M.A.M.E. - Bal Cube - Points - 1,131,880 - Eric Schafer

Is this Performance Claim valid?

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  1. M.A.M.E. - Bal Cube - Points - 1,131,880 - Eric Schafer

    08-18-2017, 05:54 PM
    Points
    WolfMame version
    106
    Track
    https://www.twingalaxies.com/scores.php?scores=9847
    Rules
    ROMSet: BalCube
    Flip Screen: Off
    Difficulty?: 3
    Lives: 2
    Allow Continue: No
    Unknown: Off [All]
    Special Rules: Continues are NOT permitted!
    Submission Message
    This is my submission for Bal Cube on the MAME platform. I am using MAME32 Plus! 0.106 the old TG standard emulator of MAME.

    Here is the youtube video below. I have also included the inp and wlf files too. Thanks.


    Attached Files Attached Files
    Thanks HugDD thanked this post
    Likes CraigA, HugDD liked this post
  2. 09-04-2017, 07:00 PM
    Thanks CraigA.
    Likes CraigA liked this post
  3. 09-04-2017, 08:16 PM
    This is a great game that not many people know about.
  4. 09-12-2017, 06:18 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 on Wed 13/09/2017 at 12:00:11.63

    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, 50690 bytes (50 KiB)
    
    Testing archive: C:\MAME\ALLexes\inp\MARP\Ball Cube Submission.zip
    --
    Path = C:\MAME\ALLexes\inp\MARP\Ball Cube Submission.zip
    Type = zip
    Physical Size = 50690
    
    Everything is Ok
    
    Files: 2
    Size:       12726998
    Compressed: 50690
    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, 50690 bytes (50 KiB)
    
    Listing archive: C:\MAME\ALLexes\inp\MARP\Ball Cube Submission.zip
    
    --
    Path = C:\MAME\ALLexes\inp\MARP\Ball Cube Submission.zip
    Type = zip
    Physical Size = 50690
    
    ----------
    Path = ES-1,131,880.wlf
    Folder = -
    Size = 598
    Packed Size = 195
    Modified = 2017-08-13 13:33:47
    Created = 2017-08-13 14:04:21
    Accessed = 2017-08-13 14:04:21
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = BF586C8F
    Method = Deflate
    Host OS = FAT
    Version = 20
    Volume Index = 0
    
    Path = ES-1,131,880.inp
    Folder = -
    Size = 12726400
    Packed Size = 50185
    Modified = 2017-08-13 13:33:47
    Created = 2017-08-13 14:04:21
    Accessed = 2017-08-13 14:04:21
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = ABB07E98
    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 = ~1834MHz (Intel)
    This recording was made with the C 68k core enabled
    Start date of recording: Sun Aug 13 13:05:07 2017
    
    Checks out OK. [12f7]
    Playing back previously recorded game balcube (Bal Cube) [press return]
    loading 6           
    loading 5           
    loading 2           
    loading 4           
    loading 1           
    loading 3           
    loading yrw801-m    
    loading 7

    What wlfview thinks:
    Code:
    WLFVIEW 0.3 - Apr  5 2006
    
    Info loaded.  WLF rev 9
    
    Recorded for the game 'balcube'
    MAME version string: 0.106 (May 16 2006)
    
    -- CPU info --
    Vendor: Intel
    Processor Family: 6  Processor Model: 14
    Approximate clock speed: 1834231184Hz
    
    -- OS info --
    Operating System: Windows NT 6.1 
    
    -- INP info --
    Number of frames: 102632
    Average record speed: 99.998051%
    System time at start of emulation: Sun Aug 13 13:05:07 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:
    balcube src/drivers/metro.c
    DIP Info from source:
    Code:
    # MAME 0.106 source snippet [metro.c]
    
    GAME( 1996, balcube,  0,        balcube,  balcube,  balcube,  ROT0,   "Metro",                      "Bal Cube"                           , 0 )
    
