M.A.M.E. - Mad Crasher - Points - 175,684 - Jason Vasiloff

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  1. M.A.M.E. - Mad Crasher - Points - 175,684 - Jason Vasiloff

    05-15-2017, 05:27 PM
    vzaar-player


    Points
    WolfMame version
    185
    Track
    https://www.twingalaxies.com/scores.php?scores=17188
    Rules
    ROMSet: MadCrash
    Service Mode: Off
    Unused SW 1-0: Off
    Cabinet: Upright
    Lives: 3
    Bonus Life: 20000 60000
    Bonus Occurrance: 1st and 2nd only
    Difficulty: Normal
    Game mode: Demo Sounds On
    Flip screen: Off
    Unused SW 2-6: Off
    Unused SW 2-7: Off
    Special Rules: None
    Submission Message
    Name:  screenshot.jpg
Views: 189
Size:  76.7 KB

    Another submission from Crap Tournament 9...despite it being included, this game is NOT crap, it's actually pretty fun! I may try to score a bit higher in the future, but I don't ever see myself challenging the top score here - that must have taken a LOT of practice.

    Thanks for reviewing.
    Attached Files Attached Files
  2. 05-15-2017, 10:10 PM
    *** DISCLAIMER ***
    The following tests and reports are neither exhaustive nor definitive,
    and should not be assumed as such in order to verify authenticity of a submission.


    Starting check.bat on 16/05/2017 at 7:04:01.36

    Zip test
    Code:
    Zip:
    
    7-Zip [32] 16.04 : Copyright (c) 1999-2016 Igor Pavlov : 2016-10-04
    
    Scanning the drive for archives:
    1 file, 114531 bytes (112 KiB)
    
    Testing archive: c:\progra~1\mame\analysis\zip\JRV-madcrash-175684.zip
    --
    Path = c:\progra~1\mame\analysis\zip\JRV-madcrash-175684.zip
    Type = zip
    Physical Size = 114531
    
    Everything is Ok
    
    Size:       243102
    Compressed: 114531
    RAR:
    
    7-Zip [32] 16.04 : Copyright (c) 1999-2016 Igor Pavlov : 2016-10-04
    
    Scanning the drive for archives:
    Zip list
    Code:
    7-Zip [32] 16.04 : Copyright (c) 1999-2016 Igor Pavlov : 2016-10-04
    
    Scanning the drive for archives:
    1 file, 114531 bytes (112 KiB)
    
    Listing archive: c:\progra~1\mame\analysis\zip\JRV-madcrash-175684.zip
    
    --
    Path = c:\progra~1\mame\analysis\zip\JRV-madcrash-175684.zip
    Type = zip
    Physical Size = 114531
    
    ----------
    Path = JRV-madcrash-175684.inp
    Folder = -
    Size = 243102
    Packed Size = 114351
    Modified = 2017-05-12 15:54:19
    Created = 2017-05-16 02:00:39
    Accessed = 2017-05-16 02:00:39
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 4962A077
    Method = Deflate
    Host OS = FAT
    Version = 20
    Volume Index = 0
    
    
    7-Zip [32] 16.04 : Copyright (c) 1999-2016 Igor Pavlov : 2016-10-04
    
    Scanning the drive for archives:
    MAME Major Version 185

    What MAME thinks:
    Code:
    Input file: madcrash.inp
    INP version 3.5
    Created Fri May 12 15:40:52 2017
    
    Recorded using 0.185W (wolf185)
    Total playback frames: 48422
    Average recorded speed: 100%
    Average speed: 569.02% (833 seconds)

    Source driver:
    madcrash snk.cpp
    Generic Info for game:
    Code:
    ROM set changed: no
    0.106-0.175: madcrash - "Mad Crasher"
    
    Resolution, 0.106-0.127: 256x216 @ 60.606060Hz
    Resolution, 0.128-0.175: 288x216 @ 60.000000Hz
    
    TG Game Entry: https://www.twingalaxies.com/scores.php?platformid=46&gamename=Mad%20Crasher
    Rules, Points: https://www.twingalaxies.com/scores.php?scores=17188
    INP dump not relevant


    MAME Info
    madcrash is the parent set.
    MAMEInfo.dat entries: madcrash and snk.cpp
    Code:
    MAMEInfo.dat entries for:
    madcrash
    snk.cpp
    ----
    0.36b2 [Phil Stroffolino, Carlos A. Lozano]
    
    0.36b1 [Testdriver]
    
    
    WIP:
    
    - 0.135u1: Andrew Welburn and David Haywood added clone Mad Crusher (Japan).
    
    - 12th November 2009: Smitdogg - Andrew Welburn dumped Mad Crusher (Japanese version of Mad Crasher).
    
    - 0.127u3: Removed 3rd coin slot.
    
    - 0.127u2: Nicola Salmoria merged driver with SNK, with all resulting fixes (removed hacks, correct shadows, scroll offsets etc). Fixed palette decoding of early SNK games (Mad Crasher). The least significan bits were assigned incorrectly. Fixed emulation of the "SNK Wave" custom sound and made it into a proper sound core. Fixed sp16_tiles rom loading. Replaced Namco sound with SNK Wave (8MHz). Changed visible area to 288x216 and VSync to 60Hz.
    
    - 0.124u2: Added 'Scroll Speed' dipswitch.
    
    - 0.93: Added clock parameter to Namco sound (31250 Hz).
    
    - 0.72: Acho A. Tang fixed Mad Crasher bad background, sound effects and foreground priority. Changed visible area to 256x216.
    
