M.A.M.E. - Slipstream - Monaco Course [Fastest Race] - 03:38.63 - Matthew Felix

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  1. M.A.M.E. - Slipstream - Monaco Course [Fastest Race] - 03:38.63 - Matthew Felix

    07-16-2018, 01:25 PM
    Monaco Course [Fastest Race]
    WolfMame version
    174
    Score Track
    https://www.twingalaxies.com/scores.php?scores=110683
    Rules
    ROMSet: SlipStrm
    Unknown: Off [All]
    Internal Defaults
    -----------------
    Monitor Flip: Off
    Game Difficulty: Normal
    Time Difficulty: Normal
    World Lap Max: 2
    T.T. Lap Max: 4
    Special Rules: The above are the default internal settings for this title and need not be changed. You must use Time Trial Mode. You may Freely choose any available car! For this variation, you MUST Win the race for your time to count! You may use your race for Fastest Lap as well.
    Submission Message
    Here is the video from the fastest lap submission.

    Vzaar Video Url:
    |-
  2. 07-16-2018, 01:25 PM
  3. 08-15-2018, 06:11 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 Wed 08/15/2018 at 21:02:24.26

    Zip test
    Code:
    Zip:
    
    
    7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    
    
    Scanning the drive for archives:
    1 file, 64056 bytes (63 KiB)
    
    
    Testing archive: C:\WolfMAME\174\inp\TG\Matthew Felix - Slipstream 3.38.63 (52.03 Lap).zip
    --
    Path = C:\WolfMAME\174\inp\TG\Matthew Felix - Slipstream 3.38.63 (52.03 Lap).zip
    Type = zip
    Physical Size = 64056
    
    
    Everything is Ok
    
    
    Size:       144159
    Compressed: 64056
    RAR:
    
    
    7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    
    
    Scanning the drive for archives:

    Zip list
    Code:
    
    7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    
    
    Scanning the drive for archives:
    1 file, 64056 bytes (63 KiB)
    
    
    Listing archive: C:\WolfMAME\174\inp\TG\Matthew Felix - Slipstream 3.38.63 (52.03 Lap).zip
    
    
    --
    Path = C:\WolfMAME\174\inp\TG\Matthew Felix - Slipstream 3.38.63 (52.03 Lap).zip
    Type = zip
    Physical Size = 64056
    
    
    ----------
    Path = Matthew Felix - Slipstream 3.38.63 (52.03 Lap).inp
    Folder = -
    Size = 144159
    Packed Size = 63858
    Modified = 2018-07-16 12:24:28
    Created = 
    Accessed = 
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 9EEEA77F
    Method = Deflate
    Host OS = FAT
    Version = 20
    
    
    
    
    7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    
    
    Scanning the drive for archives:
    MAME Major Version 174

    What MAME thinks:
    Code:
    Input file: slipstrm.inp
    INP version 3.5
    Created Mon Jul 16 15:17:49 2018
    
    
    Recorded using 0.174W May 25 2016
    S32COMM: board disabled
    Total playback frames: 23716 (06:35.26)
    Average recorded speed: 99.962616%
    Average speed: 202.02% (427 seconds)
    Source driver:
    slipstrm segas32.cpp
    Generic Info for game:
    Code:
    ROM set changes: no
    0.106-0.118: slipstrm - "Slipstream"
    0.119-0.120: slipstrm - "Slipstream (Brazil 950515)"   (minor description change only)
    0.121-0.138: slipstrm - "Slipstream (950515 BRAZIL)"   (minor description change only)
    0.139-0.149: slipstrm - "Slip Stream (950515 Brazil)"   (minor description change only)
    0.150-0.195: slipstrm - "Slip Stream (Brazil 950515)"   (minor description change only)
    