    #define JOY_LSB(_n_, _b1_, _b2_, _b3_, _b4_) \
        PORT_BIT(  0x0001, IP_ACTIVE_LOW, IPT_JOYSTICK_UP    ) PORT_PLAYER(_n_) \
        PORT_BIT(  0x0002, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN  ) PORT_PLAYER(_n_) \
        PORT_BIT(  0x0004, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT  ) PORT_PLAYER(_n_) \
        PORT_BIT(  0x0008, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_PLAYER(_n_) \
        PORT_BIT(  0x0010, IP_ACTIVE_LOW, IPT_##_b1_         ) PORT_PLAYER(_n_) \
        PORT_BIT(  0x0020, IP_ACTIVE_LOW, IPT_##_b2_         ) PORT_PLAYER(_n_) \
        PORT_BIT(  0x0040, IP_ACTIVE_LOW, IPT_##_b3_         ) PORT_PLAYER(_n_) \
        PORT_BIT(  0x0080, IP_ACTIVE_LOW, IPT_##_b4_         ) PORT_PLAYER(_n_) \
    
    
    #define JOY_MSB(_n_, _b1_, _b2_, _b3_, _b4_) \
        PORT_BIT(  0x0100, IP_ACTIVE_LOW, IPT_JOYSTICK_UP    ) PORT_PLAYER(_n_) \
        PORT_BIT(  0x0200, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN  ) PORT_PLAYER(_n_) \
        PORT_BIT(  0x0400, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT  ) PORT_PLAYER(_n_) \
        PORT_BIT(  0x0800, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_PLAYER(_n_) \
        PORT_BIT(  0x1000, IP_ACTIVE_LOW, IPT_##_b1_         ) PORT_PLAYER(_n_) \
        PORT_BIT(  0x2000, IP_ACTIVE_LOW, IPT_##_b2_         ) PORT_PLAYER(_n_) \
        PORT_BIT(  0x4000, IP_ACTIVE_LOW, IPT_##_b3_         ) PORT_PLAYER(_n_) \
        PORT_BIT(  0x8000, IP_ACTIVE_LOW, IPT_##_b4_         ) PORT_PLAYER(_n_) \
    
    
    #define COINS \
        PORT_BIT(  0x0001, IP_ACTIVE_LOW,  IPT_SERVICE1 ) \
        PORT_BIT(  0x0002, IP_ACTIVE_LOW,  IPT_TILT     ) \
        PORT_BIT(  0x0004, IP_ACTIVE_LOW,  IPT_COIN1 ) PORT_IMPULSE(2) \
        PORT_BIT(  0x0008, IP_ACTIVE_LOW,  IPT_COIN2 ) PORT_IMPULSE(2) \
        PORT_BIT(  0x0010, IP_ACTIVE_LOW,  IPT_START1   ) \
        PORT_BIT(  0x0020, IP_ACTIVE_LOW,  IPT_START2   ) \
        PORT_BIT(  0x0040, IP_ACTIVE_HIGH, IPT_UNKNOWN  ) \
        PORT_BIT(  0x0080, IP_ACTIVE_HIGH, IPT_SPECIAL  ) /* From Sound CPU in some games */
    
