M.A.M.E. - Missile Command [Set 1][M.A.M.E.] - 3-Missiles Per Missile Base Challenge - 19,970 - Robert Mruczek

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  1. M.A.M.E. - Missile Command [Set 1][M.A.M.E.] - 3-Missiles Per Missile Base Challenge - 19,970 - Robert Mruczek

    02-23-2017, 01:18 AM
    vzaar-player


    3-Missiles Per Missile Base Challenge
    WolfMame version
    106
    Track
    https://www.twingalaxies.com/scores.php?scores=207468
    Rules
    Settings are 6 cities to start, no bonus cities. Rules are: only three (3) missiles per missile base can be used during any wave. Using a 4th from any base automatically invalidates the performance. Record is based on highest score achieved.
    Submission Message
    This is an inaugural score for a newly created variation of "Missile Command".

    Several years ago, John Zabel (JRZ) and I came up with the variation to test ourselves in terms of how well we could operate under the most extreme settings possible. Rather than contest with a handicap such as no central missile base, we thought it would be fun to limit ourselves to just nine (9) missiles per wave...3 per base...and see how far we reached.

    Years back John reached 6-1 with a score around 18-19K and I did much less reaching 5-1 or 5-2 with maybe 14-15K, but that was during the old TG where such challenges could not be created.

    We believed that the highest that you could reasonably attain was stage 6-1 or maybe even 6-2 if you were extremely lucky, but not much further, and that scores between 20-25K were do-able. I almost reached 20K this attempt and hope to get higher soon enough.

    Not the easiest keeping track of the three missiles per base, same for adjudication, so please watch with care, and thanks for the consideration :)
    Attached Images Attached Images  
    Attached Files Attached Files
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  2. 02-23-2017, 01:19 AM
    Here's the posted YouTube link as well -
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  3. 02-27-2017, 08:02 AM
    This scoreboard track rules are missing the ROM required. Was the parent ROM used ("missile")?

    Jamey Pittman
    Perfect Pac-Man - 3,333,360 (Twin Galaxies, MARP)
    The Pac-Man Dossier
  4. 02-27-2017, 08:08 AM
    The thread title is "Missile Command [set 1]", but there is no ROM named "set 1". The parent ROM ("missile") is called "Missile Command [rev 3]". However, there is a child ROM called "Missile Command [rev 1]" (short name: "missile1").

    Jamey Pittman
    Perfect Pac-Man - 3,333,360 (Twin Galaxies, MARP)
    The Pac-Man Dossier
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  5. 02-27-2017, 08:16 AM
    Nevermind. Figured it out: "missile" should be used in 0.106. For games played using 0.143u1 and beyond, "missile2" should be used instead.

    Code:
    Note: two ROM sets represented here with changeover at 0.143u1.
    
    MAME History:
    - 0.143u1: Joe Barbara added Missile Command (rev 3). Changed (set 1) to clone 'Missile Command (rev 2)', (set 2) to 'Missile Command (rev 1)' and (for set 2) to 'Super Missile Attack (for rev 1)'. Renamed (missile2) to (missile1) and (missile) to (missile2).
    
    
    Missile Command (rev 2)
    -----------------------
    ROM set changed: yes
    0.106-0.143: missile - "Missile Command (set 1)"
    0.143u1-0.175: missile2 - "Missile Command (rev 2)"
    
    Resolution, 0.106: 256x231 @ 60.000000Hz
    Resolution, 0.107-0.175: 256x231 @ 61.035156Hz
    
    TG Game Entry: https://www.twingalaxies.com/scores.php?platformid=46&gamename=Missile%20Command%20[Set%201]
    Rules, Points [Tournament Settings]: https://www.twingalaxies.com/scores.php?scores=7769
    Rules, Points [Marathon Settings]: https://www.twingalaxies.com/scores.php?scores=22640
    
    
    Missile Command (rev 3)
    -----------------------
    Note: not currently represented on TG.
    ROM set changed: no
    0.143u1-0.175: missile - "Missile Command (rev 3)"
    
    Resolution, 0.144-0.175: 256x231 @ 61.035156Hz
    
    Rules: [no current tracks]