    
    Resolution, 0.106-0.195: 416x224 @ 60.000000 Hz
    
    
    TG Game Entry: https://www.twingalaxies.com/game/slipstream/mame/
    Rules, Australian Course [Fastest Lap]: https://www.twingalaxies.com/scores.php?scores=110676
    Rules, Australian Course [Fastest Race]: https://www.twingalaxies.com/scores.php?scores=110677
    Rules, German Course [Fastest Lap]: https://www.twingalaxies.com/scores.php?scores=110678
    Rules, German Course [Fastest Race]: https://www.twingalaxies.com/scores.php?scores=110679
    Rules, Japanese Course [Fastest Lap]: https://www.twingalaxies.com/scores.php?scores=110680
    Rules, Japanese Course [Fastest Race]: https://www.twingalaxies.com/scores.php?scores=110681
    Rules, Monaco Course [Fastest Lap]: https://www.twingalaxies.com/scores.php?scores=110682
    Rules, Monaco Course [Fastest Race]: https://www.twingalaxies.com/scores.php?scores=110683
    
    
    NOTE: There are both hardware DIP switches & internal settings.  Use Service Mode (F2) to access the internal settings after playback if not shown during playback. Navigate with Service Mode button, select with Player 1 Start button.
    INP dump not relevant

    MAME Info
    slipstrm is the parent set.
    MAMEInfo.dat entries: slipstrm and segas32.cpp
    Code:
    MAMEInfo.dat entries for:
    slipstrm
    segas32.cpp
    ----
    0.74u2 [David Haywood]
    
    
    0.69 [Testdriver]
    
    
    
    
    NOTE:
    
    
    - Slipstream was made in an old style car simulator cabinet (you needed to be stand, not sit). The game is named due to the "trick" in Kart Formula races called "slip stream", it's the effect from running behind any other car and be pulled by the whirls made by the air, if you do this on the game you get a "free" turbo boost and help you to win.
    
    
    
    
    WIP:
    
    
    - 0.185: Restored coin 2 inputs to Slip Stream [AJR].
    
    
    - 0.149u1: Changed description to 'Slip Stream (Brazil 950515)' and clone (950515 Hispanic) to 'Slip Stream (Hispanic 950515)'.
    
    
    - 0.138u3: Changed description to 'Slip Stream (950515 Brazil)' and clone (950515 HISPANIC) to 'Slip Stream (950515 Hispanic)'.
    
    
    - 0.133u1: Renamed (slipstrh) to (slipstrmh).
    
    
    - 0.129u6: Mr. Do added built-in layouts for Slipstream.
    
    
    - 0.120u4: Guru added clone Slipstream (950515 HISPANIC). Changed parent description to 'Slipstream (950515 BRAZIL)'. Fixed rom names.
    
    
    - 0.118u1: Changed description to 'Slipstream (Brazil 950515)'.
    
    
    - 0.97u5: Aaron Giles removed GAME_NO_SOUND flag from Slipstream.
    
    
    - 0.97u4: Aaron Giles fixed Slipstream - Game now playable.
    
    
    - 28th June 2005: Aaron Giles - It's been a while since I had anything exciting enough to show pictures of, but here's something interesting. A driving game, running on Sega System 32 hardware, that was not written by Sega, and which doesn't appear to be a hack or a bootleg but a legitimate game in and of itself. It's Slipstream, a racing game by Capcom. Weird!
    
    
    - 0.97u3: Changed description to 'Slipstream'. Removed 2nd button.
    
    
    - 0.97u2: Removed 3rd button and 2nd coin slot.
    
    
    - 20th April 2005: Guru - Slipstream (Capcom/Sega System32) arrived from Japan.
    
    
    -  4th April 2005: Dumping Project - Our contact has sent out a box to Guru containing 'Slipstream'.
    
    
    -  7th March 2005: Dumping Project - We've continued our recent tear, acquiring an insurance copy of 'Slipstream'.
    
    
    - 0.89u5: Changed description to 'Slipstream (bad dump?)'. Replaced 8-way Joystick with Paddle and 3x buttons. Added 4x 'Unknown' dipswitches.
    
    
    - 0.78: Added 2nd Player. Replaced Stick with 8-way Joystick and 4x buttons.
    
    
    - 0.74u2: Added Slipstream (Capcom 1995).
    
    
    - 0.69: David Haywood added (Testdriver) Slipstream. Doesn't work due to unemulated V60 opcodes.
    