    
    #define COINAGE_DSW \
        PORT_DIPNAME( 0x0007, 0x0007, DEF_STR( Coin_A ) ) \
        PORT_DIPSETTING(      0x0001, DEF_STR( 4C_1C ) ) \
        PORT_DIPSETTING(      0x0002, DEF_STR( 3C_1C ) ) \
        PORT_DIPSETTING(      0x0003, DEF_STR( 2C_1C ) ) \
        PORT_DIPSETTING(      0x0007, DEF_STR( 1C_1C ) ) \
        PORT_DIPSETTING(      0x0006, DEF_STR( 1C_2C ) ) \
        PORT_DIPSETTING(      0x0005, DEF_STR( 1C_3C ) ) \
        PORT_DIPSETTING(      0x0004, DEF_STR( 1C_4C ) ) \
        PORT_DIPSETTING(      0x0000, DEF_STR( Free_Play ) ) \
        PORT_DIPNAME( 0x0038, 0x0038, DEF_STR( Coin_B ) ) \
        PORT_DIPSETTING(      0x0008, DEF_STR( 4C_1C ) ) \
        PORT_DIPSETTING(      0x0010, DEF_STR( 3C_1C ) ) \
        PORT_DIPSETTING(      0x0018, DEF_STR( 2C_1C ) ) \
        PORT_DIPSETTING(      0x0038, DEF_STR( 1C_1C ) ) \
        PORT_DIPSETTING(      0x0030, DEF_STR( 1C_2C ) ) \
        PORT_DIPSETTING(      0x0028, DEF_STR( 1C_3C ) ) \
        PORT_DIPSETTING(      0x0020, DEF_STR( 1C_4C ) ) \
        PORT_DIPSETTING(      0x0000, DEF_STR( Free_Play ) ) \
        PORT_DIPNAME( 0x0040, 0x0040, DEF_STR( Flip_Screen ) ) \
        PORT_DIPSETTING(      0x0040, DEF_STR( Off ) ) \
        PORT_DIPSETTING(      0x0000, DEF_STR( On ) ) \
        PORT_SERVICE( 0x0080, IP_ACTIVE_LOW )
    
    INPUT_PORTS_START( balcube )
        PORT_START_TAG("IN0")    // $500000
        COINS
    
        PORT_START_TAG("IN1")    // $500002
        JOY_LSB(1, BUTTON1, UNKNOWN, UNKNOWN, UNKNOWN)
        JOY_MSB(2, BUTTON1, UNKNOWN, UNKNOWN, UNKNOWN)
    
        PORT_START_TAG("IN2")    // Strangely mapped in the 0x400000-0x41ffff range
        COINAGE_DSW
        PORT_DIPNAME( 0x0300, 0x0300, "Difficulty?" )
        PORT_DIPSETTING(      0x0100, "0" )
        PORT_DIPSETTING(      0x0000, "1" )
        PORT_DIPSETTING(      0x0200, "2" )
        PORT_DIPSETTING(      0x0300, "3" )
        PORT_DIPNAME( 0x0400, 0x0400, "2 Players Game" )
        PORT_DIPSETTING(      0x0000, "1 Credit" )
        PORT_DIPSETTING(      0x0400, "2 Credits" )
        PORT_DIPNAME( 0x0800, 0x0800, DEF_STR( Lives ) )
        PORT_DIPSETTING(      0x0800, "2" )
        PORT_DIPSETTING(      0x0000, "3" )
        PORT_DIPNAME( 0x1000, 0x1000, DEF_STR( Allow_Continue ) )
        PORT_DIPSETTING(      0x0000, DEF_STR( No ) )
        PORT_DIPSETTING(      0x1000, DEF_STR( Yes ) )
        PORT_DIPNAME( 0x2000, 0x2000, DEF_STR( Unknown ) )
        PORT_DIPSETTING(      0x2000, DEF_STR( Off ) )
        PORT_DIPSETTING(      0x0000, DEF_STR( On ) )
        PORT_DIPNAME( 0x4000, 0x4000, DEF_STR( Unknown ) )
        PORT_DIPSETTING(      0x4000, DEF_STR( Off ) )
        PORT_DIPSETTING(      0x0000, DEF_STR( On ) )
        PORT_DIPNAME( 0x8000, 0x8000, DEF_STR( Demo_Sounds ) )
        PORT_DIPSETTING(      0x0000, DEF_STR( Off ) )
        PORT_DIPSETTING(      0x8000, DEF_STR( On ) )
    