    - 0.63: Changed cpu1 roms to 'GOOD'. Mad Crasher fails the ROM test, but ROMs are verified to be good.
    
    - 0.59: Added dipswitches 'Unused SW 1-0', 'Bonus Life', 'Bonus Life Occurence', 'Unused SW 2-6' and 'Unknown SW 2-7'.
    
    - 23rd January 2002: Smitdogg submitted a fix for the Mad Crasher dipswitch settings.
    
    - 0.57: Changed cpu1 roms ($0, 2000, 4000) to 'ROM NEEDS REDUMP'.
    
    - 0.37b12: Changed VSync to 60.606060Hz.
    
    - 26th July 1999: Phil Stroffolino sent in an update to Marvin's Maze, Mad Crasher and Vanguard II with improved sound.
    
    - 23rd July 1999: Phil Stroffolino sent in a driver for Mad Crasher.
    
    - 0.36b2: Phil Stroffolino added 'Mad Crasher' (SNK 1984).
    
    - 0.36b1: Added (Testdriver) Mad Crasher.
    
    
    Other Emulators:
    
    * FB Alpha
    
    
    Recommended Games (Racing 3):
    
    Super Bug
    
    Safari Rally
    
    Highway Chase (DECO Cassette)
    
    Mad Alien
    
    Jump Bug
    
    Radical Radial
    
    Joyful Road
    
    The Battle-Road
    
    Kamikaze Cabbie
    
    Mad Crasher
    
    Stocker
    
    Taxi Driver
    
    Gekisou
    
    Porky
    
    Street Heat
    
    Break Thru
    
    Night Stocker
    
    The Speed Rumbler
    
    City Bomber
    
    Hyper Crash
    
    Road Blasters
    
    Hot Chase
    
    Last Duel
    
    Led Storm Rally 2011
    
    Mad Gear
    
    RoadWars (Arcadia)
    
    Maze of Flott
    
    Night Striker
    
    S.T.U.N. Runner
    
    F-Zero (Nintendo Super System)
    
    F-Zero AX
    
    Lethal Crash Race
    
    Chase Bombers
    
    Speed Racer
    
    Thrill Drive
    
    Thrill Drive 2
    
    Crazy Taxi
    
    Crazy Taxi High Roller
    
    Emergency Call Ambulance
    
    Tokyo Bus Guide
    
    Code One Dispatch
    
    Smashing Drive
    
    
    Romset: 131 kb / 19 files / 43.9 zip
    
    ----
    0.127u1 [Bryan McPhail, Tomasz Slanina, Phil Stroffolino, Nicola Salmoria, Carlos A. Lozano]
    
    0.36b12 [Bryan McPhail, Phil Stroffolino, Carlos A. Lozano]
    
    0.36b1 [Bryan McPhail, Phil Stroffolino, Carlos A. Lozano]
    
    0.35b2 [Bryan McPhail]
    
    
    TODO:
    
    - madcrash shadows change color, however this should be the correct behaviour as far as I can tell. Should be verified on the PCB.
    
    - one unknown dipswitch in madcrash. Also the Difficulty dipswitch is not verified (though it's listed in the manual).
    
    - jcross might be a bad dump. The current ROM set is made by mixing two sets which were marked as 'bad'.
    
    - jcross: only the first bank of the fg charset is used. The second bank is almost identical apart from a few characters. Should it be used? When?
    
    - sgladiat: unknown writes to D200/DA00, probably video related. Also some bits of A600 are unknown.
    
    - one unknown dipswitch in sgladiat.
    
    - hal21: unknown sound writes to E002.
    
    - hal21: when the flip screen dipswitch is on, the game screen is correctly flipped, but the title screen remains upside down (and sprites are displayed in the wrong position). This looks like a bug in the game.
    
    - ASO: unknown writes to CE00, probably video related. Always 05? Also unknown writes to F002 by the sound CPU, during reset.
    
    - Fighting Golf: unknown writes to CF00, probably video related.
    
    - ikari/victroad: unknown writes to C980. This is probably (also) related to the color used to draw the FG layer, and supporting it is needed to fix the color test in ikaria/ikarijp.
    
    - gwar: unknown writes to CA00/CA40. Always 0?
    
    - tdfever/fsoccer: the dots in the radar flicker. In fsoccer, this is greatly improved by forcing partial screen updates when the sprite RAM is changed (see snk68 driver for another game that needs this). tdfever dots still flicker a lot, however I'm not sure if this is an emulation bug or the real game behaviour.
    
    - psychos: The PCB has glitches (colored lines of length up to 16 pixels) during scrolling on the left side of the screen. This doesn't happen in the emulation so it might be an unemulated hardware bug.
    
    - worldwar: At the beginning of the game, the bottom 16 pixels of the bg are blank. I think that this is related to the psychos glitch above, i.e. the PCB wouldn't display that area correctly anyway so operators were supposed to adjust the screen size to make them invisible.
    
    
    Bugs:
    
    - vangrd2, madcrash: [possible] You can see the set of characters and text used to enter the initials on the high score table. Lord Caos (ID 00507)
    
    
    WIP:
    
    - 0.154: Fixed for SNK buzzing sound on startup (sound\snkwave.c). To be verified during the next regression test [Osso].
    
    - 0.148: Modernize SNKWave sound device [Andrew Gardner].
    
    - 0.140: MooglyGuy fixed viewing c000-c700 in debugger for "SUB" Z-80 causes memory corruption in many SNK sets.
    
