M.A.M.E. - Ghouls'n Ghosts [World] - Points [Marathon Settings] - 356,400 - Clay Karczewski

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  1. M.A.M.E. - Ghouls'n Ghosts [World] - Points [Marathon Settings] - 356,400 - Clay Karczewski

    09-11-2016, 07:21 AM
    Points [Marathon Settings]
    WolfMame version
    106
    Score Track
    https://www.twingalaxies.com/scores.php?scores=7741
    Rules
    ROMSet: Ghouls
    Service Mode: Off
    Cabinet: Upright 1 Player
    Difficulty: 4 [Normal]
    Unused: Off [All]
    Bonus Life: 30K, 60K and every 70K
    Lives: 3
    Flip Screen: Off
    Allow Continue: No
    Game Mode: Game
    Special Rules: Continues are NOT allowed!
    Submission Message
    Performed on Sept. 10th EDT for MGL #29
    Name:  cwk_ghouls_356400.png
Views: 320
Size:  13.2 KB
    Attached Files Attached Files
    Thanks JJT_Defender thanked this post
    Likes JJT_Defender liked this post
  2. 09-15-2016, 01:23 AM
    Bizarre: the Marathon settings create a more difficult game than Tournament settings...

    (Analysis on the way...)
    Lots of 1sts to be surpassed: what are you waiting for? Play the game, submit the score...
  3. 09-15-2016, 02:43 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 15/09/2016 at 9:19:28.03


    Zip test
    Code:
    Zip:
    
    
    7-Zip [32] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    
    
    Scanning the drive for archives:
    1 file, 278074 bytes (272 KiB)
    
    
    Testing archive: C:\MAME\inp\MARP\cwk_ghouls_356400.zip
    --
    Path = C:\MAME\inp\MARP\cwk_ghouls_356400.zip
    Type = zip
    Physical Size = 278074
    
    
    Everything is Ok
    
    
    Files: 2
    Size:       37185502
    Compressed: 278074
    RAR:
    
    
    7-Zip [32] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    
    
    Scanning the drive for archives:

    Zip list
    Code:
    
    7-Zip [32] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    
    
    Scanning the drive for archives:
    1 file, 278074 bytes (272 KiB)
    
    
    Listing archive: C:\MAME\inp\MARP\cwk_ghouls_356400.zip
    
    
    --
    Path = C:\MAME\inp\MARP\cwk_ghouls_356400.zip
    Type = zip
    Physical Size = 278074
    
    
    ----------
    Path = cwk_ghouls_356400.inp
    Folder = -
    Size = 37184904
    Packed Size = 277601
    Modified = 2016-09-10 11:57:38
    Created = 
    Accessed = 
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 7FE93AB8
    Method = Deflate
    Host OS = FAT
    Version = 20
    
    
    Path = cwk_ghouls_356400.wlf
    Folder = -
    Size = 598
    Packed Size = 215
    Modified = 2016-09-10 11:57:38
    Created = 
    Accessed = 
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 589693C0
    Method = Deflate
    Host OS = FAT
    Version = 20
    
    
    
    
    7-Zip [32] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    
    
    Scanning the drive for archives:

    MAME Major Version 106


    What MAME thinks:
    Code:
    Recorded in WolfMAME 0.106
    Recorded system's speed = ~2987MHz (Intel)
    This recording was made with the C 68k core enabled
    Start date of recording: Sat Sep 10 15:34:16 2016
    
    
    Checks out OK. [2bf9]
    Playing back previously recorded game ghouls (Ghouls'n Ghosts (World)) [press return]
    loading ghl29.bin   
    loading ghl30.bin   
    loading ghl27.bin   
    loading ghl28.bin   
    loading ghl17.bin   
    loading ghl5.bin    
    loading ghl7.bin    
    loading ghl6.bin    
    loading ghl8.bin    
    loading ghl09.bin   
    loading ghl18.bin   
    loading ghl13.bin   
    loading ghl22.bin   
    loading ghl11.bin   
    loading ghl20.bin   
    loading ghl15.bin   
    loading ghl24.bin   
    loading ghl10.bin   
    loading ghl19.bin   
    loading ghl14.bin   
    loading ghl23.bin   
    loading ghl12.bin   
    loading ghl21.bin   
    loading ghl16.bin   
    loading ghl25.bin   
    loading ghl26.bin   
                                  
    Average FPS: 184.905663 (346098 frames)



    What wlfview thinks:
    Code:
    WLFVIEW 0.3 - Apr  5 2006
    
    
    Info loaded.  WLF rev 9
    
    
    Recorded for the game 'ghouls'
    MAME version string: 0.106 (May 16 2006)
    
    
    -- CPU info --
    Vendor: Intel
    Processor Family: 6  Processor Model: 15
    Approximate clock speed: 2987708472Hz
    
    
    -- OS info --
    Operating System: Windows NT 6.1 Service Pack 1
    
    
    -- INP info --
    Number of frames: 299878
    Average record speed: 99.998453%
    System time at start of emulation: Sat Sep 10 15:34:16 2016
    Sound: 44100Hz     Samples: Enabled
    GUI: 0    Artwork: 0
    68000 CPU Core: C
    NVRAM Usage: Disabled
    BIOS used (0=default): default
    
    
    -- Validity --
    Check 1:  INP header:  OK
    Check 2:  INP file:  OK
    Check 3:  WLF file:  OK

    Source driver:
    ghouls src/drivers/cps1.c
    DIP Info from source:
    Code:
    # MAME 0.106 source snippet
    
    
    GAME( 1988, ghouls,   0,        cps1,     ghouls,   cps1,     ROT0,   "Capcom", "Ghouls'n Ghosts (World)" , 0)			
    
    
    INPUT_PORTS_START( ghouls )
    	PORT_START_TAG("IN0")
    	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_COIN1 )
    	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_COIN2 )
    	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_SERVICE1 )  /* Service, but it doesn't give any credit */
    	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_UNKNOWN )
    	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_START1 )
    	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_START2 )
    	PORT_SERVICE( 0x40, IP_ACTIVE_LOW )
    	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN )
    
