replaced M6805 CPU3 with M68705.
- 0.35b3: Changed M6805 CPU3 clock speed to 1.5MHz.
- 0.34b1: The original Elevator Action now works, using the 68705 MCU rom which was missing. Since there is one additional CPU to emulate, it is slower than the bootleg version [Nicola Salmoria]. Added M6805 (3MHz) CPU3.
- 0.33b6: Nicola Salmoria removed the partially working protection emulation in Elevator Action, so people will hopefully understand that it doesn't work and use the bootleg instead.
- 0.30: Known issues: Some sprite priority problems (people half disappearing behind doors etc).
- 0.29: The hardware of the Taito games (Elevator Action, Jungle King, Wild Western, Front Line) is emulated more faithfully. Playfield priority is accurate in Jungle King, however this broke Wild Western - strange. Front Line works. Merged all the drivers into Taito driver [Nicola Salmoria].
- 0.28: Mike Balfour added high score saving to Elevator Action.
- 0.27: Elevator Action sound is perfect now. Elevator Action, Jungle King and Wild Western now use the same Taito video hardware driver. Known issues: The original version doesn't work consistently due to the copy protection. Use the bootleg version instead.
- 0.26: Tatsuyuki Satoh fixed sound tempo speed in Elevator Action (tempo speed is 37.5Khz).
- 0.25: Nicola did some fixes to Taito Games (Jungle King and Elevator Action) about background placement and coins per credit dipswitch. Plus vertical scroll support in Jungle King (used in ground shake), correct sprite priority, and no more rubbish is present during change of stage. DELETE ELEVATOB\ELEVATOB.DSW, JUNGLEK\JUNGLEK.DSW, JHUNT\JHUNT.DSW, OTHERWISE THE GAME WILL NOT WORK CORRECTLY.
- 0.22: Added preliminary sound support to Elevator Action. Fixed credit bugs in Elevator Action. REMEMBER TO DELETE THE PREVIOUS .DSW FILES OTHERWISE THE GAMES WON'T WORK PROPERLY! Added audio CPU roms ic70/71 and gfx roms ic4/5.
- 0.21.5: Nicola Salmoria fixed colors in Elevator Action (100% correct colors).
- 0.21: Fixed dipswitch DSW3 in Elevator Action. Control: Arrows = Move around, CTRL = Fire1 and ALT = Fire2. YOU'LL HAVE TO DELETE THE PREVIOUS DSW FILE IN "ELEVATOB" DIRECTORY IN ORDER TO GET IT RUN CORRECTLY.
- 0.20: Nicola Salmoria fixed missing sprites when exiting from doors in Elevator Action. There are still some sprite priority bugs. Also better colors.
- 0.19: Added Elevator Action (bootleg). The original version doesn't work because of copy protection. The graphics are almost OK now, albeit quite slow. Nicola Salmoria found how Elevator Action background works. Also updated all drivers that have a scrolling background. Known issues: Collision detect not yet implemented. Game should run on hardware similar to Jungle King. Set the dipswitches to free play to play the game. Added background graphics roms to parent.
- 0.18: Nicola Salmoria added 'Elevator Action' (Taito 1983). VERY preliminary and not playable. Runs on the same hardware as Jungle King.
STORY:
- Agent 17 code name "OTTO" is to secure top secret documents from the security building. Enemy spys are in pursuit, and their orders are to stop him at any cost. After reaching the tip of a 30 story building, Agent 17 has to make his way down to the basement and the awaiting getaway car. Otto is relyinmg on your skills so GOOD Luck!
PLAY INSTRUCTIONS:
- The object of the game is to make it through the building, get secret documents, & get to an awaiting getaway car. You can use the jump kick button to dodge bullets and kick bad guys. Use the fire button to stop enemy agents. Go in the red doors for surprise bonus points. You must go through all red doors to get the top secret documents, or you can't escape.
LEVELS: 1
Recommended Games (Action):
Elevator Action
Elevator Action Returns
Action Fighter
Quartet
Rolling Thunder
Rolling Thunder 2
Bionic Commando
Bullet
Super Ranger
Crack Down
Crack Down (Mega-Tech)
Secret Agent
S.P.Y. - Special Project Y
Spark Man
The Cliffhanger - Edward Randy
The Super Spy
ThunderJaws
Power Blade (PlayChoice-10)
The Outfoxies
Biomechanical Toy
Confidential Mission
Ninja Assault
Lupin The Third - The Shooting
Lupin The Third - The Typing
Demon Front
Dolphin Blue
Recommended Games (Mafia):
Elevator Action
Elevator Action Returns
N.Y. Captor
Shoot Out
Shooting Master
Empire City: 1931
Dead Angle
Gang Busters
Dead Connection
Hard Times
Rapid Fire (Gangster)
Romset: 75 kb / 20 files / 36.6 zip
----
0.36b1 [Nicola Salmoria, Tatsuyuki Satoh, Zsolt Vasvari, John Butler, Marco Cassili]
0.29 [Nicola Salmoria, Zsolt Vasvari]
0.18 [Nicola Salmoria]
TODO:
- RC filter on 8910 #3
NOTES:
- Hardware: Taito SJ system
Bugs:
- frontlin, tinstar, wwestern: Should Front Line be using a positional joystick device for its aiming? john_iv (ID 02169)
WIP:
- 0.129u3: Aaron Giles fixed during the scrolling the lower part of the screen in Taito SJ becomes black before.
