M.A.M.E. - Chopper I [US Set 1] - Points - 570,800 - John P McAllister

Is this Performance Claim valid?

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  1. M.A.M.E. - Chopper I [US Set 1] - Points - 570,800 - John P McAllister

    08-20-2017, 10:12 AM
    vzaar-player


    Points
    WolfMame version
    106
    Track
    https://www.twingalaxies.com/scores.php?scores=24476
    Rules
    ROMSet: Chopper
    Flip Screen: Off
    Cabinet: Upright
    Bonus Occurrence: 1st & 2nd Only
    Lives: 3
    Difficulty: Easy
    Game Mode: Demo Sounds On
    Bonus Life: 50k 100k
    Allow Continue: No
    Invulnerability [Cheat]: Off
    Special Rules: Continues are NOT allowed!
    Submission Message
    Just making this a TGSAP, already in database.
    Attached Files Attached Files
    Thanks HugDD thanked this post
    Likes HugDD liked this post
  2. 09-18-2017, 04:06 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 18/09/2017 at 20:58:51.54

    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, 92217 bytes (91 KiB)
    
    Testing archive: C:\MAME\ALLexes\inp\MARP\elf_chopper_570800_wolf106.zip
    --
    Path = C:\MAME\ALLexes\inp\MARP\elf_chopper_570800_wolf106.zip
    Type = zip
    Physical Size = 92217
    
    Everything is Ok
    
    Files: 2
    Size:       11886030
    Compressed: 92217
    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, 92217 bytes (91 KiB)
    
    Listing archive: C:\MAME\ALLexes\inp\MARP\elf_chopper_570800_wolf106.zip
    
    --
    Path = C:\MAME\ALLexes\inp\MARP\elf_chopper_570800_wolf106.zip
    Type = zip
    Physical Size = 92217
    
    ----------
    Path = elf_chopper_570800.inp
    Folder = -
    Size = 11885432
    Packed Size = 91741
    Modified = 2009-08-21 13:34:20
    Created = 
    Accessed = 
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 489E6360
    Method = Deflate
    Host OS = FAT
    Version = 20
    Volume Index = 0
    
    Path = elf_chopper_570800.wlf
    Folder = -
    Size = 598
    Packed Size = 214
    Modified = 2009-08-21 13:34:20
    Created = 
    Accessed = 
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 13BCBA7D
    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 = ~2605MHz (Intel)
    This recording was made with the C 68k core enabled
    Start date of recording: Sat Aug 22 06:07:40 2009
    
    Checks out OK. [ad81]
    Playing back previously recorded game chopper (Chopper I (US set 1)) [press return]
    loading kk_01.rom   
    loading kk_04.rom   
    loading kk_03.rom   
    loading up03_k1.rom 
    loading up03_l1.rom 
    loading up03_k2.rom 
    loading kk_05.rom   
    loading kk_10.rom   
    loading kk_11.rom   
    loading kk_12.rom   
    loading kk_13.rom   
    loading kk_09.rom   
    loading kk_08.rom   
    loading kk_07.rom   
    loading kk_06.rom   
    loading kk_18.rom   
    loading kk_19.rom   
    loading kk_20.rom   
    loading kk_21.rom   
    loading kk_14.rom   
    loading kk_15.rom   
    loading kk_16.rom   
    loading kk_17.rom   
    loading kk_02.rom

    What wlfview thinks:
    Code:
    WLFVIEW 0.3 - Apr  5 2006
    
    Info loaded.  WLF rev 9
    
    Recorded for the game 'chopper'
    MAME version string: 0.106 (May 16 2006)
    
    -- CPU info --
    Vendor: Intel
    Processor Family: 15  Processor Model: 2
    Approximate clock speed: 2605873936Hz
    
    -- OS info --
    Operating System: Windows NT 5.1 Service Pack 3
    
    -- INP info --
    Number of frames: 95850
    Average record speed: 99.997913%
    System time at start of emulation: Sat Aug 22 06:07:40 2009
    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:
    chopper src/drivers/snk.c
    DIP Info from source:
    Code:
    # MAME 0.106 source snippet [chopper.c]
    
    GAME( 1988, chopper,  0,        chopper1, legofair, chopper,  ROT270, "SNK", "Chopper I (US set 1)", GAME_NO_COCKTAIL )
    