    
    	PORT_START_TAG("DSWA")
    	CPS1_COINAGE_1
    	PORT_DIPNAME( 0xc0, 0xc0, DEF_STR( Cabinet ) )
    	PORT_DIPSETTING(    0xc0, "Upright 1 Player" )
    	PORT_DIPSETTING(    0x80, "Upright 2 Players" )
    //  PORT_DIPSETTING(    0x40, DEF_STR( Cocktail ) )
    	PORT_DIPSETTING(    0x00, DEF_STR( Cocktail ) )
    
    
    	PORT_START_TAG("DSWB")
    	CPS1_DIFFICULTY_2
    	PORT_DIPNAME( 0x08, 0x08, DEF_STR( Unused ) )
    	PORT_DIPSETTING(    0x08, DEF_STR( Off ) )
    	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
    	PORT_DIPNAME( 0x30, 0x30, DEF_STR( Bonus_Life ) )
    	PORT_DIPSETTING(    0x20, "10K, 30K and every 30K" )
    	PORT_DIPSETTING(    0x10, "20K, 50K and every 70K" )
    	PORT_DIPSETTING(    0x30, "30K, 60K and every 70K" )
    	PORT_DIPSETTING(    0x00, "40K, 70K and every 80K" )
    	PORT_DIPNAME( 0x40, 0x40, DEF_STR( Unused ) )
    	PORT_DIPSETTING(    0x40, DEF_STR( Off ) )
    	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
    	PORT_DIPNAME( 0x80, 0x80, DEF_STR( Unused ) )
    	PORT_DIPSETTING(    0x80, DEF_STR( Off ) )
    	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
    
    
    	PORT_START_TAG("DSWC")
    	PORT_DIPNAME( 0x03, 0x03, DEF_STR( Lives ) )
    	PORT_DIPSETTING(    0x03, "3" )
    	PORT_DIPSETTING(    0x02, "4" )
    	PORT_DIPSETTING(    0x01, "5" )
    	PORT_DIPSETTING(    0x00, "6" )
    	PORT_DIPNAME( 0x04, 0x04, DEF_STR( Unused ) )
    	PORT_DIPSETTING(    0x04, DEF_STR( Off ) )
    	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
    	PORT_DIPNAME( 0x08, 0x08, DEF_STR( Unused ) )
    	PORT_DIPSETTING(    0x08, DEF_STR( Off ) )
    	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
    	PORT_DIPNAME( 0x10, 0x10, DEF_STR( Flip_Screen ) )
    	PORT_DIPSETTING(    0x10, DEF_STR( Off ) )
    	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
    	PORT_DIPNAME( 0x20, 0x20, DEF_STR( Unused ) )		// "Demo Sounds" in manual; doesn't work
    	PORT_DIPSETTING(    0x20, DEF_STR( Off ) )
    	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
    	PORT_DIPNAME( 0x40, 0x40, DEF_STR( Allow_Continue ) )
    	PORT_DIPSETTING(    0x00, DEF_STR( No ) )
    	PORT_DIPSETTING(    0x40, DEF_STR( Yes ) )
    	PORT_DIPNAME( 0x80, 0x80, "Game Mode")
    	PORT_DIPSETTING(    0x80, "Game" )
    	PORT_DIPSETTING(    0x00, DEF_STR( Test ) )
    
    
    	PORT_START_TAG("IN1")
    	PORT_BIT( 0x0001, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(1)
    	PORT_BIT( 0x0002, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(1)
    	PORT_BIT( 0x0004, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(1)
    	PORT_BIT( 0x0008, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(1)
    	PORT_BIT( 0x0010, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(1)
    	PORT_BIT( 0x0020, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(1)
    	PORT_BIT( 0x0040, IP_ACTIVE_LOW, IPT_UNKNOWN )
    	PORT_BIT( 0x0080, IP_ACTIVE_LOW, IPT_UNKNOWN )
    	PORT_BIT( 0x0100, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_PLAYER(2)
    	PORT_BIT( 0x0200, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_PLAYER(2)
    	PORT_BIT( 0x0400, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_PLAYER(2)
    	PORT_BIT( 0x0800, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_PLAYER(2)
    	PORT_BIT( 0x1000, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(2)
    	PORT_BIT( 0x2000, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(2)
    	PORT_BIT( 0x4000, IP_ACTIVE_LOW, IPT_UNKNOWN )
    	PORT_BIT( 0x8000, IP_ACTIVE_LOW, IPT_UNKNOWN )
    INPUT_PORTS_END
    
    
    #define CPS1_COINAGE_1 \
    	PORT_DIPNAME( 0x07, 0x07, DEF_STR( Coin_A ) ) \
    	PORT_DIPSETTING(    0x00, DEF_STR( 4C_1C ) ) \
    	PORT_DIPSETTING(    0x01, DEF_STR( 3C_1C ) ) \
    	PORT_DIPSETTING(    0x02, DEF_STR( 2C_1C ) ) \
    	PORT_DIPSETTING(    0x07, DEF_STR( 1C_1C ) ) \
    	PORT_DIPSETTING(    0x06, DEF_STR( 1C_2C ) ) \
    	PORT_DIPSETTING(    0x05, DEF_STR( 1C_3C ) ) \
    	PORT_DIPSETTING(    0x04, DEF_STR( 1C_4C ) ) \
    	PORT_DIPSETTING(    0x03, DEF_STR( 1C_6C ) ) \
    	PORT_DIPNAME( 0x38, 0x38, DEF_STR( Coin_B ) ) \
    	PORT_DIPSETTING(    0x00, DEF_STR( 4C_1C ) ) \
    	PORT_DIPSETTING(    0x08, DEF_STR( 3C_1C ) ) \
    	PORT_DIPSETTING(    0x10, DEF_STR( 2C_1C ) ) \
    	PORT_DIPSETTING(    0x38, DEF_STR( 1C_1C ) ) \
    	PORT_DIPSETTING(    0x30, DEF_STR( 1C_2C ) ) \
    	PORT_DIPSETTING(    0x28, DEF_STR( 1C_3C ) ) \
    	PORT_DIPSETTING(    0x20, DEF_STR( 1C_4C ) ) \
    	PORT_DIPSETTING(    0x18, DEF_STR( 1C_6C ) )
    
