M.A.M.E. - Mad Crasher - Points - 130,882 - Andrew Barrow

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  1. M.A.M.E. - Mad Crasher - Points - 130,882 - Andrew Barrow

    05-16-2017, 01:27 AM
    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
    WolfMAME 0.185

    Made for Crap Tournament 9

    Thanks!

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Views: 119
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  2. 05-16-2017, 02:29 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.bat on 16/05/2017 at 11:24:01.58

    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, 125512 bytes (123 KiB)
    
    Testing archive: c:\progra~1\mame\analysis\zip\madcrash-130882-barra-185.zip
    --
    Path = c:\progra~1\mame\analysis\zip\madcrash-130882-barra-185.zip
    Type = zip
    Physical Size = 125512
    
    Everything is Ok
    
    Size:       184948
    Compressed: 125512
    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, 125512 bytes (123 KiB)
    
    Listing archive: c:\progra~1\mame\analysis\zip\madcrash-130882-barra-185.zip
    
    --
    Path = c:\progra~1\mame\analysis\zip\madcrash-130882-barra-185.zip
    Type = zip
    Physical Size = 125512
    
    ----------
    Path = madcrash-130882-barra-185.inp
    Folder = -
    Size = 184948
    Packed Size = 125356
    Modified = 2017-05-10 21:52:32
    Created = 
    Accessed = 
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = D439C904
    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 Wed May 10 10:43:06 2017
    
    Recorded using 0.185W (wolf185)
    Total playback frames: 33868
    Average recorded speed: 100%
    Average speed: 553.51% (619 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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  3. 05-16-2017, 02:34 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 very 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 very 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".
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  4. 05-16-2017, 03:11 AM
    Be aware that the Cabinet DIP values for this game were swapped in WolfMAME 0.125, which means that the Upright setting in 0.106 is actually the Cocktail setting for 0.125 and later. To be 100% in compliance with the track rules, any game recorded using 0.125 or later should have the Cabinet DIP set to Cocktail. Unless anyone has evidence proving this difference makes any real impact on gameplay, I don't think it's a real problem.

    I realize this is likely to be considered a inconsequential difference in settings, but I also think it's important for adjudicators to have all the information available. A driver code analysis of the DIP changes to this game can be found at the end of my analysis of Jason's recent submission.

    Jamey Pittman
    Perfect Pac-Man - 3,333,360 (Twin Galaxies, MARP)
    The Pac-Man Dossier
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  5. 05-16-2017, 08:45 AM
    INP contains invalid data.

    MAME puts its creation time & date at 10:43 am on Wednesday 10 May 2017. It lasts for 33,868 frames. Mad Crasher is emulated at 60 FPS, therefore the timespan of the recording is about 9 minutes & 24 seconds. The modification time & date of the INP should be 10:52 am on Wednesday 10 May 2017, instead it is 9:52 pm on Wednesday 10 May 2017.
  6. 05-16-2017, 09:30 AM
    Quote Originally Posted by Almighty Dreadlock View Post
    INP contains invalid data.

    MAME puts its creation time & date at 10:43 am on Wednesday 10 May 2017. It lasts for 33,868 frames. Mad Crasher is emulated at 60 FPS, therefore the timespan of the recording is about 9 minutes & 24 seconds. The modification time & date of the INP should be 10:52 am on Wednesday 10 May 2017, instead it is 9:52 pm on Wednesday 10 May 2017.
    This comment is invalid. Please learn how MAME and time zones work then get back to us.
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  7. 05-16-2017, 10:17 AM
    Quote Originally Posted by Almighty Dreadlock View Post
    INP contains invalid data.

    MAME puts its creation time & date at 10:43 am on Wednesday 10 May 2017. It lasts for 33,868 frames. Mad Crasher is emulated at 60 FPS, therefore the timespan of the recording is about 9 minutes & 24 seconds. The modification time & date of the INP should be 10:52 am on Wednesday 10 May 2017, instead it is 9:52 pm on Wednesday 10 May 2017.
    Sorry, I am in error.

    Neglected to factor in Time Zone adjustment. My calculation was probably made even worse by not also considering a possible Daylight Saving Time difference.

    Also neglected to factor the "Average Recorded Speed" into my calculation of the timespan of the recording. However, in this case, "Average Recorded Speed" was reported to be 100%, so 9 minutes & 24 seconds is a good estimate.
  8. 05-16-2017, 10:58 AM
    Ugh. How many of these submissions did you accuse of being invalid due to improper use of the time analysis metric?

    Anyway, thanks for commenting George—hope all is well with my fellow Georgian!

    Jamey Pittman
    Perfect Pac-Man - 3,333,360 (Twin Galaxies, MARP)
    The Pac-Man Dossier
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  9. 05-16-2017, 11:24 AM
    Attached Images Attached Images  
    Currently Playing: Front Page Sports baseball '98 (PC) (using custom built 2017 rosters)
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  10. 05-16-2017, 12:12 PM
    Looks to me like Scroll Speed is Normal and Enemy Difficulty is Easy. Same as for the 106 settings. I'm voting yes.
    "Cryin' won't help you, prayin' won't do you no good"

    Visit my YouTube channel for videos of over 150 classic arcade games, most of which you won't see at your local arcade. https://www.youtube.com/channel/UCh4...56xV5To9gPqsLA
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