M.A.M.E. - Crazy Kong [Set 1] - Points - 281,900 - Max Haraske

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  1. M.A.M.E. - Crazy Kong [Set 1] - Points - 281,900 - Max Haraske

    04-01-2018, 07:00 AM
    Vzaar Video Url:

    WolfMame version
    Score Track
    This track is measured by the number of points
    ROMset: 0.106-0.122: ckong - "Crazy Kong (set 1)"
    0.123-0.138: ckong - "Crazy Kong Part II (set 1)"
    0.139-0.169: ckongpt2 - "Crazy Kong Part II (set 1)"
    Number of lives: 3
    Bonus life: at 7,000 or 10,000 points
    Stage section skip tricks are allowed

    Submission Message

    Attached Files Attached Files
    Thanks HugDD thanked this post
    Likes wirre.the.man, HugDD, RaGe liked this post
  2. 04-02-2018, 01:45 AM
    *** DISCLAIMER ***
    The following tests and reports are neither exhaustive nor definitive,
    and should not be assumed as such in order to verify authenticity of a submission.

    Starting check on Mon 02/04/2018 at 18:40:31.38

    Zip test
    7-Zip [64] 16.04 : Copyright (c) 1999-2016 Igor Pavlov : 2016-10-04
    Scanning the drive for archives:
    1 file, 226019 bytes (221 KiB)
    Testing archive: C:\MAME\ALLexes\inp\MARP\ckongpt2185max.zip
    Path = C:\MAME\ALLexes\inp\MARP\ckongpt2185max.zip
    Type = zip
    Physical Size = 226019
    Everything is Ok
    Size:       579724
    Compressed: 226019
    7-Zip [64] 16.04 : Copyright (c) 1999-2016 Igor Pavlov : 2016-10-04
    Scanning the drive for archives:
    Zip list
    7-Zip [64] 16.04 : Copyright (c) 1999-2016 Igor Pavlov : 2016-10-04
    Scanning the drive for archives:
    1 file, 226019 bytes (221 KiB)
    Listing archive: C:\MAME\ALLexes\inp\MARP\ckongpt2185max.zip
    Path = C:\MAME\ALLexes\inp\MARP\ckongpt2185max.zip
    Type = zip
    Physical Size = 226019
    Path = ckongpt2185max.inp
    Folder = -
    Size = 579724
    Packed Size = 225885
    Modified = 2018-03-31 16:55:12
    Created = 
    Accessed = 
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 878F8F90
    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:
    Input file: ckongpt2.inp
    INP version 3.5
    Created Sun Apr 01 06:20:52 2018
    Recorded using 0.185W (wolf185)
    Total playback frames: 123516
    Average recorded speed: 99%
    Average speed: 100.00% (17 seconds)

    Source driver:
    ckongpt2 cclimber.cpp
    Generic Info for game:
    ROM set changed: yes
    0.106-0.122: ckong - "Crazy Kong (set 1)"
    0.123-0.138: ckong - "Crazy Kong Part II (set 1)"
    0.138u3-0.193: ckongpt2 - "Crazy Kong Part II (set 1)"
    MAME History:
    - 0.138u3: Fred O. added 'Crazy Kong' (Falcon? 1981). Changed 'Crazy Kong (bootleg on Galaxian hardware)', 'Crazy Kong (bootleg on Moon Cresta hardware)', 'Crazy Kong (Alca bootleg)', 'Crazy Kong (Orca bootleg)', 'Crazy Kong (Scramble hardware)', 'Big Kong' and 'Monkey Donkey' from clones of 'Crazy Kong Part II' to clones of 'Crazy Kong'.
    - 0.138u3: cclimber/ckong sprite X was off by 1 (video\cclimber.c) [hap]. Renamed (ckong) to (ckongpt2), (ckonga) to (ckongpt2a), (ckongb) to (ckongpt2b), (ckong2j) to (ckongpt2j) and (ckongjeu) to (ckongpt2jeu).
    Resolution, 0.106-0.193: 256x224 @ 60.000000Hz
    TG Game Entry: https://www.twingalaxies.com/crazy-kong-set-1/mame/
    Rules, Points: https://www.twingalaxies.com/scores.php?scores=7712
    Rules, Points [No Hammer Challenge]: https://www.twingalaxies.com/scores.php?scores=42190
    Rules, Wall Jumps - Rivet Stage: https://www.twingalaxies.com/scores.php?scores=198687
    INP dump not relevant