    
    #define CPS1_DIFFICULTY_2 \
    	PORT_DIPNAME( 0x07, 0x07, DEF_STR( Difficulty ) ) \
    	PORT_DIPSETTING(    0x04, "1 (Easiest)" ) \
    	PORT_DIPSETTING(    0x05, "2" ) \
    	PORT_DIPSETTING(    0x06, "3" ) \
    	PORT_DIPSETTING(    0x07, "4 (Normal)" ) \
    	PORT_DIPSETTING(    0x03, "5" ) \
    	PORT_DIPSETTING(    0x02, "6" ) \
    	PORT_DIPSETTING(    0x01, "7" ) \
    	PORT_DIPSETTING(    0x00, "8 (Hardest)" )
    
    
    Resolution: 384x224 @ 60.000000Hz
    
    
    ----
    Rules, Points [Marathon Settings]: https://www.twingalaxies.com/scores.php?scores=7741
    ROMSet: Ghouls
    Service Mode: Off
    Cabinet: Upright 1 Player
    Difficulty: 4 [Normal]
    Unused: Off [All]
    Bonus Life: 30K, 60K and every 70K
    Lives: 3
    Flip Screen: Off
    Allow Continue: No
    Game Mode: Game
    
    
    Sample correct TG:
    DSWA: offset 0x27, repeat every 0x7C, typical value 0xFF
    - DSWA: 0x07 (Coin_A): [not relevant]
    - DSWA: 0x38 (Coin_B): [not relevant]
    - DSWA: 0xc0 (Cabinet): 0xc0 (Upright 1 Player)
    
    
    DSWB: offset 0x2B, repeat every 0x7C, typical value 0xFF
    - DSWB: 0x07 (Difficulty) : 0x07 (4 (Normal))
    - DSWB: 0x08 (Unused): 0x08 (Off)
    - DSWB: 0x30 (Bonus_Life): 0x30 (30K, 60K and every 70K)
    - DSWB: 0x40 (Unused): 0x40 (Off)
    - DSWB: 0x80 (Unused): 0x80 (Off)
    
    
    DSWC: offset 0x2F, repeat every 0x7C, typical value 0xBF
    - DSWC: 0x03 (Lives): 0x03 (3)
    - DSWC: 0x04 (Unused): 0x04 (Off)
    - DSWC: 0x08 (Unused): 0x08 (Off)
    - DSWC: 0x10 (Flip_Screen): 0x10 (Off)
    - DSWC: 0x20 (Unused): 0x20 (Off)
    - DSWC: 0x40 (Allow_Continue): 0x00 (No)
    - DSWC: 0x80 (Game Mode): 0x80 (Game)
    
    
        20: 00 00 00 FF 00 00 00 FF  00 00 00 FF 00 00 00 BF | ... ... ... ...+
        A0: 00 00 00 FF 00 00 00 FF  00 00 00 BF 00 00 FF FF | ... ... ...+..  
       110: 00 00 00 00 3E 82 43 E1  00 00 00 FF 00 00 00 FF | ....>.C... ... 
       120: 00 00 00 FF 00 00 00 BF  00 00 FF FF 00 00 00 00 | ... ...+..  ....
    ----
    
    
    Rules, Points [Tournament Settings]: https://www.twingalaxies.com/scores.php?scores=10820
    ROMSet: Ghouls
    Service Mode: Off
    Cabinet: Upright 1 Player
    Difficulty: 4 [Normal]
    Unused: Off [All]
    Bonus Life: 30K, 60K and every 70K
    Lives: 5
    Flip Screen: Off
    Allow Continue: No
    Game Mode: Game
    
    
    Sample correct TG:
    DSWA: offset 0x27, repeat every 0x7C, typical value 0xFF
    - DSWA: 0x07 (Coin_A): [not relevant]
    - DSWA: 0x38 (Coin_B): [not relevant]
    - DSWA: 0xc0 (Cabinet): 0xc0 (Upright 1 Player)
    
    
    DSWB: offset 0x2B, repeat every 0x7C, typical value 0xFF
    - DSWB: 0x07 (Difficulty) : 0x07 (4 (Normal))
    - DSWB: 0x08 (Unused): 0x08 (Off)
    - DSWB: 0x30 (Bonus_Life): 0x30 (30K, 60K and every 70K)
    - DSWB: 0x40 (Unused): 0x40 (Off)
    - DSWB: 0x80 (Unused): 0x80 (Off)
    
    
    DSWC: offset 0x2F, repeat every 0x7C, typical value 0xBD
    - DSWC: 0x03 (Lives): 0x01 (5)
    - DSWC: 0x04 (Unused): 0x04 (Off)
    - DSWC: 0x08 (Unused): 0x08 (Off)
    - DSWC: 0x10 (Flip_Screen): 0x10 (Off)
    - DSWC: 0x20 (Unused): 0x20 (Off)
    - DSWC: 0x40 (Allow_Continue): 0x00 (No)
    - DSWC: 0x80 (Game Mode): 0x80 (Game)
    
    
        20: 00 00 00 FF 00 00 00 FF  00 00 00 FF 00 00 00 BD | ... ... ... ...+
        A0: 00 00 00 FF 00 00 00 FF  00 00 00 BD 00 00 FF FF | ... ... ...+..  
       110: 00 00 00 00 3E 82 43 E1  00 00 00 FF 00 00 00 FF | ....>.C... ... 
       120: 00 00 00 FF 00 00 00 BD  00 00 FF FF 00 00 00 00 | ... ...+..  ....
    ----

    Generic Info for game:
    Code:
    ROM set changed: no
    0.106-0.175: ghouls - "Ghouls'n Ghosts (World)"
    
    
    Resolution, 0.106-0.126: 384x224 @ 60.000000Hz
    Resolution, 0.127-0.147: 384x224 @ 59.610000Hz
    Resolution, 0.148-0.152: 384x224 @ 59.629403Hz
    Resolution, 0.153-0.175: 384x224 @ 59.637405Hz
    
    
    TG Game Entry: https://www.twingalaxies.com/scores.php?platformid=46&gamename=Ghouls%27n%20Ghosts%20[World]
    Rules, Points [Marathon Settings]: https://www.twingalaxies.com/scores.php?scores=7741
    Rules, Points [Tournament Settings]: https://www.twingalaxies.com/scores.php?scores=10820