    Jamey Pittman
    Perfect Pac-Man - 3,333,360 (Twin Galaxies, MARP)
    The Pac-Man Dossier
  6. 02-27-2017, 08:56 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 02/27/2017 at 11:26:29.45

    Zip test
    Code:
    Zip:
    
    7-Zip [64] 16.04 : Copyright (c) 1999-2016 Igor Pavlov : 2016-10-04
    
    Scanning the drive for archives:
    1 file, 88981 bytes (87 KiB)
    
    Testing archive: C:\MAME_Analysis\batch\inp\MARP\missile_106_RTM_HPPMC_19970_5_1.zip
    --
    Path = C:\MAME_Analysis\batch\inp\MARP\missile_106_RTM_HPPMC_19970_5_1.zip
    Type = zip
    Physical Size = 88981
    
    Everything is Ok
    
    Files: 2
    Size:       2987986
    Compressed: 88981
    RAR:
    
    7-Zip [64] 16.04 : Copyright (c) 1999-2016 Igor Pavlov : 2016-10-04
    
    Scanning the drive for archives:
    Zip list
    Code:
    7-Zip [64] 16.04 : Copyright (c) 1999-2016 Igor Pavlov : 2016-10-04
    
    Scanning the drive for archives:
    1 file, 88981 bytes (87 KiB)
    
    Listing archive: C:\MAME_Analysis\batch\inp\MARP\missile_106_RTM_HPPMC_19970_5_1.zip
    
    --
    Path = C:\MAME_Analysis\batch\inp\MARP\missile_106_RTM_HPPMC_19970_5_1.zip
    Type = zip
    Physical Size = 88981
    
    ----------
    Path = missile_106_RTM_HPPMC_19970_5_1.wlf
    Folder = -
    Size = 598
    Packed Size = 221
    Modified = 2017-02-23 03:55:16
    Created = 
    Accessed = 
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 78A23428
    Method = Deflate
    Host OS = FAT
    Version = 20
    Volume Index = 0
    
    Path = missile_106_RTM_HPPMC_19970_5_1.inp
    Folder = -
    Size = 2987388
    Packed Size = 88446
    Modified = 2017-02-23 03:55:16
    Created = 
    Accessed = 
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 17AFBC78
    Method = Deflate
    Host OS = FAT
    Version = 20
    Volume Index = 0
    
    
    7-Zip [64] 16.04 : Copyright (c) 1999-2016 Igor Pavlov : 2016-10-04
    
    Scanning the drive for archives:
    MAME Major Version 106

    What MAME thinks:
    Code:
    Recorded in WolfMAME 0.106
    Recorded system's speed = ~3386MHz (Intel)
    This recording was made with the C 68k core enabled
    Start date of recording: Thu Feb 23 03:50:47 2017
    
    Checks out OK. [c604]
    Playing back previously recorded game missile (Missile Command (set 1)) [press return]
    loading 035820.02   
    loading 035821.02   
    loading 035822.02   
    loading 035823.02   
    loading 035824.02   
    loading 035825.02   
    loading 035826.01   
                                  
    Average FPS: 40.655077 (10365 frames)

    What wlfview thinks:
    Code:
    WLFVIEW 0.3 - Apr  5 2006
    
    Info loaded.  WLF rev 9
    
    Recorded for the game 'missile'
    MAME version string: 0.106 (May 16 2006)
    
    -- CPU info --
    Vendor: Intel
    Processor Family: 6  Processor Model: 10
    Approximate clock speed: 3386857996Hz
    
    -- OS info --
    Operating System: Windows NT 6.1 Service Pack 1
    
    -- INP info --
    Number of frames: 15891
    Average record speed: 99.985149%
    System time at start of emulation: Thu Feb 23 03:50:47 2017
    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:
    missile src/drivers/missile.c
    Generic Info for game:
    Code:
    Note: two ROM sets represented here with changeover at 0.143u1.
    
    MAME History:
    - 0.143u1: Joe Barbara added Missile Command (rev 3). Changed (set 1) to clone 'Missile Command (rev 2)', (set 2) to 'Missile Command (rev 1)' and (for set 2) to 'Super Missile Attack (for rev 1)'. Renamed (missile2) to (missile1) and (missile) to (missile2).
    