    - 0.129u1: Aaron Giles removed tilemap_set_pen_data_offset; unfortunately, this adds a random tile offset behind the scenes and goes against the dirty tile detection and invalidation. Updated the SNK driver to use the old fashioned tile banking.
    
    - 0.127u3: SNK coin inputs seem to be active high (except for Jumping Cross) [Nicola Salmoria].
    
    - 0.127u2: Merged hal21.c and marvins.c with snk.c driver. Added sound\snkwave.c/h. snk update [Nicola Salmoria]: Adjusted some input bits in several games. Removed hacks and kludges. Fixed colors (I think--though some sprites do look weird). Fixed emulation of the "SNK Wave" custom sound used by Marvin's Maze and Vanguard II and made it into a proper sound core. Fixed palette decoding of early SNK games (from marvins to athena + fitegolf). The least significan bits were assigned incorrectly. Merged hal21.c and marvins.c into snk.c, with all resulting fixes (removed hacks, correct shadows, scroll offsets etc).
    
    - 0.127u1: Merged jcross.c and sgladiat.c with snk.c driver. SNK rewrite [Nicola Salmoria]: Fixed sprite-sprite priorities. Nicola Salmoria added new function tilemap_set_pen_data_offset(). While this isn't 'free' as tilemap_set_palette_offset() is (when the offset changes, the pixmap cache needs to be invalidated), it helps removing some redundant code from drivers. Updated the SNK video driver to take advantage of the new function.
    
    - 0.126u5: Nicola Salmoria implemented proper shadow handling in the SNK video driver. This fixed the shadow in Ikari Warriors and Victory Road.
    
    - 0.125u4: Aaron Giles fixed MAME freezes at "initializing" screen in bermudat, gwar, ikari and victroad.
    
    - 0.124u5: Roberto Zandona changed the implementation of the cocktail mode in Marvin's Maze driver.
    
    - 0.124u2: Fabio Priuli added tags and locations to DIPs for Marvin's Maze driver.
    
    - 0.74u2: Added jcross.c driver and vidhrdw\jcross.c (Tomasz Slanina).
    
    -  9th August 2003: Acho A. Tang added shadows, tuned music tempo and wavegen frequency, fixed Mad Crasher bad background, sound effects and foreground priority (great now I can fall under the skyway like I did at Chuck'n Cheese;) and fixed Vanguard2 scroll offsets.
    
    - 30th April 2003: Acho A. Tang sent in an update to the SNK driver, fixing the tempo in Psycho Soldier, various graphics problems in Fighting Golf, Athena, T.N.K. III, Bermuda Triangle and Touchdown Fever.
    
    - 21st January 2003: Acho A. Tang fixed a variety of issues in the SNK driver.
    
    - 0.61: Jarek Burczynski fixed Y8950 confincting with YM3812/YM3526 in some SNK games.
    
    -  2nd May 2002: Nicola Salmoria fixed sound in the SNK games that need Y8950 together with YM3526/YM3812.
    
    - 0.60: Fixes to Y8950 sample playback [Acho A. Tang].
    
    - 0.53: Real shadows in some SNK games (Ikari Warriors, Victory Road, etc.) [David Haywood].
    
    - 23rd July 2001: David Haywood added shadows support to the SNK driver.
    
    - 0.37b13: Added sgladiat.c driver (Phil Stroffolino).
    
    -  4th February 2001: InsideOutBoy enabled service mode in Guerrilla War.
    
    - 0.36b13: wwtk@mail.com fixed sound in many SNK 8-bit games (Guerilla War, Psycho Soldier, Ikari Warriors, etc.). Replaced the 4x ADPCM sound with Y8950 (Delta-T ADPCM) in some games with a YM3526.
    
    - 0.36b12: Added hal21.c driver (Phil Stroffolino).
    
    - 12th August 1999: Marco Cassili fixed some dipswitches in Marvin's Maze driver.
    
    - 0.36b1: Added marvins.c driver and vidhrdw\marvins.c (Phil Stroffolino).
    
    - 0.35RC1: Fixed dipswitches in all games.
    
    - 21st May 1999: Phil Stroffolino sent in a driver for very old SNK games, but of the bunch only Marvin's Maze is mostly playable.
    
    -  4th May 1999: Jarek Parchanski sent in an updated SNK games driver with sound for all games except tdfever.
    
    - 30th April 1999: Phil Stroffolino sent in a SNK driver with mostly working ADPCM sound.
    
    - 19th March 1999: Nicola did some small changes to the SNK driver, adding romsets.
    
    - 17th March 1999: Phil Stroffolino sent a new SNK driver with working support for nearly all of the games, though some color problems with Athena and TNK3 still remain.
    
    - 27th May 1999: Marco Cassili has been cleaning up the dips of the SNK driver.
    
    - 0.35b12: Added 3x ADPCM.
    
    - 0.35b6: Removed machine\snk.c.
    
    - 26th February 1999: Phil Stroffolino has updated the SNK driver a bit.
    
    - 0.35b2: Added snk.c driver, machine\snk.c and vidhrdw\snk.c.
    
    ----

    Name:  1.jpg
Views: 135
Size:  94.4 KB

    Name:  2.jpg
Views: 117
Size:  39.7 KB
    Thanks HugDD, JasonV91 thanked this post
    Likes HugDD liked this post
  3. 05-15-2017, 11:16 PM
    *** DISCLAIMER ***
    The following tests and reports are neither exhaustive nor definitive,
    and should not be assumed as such in order to verify authenticity of a submission.