    INP Header:
    Code:
        10: 38 D0 14 B2 00 00 00 00  E8 19 D4 57 70 2D F9 2B | 8......Wp-+
        20: 00 00 00 FF 00 00 00 FF  00 00 00 FF 00 00 00 BF | ............
        30: 00 00 FF FF 00 00 00 00  00 00 00 00 00 00 00 00 | ..............
        40: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        50: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        60: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        70: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        80: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        90: 00 00 00 00 00 00 00 00  3E 82 43 E1 00 00 00 FF | ........>.C...
        A0: 00 00 00 FF 00 00 00 FF  00 00 00 BF 00 00 FF FF | ...........
        B0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
       100: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
       110: 00 00 00 00 3E 82 43 E1  00 00 00 FF 00 00 00 FF | ....>.C......
       120: 00 00 00 FF 00 00 00 BF  00 00 FF FF 00 00 00 00 | ............
       130: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
       140: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................

    INP Mid-section:
    Code:
    11BB220: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    11BB230: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    11BB240: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    11BB250: 00 00 00 00 A2 82 43 E1  00 00 00 FF 00 00 00 FF | .....C......
    11BB260: 00 00 00 FF 00 00 00 BF  00 00 FF FB 00 00 00 00 | ............
    11BB270: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    11BB280: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    11BB290: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    11BB2A0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    11BB2B0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    11BB2C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    11BB2D0: A2 82 43 E1 00 00 00 FF  00 00 00 FF 00 00 00 FF | .C.........
    11BB2E0: 00 00 00 BF 00 00 FF FB  00 00 00 00 00 00 00 00 | .............
    11BB2F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    11BB300: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    11BB310: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    11BB320: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    11BB330: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    11BB340: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | .............C
    11BB350: 00 00 00 FF 00 00 00 FF  00 00 00 FF 00 00 00 BF | ............

    INP Tail-end:
    Code:
    2376450: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2376460: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2376470: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2376480: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | .............C
    2376490: 00 00 00 FF 00 00 00 FF  00 00 00 FF 00 00 00 BF | ............
    23764A0: 00 00 FF FF 00 00 00 00  00 00 00 00 00 00 00 00 | ..............
    23764B0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    23764C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    23764D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    23764E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    23764F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2376500: 00 00 00 00 00 00 00 00  A2 82 43 E1 00 00 00 FF | .........C...
    2376510: 00 00 00 FF 00 00 00 FF  00 00 00 BF 00 00 FF FF | ...........
    2376520: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2376530: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2376540: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2376550: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2376560: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2376570: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2376580: 00 00 00 00 A2 82 43 E1                          | .....C



    MAME Info
    MAMEInfo.dat entries: ghouls and cps1.c
    Code:
    MAMEInfo.dat entries for:
    ghouls
    cps1.cpp
    ----
    0.33b3 [Paul Leaman]
    
    
    0.31 [Testdriver]
    
    
    
    
    Artwork available
    
    
    
    
    WIP:
    
    
    - 0.141u2: Changed 68000 CPU1 clock speed to 12MHz in clone Daimakaimura (Japan Resale Ver.).
    
    
    - 0.139: Changed description of clones (US) to 'Ghouls'n Ghosts (USA)', 'Dai Makai-Mura (Japan)' to 'Daimakaimura (Japan)' and 'Dai Makai-Mura (Japan Resale Ver.)' to 'Daimakaimura (Japan Resale Ver.)'.
    
    
    - 0.132u3: Changed description of clone 'Dai Makai-Mura (Japan hack?)' to 'Dai Makai-Mura (Japan Resale Ver.)'. Renamed (daimakr2) to (daimakair).
    
    
    - 0.128u3: Aaron Giles fixed clone Ghouls'n Ghosts (US), which doesn't remove the original port when replacing it with a conditional port.
    
    
    - 0.126u5: Corrado Tomaselli added clone Dai Makai-Mura (Japan hack?). Added A-board PLDs (buf1, ioa1, prg1, rom1 and sou1) and B-board PLDs (dm620.2a and lwio.8i).
    
    
    - 0.125u3: Added 2x 'Unused' dipswitches.
    
    
    - 13th January 2008: Mr. Do - I'm FINALLY getting to the rest of the instruction cards Tormod sent me about a year ago, it's the card for Daimakaimura (JPN version of Ghouls 'n Ghosts).
    
    
    - 0.112u3: MAME Italia fixed background and texts priorities in Ghouls'n Ghosts.
    
    
    - 31st October 2006: Mr. Do - Added Ghouls'n Ghosts bezel, thanks to VAS, CAG, and quick work by Addy.
    
    
    - 0.63: Added 'Game Mode' dipswitch. Changed 'Unknown' dipswitches to 'Unused'. Removed 3rd button.
    
    
    - 0.57: Fixed MAMETesters bug ghouls37b11gra. Added 'Freeze' dipswitch.
    
    
    - 0.37b15: Renamed (ghoulsj) to (daimakai).
    
    
    - 0.36RC1: Marco Cassili added clone Ghouls'n Ghosts (US). Changed parent description to 'Ghouls'n Ghosts (World)'.
    
    
    - 11th February 2000: THE SHEEP dumped Ghouls'n Ghosts (US) Capcom 1988.
    
    
    - 0.36b14: Changed 68000 CPU1 clock speed to 10MHz.
    
    
    - 0.35b4: Changed 4-way Joystick to 8-way. Changed parent description to 'Ghouls'n Ghosts (World?)' and clone 'Dai Makai-Mura' to 'Dai Makai-Mura (Japan)'.
    
    
    - 0.34b8: Changed description to 'Ghouls'n Ghosts' and clone (Japan) to 'Dai Makai-Mura'.
    
    
    - 0.33b7: Changed description of clone 'Ghosts'n Goblins (Japan)' to 'Makai-mura (Japan)'.
    
    
    - 0.33b6: Marco Cassili added clone Ghouls'n Ghosts (Japan). Changed parent description to 'Ghouls'n Ghosts (US?)'.
    