    
    Missile Command (rev 2)
    -----------------------
    ROM set changed: yes
    0.106-0.143: missile - "Missile Command (set 1)"
    0.143u1-0.175: missile2 - "Missile Command (rev 2)"
    
    Resolution, 0.106: 256x231 @ 60.000000Hz
    Resolution, 0.107-0.175: 256x231 @ 61.035156Hz
    
    TG Game Entry: https://www.twingalaxies.com/scores.php?platformid=46&gamename=Missile%20Command%20[Set%201]
    Rules, Points [Tournament Settings]: https://www.twingalaxies.com/scores.php?scores=7769
    Rules, Points [Marathon Settings]: https://www.twingalaxies.com/scores.php?scores=22640
    
    
    Missile Command (rev 3)
    -----------------------
    Note: not currently represented on TG.
    ROM set changed: no
    0.143u1-0.175: missile - "Missile Command (rev 3)"
    
    Resolution, 0.144-0.175: 256x231 @ 61.035156Hz
    
    Rules: [no current tracks]
    INP Header:
    Code:
        10: 0C 5A DF C9 00 00 00 00  67 A2 AE 58 72 A3 04 C6 | .Z....gXr.
        20: 00 00 00 FF 00 00 00 67  00 00 00 80 00 00 00 07 | ......g........
        30: 00 00 00 00 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 67 00 00 00 80  00 00 00 07 00 00 00 00 | ...g............
        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 00 00 00 00 00 | ....>.C........
       120: 00 00 00 00 00 00 00 00  00 00 00 00 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 FF 00 00 00 E7  00 00 00 80 00 00 00 07 | ..............
    INP Mid-section:
    Code:
    16CA20: A2 82 43 E1 00 00 00 05  00 00 00 0E 00 00 00 05 | .C............
    16CA30: 00 00 00 0E 00 00 00 05  00 00 00 0E 00 00 00 05 | ................
    16CA40: 00 00 00 0E 00 00 00 05  00 00 00 0E 00 00 00 05 | ................
    16CA50: 00 00 00 0E 00 00 00 05  00 00 00 0E 00 00 00 05 | ................
    16CA60: 00 00 00 0E 00 00 00 FF  00 00 00 E7 00 00 00 80 | ..............
    16CA70: 00 00 00 07 00 00 00 0E  00 00 00 05 00 00 00 00 | ................
    16CA80: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    16CA90: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    16CAA0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    16CAB0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    16CAC0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    16CAD0: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | .............C
    16CAE0: 00 00 00 05 00 00 00 0E  00 00 00 05 00 00 00 0E | ................
    16CAF0: 00 00 00 05 00 00 00 0E  00 00 00 05 00 00 00 0E | ................
    16CB00: 00 00 00 05 00 00 00 0E  00 00 00 05 00 00 00 0E | ................
    16CB10: 00 00 00 05 00 00 00 0E  00 00 00 05 00 00 00 0E | ................
    16CB20: 00 00 00 FF 00 00 00 E7  00 00 00 80 00 00 00 07 | ..............
    16CB30: 00 00 00 0E 00 00 00 05  00 00 00 00 00 00 00 00 | ................
    16CB40: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    16CB50: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    INP Tail-end:
    Code:
    2D9440: 00 00 00 02 00 00 00 FF  00 00 00 E7 00 00 00 80 | ..............
    2D9450: 00 00 00 07 00 00 00 02  00 00 00 03 00 00 00 00 | ................
    2D9460: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2D9470: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2D9480: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2D9490: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2D94A0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2D94B0: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | .............C
    2D94C0: 00 00 00 03 00 00 00 02  00 00 00 03 00 00 00 02 | ................
    2D94D0: 00 00 00 03 00 00 00 02  00 00 00 03 00 00 00 02 | ................
    2D94E0: 00 00 00 03 00 00 00 02  00 00 00 03 00 00 00 02 | ................
    2D94F0: 00 00 00 03 00 00 00 02  00 00 00 03 00 00 00 02 | ................
    2D9500: 00 00 00 FF 00 00 00 E7  00 00 00 80 00 00 00 07 | ..............
    2D9510: 00 00 00 02 00 00 00 03  00 00 00 00 00 00 00 00 | ................
    2D9520: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2D9530: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2D9540: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2D9550: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2D9560: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2D9570: 00 00 00 00 00 00 00 00  A2 82 43 E1             | .........C