    Starting check.bat on Tue 05/16/2017 at 1:43:12.84

    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, 114531 bytes (112 KiB)
    
    Testing archive: C:\MAME_Analysis\batch\inp\MARP\JRV-madcrash-175684.zip
    --
    Path = C:\MAME_Analysis\batch\inp\MARP\JRV-madcrash-175684.zip
    Type = zip
    Physical Size = 114531
    
    Everything is Ok
    
    Size:       243102
    Compressed: 114531
    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, 114531 bytes (112 KiB)
    
    Listing archive: C:\MAME_Analysis\batch\inp\MARP\JRV-madcrash-175684.zip
    
    --
    Path = C:\MAME_Analysis\batch\inp\MARP\JRV-madcrash-175684.zip
    Type = zip
    Physical Size = 114531
    
    ----------
    Path = JRV-madcrash-175684.inp
    Folder = -
    Size = 243102
    Packed Size = 114351
    Modified = 2017-05-12 10:54:19
    Created = 2017-05-15 21:00:39
    Accessed = 2017-05-15 21:00:39
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 4962A077
    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 185

    What MAME thinks:
    Code:
    Input file: madcrash.inp
    INP version 3.5
    Created Fri May 12 10:40:52 2017
    
    Recorded using 0.185W (wolf185)
    Total playback frames: 48422
    Average recorded speed: 100%
    Average speed: 101.72% (117 seconds)

    Source driver:
    madcrash snk.cpp
    Generic Info for game:
    Code:
    ROM set changed: no
    0.106-0.175: madcrash - "Mad Crasher"
    
    Resolution, 0.106-0.127: 256x216 @ 60.606060Hz
    Resolution, 0.128-0.175: 288x216 @ 60.000000Hz
    
    TG Game Entry: https://www.twingalaxies.com/scores.php?platformid=46&gamename=Mad%20Crasher
    Rules, Points: https://www.twingalaxies.com/scores.php?scores=17188
    INP dump not relevant


    MAME Info
    madcrash is the parent set.
    MAMEInfo.dat entries: madcrash and snk.cpp
    Code:
    MAMEInfo.dat entries for:
    madcrash
    snk.cpp
    ----
    0.36b2 [Phil Stroffolino, Carlos A. Lozano]
    
    0.36b1 [Testdriver]
    
    
    WIP:
    
    - 0.135u1: Andrew Welburn and David Haywood added clone Mad Crusher (Japan).
    
    - 12th November 2009: Smitdogg - Andrew Welburn dumped Mad Crusher (Japanese version of Mad Crasher).
    
    - 0.127u3: Removed 3rd coin slot.
    
    - 0.127u2: Nicola Salmoria merged driver with SNK, with all resulting fixes (removed hacks, correct shadows, scroll offsets etc). Fixed palette decoding of early SNK games (Mad Crasher). The least significan bits were assigned incorrectly. Fixed emulation of the "SNK Wave" custom sound and made it into a proper sound core. Fixed sp16_tiles rom loading. Replaced Namco sound with SNK Wave (8MHz). Changed visible area to 288x216 and VSync to 60Hz.
    
    - 0.124u2: Added 'Scroll Speed' dipswitch.
    
    - 0.93: Added clock parameter to Namco sound (31250 Hz).
    
    - 0.72: Acho A. Tang fixed Mad Crasher bad background, sound effects and foreground priority. Changed visible area to 256x216.
    
    - 0.63: Changed cpu1 roms to 'GOOD'. Mad Crasher fails the ROM test, but ROMs are verified to be good.
    
    - 0.59: Added dipswitches 'Unused SW 1-0', 'Bonus Life', 'Bonus Life Occurence', 'Unused SW 2-6' and 'Unknown SW 2-7'.
    
    - 23rd January 2002: Smitdogg submitted a fix for the Mad Crasher dipswitch settings.
    
    - 0.57: Changed cpu1 roms ($0, 2000, 4000) to 'ROM NEEDS REDUMP'.
    
    - 0.37b12: Changed VSync to 60.606060Hz.
    
    - 26th July 1999: Phil Stroffolino sent in an update to Marvin's Maze, Mad Crasher and Vanguard II with improved sound.
    
    - 23rd July 1999: Phil Stroffolino sent in a driver for Mad Crasher.
    
    - 0.36b2: Phil Stroffolino added 'Mad Crasher' (SNK 1984).
    
    - 0.36b1: Added (Testdriver) Mad Crasher.
    
    
    Other Emulators:
    
    * FB Alpha
    
    
    Recommended Games (Racing 3):
    
    Super Bug
    
    Safari Rally
    
    Highway Chase (DECO Cassette)
    
    Mad Alien
    
    Jump Bug
    
    Radical Radial
    
    Joyful Road
    
    The Battle-Road
    
    Kamikaze Cabbie
    
    Mad Crasher
    
    Stocker
    
    Taxi Driver
    
    Gekisou
    
    Porky
    
    Street Heat
    
    Break Thru
    
    Night Stocker
    
    The Speed Rumbler
    
    City Bomber
    
    Hyper Crash
    
    Road Blasters
    
    Hot Chase
    
    Last Duel
    
    Led Storm Rally 2011
    
    Mad Gear
    
    RoadWars (Arcadia)
    
    Maze of Flott
    
    Night Striker
    
    S.T.U.N. Runner
    
    F-Zero (Nintendo Super System)
    