- 0.125u5: Added includes\taitosj.h.
- 0.123u2: Zsolt Vasvari simplified collision detection in Taito SJ driver.
- 0.122u5: Zsolt Vasvari complete Taito SJ memory map from Nicola's ancient notes. General code clean-up.
- 0.105u4: Aaron Giles fixed another Taito SJ graphics corruption bug (sprites in these games become black blocks).
- 0.105u3: Aaron Giles fixed graphics corruption in the Taito SJ driver (waterski, tinstar, kikstart are playable in 0.105u2 with many vertical bars garbage on the screen).
- 0.104u4: Adam Bousley added save states to the Taito SJ driver.
- 0.102u4: Nicola Salmoria fixed sprite-tilemap collision detection in Taito SJ driver when the screen is flipped.
- 0.102: Nicola Salmoria fixed status flag from MCU in Taito SJ games, this fixes the last digit of the score in Front Line.
- 0.96u2: Several Taito SJ sprite fixes [Nicola Salmoria]: Fixed sprite priorites. This fixes several priority issues in Tin Star, Elevator Action, High Way Race and the car wrapping around in Elevator Action at the end of a level. Added sprite clipping at the sides of the screen. This was verified to happen on the real board, and it affects bullets wrapping around in Elevator Action. I'm only 99% sure that the clipping is correct this way. Fixed sprite hardware collision detection. This fixes the last round in Pirate Pete, bonuses in Alpine Ski and end of level 1 in Water Ski.
- 0.96: Peter Sealy added missing RAM to the Taito SJ memory map.
- 0.92: Taito SJ update [Nicola Salmoria]: Added sound CPU -> main CPU communication (fixes Tin Star hangs without need for a kludge, and makes tunes between levels correctly play until the end). Added memory map derived from schematics. Added DAC volume control (I hear little difference, even if it's used). Coin lockout (important otherwise games could accept more than 9 coins).
- 0.85u1: Aaron Giles fixed input port definition errors in Taito SJ driver.
- 0.69a: A number of changes to the timer system [Aaron Giles]: All the CPU scheduling has moved into cpuexec.c and been taken out of timer.c. A number of bugs relating to time tracking for suspended CPUs have been fixed. A side effect of all this is a change in the behavior of the CPU scheduling. For the most part, games are fine with this. However, there were a few exceptions: The timing of the MCU communication in the Taito SJ driver is broken. Changed M68705 CPU3 clock speed to 750000 Hz in all MCU games.
- 0.69: Aaron Giles fixed interrupt being triggered on Non-Existant CPU for TaitoSJ games with no MCU.
- 19th May 2003: Aaron Giles fixed a bug in the Taito SJ driver that caused problems with the new timer code.
- 8th May 2002: Stephane Humbert fixed the dipswitches and inputs in the Taito SJ driver.
- 26th November 1999: Zsolt Vasvari fixed the collision detection in the TaitoSJ games.
- 0.36b1: Changed taito.c to taitosj.c driver. Sprite-sprite collision detection and other improvements in the Taito SJ games. This fixes Bio Attack. Wild Western is now fully playable [Zsolt Vasvari].
- 0.31: Removed sndhrdw\taito.c.
- 0.29: Merged elevator.c, junglek.c and wwestern.c with taito.c driver. Added machine\taito.c and sndhrdw\taito.c. Nicola Salmoria added digital audio in the Taito games. The hardware of the Taito games (Elevator Action, Jungle King, Wild Western, Front Line) is emulated more faithfully. Playfield priority is accurate in Jungle King, however this broke Wild Western - strange. Front Line works.
- 0.27: Added vidhrdw\taito.c. Removed vidhrdw\elevator.c, vidhrdw\junglek.c and vidhrdw\wwestern.c.
- 0.25: Added wwestern.c driver and vidhrdw\wwestern.c.
- 0.22: Added sndhrdw\elevator.c.
- 0.18: Added elevator.c and junglek.c driver, machine\elevator.c, vidhrdw\elevator.c, vidhrdw\junglek.c and sndhrdw\junglek.c.
----


NOTE: INP version 3.5 confirms WolfMAME usage