    MAME Info
    MAMEInfo.dat entries: ckongpt2 and cclimber.cpp
    MAMEInfo.dat entries for:
    0.33b7 [Nicola Salmoria]
    0.02 [Nicola Salmoria, Ville Laitinen]
    - Sound problem when collecting/jumping. Tafoid (ID 03743)
    - [possible] Kong does not delay leaving with girl. Tafoid (ID 03744)
    - 0.146u2: Updated labels/locations for all Crazy Kong PT 2 sets based on a recently dumped board [Smitdogg, Tafoid].
    - 0.138u3: cclimber/ckong sprite X was off by 1 (video\cclimber.c) [hap]. Renamed (ckong) to (ckongpt2), (ckonga) to (ckongpt2a), (ckongb) to (ckongpt2b), (ckong2j) to (ckongpt2j) and (ckongjeu) to (ckongpt2jeu).
    - 0.138u2: hap fixed missing pixel gap between Kong's feet and platform in Crazy Kong Part II.
    - 0.131u1: Team Japump added clone Crazy Kong Part II (Japan).
    - 0.122u8: Changed description of clones (set 1) to 'Crazy Kong Part II (set 1)', (set 2) to 'Crazy Kong Part II (set 2)', (Jeutel bootleg) to 'Crazy Kong Part II (Jeutel bootleg)' and (Alternative levels) to 'Crazy Kong Part II (alternative levels)'.
    - 0.127u1: Fabio Priuli fixed wrong coinage dipsettings. Added dipswitches 'Players' and 2x 'Unknown'.
    - 0.123u3: Zsolt Vasvari cleaned up the video driver, mainly via tilemap conversion. This fixes the ape sprite positioning in Crazy Kong - no more gap between feet and platform. Swapped gfx1 roms ($1000, 2000).
    - 0.122u8: Changed description to 'Crazy Kong Part II'.
    - 13th January 2008: Mr. Do - We have Crazy Kong. Aaron bought this one over a year ago. It was just really difficult to do, though, as it was one big plexi piece, with a 45-degree bend where it curves up. Well, Kiltron was up to the challenge, and this one came out REALLY nice in the end.
    - 0.114u4: Aaron Giles fixed P2 control type.
    - 0.85u2: Inigo Luja fixed backwards controls in Crazy Kong.
    - 0.84u1: Lee and Martin White added clone Crazy Kong (Alternative levels).
    - 0.34b1: Added color proms ($0, 20, 40).
    - 0.33b7: Changed 'Crazy Kong (Crazy Climber hardware)' to clone 'Crazy Kong (set 2)' and clone (alternate version) to 'Crazy Kong (set 1)'. Renamed (ckong) to (ckonga) and (ckonga) to (ckong).
    - 0.29: Accurate colors in Crazy Kong [Tim Lindquist, Nicola Salmoria].
    - 0.27: Nicola Salmoria added clone Crazy Kong (alternate version). Changed description of clone (Copyright Jeutel) to 'Crazy Kong (Jeutel bootleg)'.
    - 0.25: Added clone Crazy Kong (Copyright Jeutel).
    - 0.24: Changed parent description to 'Crazy Kong (Crazy Climber hardware)'.
    - 0.18: Nicola Salmoria fixed bug in the 8910 emulation which caused noise to be played in Crazy Kong when you jumped over a barrel.
    - 0.13: Nicola Salmoria modified the 8910 emulator to set the clock frequency at run time, so sound in Crazy Climber and Crazy Kong is now back as normal. Added high score saving to Crazy Kong.
    - 0.12: Doug Jefferys provided the color PROMs for Crazy Kong, so colors are now 100% accurate (with the possible exception of Kong itself, which uses a separate palette).
    - 0.04: Optimizations in drawgfx(), Crazy Kong benefit as well. New experimental AY-3-8910 sound emulation code provided by Andy Milne. This sounds better in some places and worse in others. It is used by Crazy Climber, Crazy Kong and Bagman.