    #define SNK_COINAGE \
        PORT_DIPNAME( 0x30, 0x30, DEF_STR( Coin_A ) ) \
        PORT_DIPSETTING(    0x00, DEF_STR( 4C_1C ) ) \
        PORT_DIPSETTING(    0x10, DEF_STR( 3C_1C ) ) \
        PORT_DIPSETTING(    0x20, DEF_STR( 2C_1C ) ) \
        PORT_DIPSETTING(    0x30, DEF_STR( 1C_1C ) ) \
        PORT_DIPNAME( 0xc0, 0x00, DEF_STR( Coin_B ) ) \
        PORT_DIPSETTING(    0x00, DEF_STR( 1C_2C ) ) \
        PORT_DIPSETTING(    0x40, DEF_STR( 1C_3C ) ) \
        PORT_DIPSETTING(    0x80, DEF_STR( 1C_4C ) ) \
        PORT_DIPSETTING(    0xc0, DEF_STR( 1C_6C ) )
    
    INPUT_PORTS_START( legofair )
        PORT_START_TAG("IN0")
        PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_UNKNOWN )  /* sound CPU status */
        PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_UNKNOWN )
        PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_TILT )  /* Reset */
        PORT_SERVICE_NO_TOGGLE(0x08, 0x08 )
        PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_COIN2 )
        PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_COIN1 )
        PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_START2 )
        PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_START1 )
    
        PORT_START_TAG("IN1")
        PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_COCKTAIL
        PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_COCKTAIL
        PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_COCKTAIL
        PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_COCKTAIL
        PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY
        PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY
        PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY
        PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY
    
        PORT_START_TAG("IN2")
        PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON1 )
        PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_BUTTON2 )
        PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_UNKNOWN )
        PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_COCKTAIL
        PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_COCKTAIL
        PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN )
        PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN )
        PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN )
    
        PORT_START_TAG("DSW1")
        PORT_DIPNAME( 0x01, 0x01, DEF_STR( Flip_Screen ) )
        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, "Bonus Occurrence" )
        PORT_DIPSETTING(    0x00, "1st & every 2nd" )
        PORT_DIPSETTING(    0x04, "1st & 2nd only" )
        PORT_DIPNAME( 0x08, 0x08, DEF_STR( Lives ) )
        PORT_DIPSETTING(    0x08, "3" )
        PORT_DIPSETTING(    0x00, "5" )
        SNK_COINAGE
    
        PORT_START_TAG("DSW2")
        PORT_DIPNAME( 0x03, 0x02, DEF_STR( Difficulty ) )
        PORT_DIPSETTING(    0x02, DEF_STR( Easy ) )
        PORT_DIPSETTING(    0x03, DEF_STR( Normal ) )
        PORT_DIPSETTING(    0x01, DEF_STR( Hard ) )
        PORT_DIPSETTING(    0x00, DEF_STR( Hardest ) )
        PORT_DIPNAME( 0x0c, 0x0c, "Game Mode" )
        PORT_DIPSETTING(    0x08, "Demo Sounds Off" )
        PORT_DIPSETTING(    0x0c, "Demo Sounds On" )
        PORT_DIPSETTING(    0x00, "Freeze" )
        PORT_DIPSETTING(    0x04, "Infinite Lives (Cheat)")
        PORT_DIPNAME( 0x30, 0x30, DEF_STR( Bonus_Life ) )
        PORT_DIPSETTING(    0x30, "50k 100k" )
        PORT_DIPSETTING(    0x20, "75k 150k" )
        PORT_DIPSETTING(    0x10, "100k 200k" )
        PORT_DIPSETTING(    0x00, DEF_STR( None ) )
        PORT_DIPNAME( 0x40, 0x40, DEF_STR( Allow_Continue ) )
        PORT_DIPSETTING(    0x00, DEF_STR( No ) )
        PORT_DIPSETTING(    0x40, DEF_STR( Yes ) )
        PORT_DIPNAME( 0x80, 0x80, "Invulnerability (Cheat)")
        PORT_DIPSETTING(    0x80, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x00, DEF_STR( On ) )
    INPUT_PORTS_END
    
    
    Resolution: 384x224 @ 60.000000Hz
    
    TG Game Entry: https://www.twingalaxies.com/scores.php?platformid=46&gamename=Chopper+I+[US+Set+1]
    Rules, Points: https://www.twingalaxies.com/scores.php?scores=24476
    