    MAME Info
    MAMEInfo.dat entries: missile and missile.c
    Code:
    MAMEInfo.dat entries for:
    missile
    missilex
    missile.cpp
    ----
    0.143u1 [Joe Barbara]
    
    0.26 [Ray Giarratana]
    
    
    Artwork available
    
    
    WIP:
    
    - 0.183: f205v added clone Missile Attack. Made clones Missile Combat (Videotron bootleg, set 1), Missile Combat (Videotron bootleg, set 2) and Missile Combat (Sidam bootleg) boot. They still need inputs and sound (AY8912) [Osso]. Use videoram share for Missile Command scores so madsel isn't disturbed (plugins\hiscore\hiscore.dat) [Carl].
    
    - 0.148u1: Tag lookup reduction in Missile Command [Phil Bennett].
    
    - 0.148: Phil Bennett fixed corrupt graphics in Missile Command. Also moved some functions into the missile_state class.
    
    - 0.146u2: Added clone 'Missile Command Multigame'. Missile Command Multigame, produced by Braze Technologies from 2005(1st version) to 2007(version 1d). This kit combines Missile Command and Super Missile Attack on a daughterboard plugged into the main PCB cpu slot. Small cleanup [hap].
    
    - 0.146: Couriersud improved sound emulation for POKEY chip. Changed audio emulation to emulate borrow 3 clock delay and proper channel reset. New frequency only becomes effective after the counter hits 0. Emulation also treats counters as 8 bit counters which are linked now instead of monolytic 16 bit counters. Fixed high pass filters for POKEY. Added POKEYN device based on modern device. Fixed random lfsr generation. Consolidated polynom code. Removed legacy left overs from Pokey code. Added a internal pokey_channel class. This fixed imperfect sound play in Missile Command for UFO and bomber attack. Convert all remaining drivers to use the modern Pokey device.
    
    - 0.145u7: hap changed manufacturer of clone Super Missile Attack to 'Atari / General Computer Corporation'.
    
    - 0.143u4: f205v and robotype added clone Missile Combat (Sidam bootleg). Not working.
    
    - 0.143u1: Joe Barbara added Missile Command (rev 3). Changed (set 1) to clone 'Missile Command (rev 2)', (set 2) to 'Missile Command (rev 1)' and (for set 2) to 'Super Missile Attack (for rev 1)'. Renamed (missile2) to (missile1) and (missile) to (missile2).
    
    - 0.140u3: Kevin Eshbach corrected Missile Command and clones ROM locations. Added proms ($0, 100) to clone Super Missile Attack (for set 2).
    
    - 17th December 2010: Smitdogg - Kevin Eshbach dumped the proms from Super Missile Attack.
    
    - 0.133u1: Renamed (sprmatkd) to (suprmatkd).
    
    - 0.128u4: Derived clocks from crystals in Missile Command [Luigi30].
    
    - 0.126u4: Guru added README for Missile Command.
    
    -  9th July 2008: Mr. Do - Added cocktail artwork to Missile Command, vectored by Zorg.
    
    - 0.116u3: David Haywood added clones Missile Combat (Videotron bootleg, set 1) and (Videotron bootleg, set 2).
    
    - 13th June 2007: f205v dumped Missile Combat (Videotron bootleg, set 1). PCB is marked: "VIDEOTRON BOLOGNA 002".
    
    - 0.115u1: Aaron Giles fixed corrupt graphics in Missile Command.
    
    - 21st January 2007: Mr. Do - Thanks to the loan by Vintage Arcade Superstore and vectorization by Jcroach, we finally have a completely accurate Missile Command bezel. I put two views in this one: Actual arcade and a second to maximize the artwork to the screen.
    
    - 14th September 2006: 3D ARCADE - Fossil has updated p's version of Missile Command 3D cabinet model to version 2.
    
    - 20th August 2006: Mr. Do - Fixed the font in Missile Command bezel.
    