    
    - 0.33b5: Paul Leaman added the missing scrolling layer to Ghouls 'n Ghosts.
    
    
    - 0.33b4: Paul Leaman added new complete set Ghouls 'n Ghosts. Preliminary.
    
    
    - 0.33b3: Paul Leaman added 'Ghouls and Ghosts' (Capcom 1988). Known issues: Graphics are garbled because the ROM set is incomplete. The board has some nasty surface mounted ROMs.
    
    
    - 0.31: Paul Leaman added Ghouls and Ghosts (Testdriver).
    
    
    
    
    LEVELS: 5 (repeats once + last boss = 11 levels)
    
    
    
    
    Other Emulators:
    
    
    * Calice
    
    
    * Callus
    
    
    * FB Alpha
    
    
    * Kawaks
    
    
    * Nebula
    
    
    * 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
    
    
    Crossed Swords 2
    
    
    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: 4162 kb / 33 files / 1.49 zip
    
    
    ----
    0.31 [Paul Leaman]
    
    
    
    
    Bugs:
    
    
    - ffight, area88, cawing: 30 impulses / second autofire doesn't work with game design "flaws". Kale (ID 04012)
    
    
    
    
    WIP:
    
    
    - 0.160: Documentation update [Brian Troha].
    
    
    - 0.159: Added video measurements notes by Charles MacDonald (includes\cps1.h) [hap].
    
    
    - 0.153: Cleanup (includes\cps1.h) [Osso]. Willow, Strider and Ghouls'n Ghosts have some changed factory setting defaults as stated from manual. Also noted differences in bonus live coverage where applicable [Tafoid]. Cleanup QSound. No practical changes here except that i removed support for LOG_WAVE raw sound filewriting. Updated soundstream before writing (tsk). Reg 3 is key on. Small fix to sample start and loop. Guru measured qsound music timing. Modified CPS1 video params [hap]. Eliminate pointless planar-to-chunky conversion of gfx ROMs, just decode them as-is [Alex Jackson]. Changed VSync to 59.637405 Hz.
    
    
    - 0.148u5: Andrew Gardner added QSound internal DSP ROM to the device. Added DSP16 (4Mhz) CPU3. Sonikos fixed 'Difficulty' dipswitch which has in the tab menu values from 1 (easiest) to 8 (hardest) but in the game's menu it's from 0 to 7.
    
    
    - 0.148u3: CPS1 cleanup and notes. Fixed crash in debug build [Robbbert].
    
    
    - 0.148u2: Fixed missing line (sf2dongb) in cps1_config_table [David Haywood]. CPS1 [Team CPS-1]: Documented several games which have roms that have one a 1-byte difference, now known to be confirmed good and simply an older revision. Thanks goto Bonkey0013, Kold666, Stefan Lindberg and others for the cooperation and board investigations. Restored back the rom parts removed in previous updates because they needed to be documented and added the missing ones of the recently dumped 3wondersr1.
    
    
    - 0.148u1: Added machine\kabuki.h. CPS1 modernisation. Splitted kabuki (decoding functions) from cps1.h [Robbbert].
    
    
    - 0.148: Modernize the QSound sound device. Added DSP16 registers and implemented the goto opcode. Added DSP16 16-bit immediate load opcode. Fixed reset behavior. Code reorganization [Andrew Gardner].
    
    
    - 0.147u4: CPS-1 update [Team CPS-1]: Updated and realigned games table in the CPS1 video driver. Minor fixes. Small cleanup [hap].
    
    
    - 0.147u1: Changed CPS-1 video timings to SCREEN_RAW_PARAMS [Angelo Salese]. Changed VSync to 59.629403 Hz.
    
    
    - 0.145u5: CPS-1 update [Team CPS-1]: Fixed some labels in various sets to match real PCBs, added some documentation notes and confirmed PCB infos. Reordered sf2cejx sets.
    
    
    - 0.145u4: CPS-1 update [Team CPS-1]: Added some notes and done some documentation fixes. Expanded and updated games table in video\cps1.c. Removed the notes about LW-13.10D ROM in forgottnu and RT_23.13B ROM in wonder3, since current dumps are confirmed as good. Fixed qad labels and confirmed PCB infos.
    
    
    - 0.144u7: Aaron Giles fixed U.N. Squadron and other CPS1 games with OOB tiles and strange behavior while single frame stepping.
    
    
    - 0.144u3: CPS-1 update [Team CPS-1]: Added LWCHR.3A, ST22B.1A, STF29.1A, TK22B.1A, VA24B.1A and YI24B.1A PALs. Minor cleanups and fixes.
    
    
    - 0.144u2: CPS-1 update [Team CPS-1]: Minor cleanups and fixes.
    
    
    - 0.144u1: CPS-1 update [Team CPS-1]: Added PCB infos to video\cps1.c. Added some documentation notes to various sets. Minor cleanups and fixes.
    
    
    - 0.142u4: Joe Caporale gave labels to many inputs in CPS1 games.
    
    
    - 0.141u2: CPS-1 update [Team CPS-1]: Added Tenchi wo Kurau (Japan Resale Ver.). Confirmed B-Board # for chikij, added ROMs positions, PALs and some PCB infos to video\cps1.c. Fixed sf2uk labels and added PCB infos. Identified and documented willowje as an early and genuine USA release, added a note and renamed willowje -> willowo. Verified and fixed XTALs of Japan Resale Versions to work at 12MHz, they all use DASH A-Boards. Minor cleanups and fixes. A new WE DSP16A CPU disassembler [Andrew Gardner].
    
    
    - 24th January 2011: Dr. Decapitator - The Capcom DSP16A (#17 on the status page) has been decapped.
    
    
    - 0.140u2: CPS-1 updates [Team CPS-1]: Confirmed B-Board # for forgottnua, willowje, cawingu, fixed their labels where wrong and added PCB infos to video\cps1.c. Minor cleanups and fixes.
    
    
    - 0.139u2: CPS-1 update [Team CPS-1]: Minor cleanups and fixes.
    