        PORT_START_TAG("IN3")    // Strangely mapped in the 0x400000-0x41ffff range
        PORT_BIT(  0x00ff, IP_ACTIVE_LOW, IPT_UNKNOWN )    // unused
    INPUT_PORTS_END
    
    Resolution: 320x224 @ 60.000000Hz
    
    TG Game Entry: https://www.twingalaxies.com/scores.php?platformid=46&gamename=Bal+Cube
    Rules, Points: https://www.twingalaxies.com/scores.php?scores=9847
    Rules, Points [ADeca 2004 Variation - 1 Life Only]: https://www.twingalaxies.com/scores.php?scores=9691
    
    ROMSet: BalCube
    Flip Screen: Off
    Difficulty?: 3
    Lives: 2
    Allow Continue: No
    Unknown: Off [All]
    
    Sample correct TG:
    IN2: offset 0x2A, repeat every 0x7C, typical value 0xEFFF
    - IN2: 0x0007 (Coin_A): [not relevant]
    - IN2: 0x0038 (Coin_B): [not relevant]
    - IN2: 0x0040 (Flip_Screen): 0x0040 (Off)
    - IN2: 0x0080 (SERVICE MODE): [not relevant]
    - IN2: 0x0300 (Difficulty?): 0x0300 (3)
    - IN2: 0x0400 (2 Players Game): [not relevant]
    - IN2: 0x0800 (Lives): 0x0800 (2)
    - IN2: 0x1000 (Allow_Continue): 0x0000 (No)
    - IN2: 0x2000 (Unknown): 0x2000 (Off)
    - IN2: 0x4000 (Unknown): 0x4000 (Off)
    - IN2: 0x8000 (Demo_Sounds): [not relevant]
    
        20: 00 00 00 3F 00 00 FF FF  00 00 EF FF 00 00 00 FF
        A0: 00 00 FF FF 00 00 EF FF  00 00 00 FF 00 00 00 00
       120: 00 00 EF FF 00 00 00 FF  00 00 00 00 00 00 00 00
    Generic Info for game:
    Code:
    ROM set changed: no
    0.106-0.189: balcube - "Bal Cube"
    
    Resolution, 0.106-0.144: 320x224 @ 60.000000Hz
    Resolution, 0.145-0.146: 320x224 @ 59.922743Hz
    Resolution, 0.147-0.189: 320x224 @ 60.000000Hz
    
    TG Game Entry: https://www.twingalaxies.com/scores.php?platformid=46&gamename=Bal+Cube
    Rules, Points: https://www.twingalaxies.com/scores.php?scores=9847
    Rules, Points [ADeca 2004 Variation - 1 Life Only]: https://www.twingalaxies.com/scores.php?scores=9691
    INP Header:
    Code:
        10: 90 25 54 6D 00 00 00 00  E3 C1 8F 59 9B C8 F7 12 | .%Tm.....Y..
        20: 00 00 00 3F 00 00 FF FF  00 00 FF FF 00 00 00 FF | ...?.......
        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 3F | ........>.C...?
        A0: 00 00 FF FF 00 00 FF FF  00 00 00 FF 00 00 00 00 | ...........
        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 3F 00 00 FF FF | ....>.C...?..
       120: 00 00 FF FF 00 00 00 FF  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 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    INP Mid-section:
    Code:
    6117A0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    6117B0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    6117C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    6117D0: A2 82 43 E1 00 00 00 3F  00 00 FF FB 00 00 FF FF | .C...?....
    6117E0: 00 00 00 FF 00 00 00 00  00 00 00 00 00 00 00 00 | ...............
    6117F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    611800: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    611810: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    611820: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    611830: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    611840: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | .............C
    611850: 00 00 00 3F 00 00 FF FB  00 00 FF FF 00 00 00 FF | ...?.......
    611860: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    611870: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    611880: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    611890: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    6118A0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    6118B0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    6118C0: 00 00 00 00 00 00 00 00  A2 82 43 E1 00 00 00 3F | .........C...?
    6118D0: 00 00 FF FB 00 00 FF FF  00 00 00 FF 00 00 00 00 | ...........
    INP Tail-end:
    Code:
    C22F40: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    C22F50: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    C22F60: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    C22F70: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    C22F80: 00 00 00 00 A2 82 43 E1  00 00 00 3F 00 00 FF FF | .....C...?..
    C22F90: 00 00 FF FF 00 00 00 FF  00 00 00 00 00 00 00 00 | .............
    C22FA0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    C22FB0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    C22FC0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    C22FD0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    C22FE0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    C22FF0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    C23000: A2 82 43 E1 00 00 00 3F  00 00 FF FF 00 00 FF FF | .C...?....
    C23010: 00 00 00 FF 00 00 00 00  00 00 00 00 00 00 00 00 | ...............
    C23020: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    C23030: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    C23040: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    C23050: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    C23060: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    C23070: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | .............C