    - 15th August 2006: Mr. Do - I re-did Missile Command from scratch (the bezel is text only).
    
    - 0.107: Rewrote Missile Command driver from schematics [Aaron Giles]: CPU speed now correct (slows down for lower 32 scanlines). Proper frame rate and IRQ signal timing. Service mode works on some sets, fails on others due to 6502 bug. Accurate bitmap mapping and cycle counts for 3-bit accesses. Using bitmap access PROM for bit mode writes. Changed M6502 CPU1 clock speed to 1250000 Hz and VSync to 61.035156 Hz. Added 'Service Mode' dipswitch.
    
    - 0.104u3: Aaron Giles fixed save state support in Missile Command.
    
    - 15th January 2006: f205v dumped Missile Combat (Videotron bootleg, set 2).
    
    - 0.101u4: Aaron Giles fixed Missile Command stays at black screen.
    
    - 0.101u3: Buddabing added preliminary save state support to Missile Command.
    
    - 16th May 2005: 3D ARCADE - New 3D model for Missile Command Cockpit from Fossil.
    
    - 0.92u1: Mowerman and Dave Widel added clone 'Super Missile Attack (for set 2)'. Changed description of clone 'Super Missile Attack' to 'Super Missile Attack (not encrypted)'. Renamed (suprmatk) to (sprmatkd).
    
    - 0.92: Highwayman added prom ($0 - sync).
    
    - 0.34b3: Nicola Salmoria added clone Missile Command (set 2). Changed parent description to 'Missile Command (set 1)'.
    
    - 0.31: Mike Balfou added clone Super Missile Attack (Atari + Gencomp 1981).
    
    - 0.30: Fixes to Missile Command [Eric Anschuetz].
    
    - 0.29: Marco Cassili fixed dipswitches in Missile Command.
    
    - 0.27: Ray Giarratana included trackball support to Missile Command.
    
    - 0.26: Ray Giarratana added 'Missile Command' (Atari 1980). Game is playable with accurate colors and sound. Mirko Buffoni didn't include modifications for trackball for now. The code needs to be cleaned a bit, but the game is still playable. Control: A,S,D = Left, Central, Right shot.
    
    - 18th December 1992: Dumped Missile Command (set 1).
    
    
    Other Emulators:
    
    * Retrocade
    
    
    Recommended Games (Defence):
    
    The End
    
    Missile Command
    
    Arcade Classics (Missile Command II)
    
    New York! New York!
    
    Radar Scope
    
    Space Zap
    
    Speak & Rescue
    
    Colony 7
    
    Dark Warrior
    
    Demoneye-X
    
    Future Flash
    
    Pleiads
    
    Satan's Hollow
    
    Satan of Saturn
    
    Space Tactics
    
    War of the Worlds
    
    Liberator
    
    Orbitron
    
    Tactician
    
    Raiders
    
    Senjyo
    
    Cosmoswat
    
    Planet Probe
    
    Repulse
    
    D-Con
    
    Alligator Hunt
    
    
    Romset: 13 kb / 7 files / 10.3 zip
    
    ----
    0.158 [Andrew Welburn]
    
    
    WIP:
    
    - 0.158: Andrew Welburn added 'Missile-X [TTL]' (Taito 1977).
    
    
    Recommended Games (Antiaircraft):
    
    Anti-Aircraft
    
    Bazooka
    
    Desert Patrol
    
    Guided Missile
    
    M-79 Ambush
    
    Missile-X
    
    Attack Force
    
    Sky Chuter
    
    Tora Tora
    
    Red Alert
    
    D-Day
    
    Commando (Sega)
    
    Ozon I
    
    Field Combat
    
    Danger Zone
    
    Guts n' Glory (Antiaircraft)
    
    Turret Tower
    
    
    Romset: 3 kb / 11 files / 1.48 zip
    
    ----
    0.26 [Ray Giarratana]
    
    
    NOTES:
    
    - There are 2 different versions of the Super Missile Attack board. It's not known if the roms are different. The SMA manual mentions a set 3(035822-03E) that will work as well as set 2. Missile Command set 1 will not work with the SMA board. It would appear set 1 and set 2 as labeled by MAME are reversed.
    