    
    - 18th August 2010: Smitdogg - The box of Capcom goodies arrived today from Japan. They are Japanese versions of Knights of the Round, Willow, and King of Dragons. In Willow's case we got it to correct the current set using incorrect roms. But for the other 2, yet again, the program rom labels indicated new versions we don't have dumped and so far look to be matching currently dumped sets, or at least doing some mixmatching with program roms and different sizes on graphics roms. I'm not really sure yet to be honest, they aren't fully dumped yet. You'll see why when you see how many roms they use. I'll finish dumping them all tomorrow.
    
    
    - 10th August 2010: Smitdogg - We won the Capcom games that I was raising money for a few days ago. They should arrive in about a week. There is other oldschool Capcom news on the way as well.
    
    
    - 0.139u1: CPS-1 update [Team CPS-1]: Expanded and updated games table in video\cps1.c. Confirmed B-Board # for 3wondersu and varth. Fixed labels in ghouls, ghoulsu to match real PCBs. Removed 14.bin in dynwarj, it was a bad dump. Marked nm_23.12b in nemoj BAD_DUMP. Removed knightsj set (roms were split & hacked to work on a suicided board). Added roms relationship between parent/clones where missing. Fixed some incorrect notes added in previous update. Reordered some sets. Minor cleanups. Fixed sf2ceua labels and added PCB infos. Fixed sf2ceub labels and added PCB infos, removed 1 incorrect rom and replaced with proper redump done by Dumping Union. Fixed punisher and punisheru Q-Sound labels and added D-Board PALs. Brian Troha set correct B-Board mapper for "resale" kits. This fixes missing graphics in Area 88 (Japan Resale). Documentation update for some CPS1 sets (B-Board chip information) verified via Team Japump PCB photos [Brian Troha].
    
    
    -  1st August 2010: Smitdogg - Team Japump are dumping/fixing some CPS1 revisions. I got our bids in for the other needed Capcom revisions.
    
    
    - 0.139: CPS-1 update [Team CPS-1]: Added missing PALs as reference to most of remaining sets. Dumped and added TK24B1.1A to Dynasty Wars [Corrado Tomaselli]. Fixed LW-13.10D rom loading in Forgotten Worlds to match real PCB. Identified, verified and documented a ton of PCBs, adding/fixing missing/wrong infos as ROMs labels and positions, B-Board, C-Board and CPSB IDs and PALs [Stefan Lindberg, dlfrsilver, MKL]. Reordered all sets per release date in cps1.c and video\cps1.c. Updated games table in video\cps1.c and added some notes on PALs table. Minor cleanups.
    
    
    - 0.136u1: Fabio Priuli fixed NVRAM for dino, punisher, wof and clones.
    
    
    - 0.135u4: Fabio Priuli added driver data struct and save states to CPS1 driver.
    
    
    - 0.133u3: Corrado Tomaselli verified and added correct xtals values for CPS1 boards. Added correct xtal and divisor for OKI6295 taken from Forgotten Worlds schematics.
    
    
    - 0.129u4: Nicola Salmoria fixed a contact MAMEDEV messasfbonus.cge in the CPS1 driver.
    
    
    - 0.128u4: Updated CPS1 documentation [Nicola Salmoria].
    
    
    - 0.127u1: Additional input port cleanups in the CPS1 driver [Fabio Priuli].
    
    
    - 0.127: Nicola Salmoria updated CPS1 to use proper gfx ROMs (+ PALs) for Varth (Japan 920714), and to load correct A-Board PALs for QSound games.
    
    
    - 0.126u5: Corrado Tomaselli and Charles MacDonald added reverse engineered PLD images to CPS1 games (A-board to all and B-board and C-board to many).
    
    
    - 0.126u4: Corrado Tomaselli verified and corrected CPS1 refresh rate. Changed VSync to 59.610000 Hz.
    
    
    - 0.125u6: Corrado Tomaselli changed all games after Street Fighter 2 CE to have a 12MHz clock. Verified on Mega Man and Quiz & Dragons (original kits with plastic case). I am resonably sure all the other games after ST2CE have the DASH CPS1 board with 12MHz clock.
    
    
    - 0.125u3: David Haywood fixed duplicate input port bits in CPS1 driver.
    
    
    - 0.124u5: Massive update to ROM naming in the CPS1 driver, also loading smaller EPROMs for Japanese sets instead of the larger mask ROMs where possible. Added information about B-Board revisions where possible. There is still work to do on this regard but this is a first step in untangling the mess [Nicola Salmoria]. Nicola Salmoria and Corrado Tomaselli verified more CPS1 gfx ROM mappings against PALs. Fixed rom names in all games.
    
    
    - 0.124u4: Further CPS1 improvements [Nicola Salmoria, Corrado Tomaselli, Charles MacDonald]: Fixed layer enable at the end of stage 4 in Varth. Increased Varth CPU clock to 12MHz to reduce slowdowns (the game was released after sf2ce so the faster A-board was available). Verified more gfx rom mappings against PAL dumps (thanks to Corrado). Verified memory maps using A-board PAL dumps (thanks to Charles). Separated the address ranges for CPS-A and CPS-B customs. This finally clarifies why some registers are fixed and some change with every game. Identified three new unknown registers in the CPS-B-21 custom. Their purpose is unknown. All unhandled accesses to CPS-A/CPS-B registers will now be reported. There shouldn't be any left. Look out for "contact MAMEDEV" popups. Cleaned memory maps. Moved Forgotten Worlds special input memory handlers to DRIVER_INIT. Moved extra input handlers to video\cps1.c since the extra connectors are on the C-board. Added sound to Final Crash. Lowered SF2 clock speed to 10MHz. This is on the assumption that, since the 12MHz A-Board is called "89626A-4 DASH", it should have started to be used with SF2 DASH--that is, sf2ce.
    
    
    - 0.124u3: Nicola Salmoria and Corrado Tomaselli fixed CPS1 palette control register to match tests on Magic Sword PCB. Nicola Salmoria verified several CPS1 graphics ROM mappings against PAL dumps. Nicola Salmoria merged CPS1, CPS2 memory maps and some tweaks from schematics, though to get perfect memory maps dumps of the A-board PALs would be needed.
    