    ROMSet: Chopper
    Flip Screen: Off
    Cabinet: Upright
    Bonus Occurrence: 1st & 2nd Only
    Lives: 3
    Difficulty: Easy
    Game Mode: Demo Sounds On
    Bonus Life: 50k 100k
    Allow Continue: No
    Invulnerability [Cheat]: Off
    
    Sample correct TG:
    DSW1: offset 0x2F, repeat every 0x7C, typical value 0x3F
    - DSW1: 0x01 (Flip_Screen): 0x01 (Off)
    - DSW1: 0x02 (Cabinet): 0x02 (Upright)
    - DSW1: 0x04 (Bonus Occurrence): 0x04 (1st & 2nd only)
    - DSW1: 0x08 (Lives): 0x08 (3)
    DSW2: offset 0x33, repeat every 0x7C, typical value 0xBE
    - DSW2: 0x03 (Difficulty): 0x02 (Easy)
    - DSW2: 0x0c (Game Mode): 0x0c (Demo Sounds On)
    - DSW2: 0x30 (Bonus_Life): 0x30 (50k 100k)
    - DSW2: 0x40 (Allow_Continue): 0x00 (No)
    - DSW2: 0x80 (Invulnerability (Cheat)): 0x80 (Off)
    
        20: 00 00 00 FF 00 00 00 FF  00 00 00 FF 00 00 00 3F
        30: 00 00 00 BE 00 00 00 00  00 00 00 00 00 00 00 00
        A0: 00 00 00 FF 00 00 00 FF  00 00 00 3F 00 00 00 BE
       120: 00 00 00 FF 00 00 00 3F  00 00 00 BE 00 00 00 00
    Generic Info for game:
    Code:
    ROM set changed: no
    0.106-0.189: chopper - "Chopper I (US set 1)"
    
    Resolution, 0.106-0.127: 384x224 @ 60.000000Hz
    Resolution, 0.128-0.163: 392x224 @ 60.000000Hz
    Resolution, 0.164-0.189: 400x224 @ 60.000000Hz
    
    TG Game Entry: https://www.twingalaxies.com/scores.php?platformid=46&gamename=Chopper+I+[US+Set+1]
    Rules, Points: https://www.twingalaxies.com/scores.php?scores=24476
    INP Header:
    Code:
        10: 10 7B 52 9B 00 00 00 00  8C FE 8E 4A CD 04 81 AD | .{R.......J..*
        20: 00 00 00 FF 00 00 00 FF  00 00 00 FF 00 00 00 3F | ............?
        30: 00 00 00 FE 00 00 00 00  00 00 00 00 00 00 00 00 | ...............
        40: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        50: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        60: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        70: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        80: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        90: 00 00 00 00 00 00 00 00  3E 82 43 E1 00 00 00 FF | ........>.C...
        A0: 00 00 00 FF 00 00 00 FF  00 00 00 3F 00 00 00 FE | .........?...
        B0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
       100: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
       110: 00 00 00 00 3E 82 43 E1  00 00 00 FF 00 00 00 FF | ....>.C......
       120: 00 00 00 FF 00 00 00 3F  00 00 00 FE 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:
    5AAD20: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    5AAD30: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    5AAD40: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | .............C
    5AAD50: 00 00 00 FF 00 00 00 FF  00 00 00 FE 00 00 00 3F | ............?
    5AAD60: 00 00 00 FE 00 00 00 00  00 00 00 00 00 00 00 00 | ...............
    5AAD70: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    5AAD80: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    5AAD90: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    5AADA0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    5AADB0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    5AADC0: 00 00 00 00 00 00 00 00  A2 82 43 E1 00 00 00 FF | .........C...
    5AADD0: 00 00 00 FF 00 00 00 FF  00 00 00 3F 00 00 00 FE | .........?...
    5AADE0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    5AADF0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    5AAE00: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    5AAE10: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    5AAE20: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    5AAE30: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    5AAE40: 00 00 00 00 A2 82 43 E1  00 00 00 FF 00 00 00 FF | .....C......
    5AAE50: 00 00 00 FF 00 00 00 3F  00 00 00 FE 00 00 00 00 | ......?.......
    INP Tail-end:
    Code:
    B55A40: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    B55A50: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    B55A60: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    B55A70: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | .............C
    B55A80: 00 00 00 FF 00 00 00 FF  00 00 00 FF 00 00 00 3F | ............?
    B55A90: 00 00 00 FE 00 00 00 00  00 00 00 00 00 00 00 00 | ...............
    B55AA0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    B55AB0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    B55AC0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    B55AD0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    B55AE0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    B55AF0: 00 00 00 00 00 00 00 00  A2 82 43 E1 00 00 00 FF | .........C...
    B55B00: 00 00 00 FF 00 00 00 FF  00 00 00 3F 00 00 00 FE | .........?...
    B55B10: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    B55B20: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    B55B30: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    B55B40: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    B55B50: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    B55B60: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    B55B70: 00 00 00 00 A2 82 43 E1                          | .....C