    
    WIP:
    
    - 0.112: Removed vidhrdw\missile.c.
    
    - 0.110: Added vidhrdw\missile.c.
    
    - 0.107: Removed vidhrdw\missile.c and includes\missile.h.
    
    - 0.101u4: Removed machine\missile.c.
    
    - 0.58: Added includes\missile.h.
    
    - 0.27: Added sndhrdw\pokyintf.c/h.
    
    - 0.26: Added missile.c driver, machine\missile.c and vidhrdw\missile.c.
    
    ----
    Name:  missile1.png
Views: 687
Size:  29.1 KBName:  missile2.png
Views: 555
Size:  18.9 KBName:  missile3.png
Views: 695
Size:  36.6 KB

    Notes: No DIP info for this one in the Barthax/terencew repository. I researched the driver source to determine the relevant DIP info and verified it to be correct (6 cities to start, no bonus cities).

    Code:
    static INPUT_PORTS_START( missile )
        PORT_START("IN0")   /* IN0 */
        PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_COCKTAIL
        PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_COCKTAIL
        PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_COCKTAIL
        PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_START2 )
        PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_START1 )
        PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_COIN1 )
        PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_COIN2 )
        PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_COIN3 )
    
        PORT_START("IN1")   /* IN1 */
        PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON3 )
        PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_BUTTON2 )
        PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON1 )
        PORT_BIT( 0x18, IP_ACTIVE_HIGH, IPT_SPECIAL )
        PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_TILT )
        PORT_SERVICE( 0x40, IP_ACTIVE_LOW )
        PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_SPECIAL ) PORT_CUSTOM_MEMBER(DEVICE_SELF, missile_state,get_vblank, nullptr)
    
        PORT_START("R10")   /* IN2 */
        PORT_DIPNAME( 0x03, 0x00, DEF_STR( Coinage ) ) PORT_DIPLOCATION("R10:1,2")
        PORT_DIPSETTING(    0x01, DEF_STR( 2C_1C ) )
        PORT_DIPSETTING(    0x00, DEF_STR( 1C_1C ) )
        PORT_DIPSETTING(    0x03, DEF_STR( 1C_2C ) )
        PORT_DIPSETTING(    0x02, DEF_STR( Free_Play ) )
        PORT_DIPNAME( 0x0c, 0x00, "Right Coin" ) PORT_DIPLOCATION("R10:3,4")
        PORT_DIPSETTING(    0x00, "*1" )
        PORT_DIPSETTING(    0x04, "*4" )
        PORT_DIPSETTING(    0x08, "*5" )
        PORT_DIPSETTING(    0x0c, "*6" )
        PORT_DIPNAME( 0x10, 0x00, "Center Coin" ) PORT_DIPLOCATION("R10:5")
        PORT_DIPSETTING(    0x00, "*1" )
        PORT_DIPSETTING(    0x10, "*2" )
        PORT_DIPNAME( 0x60, 0x00, DEF_STR( Language ) ) PORT_DIPLOCATION("R10:6,7")
        PORT_DIPSETTING(    0x00, DEF_STR( English ) )
        PORT_DIPSETTING(    0x20, DEF_STR( French ) )
        PORT_DIPSETTING(    0x40, DEF_STR( German ) )
        PORT_DIPSETTING(    0x60, DEF_STR( Spanish ) )
        PORT_DIPNAME( 0x80, 0x80, DEF_STR( Unknown ) ) PORT_DIPLOCATION("R10:8")
        PORT_DIPSETTING(    0x80, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x00, DEF_STR( On ) )
    