    
    - 21st May 2003: David Haywood added Slipstream to the Sega System 32 driver but it doesn't work probably because of V60 CPU core problems.
    
    
    
    
    Recommended Games (F1-3D):
    
    
    Turbo
    
    
    Pole Position
    
    
    Pole Position II
    
    
    TX-1
    
    
    Driving Force
    
    
    WEC Le Mans 24
    
    
    Continental Circus
    
    
    Final Lap
    
    
    Final Lap Twin (Tourvision PCE bootleg)
    
    
    Final Lap 2
    
    
    Final Lap 3
    
    
    Final Lap R
    
    
    Winning Run
    
    
    Winning Run Suzuka Grand Prix
    
    
    Winning Run '91
    
    
    Super Monaco GP
    
    
    Super Monaco GP (Mega-Tech)
    
    
    Driver's Eyes
    
    
    F1 Exhaust Note
    
    
    F1 Super Lap
    
    
    Grand Prix Star
    
    
    F-1 Grand Prix Star II
    
    
    Racing Beat
    
    
    Ground Effects
    
    
    Virtua Racing
    
    
    Daytona USA
    
    
    Daytona USA 2
    
    
    Daytona USA 2 Power Edition
    
    
    Ace Driver: Racing Evolution
    
    
    Ace Driver: Victory Lap
    
    
    Driver's Edge
    
    
    F1 Super Battle
    
    
    Racin' Force
    
    
    INDY 500 Twin
    
    
    Slip Stream
    
    
    Sega Touring Car Championship
    
    
    Super GT 24h
    
    
    Le Mans 24
    
    
    Ferrari F355 Challenge
    
    
    Ferrari F355 Challenge (Twin)
    
    
    Ferrari F355 Challenge 2 (Twin)
    
    
    Cart Fury
    
    
    NASCAR Racing
    
    
    Maximum Speed
    
    
    
    
    Romset: 8320 kb / 17 files / 2.24 zip
    
    
    ----
    0.97u5 [Aaron Giles]
    
    
    0.89u5 [David Haywood]
    
    
    0.67 [Jason Lo, R. Belmont]
    
    
    0.56 [David Haywood, Olivier Galibert, R. Belmont, Farfetch'd]
    
    
    
    
    TODO:
    
    
    - Fix protection
    
    
    - Fix jpark correctly
    
    
    
    
    NOTES:
    
    
    - Hardware: Sega System32: 5-layer tilemap hardware consisting of 4 independant rom-based layers with linescroll, lineselection, linezoom and window clipping capability and one simpler ram-based text plane. Mixed ram/rom sprite engine with palette indirection, per-color priority (thankfully not actually used). The sprite list includes jumping and clipping capabilities, and advanced hot-spot positioning. The mixer chip adds totally dynamic priorities, alpha-blending of the tilemaps, per-component color control, and some other funnies we have not been able to decypher.
    
    
    
    
    Bugs:
    
    
    - All sega32 sets except brival, brivalj: MAME opens window/screen too big. haynor (ID 05337)
    
    
    
    
    WIP:
    
    
    - 0.186: Converted classes in Sega System 32 driver to device_add_mconfig [AJR].
    
    
    - 0.185: Input modernization: Use I8255 or MSM6253 devices for most non-JAMMA inputs. Separate service and test inputs in Multi-32 and twin-unit sets. Use Sega 315-5296 device for primary I/O. Identified onboard service inputs and restore them to practically all games. Disabled some (probably strictly unnecessary) address mirroring due to memory init thrashing when combined with DEVREADWRITE8(0x00ff). Removed device clocks for 315-5296 (not used by the emulation) where not verified [AJR]. Removed timer_set [Osso].
    
    
    - 0.169: Added option to clear with value for arrays (util\coretmpl.h and video\segas32.cpp) [Miodrag Milanovic].
    
    
    - 0.165: Added PCB layout for S32 Multi network/link PCB [Guru].
    