    F-Zero AX
    
    Lethal Crash Race
    
    Chase Bombers
    
    Speed Racer
    
    Thrill Drive
    
    Thrill Drive 2
    
    Crazy Taxi
    
    Crazy Taxi High Roller
    
    Emergency Call Ambulance
    
    Tokyo Bus Guide
    
    Code One Dispatch
    
    Smashing Drive
    
    
    Romset: 131 kb / 19 files / 43.9 zip
    
    ----
    0.127u1 [Bryan McPhail, Tomasz Slanina, Phil Stroffolino, Nicola Salmoria, Carlos A. Lozano]
    
    0.36b12 [Bryan McPhail, Phil Stroffolino, Carlos A. Lozano]
    
    0.36b1 [Bryan McPhail, Phil Stroffolino, Carlos A. Lozano]
    
    0.35b2 [Bryan McPhail]
    
    
    TODO:
    
    - madcrash shadows change color, however this should be the correct behaviour as far as I can tell. Should be verified on the PCB.
    
    - one unknown dipswitch in madcrash. Also the Difficulty dipswitch is not verified (though it's listed in the manual).
    
    - jcross might be a bad dump. The current ROM set is made by mixing two sets which were marked as 'bad'.
    
    - jcross: only the first bank of the fg charset is used. The second bank is almost identical apart from a few characters. Should it be used? When?
    
    - sgladiat: unknown writes to D200/DA00, probably video related. Also some bits of A600 are unknown.
    
    - one unknown dipswitch in sgladiat.
    
    - hal21: unknown sound writes to E002.
    
    - hal21: when the flip screen dipswitch is on, the game screen is correctly flipped, but the title screen remains upside down (and sprites are displayed in the wrong position). This looks like a bug in the game.
    
    - ASO: unknown writes to CE00, probably video related. Always 05? Also unknown writes to F002 by the sound CPU, during reset.
    
    - Fighting Golf: unknown writes to CF00, probably video related.
    
    - ikari/victroad: unknown writes to C980. This is probably (also) related to the color used to draw the FG layer, and supporting it is needed to fix the color test in ikaria/ikarijp.
    
    - gwar: unknown writes to CA00/CA40. Always 0?
    
    - tdfever/fsoccer: the dots in the radar flicker. In fsoccer, this is greatly improved by forcing partial screen updates when the sprite RAM is changed (see snk68 driver for another game that needs this). tdfever dots still flicker a lot, however I'm not sure if this is an emulation bug or the real game behaviour.
    
    - psychos: The PCB has glitches (colored lines of length up to 16 pixels) during scrolling on the left side of the screen. This doesn't happen in the emulation so it might be an unemulated hardware bug.
    
    - worldwar: At the beginning of the game, the bottom 16 pixels of the bg are blank. I think that this is related to the psychos glitch above, i.e. the PCB wouldn't display that area correctly anyway so operators were supposed to adjust the screen size to make them invisible.
    
    
    Bugs:
    
    - vangrd2, madcrash: [possible] You can see the set of characters and text used to enter the initials on the high score table. Lord Caos (ID 00507)
    
    
    WIP:
    
    - 0.154: Fixed for SNK buzzing sound on startup (sound\snkwave.c). To be verified during the next regression test [Osso].
    
    - 0.148: Modernize SNKWave sound device [Andrew Gardner].
    
    - 0.140: MooglyGuy fixed viewing c000-c700 in debugger for "SUB" Z-80 causes memory corruption in many SNK sets.
    
    - 0.129u1: Aaron Giles removed tilemap_set_pen_data_offset; unfortunately, this adds a random tile offset behind the scenes and goes against the dirty tile detection and invalidation. Updated the SNK driver to use the old fashioned tile banking.
    
    - 0.127u3: SNK coin inputs seem to be active high (except for Jumping Cross) [Nicola Salmoria].
    
    - 0.127u2: Merged hal21.c and marvins.c with snk.c driver. Added sound\snkwave.c/h. snk update [Nicola Salmoria]: Adjusted some input bits in several games. Removed hacks and kludges. Fixed colors (I think--though some sprites do look weird). Fixed emulation of the "SNK Wave" custom sound used by Marvin's Maze and Vanguard II and made it into a proper sound core. Fixed palette decoding of early SNK games (from marvins to athena + fitegolf). The least significan bits were assigned incorrectly. Merged hal21.c and marvins.c into snk.c, with all resulting fixes (removed hacks, correct shadows, scroll offsets etc).
    
    - 0.127u1: Merged jcross.c and sgladiat.c with snk.c driver. SNK rewrite [Nicola Salmoria]: Fixed sprite-sprite priorities. Nicola Salmoria added new function tilemap_set_pen_data_offset(). While this isn't 'free' as tilemap_set_palette_offset() is (when the offset changes, the pixmap cache needs to be invalidated), it helps removing some redundant code from drivers. Updated the SNK video driver to take advantage of the new function.
    
    - 0.126u5: Nicola Salmoria implemented proper shadow handling in the SNK video driver. This fixed the shadow in Ikari Warriors and Victory Road.
    
    - 0.125u4: Aaron Giles fixed MAME freezes at "initializing" screen in bermudat, gwar, ikari and victroad.
    
    - 0.124u5: Roberto Zandona changed the implementation of the cocktail mode in Marvin's Maze driver.
    
    - 0.124u2: Fabio Priuli added tags and locations to DIPs for Marvin's Maze driver.
    
    - 0.74u2: Added jcross.c driver and vidhrdw\jcross.c (Tomasz Slanina).
    