    MAME Info
    MAMEInfo.dat entries: balcube and metro.c
    Code:
    MAMEInfo.dat entries for:
    balcube
    metro.cpp
    ----
    0.37b11 [Luca Elia]
    
    
    < Japan >
    
    
    WIP:
    
    - 0.143u3: Fixed rom names.
    
    - 0.106u3: Fixed 'Difficulty' dipswitch and changed 'Unknown' to 'Unused' dips.
    
    - 0.62: Olivier Galibert added the YMF278B sound emulation to Bal Cube. Added YMF278B stereo sound and missing sound1 rom (Yamaha YRW801 2MB rom with samples for the YMF278B OPL4).
    
    -  3rd March 2001: Nicola Salmoria fixed 8bpp tile support so that Bal Cube now works properly as well.
    
    - 0.37b11: Luca Elia added 'Bal Cube' (Metro 1996).
    
    -  3rd January 2001: Luca Elia sent in a driver for Metro games, including Pang Poms, Sky Alert, Dharma, Last Fortress - Toride and Dai Toride with perfect graphics and colors but no sound, and Bal Cube with bad sprites and wrong colors.
    
    
    LEVELS: 100 (endless)
    
    
    Other Emulators:
    
    * FB Alpha
    
    
    Recommended Games (Breakout):
    
    Clean Sweep
    
    Meadows 4 in 1 (Knockout & Knockout Doubles)
    
    Breakout
    
    Super Breakout
    
    T.T. Block
    
    Gee Bee
    
    Tournament Table (Breakout)
    
    Bomb Bee
    
    Cutie Q
    
    Field Goal
    
    Monkey Magic
    
    Straight Flush
    
    Zun Zun Block
    
    Time Attacker
    
    Cluster Buster (DECO Cassette)
    
    Wall Crash
    
    Cannon Ball (Pac-Man Hardware)
    
    Flying Ball (DECO Cassette)
    
    Wink
    
    Arkanoid
    
    Tournament Arkanoid
    
    Arkanoid - Revenge of DOH
    
    Arkanoid Returns
    
    Gigas
    
    Gigas Mark II
    
    Omega
    
    Riddle of Pythagoras
    
    Block Gal
    
    Free Kick
    
    Super Free Kick
    
    Goindol
    
    Mahjong Block Jongbou
    
    Quester
    
    Reaktor
    
    Drop Rock Hora Hora (Tourvision PCE bootleg)
    
    Thunder & Lightning
    
    Block Carnival / Thunder & Lightning 2
    
    Block Block
    
    Ghox
    
    Off the Wall
    
    Twin Squash
    
    Brick Zone
    
    Play Girls
    
    Peek-a-Boo!
    