    
    - 0.164: Added machine\s32comm.c/h. Documented PALs (machine\s32comm.c). S32COMM initial commit. Fixed S32COMM link to Stadium Cross [SailorSat]. Fixed EEPROM names in radm and radr [David Haywood].
    
    
    - 0.159: Added/fixed rom locations [Guru].
    
    
    - 0.155: Minor doc update [Brian Troha]. Small cleanup (driver and includes\segas32.h) [Osso].
    
    
    - 0.153: Guru added Alien3 and Dark Edge PCB READMEs [Guru]. Fixed rom names.
    
    
    - 0.147u1: Added the ROM board Sega ID# to Jurassic Park [Brian Troha].
    
    
    - 0.146u1: Documentation update. Updated Sega game ID codes & PCB #'s, for Alien 3: The Gun, F1 Exhaust Note, Outrunners, Rad Mobile and Rad Rally. Documented known Rad Mobile Upright versions listed from manuals currently not dumped. Minor doc update, added more game & romboard ID #s [Brian Troha].
    
    
    - 0.145u7: Miodrag Milanovic fixed segas32_common_init. Brian Troha added Sega game ID# & rom board ID# to Holosseum.
    
    
    - 0.141u3: hap fixed crash: "Called save_item on a non-fundamental type!" in all sets using Sega/Yamaha 315-5560 (MultiPCM).
    
    
    - 0.140u2: The Dumping Union corrected several rom names in the Sega System32 driver. Most notably the correct revision for Spider-man & Golden Axe II US sets.
    
    
    - 0.137u4: Howard Casto hooked up all System 32 digital outputs for all games (radm, alien3, radr, f1en, arescue, f1lap, jpark, slipstrm, orunners, harddunk, scross and titlef). Emulation needs to progress more on the analog output data before those outputs can be hooked up.
    
    
    - 0.129u6: Mr. Do added layout\radr.lay.
    
    
    - 0.125: Aaron Giles fixed space_map_range error.
    
    
    - 0.118u3: Changed NEC V30 CPU core to use a 16-bit data bus [Aaron Giles, Phil Bennett, Pierpaolo Prazzoli].
    
    
    - 0.114u1: Derrick Renaud fixed analog pedal input in the System 32 drive games (f1en, orunners, radr, slipstrm and radm).
    
    
    - 0.111u1: Roberto Zandona fixed EEPROM saving in OutRunners (same problem for all multi32 games).
    
    
    - 0.106u8: Added layout\dualhsxs.lay.
    
    
    - 0.106u6: Updated Sega multi-32 driver to support multiple screens (2x 416x224) [Aaron Giles].
    
    
    - 0.104u7: Anonymous fixed indirect palettes in the System 32 driver. This fixes SegaSonic The Hedgehog graphics finally.
    
    
    - 0.102u2: Some minor cleanups to the System 32 driver. Air Rescue and F1 Exhaust Note now share common multi-PCB faking logic [Anonymous].
    
    
    - 0.98u3: Some more minor fixes to System 32 sprites [Aaron Giles].
    
    
    - 0.97u5: Merged multi32.c with segas32.c driver. Added includes\segas32.h. Removed vidhrdw\system32.c. Aaron Giles connected Sega Multi 32 games up using the new System 32 code. Replaced V60 with V70 CPU. Fixed cpu2 rom address. Changed visible area to 832x224. Removed 'Monitors' dipswitch in all Multi32 games.
    
    
    - 0.97u4: Rewrote the System 32 sprite mixer layer to support accurate implementation of the alpha blending modes. Sprite shadows and several other effects are still not yet implemented. And it's much slower than before [Aaron Giles].
    
    
    - 0.97u3: Fixed System 32 cpu2/gfx2 rom loading.
    