    -  9th August 2003: Acho A. Tang added shadows, tuned music tempo and wavegen frequency, fixed Mad Crasher bad background, sound effects and foreground priority (great now I can fall under the skyway like I did at Chuck'n Cheese;) and fixed Vanguard2 scroll offsets.
    
    - 30th April 2003: Acho A. Tang sent in an update to the SNK driver, fixing the tempo in Psycho Soldier, various graphics problems in Fighting Golf, Athena, T.N.K. III, Bermuda Triangle and Touchdown Fever.
    
    - 21st January 2003: Acho A. Tang fixed a variety of issues in the SNK driver.
    
    - 0.61: Jarek Burczynski fixed Y8950 confincting with YM3812/YM3526 in some SNK games.
    
    -  2nd May 2002: Nicola Salmoria fixed sound in the SNK games that need Y8950 together with YM3526/YM3812.
    
    - 0.60: Fixes to Y8950 sample playback [Acho A. Tang].
    
    - 0.53: Real shadows in some SNK games (Ikari Warriors, Victory Road, etc.) [David Haywood].
    
    - 23rd July 2001: David Haywood added shadows support to the SNK driver.
    
    - 0.37b13: Added sgladiat.c driver (Phil Stroffolino).
    
    -  4th February 2001: InsideOutBoy enabled service mode in Guerrilla War.
    
    - 0.36b13: wwtk@mail.com fixed sound in many SNK 8-bit games (Guerilla War, Psycho Soldier, Ikari Warriors, etc.). Replaced the 4x ADPCM sound with Y8950 (Delta-T ADPCM) in some games with a YM3526.
    
    - 0.36b12: Added hal21.c driver (Phil Stroffolino).
    
    - 12th August 1999: Marco Cassili fixed some dipswitches in Marvin's Maze driver.
    
    - 0.36b1: Added marvins.c driver and vidhrdw\marvins.c (Phil Stroffolino).
    
    - 0.35RC1: Fixed dipswitches in all games.
    
    - 21st May 1999: Phil Stroffolino sent in a driver for very old SNK games, but of the bunch only Marvin's Maze is mostly playable.
    
    -  4th May 1999: Jarek Parchanski sent in an updated SNK games driver with sound for all games except tdfever.
    
    - 30th April 1999: Phil Stroffolino sent in a SNK driver with mostly working ADPCM sound.
    
    - 19th March 1999: Nicola did some small changes to the SNK driver, adding romsets.
    
    - 17th March 1999: Phil Stroffolino sent a new SNK driver with working support for nearly all of the games, though some color problems with Athena and TNK3 still remain.
    
    - 27th May 1999: Marco Cassili has been cleaning up the dips of the SNK driver.
    
    - 0.35b12: Added 3x ADPCM.
    
    - 0.35b6: Removed machine\snk.c.
    
    - 26th February 1999: Phil Stroffolino has updated the SNK driver a bit.
    
    - 0.35b2: Added snk.c driver, machine\snk.c and vidhrdw\snk.c.
    
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    Notes:
    Here's another title where the DIP labels and values have changed from 0.106 (WolfMAME version the track rules are based on), to 0.185 (version used for this submission). We are therefore interested in which bits are turned on/off on the ports that control the DIP settings and if these bits are identical on both versions. Almost everything is the same, with the only real difference being that the Cabinet setting has been completely reversed:

    - In 0.106, Cabinet: Upright means that bit 1 of DSW1 is turned on; this is the default configuration for the DIP.

    - In 0.125+, Cabinet: Upright means that bit 1 of DSW1 is turned off; this is the default configuration for the DIP.

    I consider it most likely that Cabinet: Upright in 0.106 is actually the setting for Cocktail mode, which explains why the dev team swapped the values (and defaults) around in 0.125. Therefore, to be in 100% compliance with the 0.106 rules, a game played in 0.125 or greater should use the Cabinet: Cocktail setting.

    Other than the Cabinet setting, the rest of the DIP port bits are set identically between the two versions (0.106 / 0.185). Some labels were changed (also starting with 0.125), the only two of real importance being these:

    - Difficulty (0.106) was renamed to Scroll Speed (0.125+) Normal represents the same DIP value in all versions.

    - Unused SW 2-6 (0.106) was renamed to Difficulty (0.125+) Off and Easy represent the same DIP value.

    Short version: Cabinet DIP should be set to Cocktail for WolfMAME versions 0.125 and later in order to be in 100% compliance with the 0.106 rules. I seriously doubt this makes any real difference, however, and so I'm not inclined to worry about it unless evidence to the contrary is provided. All other DIP settings are in accordance with the 0.106 track rules.

    Here are the relevant driver code snippets from 0.106 and 0.185 for anyone who'd care to double-check my findings (relevant portions highlighted in red). Please note that the source file names are different because driver code for this game was merged from marvins.c into snk.c starting in version 0.127u2:

    0.106 (marvins.c):
    Code:
     PORT_START_TAG("DSW1")
        PORT_DIPNAME( 0x01, 0x01, "Unused SW 1-0" )
        PORT_DIPSETTING(    0x01, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x00, DEF_STR( On ) )
        PORT_DIPNAME( 0x02, 0x02, DEF_STR( Cabinet ) )
        PORT_DIPSETTING(    0x02, DEF_STR( Upright ) )
        PORT_DIPSETTING(    0x00, DEF_STR( Cocktail ) )
        PORT_DIPNAME( 0x04, 0x04, DEF_STR( Lives ) )
        PORT_DIPSETTING(    0x04, "3" )
        PORT_DIPSETTING(    0x00, "5" )
        PORT_DIPNAME( 0x38, 0x38, DEF_STR( Coinage ) )
    //  PORT_DIPSETTING(    0x08, DEF_STR( 5C_1C ) )
        PORT_DIPSETTING(    0x10, DEF_STR( 5C_1C ) )
        PORT_DIPSETTING(    0x20, DEF_STR( 3C_1C ) )
        PORT_DIPSETTING(    0x18, 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(    0x00, DEF_STR( Free_Play ) )
        PORT_DIPNAME( 0xc0, 0xc0, DEF_STR( Bonus_Life ) )
        PORT_DIPSETTING(    0xc0, "20000 60000" )
        PORT_DIPSETTING(    0x80, "40000 90000" )
        PORT_DIPSETTING(    0x40, "50000 120000" )
        PORT_DIPSETTING(    0x00, DEF_STR( None ) )
    
        PORT_START_TAG("DSW2")
        PORT_DIPNAME( 0x01, 0x00, "Bonus Life Occurence" )
        PORT_DIPSETTING(    0x01, "1st, 2nd, then every 2nd" )    // Check the "Non Bugs" page
        PORT_DIPSETTING(    0x00, "1st and 2nd only" )
        PORT_DIPNAME( 0x06, 0x04, DEF_STR( Difficulty ) )
        PORT_DIPSETTING(    0x06, DEF_STR( Easy ) )
        PORT_DIPSETTING(    0x04, DEF_STR( Normal ) )
        PORT_DIPSETTING(    0x02, DEF_STR( Hard ) )
        PORT_DIPSETTING(    0x00, DEF_STR( Hardest ) )
        PORT_DIPNAME( 0x18, 0x10, "Game mode" )
        PORT_DIPSETTING(    0x18, "Demo Sounds Off" )
        PORT_DIPSETTING(    0x10, "Demo Sounds On" )
        PORT_DIPSETTING(    0x08, "Infinite Lives (Cheat)")
        PORT_DIPSETTING(    0x00, "Freeze" )
        PORT_DIPNAME( 0x20, 0x20, DEF_STR( Flip_Screen ) )
        PORT_DIPSETTING(    0x20, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x00, DEF_STR( On ) )    // Check the "Non Bugs" page
        PORT_DIPNAME( 0x40, 0x40, "Unused SW 2-6" )
        PORT_DIPSETTING(    0x40, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x00, DEF_STR( On ) )
        PORT_DIPNAME( 0x80, 0x80, "Unknown SW 2-7" )   // tested in many places
        PORT_DIPSETTING(    0x80, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x00, DEF_STR( On ) )
    0.185 (snk.cpp):
    Code:
    PORT_START("DSW1")
        PORT_DIPUNUSED_DIPLOC(0x01, IP_ACTIVE_LOW, "DSW1:1")    /* Listed as Unused */
        PORT_DIPNAME( 0x02, 0x00, DEF_STR( Cabinet ) )      PORT_DIPLOCATION("DSW1:2")
        PORT_DIPSETTING(    0x00, DEF_STR( Upright ) )
        PORT_DIPSETTING(    0x02, DEF_STR( Cocktail ) )
        PORT_DIPNAME( 0x04, 0x04, DEF_STR( Lives ) )        PORT_DIPLOCATION("DSW1:3")
        PORT_DIPSETTING(    0x04, "3" )
        PORT_DIPSETTING(    0x00, "5" )
        PORT_DIPNAME( 0x38, 0x38, DEF_STR( Coinage ) )      PORT_DIPLOCATION("DSW1:4,5,6")
    //  PORT_DIPSETTING(    0x08, DEF_STR( 5C_1C ) )
        PORT_DIPSETTING(    0x10, DEF_STR( 5C_1C ) )
        PORT_DIPSETTING(    0x20, DEF_STR( 3C_1C ) )
        PORT_DIPSETTING(    0x18, 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(    0x00, DEF_STR( Free_Play ) )
        PORT_DIPNAME( 0xc0, 0xc0, DEF_STR( Bonus_Life ) )   PORT_DIPLOCATION("DSW1:7,8")
        PORT_DIPSETTING(    0xc0, "20000 60000" )
        PORT_DIPSETTING(    0x80, "40000 90000" )
        PORT_DIPSETTING(    0x40, "50000 120000" )
        PORT_DIPSETTING(    0x00, DEF_STR( None ) )
    
        PORT_START("DSW2")
        PORT_DIPNAME( 0x01, 0x00, "Bonus Life Occurrence" )     PORT_DIPLOCATION("DSW2:1")
        PORT_DIPSETTING(    0x01, "1st, 2nd, then every 2nd" )  /* Check the "Non Bugs" page */
        PORT_DIPSETTING(    0x00, "1st and 2nd only" )
        PORT_DIPNAME( 0x06, 0x04, "Scroll Speed" )              PORT_DIPLOCATION("DSW2:2,3")
        PORT_DIPSETTING(    0x06, "Slow" )//DEF_STR( Easy ) )
        PORT_DIPSETTING(    0x04, DEF_STR( Normal ) )
        PORT_DIPSETTING(    0x02, "Fast" )//DEF_STR( Hard ) )
        PORT_DIPSETTING(    0x00, "Faster" )
        PORT_DIPNAME( 0x18, 0x10, "Game mode" )                 PORT_DIPLOCATION("DSW2:4,5")
        PORT_DIPSETTING(    0x18, "Demo Sounds Off" )
        PORT_DIPSETTING(    0x10, "Demo Sounds On" )
        PORT_DIPSETTING(    0x00, "Freeze" )
        PORT_DIPSETTING(    0x08, "Infinite Lives (Cheat)")
        PORT_DIPNAME( 0x20, 0x20, DEF_STR( Flip_Screen ) )      PORT_DIPLOCATION("DSW2:6")
        PORT_DIPSETTING(    0x20, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x00, DEF_STR( On ) )               /* Check the "Non Bugs" page */
        PORT_DIPNAME( 0x40, 0x40, DEF_STR( Difficulty ) )       PORT_DIPLOCATION("DSW2:7")
        PORT_DIPSETTING(    0x40, DEF_STR( Easy ) )
        PORT_DIPSETTING(    0x00, DEF_STR( Hard ) )
        PORT_DIPUNKNOWN_DIPLOC(0x80, IP_ACTIVE_LOW, "DSW2:8")   /* Listed as Unused, it is actually tested in many places */