    Street Games (Brick Buster)
    
    Street Games II (Brick Buster)
    
    Blocken
    
    Wiggie Waggie
    
    Cuby Bop
    
    Zip & Zap
    
    Bal Cube
    
    Domino Block
    
    Pop 'n Bounce
    
    Puchi Carat
    
    Puzzle Break
    
    VS Block Breaker
    
    Bestri
    
    Jumping Break
    
    Poosho Poosho
    
    Galaxy Games StarPak 2-4 (Battle Bricks)
    
    Mad Ball
    
    The Block Kuzushi
    
    Puzzle Club (Mad Ball)
    
    Gunbarich
    
    
    Romset: 5120 kb / 8 files / 3.25 zip
    
    ----
    0.148 [Luca Elia, David Haywood]
    
    0.37b11 [Luca Elia]
    
    
    TODO:
    
    - Tilemaps/sprites offsets may be emulated understanding what appear to be CRT registers at c78880 (sequence of 4 values), c78890 (sequence of 5 values) and c788a0 (start sequence).
    
    - Wrong color bars in service mode (e.g. balcube, toride2g). They use solid color tiles (80xx), but the right palette is not at 00-ff. Related to the unknown table in the RAM mapped just before the palette?
    
    - Most games, in service mode, seem to require that you press start1&2 *exactly at once* in order to advance to the next screen (e.g. holding 1 then pressing 2 doesn't work).
    
    - Coin lockout
    
    - Some gfx problems in ladykill, 3kokushi, puzzli, gakusai, seem related to how we handle windows and wrapping
    
    - Interrupt timing needs figuring out properly, having it incorrect causes scrolling glitches in some games. Test cases Mouse Go Go title screen, GunMaster title screen. Changing it can cause excessive slowdown in said games however.
    
    - Bang Bang Ball / Bubble Buster slow to a crawl when you press a button between levels, on a real PCB it speeds up instead (related to above?)
    
    - vmetal: ES8712 sound may not be quite right. Samples are currently looped, but whether they should and how, is unknown. Where does the M6585 hook up to?
    
    
    NOTES:
    
    - To enter service mode in ladykill, 3kokishi: toggle the dip switch and reset keeping start 2 pressed.
    
    - Sprite zoom in Mouja at the end of a match looks wrong, but it's been verified to be the same on the original board
    
    - vmetal: has Sega and Taito logos in the roms ?!
    
    
    WIP:
    
    - 0.186: Removed timer_set. Fixed clone 'Last Fortress - Toride (German)' regression caused by timer_set removal [Osso].
    
    - 0.181: Made sound output mono. None of these games are stereo [System11].
    
    - 0.168: Added Karate Tournament PCB readme [Guru].
    
    - 0.155: Removed some leftovers (includes\metro.h) [Osso]. Sort games by hardware type, clean up address maps and start unifying MCFGs. Fixed assert [Alex Jackson].
    
    - 0.153: Small cleanup (driver and includes\metro.h) [Osso].
    
    - 0.148: Merged vmetal.c with metro.c driver. Added PCB layout for Korean version of Toride II Adauchi Gaiden [Guru]. Metro update [Luca Elia]: Added work RAM mirror (fixes toride2g intro). Halved palette size. Corrected video chip model and offsets in several games. I4220 supports 16x16 tiles. Merged in vmetal. Changed palettesize from 8192 to 4096 colors.
    
    - 0.147u4: Replaced all device_t's with actual device classes in Metro driver. Fixed regression [Curt Coder].
    
    - 0.146u4: Corrected OKI6295 Pin 7 assignment for the Last Fort & Sky Alert sets as listed in the driver. Also verified the Pin 7 assignment where listed in the driver [Brian Troha].
    
    - 0.146u1: hap fixed regression in the Metro driver. Redo deprecat removal for Metro driver. Updated video\metro.c. This fixed black screen in 3kokushi, karatour, ladykill and moegonta or offset screens and/or misplaced graphics. Changed visible area and VSync in most games.
    
    - 0.144u3: Fixed visible area in all Metro games. Changed VSync to 59.922743 Hz.
    