    
    - 0.124u2: Verified some CPS-1 GFX rom mapping tables against PAL dumps. Improved understanding and emulation of palette related registers [Nicola Salmoria, Corrado Tomaselli]. Nicola Salmoria removed CPS1 tile kludges and replaced with per-game ROM mapping tables. Ideally, the ROM mapping should be derived from mapping of the PALs found on the B board. Note that this is a significant change and some new bugs might be caused by it. Unlike previous bugs, where extra garbage tiles would appear in the games, the new bugs would be tiles or sprites MISSING--so they will be harder to notice. This would happen because in some cases the 16x16 regions of the gfx ROMs can be used by both scroll2 and sprites, while in other cases they must be separated.
    
    
    - 0.124u1: Nicola Salmoria fixed CPS1 background color. This fixes 3wonders (game start) and mtwins (explosion during attract). It seems to break Varth, however and has dubious effects on the boot sscreens of avsp, sfa3 and possibly other CPS2 games. Changed palettesize to 3072 colors.
    
    
    - 0.122u8: David Haywood fixed the CPS driver to at least display the correct clock in the driver info, by degrading the clock through alternate means.
    
    
    - 0.121: Vas Crabb updated the DIP locations for all games in the CPS-1 driver.
    
    
    - 0.114u2: Couriersud fixed crash if you attempt to view graphics page 4.
    
    
    - 0.114: Aaron Giles fixed MAME crashed if you do a hardware reset in CPS-1.
    
    
    - 0.112u3: MAME Italia forum connected brightness support on the CPS1 board (not just CPS2) after verifying that the real board does support it.
    
    
    - 0.109: Input port cleanup and additional comments in the CPS1 driver [Stephane Humbert].
    
    
    - 0.105u1: David Haywood updated CPS-1 driver to more accurately draw tilemaps, based on evidence from a board with mixed ROMs.
    
    
    -  5th April 2006: David Haywood - A guy called Murray posted on the MAME.net and neo-geo.com forums about a problem he was having with his Final Fight PCB. The problem looked like it might be due to a mix of Japanese and US roms as the Japanese roms don't contain a full Winners Don't Use Drugs Logo. He got a friend to dump the socketed roms on the PCB and sure enough the socketed graphic roms matched the Japanese set in MAME. This set, being a newer US revision was then plugged into MAME (ffightua in .105) but there was something wrong. MAME displayed the Winners Don't Use Drugs screen perfectly with this mixed set of roms. At this point I wondered if maybe one or both of his Mask Roms were also from a Japanese revision so I loaded the US set with an entire set of Japanese GFX. The logo was broken, but not in the same way as the PCB. For a while this was rather confusing, it must be getting the Japanese characters from somewhere, but the only place they exist are in the Japanese roms, and it would appear the text layer graphics aren't used in them when running the US set. No matter what I tried to change in terms of the roms I couldn't reproduce the exact problem shown. Then I remembered, MAME had some code to force the 8x8 text layer characters to always be drawn from the Left Hand Side of each 16x16 tile (apparently for Carrier Air Wing...) but the left and right sides of almost every 16x16 character used for the 8x8 layer were identical. The screenshot made it quite obvious that the real hardware does not always draw the left hand side of the tile, but instead alternates from left side to right side for every column on the display. By implementing this behavior in MAME I was able to reproduce the same glitch shown on the real PCB when mixed roms are used. I suspect the problem with Carrier Air Wing which resulted in the left hand side always being used is another problem, the CPS video hardware is full of strange little hacks for the early CPS games anyway. The change will hopefully be in 105u1, I can't see anything broken by it, but some testing would be helpful.
    
    
    - 0.101u1: Phil Bennett corrected CPS1 frequencies based on measurements from a real PCB. Changed Z80 CPU2 clock speed to 3579545 Hz and YM2151 to 3579545 Hz. Changed 68000 CPU1 clock speed to 12MHz and Z80 CPU2 to 8MHz in games with Q-Sound.
    
    
    - 0.94u2: Aaron Giles fixed CPS1 QSound routing.
    
    
    - 0.93u1: Aaron Giles changed OKI frequency to 7576Hz in the CPS1 games. Properly removed YM2151 in the QSound games.
    
    
    - 0.93: Changed OKI6295 clock speed to 6061 Hz.
    
    
    - 0.73: Fixed some dipswitches in all games.
    
    
    - 0.70u2: Some CPS1 dipswitch / input fixes [El Condor].
    
    
    - 13th December 2002: Stephane Humbert fixed the inputs in the CPS-1 driver.
    
    
    - 0.57: Fixed missing 'MAGIC SWORD...OTHER COUNTRY' and 'INSERT COIN' text in Magic Sword and Varth.
    
    
    - 0.53: Moved drivers\cps1.h to includes\.
    
    
    -  7th May 2001: Chack'n cleaned up the CPS-1 driver romset definitions a little.
    
    
    - 21st February 2001: Nicola Salmoria added buffering to the keyboard input code, allowing more than two keypresses at the same time. This fixes Zangie**s spin in Street Fighter 2.
    
    
    - 10th January 2001: Paul Leaman added the necessary modifications to the CPS-1 driver to allow CPS-2 emulation.
    
    
    - 30th September 2000: Darren Olafson fixed a bug that prevented sf2accp2 from working.
    
    
    - 0.37b6: Changed palettesize from 2048 to 4096 colors.
    
    
    - 27th August 2000: Nicola Salmoria perfected the CPS-1 starfield graphics emulation (used in Forgotten World and Strider).
    
    
    - 21st August 2000: Nicola Salmoria added preliminary starfield emulation to the CPS-1 driver.
    
    
    - 10th August 2000: Nicola Salmoria fixed the protection bugs in Slam Masters.
    
    
    - 0.37b5: Removed vidhrdw\cps1draw.c.
    
    
    - 14th July 2000: Nicola Salmoria fixed some CPS-1 graphics problems.
    
    
    - 10th July 2000: Nicola Salmoria fixed the protection problems in Slam Masters.
    
    
    -  5th June 2000: Paul Leaman added Warriors of Fate to the CPS-1 driver.
    
    
    - 28th December 1999: Paul Leaman removed another kludge from the CPS-1 video driver.
    
    
    - 27th December 1999: Paul Leaman added protection work-around to Slam Masters and did some other CPS1 fixes.
    
    
    - 19th November 1999: CAB fixed some sound related things in CPS-1 driver.
    