    Jamey Pittman
    Perfect Pac-Man - 3,333,360 (Twin Galaxies, MARP)
    The Pac-Man Dossier
    Thanks Almighty Dreadlock, Barra, JasonV91, HugDD, redelf thanked this post
  4. 05-16-2017, 01:46 AM
    The following five screenshots illustrate how Wolf MAME 106 controls this game's DIP switches:-

    Attachment 28761

    Attachment 28762

    Attachment 28763

    Attachment 28764

    Attachment 28765


    The following five screenshots illustrate how Wolf MAME 185 controls this game's DIP switches:-

    Attachment 28766

    Attachment 28767

    Attachment 28768

    Attachment 28769

    Attachment 28770


    1. This game has no "Service Mode".
    2. Wolf MAME 106's "Difficulty" settings control the behaviour of the player's vehicle. "Easy" makes vehicle speed low, jumping very stable. "Normal" makes vehicle speed moderate, jumping stable. "Hard" makes vehicle speed high, jumping unstable. "Hardest" makes vehicle speed high, jumping very unstable.
    3. Wolf MAME 106's "Unused SW 2-6" settings control the behaviour of the enemy vehicles. "Off" makes vehicles passive. "On" makes vehicles aggressive.
    4. Wolf MAME 185's "Scroll Speed" settings control the behaviour of the player's vehicle. "Slow" makes vehicle speed low, jumping very stable. "Normal" makes vehicle speed moderate, jumping stable. "Fast" makes vehicle speed high, jumping unstable. "Faster" makes vehicle speed high, jumping very unstable.
    5. Wolf MAME 185's "Difficulty" settings control the behaviour of the enemy vehicles. "Easy" makes vehicles passive. "Hard" makes vehicles aggressive.
    6. Points 2 to 5 mean that the "Difficulty" settings of the two versions are not equivalent to one another. The correct equivalencies are: 106's "Difficulty" to 185's "Scroll Speed", and 106's "Unused SW 2-6" to 185's "Difficulty".
  5. 05-16-2017, 01:53 AM
    The following five screenshots illustrate how Wolf MAME 106 controls this game's DIP switches:-

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    The following five screenshots illustrate how Wolf MAME 185 controls this game's DIP switches:-

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    1. This game has no "Service Mode".
    2. Wolf MAME 106's "Difficulty" settings control the behaviour of the player's vehicle. "Easy" makes vehicle speed low, jumping very stable. "Normal" makes vehicle speed moderate, jumping stable. "Hard" makes vehicle speed high, jumping unstable. "Hardest" makes vehicle speed high, jumping very unstable.
    3. Wolf MAME 106's "Unused SW 2-6" settings control the behaviour of the enemy vehicles. "Off" makes vehicles passive. "On" makes vehicles aggressive.
    4. Wolf MAME 185's "Scroll Speed" settings control the behaviour of the player's vehicle. "Slow" makes vehicle speed low, jumping very stable. "Normal" makes vehicle speed moderate, jumping stable. "Fast" makes vehicle speed high, jumping unstable. "Faster" makes vehicle speed high, jumping very unstable.
    5. Wolf MAME 185's "Difficulty" settings control the behaviour of the enemy vehicles. "Easy" makes vehicles passive. "Hard" makes vehicles aggressive.
    6. Points 2 to 5 mean that the "Difficulty" settings of the two versions are not equivalent to one another. The correct equivalencies are: 106's "Difficulty" to 185's "Scroll Speed", and 106's "Unused SW 2-6" to 185's "Difficulty".
    Thanks jpittman thanked this post
  6. 05-16-2017, 02:13 AM
    Just to avoid any possibly of confusion, both Simon and I have reached identical conclusions regarding the two re-labeled DIPs to which he refers. My conclusions were achieved via code analysis; his results are almost certainly from empirical testing. These statements from my code analysis fully support his enumerated summary points:

    - Difficulty (0.106) was renamed to Scroll Speed (0.125+) Normal represents the same DIP value in all versions.

    - Unused SW 2-6 (0.106) was renamed to Difficulty (0.125+) Off and Easy represent the same DIP value.

    Jamey Pittman
    Perfect Pac-Man - 3,333,360 (Twin Galaxies, MARP)
    The Pac-Man Dossier
  7. 05-18-2017, 04:23 PM
    Thanks Jamey and AD for the confirmation - I see similar subs from D.B. Cooper and Barra out there, and we all used the default DIPs (per Crap Tournament rules), which are valid for this track.
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