    - 0.02: Nicola Salmoria added 'Crazy Kong' (Falcon 1981). Game is playable with wrong colors and sound. Control: Arrows = Move around and CTRL = Jump. Known issues: Some problems with sound. This Donkey Kong clone runs on the same hardware as Crazy Climber, most notable differencies being a larger character set and the display rotated 90 degrees. Crazy Kong emulation set up by Ville Laitinen.
    LEVELS: 4
    Recommended Games (Platform):
    Donkey Kong
    FamicomBox (Donkey Kong)
    Crazy Kong
    Crazy Kong Part II
    Kong (Donkey Kong conversion on Galaxian hardware)
    Donkey Kong Junior
    FamicomBox (Donkey Kong Jr.)
    Donkey Kong 3
    Super Donkey Kong (Super Famicom Box)
    Naughty Mouse
    Dock Man
    FamicomBox (Popeye)
    Boggy '84
    Bristles (Max-A-Flex)
    Congo Bongo
    Hopper Robo
    Jump Coaster
    Namco Classic Collection Vol.1 (Mappy)
    Mr. Do's Castle
    Number Crash
    Roc'n Rope
    Konami 80's AC Special (Roc'n Rope)
    Super Glob
    Ben Bero Beh
    Complex X
    Jump Kun
    Jumping Jack
    Lode Runner
    Lode Runner II - The Bungeling Strikes Back
    Lode Runner III - The Golden Labyrinth
    Lode Runner IV - Teikoku Karano Dasshutsu
    Lode Runner - The Dig Fight
    Mr. Do's Wild Ride
    Pandora's Palace
    Peter Pack-Rat
    Vs. Ice Climber
    Vs. Ice Climber Dual
    Vs. Wrecking Crew
    Solomon's Key
    Pig Out: Dine Like a Swine!
    Sea Hunter Penguin
    Multi 5 (Tong Boy)
    Recommended Games (Monkeys):
    Tranquillizer Gun
    Crazy Kong
    Crazy Kong Part II
    Donkey Kong
    Donkey Kong Junior
    Donkey Kong 3
    Super Donkey Kong (Super Famicom Box)
    Sky Skipper
    Treasure Island
    Treasure Island (DECO Cassette)
    Mighty Monkey
    Minky Monkey
    Triple Punch
    Congo Bongo
    Jumping Jack
    Rampage: World Tour
    Monkey Mole Panic
    Itazura Monkey
    Crazy Monkey
    Crazy Monkey 2
    Romset: 53 kb / 17 files / 31.2 zip
    0.35b9 [Nicola Salmoria]
    0.02 [Nicola Salmoria, Lionel Theunissen]
    - The Cannon Ball bootlegs on this Falcon (Crazy Kong) hardware don't correctly handle the protection device found on the original pacman hardware conversion, this causes them to crash after the a few rounds - confirmed on an original PCB. They clearly weren't tested properly by the bootleggers.
    - 0.189: Added new 74LS259 device [AJR].
    - 0.173: Changed machine\segacrpt.cpp/h to segacrpt_device.cpp/h. Sega encryption emulation (segacrpt) is now a device, kill off a whole bunch of duplicated decryption code across several drivers [David Haywood].
    - 0.168: Added Top Roller (Jaleco) PCB layout [Guru].
    - 0.163: Added save state support to Crazy Climber driver [Osso].
    - 0.153: Removed DEVCB_HANDLER by making cclimber_audio_device. Not very nice looking, but it's working. Audio boards needs better decoupling [Miodrag Milanovic].
    - 0.141u4: Added audio\cclimber.h. Further decoupled some driver files to help driver_device conversions [Atari Ace]: Crazy Climber audio code get his own includes. Convert Crazy Climber driver to driver_device.
    - 0.126u2: Fabio Priuli added DIP locations to Crazy Climber driver.
    - 0.123u3: Merged yamato.c with cclimber.c driver. Zsolt Vasvari cleaned up the Crazy Climber video driver, mainly via tilemap conversion. This fixes the ape sprite positioning in Crazy Kong - no more gap between feet and platform. Merged Yamato driver with Crazy Climber. Swapped gfx1 roms ($1000, 2000).