        PORT_START("R8")    /* IN3 */
        PORT_DIPNAME( 0x03, 0x00, "Cities" ) PORT_DIPLOCATION("R8:1,2")
        PORT_DIPSETTING(    0x02, "4" )
        PORT_DIPSETTING(    0x01, "5" )
        PORT_DIPSETTING(    0x03, "6" )
        PORT_DIPSETTING(    0x00, "7" )
        PORT_DIPNAME( 0x04, 0x04, "Bonus Credit for 4 Coins" ) PORT_DIPLOCATION("R8:3")
        PORT_DIPSETTING(    0x04, DEF_STR( No ) )
        PORT_DIPSETTING(    0x00, DEF_STR( Yes ) )
        PORT_DIPNAME( 0x08, 0x00, "Trackball Size" ) PORT_DIPLOCATION("R8:4")
        PORT_DIPSETTING(    0x00, "Large" )
        PORT_DIPSETTING(    0x08, "Mini" )
        PORT_DIPNAME( 0x70, 0x70, "Bonus City" ) PORT_DIPLOCATION("R8:5,6,7")
        PORT_DIPSETTING(    0x10, "8000" )
        PORT_DIPSETTING(    0x70, "10000" )
        PORT_DIPSETTING(    0x60, "12000" )
        PORT_DIPSETTING(    0x50, "14000" )
        PORT_DIPSETTING(    0x40, "15000" )
        PORT_DIPSETTING(    0x30, "18000" )
        PORT_DIPSETTING(    0x20, "20000" )
        PORT_DIPSETTING(    0x00, DEF_STR( None ) )
        PORT_DIPNAME( 0x80, 0x00, DEF_STR( Cabinet ) ) PORT_DIPLOCATION("R8:8")
        PORT_DIPSETTING(    0x00, DEF_STR( Upright ) )
        PORT_DIPSETTING(    0x80, DEF_STR( Cocktail ) )
    
        PORT_START("TRACK0_X")  /* FAKE */
        PORT_BIT( 0x0f, 0x00, IPT_TRACKBALL_X ) PORT_SENSITIVITY(20) PORT_KEYDELTA(10)
    
        PORT_START("TRACK0_Y")  /* FAKE */
        PORT_BIT( 0x0f, 0x00, IPT_TRACKBALL_Y ) PORT_SENSITIVITY(20) PORT_KEYDELTA(10) PORT_REVERSE
    
        PORT_START("TRACK1_X")  /* FAKE */
        PORT_BIT( 0x0f, 0x00, IPT_TRACKBALL_X ) PORT_SENSITIVITY(20) PORT_KEYDELTA(10) PORT_REVERSE PORT_COCKTAIL
    
        PORT_START("TRACK1_Y")  /* FAKE */
        PORT_BIT( 0x0f, 0x00, IPT_TRACKBALL_Y ) PORT_SENSITIVITY(20) PORT_KEYDELTA(10) PORT_REVERSE PORT_COCKTAIL
    INPUT_PORTS_END
    IN3 is the relevant DIP switch. The INP dumps above record IN3 having value of 0x07. This translates to 6 starting cities and no bonus cities, which is in accordance with the rules.

    The track rules should be amended to clearly state the ROM requirements. Most other rules are based off 0.106, so it should probably state "missile" as the required ROM (although "missile2" is the correct ROM for 0.143u1 and later versions).

    @terencew - I'm linking you to this in case you want to add this to the DIP repository at some point.

    Jamey Pittman
    Perfect Pac-Man - 3,333,360 (Twin Galaxies, MARP)
    The Pac-Man Dossier
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  7. 02-27-2017, 05:45 PM
    It follows the standard "MIssile Command" MAME category rules which is ROMset="MISSILE"
  8. 02-27-2017, 06:09 PM
    I'm only guessing_
    No Trackball?(Mouse doesn't count...).
    Friggin Wizard....
    So they say
    Dance for me, dance for me, dance for me, oh, oh, oh
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  9. 02-27-2017, 06:35 PM
    Quote Originally Posted by RTM View Post
    It follows the standard "MIssile Command" MAME category rules which is ROMset="MISSILE"
    Okay, fine. But the required ROM ought to be clearly stated in the rule requirements like any other track. For whatever reason, this track is missing the ROM requirements altogether, which makes for unnecessary confusion and the potential for it to be polluted with games played on other ROMs in the future.

    Jamey Pittman
    Perfect Pac-Man - 3,333,360 (Twin Galaxies, MARP)
    The Pac-Man Dossier
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  10. 02-27-2017, 08:59 PM
    Unsure how to edit rules...do we E-MAIL "Franny" to do so ?

    Also, you mentioned that depending on the WolfMAME version that a different ROMset should be used...is this mentioned in the base variation as well ? Never knew that before until I read your post !!
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