    
    - 0.36b12: Changed Z80 CPU2 clock speed to 6MHz.
    
    
    - 0.36b11: Changed sndhrdw\cpsq.c to sound\qsound.c/h.
    
    
    - 0.36b8: Bryan McPhail fixed sprite lag in CPS1. Nicola Salmoria added vh_eof_callback to the MachineDriver structure. See cps1 for usage examples.
    
    
    - 18th October 1999: Bryan McPhail sent in a general sprite lag fix, helping CPS-1 games at least.
    
    
    - 0.36b1: Added vidhrdw\cps1draw.c. Paul Leaman fixed bad tiles in some CPS1 games.
    
    
    -  8th July 1999: Paul Leaman sent another CPS1 video driver update with all the garbage hopefully gone.
    
    
    - 0.35: Added sndhrdw\cpsq.c.
    
    
    -  3rd July 1999: Paul Leaman fixed several CPS-1 graphics problems such as the missing van in Punisher and some others.
    
    
    - 30th June 1999: Paul Leaman sent a new CPS-1 driver with stub functions for the Qsound system. It doesn't play anything yet, but simple sample playing shouldn't be far off.
    
    
    - 0.35RC1: Brian Lewis and Andrea Mazzoleni added new tweaked VGA modes: 384x240 (for CPS1, Pang etc.), 384x256 (for Lode Runner etc.), 336x240 (for Gauntlet and other Atari games) and 320x240 (for NeoGeo and others).
    
    
    - 0.35b13: Removed machine\cps1.c.
    
    
    - 0.35b4: Added machine\kabuki.c.
    
    
    - 23rd February 1999: The CPS1 driver should now have mostly correct row scrollings and priorities.
    
    
    - 0.35b3: CPS1 games are being worked on, they are temporarily slower but accuracy is improved.
    
    
    - 13th February 1999: More progress on the CPS1 driver. Some of the later CPS1 games utilizing the Q-sound system are now working (such as Cadillacs & Dinosaurs, Punisher and Warriors of Fate), and a few minor bugs have been fixed. No sound though, because the Q-sound roms are encrypted.
    
    
    - 0.35b2: Sound fade timer ports in the CPS1 games (see Willow's Test mode for an example) [Paul Leaman]. Improved row scrolling in Street Fighter 2, plus several other fixes to the CPS1 games [Paul Leaman].
    
    
    - 0.33b7: The CPS1 games use the dynamic palette system [Aaron Giles].
    
    
    - 0.33b2: Paul Leaman improved speed in the CPS1 games.
    
    
    - 0.31: Added cps1.c/h driver, machine\cps1.c and vidhrdw\cps1.c.
    
    
    ----
    Name:  ghouls.png
Views: 276
Size:  13.2 KB
    Lots of 1sts to be surpassed: what are you waiting for? Play the game, submit the score...
    Thanks HugDD thanked this post
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  4. 09-15-2016, 02:46 AM
    Having checked various MARP runs I can confirm this run is typical of the point pressing done on MARP scores. The technique is to get to a particular point in the game and then repeat that section until all lives are lost. I don't know if this should be acceptable under TG rules because I don't know the game after that point... Should this fall under point pressing or is this a case where the tactic is purposefully avoiding the rest of the game?
    Lots of 1sts to be surpassed: what are you waiting for? Play the game, submit the score...
  5. 09-15-2016, 05:26 AM
    Quote Originally Posted by Barthax View Post
    Having checked various MARP runs I can confirm this run is typical of the point pressing done on MARP scores. The technique is to get to a particular point in the game and then repeat that section until all lives are lost. I don't know if this should be acceptable under TG rules because I don't know the game after that point... Should this fall under point pressing or is this a case where the tactic is purposefully avoiding the rest of the game?
    The only reason why there is a marathon track is probably due to the fact this game can be played endlessly. FWIW my score on TGTS way achieved the same way only better gameplay because score was made in 5 lives or I might of even killed off myself after 4 mistakenly. Not possible to get those types of scores without repeating level 5. I think I still have the .inp of my TGTS game I could upload if you like.
  6. 09-15-2016, 05:32 AM
    Quote Originally Posted by CWK View Post
    The only reason why there is a marathon track is probably due to the fact this game can be played endlessly.
    That's the weird thing - the Marathon and Tournament tracks have the same settings except for lives: the Marathon track begins with 3 lives and the Tournament track with 5 lives... So it's actually more likely to last longer on the Tournament track!

    Quote Originally Posted by CWK View Post
    FWIW my score on TGTS way achieved the same way only better gameplay because score was made in 5 lives or I might of even killed off myself after 4 mistakenly. Not possible to get those types of scores without repeating level 5. I think I still have the .inp of my TGTS game I could upload if you like.
    I appreciate the insight. This is one of those games (as a player) that I avoid due to my infuriating past experience with it. I'll abstain & let those interested in the game decide. :)
    Lots of 1sts to be surpassed: what are you waiting for? Play the game, submit the score...
  7. 09-15-2016, 05:33 AM
    Quote Originally Posted by Barthax View Post
    That's the weird thing - the Marathon and Tournament tracks have the same settings except for lives: the Marathon track begins with 3 lives and the Tournament track with 5 lives... So it's actually more likely to last longer on the Tournament track!

    D'oh, just read the rules again: tournament ends after 5th death...
    Lots of 1sts to be surpassed: what are you waiting for? Play the game, submit the score...
  8. 09-15-2016, 05:35 AM
    Quote Originally Posted by Barthax View Post
    That's the weird thing - the Marathon and Tournament tracks have the same settings except for lives: the Marathon track begins with 3 lives and the Tournament track with 5 lives... So it's actually more likely to last longer on the Tournament track!
    Not really as scoring attempt ends after 5th death
    Thanks Barthax thanked this post
    Likes Barthax liked this post
  9. 09-15-2016, 05:35 AM
    Guess we replied at the same time lol
    Likes Barthax liked this post
  10. 09-15-2016, 05:41 AM
    Quote Originally Posted by CWK View Post
    Guess we replied at the same time lol
    LOL, yeah. :)
    Lots of 1sts to be surpassed: what are you waiting for? Play the game, submit the score...
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