    MAME Info
    MAMEInfo.dat entries: chopper and snk.c
    Code:
    MAMEInfo.dat entries for:
    snk.cpp
    chopper
    ----
    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.
    
    ----
    0.35b8 [Carlos A. Lozano, Phil Stroffolino]
    
    
    SERVICE MODE:
    
    - To enter service mode hold F2 during ROM test.
    
    
    WIP:
    
    - 0.164: System11 corrected visible area to 224x400 in Chopper I (verified with original).
    
    - 0.127u7: Stephane Humbert checked inputs and dipswitches via Z80 code analysis for Chopper I and clones.
    
    - 0.127u1: SNK rewrite [Nicola Salmoria]: Fixed sprite-sprite priorities. Converted to tilemaps, proper memory map, fixed input and added DIP locations etc. Changed visible area to 224x392.
    
    - 0.126u5: Fixed gfx3 rom addresses to $8000/10000/18000.
    
    - 0.106u12: MASH added pld ($0 - pal16r6b.2c) to Chopper I and clones (US set 2) and (US set 3).
    
    - 0.69: Added clones Chopper I (US set 2) and (US set 3). Changed parent description to 'Chopper I (US set 1)'.
    
    - 0.67: Changed description to 'Chopper I (US)' and clone 'Koukuu Kihei Monogatari - The Legend of Air Cavalry' to 'Koukuu Kihei Monogatari - The Legend of Air Cavalry (Japan)'.
    
    - 17th September 2002: Robert Hunt added an alternate Chopper I version to the SNK driver.
    
    - 0.36b4: Changed description of clone 'The Legend of Air Cavalry' to 'Koukuu Kihei Monogatari - The Legend of Air Cavalry'.
    
    - 0.35b12: Changed input from 4 to 2 buttons.
    
    - 0.35b11: Changed visible area to 224x384 and palettesize to 16 colors.
    
    - 0.35b9: Fixed rom loading.
    
    - 0.35b8: Carlos A. Lozano and Phil Stroffolino added 'Chopper I' (SNK 1988) and clone 'The Legend of Air Cavalry'.
    
    
    LEVELS: 6 (repeats once)
    
    
    Other Emulators:
    
    * FB Alpha
    
    
    Recommended Games (Helicopter):
    
    Cobra Gunship
    
    Super Cobra
    
    Konami 80's AC Special (Super Cobra)
    
    Rescue
    
    Sky Army
    
    Gyrodine
    
    Liberation
    
    Choplifter
    
    Tiger Heli
    
    Vs. Raid on Bungeling Bay
    
    Airwolf
    
    Ajax
    
    Battle Chopper
    
    Mr. Heli no Daibouken (Tourvision PCE bootleg)
    
    Combat Hawk
    
    Twin Cobra
    
    Twin Cobra II
    
    Chopper I
    
    Cobra-Command
    
    Silk Worm
    
    Twin Eagle - Revenge Joe's Brother
    
    Twin Eagle II - The Rescue Mission
    
    Viper
    
    Ashura Blaster
    
    Hammer Away
    
    Thunder Strike
    
    S.S. Mission
    
    Desert War
    
    Ketsui
    
    
    Romset: 1188 kb / 25 files / 392.9 zip
    
    ----
    Human interpretation:
    Time calc: 06:07:40 + (95850 frames 60Hz @ 99.997913% [26:37.53]) ≈ 06:34:18 vs zip mod 13:34:20 [please allow for timezone differences]

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    Thanks Almighty Dreadlock, redelf, HugDD thanked this post
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  3. 09-18-2017, 07:23 PM
    This score was originally entered into the database on
    2009-08-27
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