    - 0.122u8: Zsolt Vasvari removed colortables from Crazy Climber driver and a number of other drivers, as part of a larger move to phase out old-style colortables.
    - 0.110u5: Mamesick cleaned up the Crazy Climber driver, replacing hacks for cannonb with a separate video update callback.
    - 0.110u2: Added machine\cclimber.c. Galaxian/Scramble driver reorganization [Atari Ace]: machine\scramble.c is broken up into two files: machine\galaxian.c and machine\scramble.c, drivers\amidar.c, drivers\frogger.c, drivers\scobra.c get copies of some of the data structures they shared from other drivers. galaxian_base is made static and uses outside of the main driver were rewritten. cclimber_decode code from drivers\cclimber.c was separated into its own machine\cclimber.c file to allow mshuttle to share it without taking on other dependencies.
    - 0.105u1: Added includes\cclimber.h.
    - 0.104u8: Aaron Giles fixed Crazy Climber driver (rpatrolb, silvland, cannonb, cannonb2: The emulation starts for each but the game immediately shows a static screen).
    - 0.93: Changed Custom sound to Samples.
    - 0.53: Added machine\segacrpt.h.
    - 0.35b9: Added yamato.c driver.
    - 0.28: Merged ckong.c with cclimber.c driver [Nicola Salmoria]. Removed vidhrdw\ckong.c. All-new handling of rotation [Nicola Salmoria]: The GameDriver structure now has a "orientation" field which allows driver writers to handle fairly easily games which run on the same hardware but with different orientations. Crazy Climber/Crazy Kong, Lady Bug/Snap Jack/Cosmic Avenger and the Gottlieb games are examples of drivers using this feature. Rotation is handled automatically by gfxdecode(), which creates a prerotated charset, and drawgfx(), which swaps the arguments appropriately. Drivers which use only the standard functions to render their display will automatically handle the "orientation" field. If a driver writes directly to the bitmap, it must handle the rotation itself. IMPORTANT NOTE: osd_create_bitmap() swaps width and height when a rotation is requested. Take that into account or you'll risk trashing memory. IMPORTANT NOTE TO PORTERS: Remember to update osd_create_bitmap() and osd_create_display() to take into account the rotation. Check msdos.c to see how this must be done.
    - 0.12: Added vidhrdw\generic.c/h.
    - 0.06: Moved cclimber\Psg.c/h to sndhrdw\. Removed Psg.c.new and Psg.h.old. Changed cclimber\driver.c, cclimber\vidhrdw.c, cclimber\sndhrdw.c, ckong\driver.c and ckong\vidhrdw.c to drivers\cclimber.c, vidhrdw\cclimber.c, sndhrdw\cclimber.c, drivers\ckong.c and vidhrdw\ckong.c.
    - 0.05: Changed cclimber\Psg.c.old to Psg.c and cclimber\PSG.C to Psg.c.new.
    - 0.04: Added new cclimber\PSG.C/H. Changed older in Psg.c/h.old.
    - 0.03: Removed cclimber\machine.c and ckong\machine.c.
    - 0.02: Added cclimber\driver.c, ckong\driver.c, cclimber\machine.c, cclimber\vidhrdw.c, cclimber\sndhrdw.c, ckong\machine.c, ckong\vidhrdw.c, cclimber\PSG.C and PSG.TXT.
    Human interpretation:
    Time calc: 06:20:52 + (123516 frames ÷ 60Hz @ 100% [34:18.60]) ≈ 06:55:11 vs zip mod 16:55:12 [please allow for timezone differences]

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    Thanks Max, Almighty Dreadlock, JasonV91 thanked this post
  3. 04-02-2018, 08:37 PM
    Nice jump in score here - kill screen is next! Btw, I liked the Meow Wolf feed over the gameplay too, looked to be a great event.
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