    - 0.143u3: Brian Troha added additional documentation, added PCB layouts for Mouse Shooter GoGo, Bal Cube, Bang Bang Ball & Daitoride (YMF278B). Corrected misc dipswitches and settings. Added DIP locations to Bal Cube, Bang Bang Ball / Battle Bubble, Mouse Shooter GoGo, Blazing Tornado, Grand Striker 2, Daitoride, Dharma Doujou, Gun Master, Karate Tournament, Lady Killer / Moeyo Gonta!!, Last Fortress, Mahjong Doukyuusei, Mouja, Pang Pom's, Poitto!, Puzzli, Sankokushi, Pururun, Sky Alert and Toride II. Added PCB locations to roms where possible. Corrected a few rom lables. Added basic PCB layout for Mouja. Changed clock speeds to values based on actual OSCs on the PCB.
    
    - 0.137u1: Added includes\metro.h. First step in refactoring the video system in Metro driver, replaced the video code with custom renderer functions [David Haywood]. Fabio Priuli added driver data class and David Haywood and Fabio Priuli added save states to the Metro driver.
    
    - 0.135u4: Fabio Priuli updated Metro driver to use Konami video devices instead of konamiic.h code.
    
    - 0.132u2: Fabio Priuli fixed missing sound in bangball, balcube, batlbubl and daitoa.
    
    - 0.131u1: Angelo Salese merged memory maps in the Metro driver.
    
    - 0.128u7: Mamesick fixed the Metro video driver, which crashed with access violation.
    
    - 0.127u7: Aaron Giles fixed games doesn't start in dokyusei, dokyusp, gakusai and gakusai2.
    
    - 0.124u5: De-hacked Metro tilemaps [David Haywood].
    
    - 0.84: Hau improved sound in the Metro games.
    
    - 0.82u3: Eisuke Watanabe fixed the NEC uPD7810 gta, gti and dgt, working reg opcodes and SIO input. Added sound support to the Metro driver.
    
    - 0.79: Added vmetal.c driver (David Haywood).
    
    - 0.69b: Santeri Saarimaa fixed a few misc typos in the Metro driver.
    
    - 0.62: Preliminary YMF278B emulation (missing FM support) [R. Belmont].
    
    - 15th May 2002: Stephane Humbert fixed inputs and dipswitches in the Metro driver.
    
    - 0.60: Fixed dokyusei, dokyusp, mouja, gakusai and gakusai2 crashes before the RAM/ROM check.
    
    - 16th July 2001: Luca Elia fixed some graphics problems in the other games in the driver.
    
    - 0.37b11: Added metro.c driver and vidhrdw\metro.c. TODO: Priorities (pdrawgfxzoom), Support for 8 bit sprites and tiles (14220 Chip). 1 pixel granularity in the window's placement (8 pixels now, see daitorid) Sound (as soon as the NEC78C10 gets emulated). Coin lockout. Most games, in service mode, seem to require that you press start1&2 *exactly at once* in order to advance to the next screen (e.g. holding 1 then pressing 2 doesn't work).
    
    -  3rd January 2001: Luca Elia sent in a driver for Metro games, including Pang Poms, Sky Alert, Dharma, Last Fortress - Toride and Dai Toride with perfect graphics and colors but no sound, and Bal Cube with bad sprites and wrong colors.
    
    ----
    Human interpretation:
    Time calc: 13:05:07 + (102632 frames 60Hz @ 99.998051% [28:30.57]) ≈ 13:33:38 vs zip mod 13:33:47 [please allow for timezone differences]

    Name:  balc0002.png
Views: 111
Size:  33.6 KB

    NOTE:" Allow Continue" left at default setting of "Yes", but no continues were used.
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  5. 09-24-2017, 09:42 AM
    Just FYI, I've actually been working on this score for years. I had to work up the skill for this one. It looks like such a simple game, but it is not easy.
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