    
    - 24th June 2005: Charles MacDonald - I've been making a lot of progress with the System 32 hardware. Most everything has been documented at this point, currently I'm working on the mixer chip. It's responsible for combining all the display layers (five tilemaps, a bitmap, and sprites) based on priority and applying special effects such as blurring and alpha blending. I've also looked at the random number generator, which I'll discuss here. The random number generator is a 16-bit register mapped throughout the $D80000-$DFFFFF range. Writing to it sets the seed value. It is clocked asynchronously rather than by access from the V60, so continually reading it does not produce an exact dump of the values it generates. Furthermore things like the V60's prefetch queue make it difficult to synchronize the CPU with running instruction sequences, so even the same code that reads the random number generator several times will have slightly different values depending on how quickly the V60 processes it. For example, you could assume the mov.d (64-bit) and mov.w (32-bit) transfer instructions issue four or two back-to-back memory read bus cycles, respectively. If the random number generator was clocked at a slower rate, mov.d would capture more data than mov.w does when they are used repeatedly to dump the output. However the data read does not resemble any part of the data captured using mov.w, meaning that the random number generator is updated faster than the V60 can access in a best case situation. One possible solution would be to cut the trace to the clock input (there are two of them, 16 and 8 MHz) on the custom chip that contains the random number generator hardware and connect it to a spare I/O port pin, allowing it to be manually clocked through software. I had done a similar thing on System 24 to determine how the timers were implemented, so it can work in the right circumstances. But the same chip also controls many other aspects of the hardware and this might prevent the system from running. It would only work if one of the clock inputs was used for non-critical functions as well as the random number generator. I've got two spare boards and may try this eventually. Perhaps it is possible to determine how the random numbers are generated without having a sample of every possible state. I wouldn't mind hearing from people with some experience on this subject.
    
    
    - 0.97u2: Added vidhrdw\segas32.c. System 32 and Multi System 32 games are seriously under construction now. Do not report any bugs against them [Aaron Giles].
    
    
    - 15th June 2005: Charles MacDonald - I've been using Aaron's V60 assembler to develop test programs for the Sega System 32 platform. The video hardware seems to be a precursor of what's in the Sega Saturn's VDP1/2 chips, which makes it interesting to study but also quite complex. Thankfully I've done a lot of work with the Saturn in the past. I picked up some related PCBs as well; two DBZ V.R.V.S boards (I can confirm that it is a terrible game, ironically these were conversions from Arabian Fight and Dark Edge) and I'm expecting a System Multi 32 "Title Fight" board to arrive soon.
    
    
    - 0.97u1: Began cleanup of the Sega System 32 driver [Aaron Giles]: Things may not work as well as before; this will be fixed over time. Do not report bugs on it. Also changed V60 CPU to clock multiple cycles per instruction instead of requiring every driver to divide the clock; updated all drivers to use the correct clock speed. Changed V60 CPU1 clock speed to 16107950 Hz and Z80 CPU2 and the 2x YM3438 to 8053975 Hz. Changed visible area to 416x224 and user1 roms to cpu1 (100000/100001). Aaron Giles changed V60 CPU to clock multiple cycles per instruction instead of requiring every driver to divide the clock; updated all drivers to use the correct clock speed. Changed V60 CPU1 clock speed to 16107950 Hz, Z80 CPU2 to 8053975 Hz and the 2x YM3438 to 8053975 Hz. Changed visible area to 416x224. Changed V60 CPU1 clock speed to 20MHz in the Multi32 games.
    
    
    - 0.96u4: Aaron Giles rewrote the RF5C68 sound emulator from the specs, improving sound in the System 18/32 games. Changed RF5C68 sound clock speed to 12.5MHz.
    
    
    - 0.96: Brad Oliver fixed endianness problems in the Sega System 32 games rom loading.
    
    
    - 0.93: Added clock parameter to RF5C68 sound (9MHz) and to MultiPCM sound (8053975 Hz).
    
    
    - 0.89u5: Changed system32.c to segas32.c driver. Added machine\segas32.c. Started minor cleanup of System 32 driver (some things are probably broken for now) [David Haywood]. Changed V60 CPU1 clock speed to 1.6MHz and Z80 CPU2 to 8MHz and region cpu1 ($100000/100001) to user1 in all games. TODO: There are still MANY issues with the system 32 driver, mostly video related. Bitmap enable is not understood (rad mobile, rad rally 'Winners Don't Use Drugs' and rad rally title screen). Background pen / solid tilemap not understood (rad rally course select *many* other places). Clipping windows not fully understood for tilemaps or sprites. Flip bits for tilemaps unknown (svf uses a kludge). Priorities are wrong (needs full priority buffer rendering). Protection is also a serious problem in several games. Readd code for jpark cabinet (it was never right anyway). Which I/O ports should be considered custom? Move alien3 / jpark to custom io. Readd random number generator.
    
    
    - 0.75: Fixed another V60 bug introduced in 0.74u2 which broke the v70 games (and further broke Outrunners) [Kobat, Olivier Galibert].
    
    
    - 0.68: Various System 32 updates (priority, SVF pitch etc.) [Acho A. Tang, Jason Lo, David Haywood]. Note, theres a chance some things may be broken.
    
    
    -  7th May 2003: Acho A. Tang submitted a small sprite drawing speedup to the Sega System 32 driver.
    
    
    - 22nd April 2003: Jason Lo added dual screen support, added sprite shadows and improved the graphics priorities in the Sega System Multi 32 driver.
    
    
    -  9th April 2003: David Haywood fixed the rowscroll / rowselect in Sega System 32 graphics emulation, fixing the title screen in Outrunners, playfield in Super Visual Football, floors in Arabian Fight and Burning Rival and mirror view in Rad Rally.
    
    
    - 0.67: Added multi32.c driver. Sega 315-5560 "MultiPCM" sound chip emulation [R. Belmont]. TODO: I/O bits including controls. Fix remaining Gfx problems convert from using the 16-bit V60 to the 32-bit V70 (I'm doing this later as I couldn't get it to boot with the V70 for now and the gfx hardware is easier to work with this way). Support both monitors.
    
    
    -  4th April 2003: Jason Lo submitted major improvements to the Sega System Multi 32 driver, Hard Dunk and Outrunners are playable though they have a few graphics glitches. David Haywood fixed the row scroll / row select in Outrunners.
    
    
    - 0.65: Added machine\random.c/h.
    
    
    -  2nd February 2003: David Haywood converted the Sega System 32 driver for the tilemap system and added preliminary alpha blending emulation.
    
    
    - 31st January 2003: R. Belmont sent in a very preliminary System 32 Multi driver in which basically only the MultiPCM sound works, nothing else.
    
    
    - 21st January 2003: David Haywood added the RGB brightness control to the Sega System 32 driver, fixing colored light effects in Alien 3 and lightning effects in Jurassic Park.
    
    
    - 19th January 2003: David Haywood further improved the Sega System 32 driver background graphics emulation, adding support for changing resolution on demand.
    
    
    - 18th January 2003: David Haywood improved the Sega System 32 driver background graphics emulation, though it's still far from perfect.
    
    
    - 0.63: Added vidhrdw\system32.c.
    
    
    -  1st December 2002: Stephane Humbert fixed various parts of the inputs in the Sega System 32 driver.
    
    
    - 29th November 2002: David Haywood fixed the controls in Alien3 in the Sega System 32 driver, and it's completely playable now although missing some background graphics.
    
    
    - 28th November 2002: David Haywood sent in another update to the Sega System 32 driver with protection fixes for Burning Rivals, Arabian Fight and Golden Axe 2 from R. Belmont, improved inputs from Stephane Humbert and various improvements to the graphics emulation, making Super Visual Football, Burning Rivals, Rad Mobile, Rad Rally and F1 Exhaust Note playable.
    
    
    - 27th November 2002: David Haywood sent in an updated Sega System 32 driver with improved palette handling thanks to R. Belmont.
    
    
    - 24th November 2002: David Haywood fixed a small sprite placement bug in the Sega System 32 driver.
    
    
    - 23rd November 2002: David Haywood added preliminary sprite support to the Sega System 32 driver, making Holosseum fully playable.
    
    
    - 14th November 2002: R. Belmont added inputs and sound emulation to the Sega System 32 driver, but it's still missing graphics emulation.
    
    
    - 0.56: Added system32.c driver.
    
    
    ----
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