M.A.M.E. - Battle Bakraid [Japan] [Wed Apr 7 1999] - 1 Player Only [Advanced Mode] - 15,318,730 - Eric O'Brien

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  1. M.A.M.E. - Battle Bakraid [Japan] [Wed Apr 7 1999] - 1 Player Only [Advanced Mode] - 15,318,730 - Eric O'Brien

    11-21-2018, 09:43 AM

    1 Player Only [Advanced Mode]
    WolfMame version
    ROMSet: 0.106-0.129: bbakraid - "Battle Bakraid (Japan) (Wed Apr 7 1999)"
    0.129u3-0.141: bkraidj - "Battle Bakraid (Japan) (Wed Apr 7 1999)"
    0.141u4-0.169: bbakraidja - "Battle Bakraid (Japan) (Wed Apr 7 1999)"
    Start Rank: Medium
    Timer Rank: Medium
    Player Counts: 3
    Extra Player: 2000000 Each
    Stage edit: Off
    Allow continue: No
    Invulnerability: Off
    Save Ranking: Off
    Flip screen: Off
    Unused: Off
    Special Rules: This is a Single Player ONLY Variation! You may freely choose from any available ship. Continues are NOT allowed! This variation is for the Advanced Mode.
    Submission Message

    Attached Files Attached Files
    Thanks JJT_Defender thanked this post
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  2. 11-25-2018, 03:45 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 Mon 26/11/2018 at 11:15:46.22

    Zip test
    7-Zip 18.01 (x64) : Copyright (c) 1999-2018 Igor Pavlov : 2018-01-28
    Scanning the drive for archives:
    1 file, 551308 bytes (539 KiB)
    Testing archive: E:\MAME\ALLexes\inp\MARP\advanced.zip
    Path = E:\MAME\ALLexes\inp\MARP\advanced.zip
    Type = zip
    Physical Size = 551308
    Everything is Ok
    Size:       564698
    Compressed: 551308
    7-Zip 18.01 (x64) : Copyright (c) 1999-2018 Igor Pavlov : 2018-01-28
    Scanning the drive for archives:
    Zip list
    7-Zip 18.01 (x64) : Copyright (c) 1999-2018 Igor Pavlov : 2018-01-28
    Scanning the drive for archives:
    1 file, 551308 bytes (539 KiB)
    Listing archive: E:\MAME\ALLexes\inp\MARP\advanced.zip
    Path = E:\MAME\ALLexes\inp\MARP\advanced.zip
    Type = zip
    Physical Size = 551308
    Path = advanced.inp
    Folder = -
    Size = 564698
    Packed Size = 551150
    Modified = 2018-11-21 19:47:12
    Created = 2018-11-21 19:23:29
    Accessed = 2018-11-21 19:23:29
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 2916455B
    Method = Deflate
    Characteristics = NTFS
    Host OS = FAT
    Version = 20
    Volume Index = 0
    Offset = 0
    7-Zip 18.01 (x64) : Copyright (c) 1999-2018 Igor Pavlov : 2018-01-28
    Scanning the drive for archives:
    MAME Major Version 185

    What MAME thinks:
    Input file: bbakraidja.inp
    INP version 3.5
    Created Wed Nov 21 19:29:45 2018
    Recorded using 0.185W (wolf185)
    Total playback frames: 62332
    Average recorded speed: 99%
    Average speed: 99.97% (1061 seconds)

    Source driver:
    bbakraidja toaplan2.cpp
    Generic Info for game:
    ROM set changed: yes
    0.106-0.129: bbakraid - "Battle Bakraid (Japan) (Wed Apr 7 1999)"
    0.129u3-0.141: bkraidj - "Battle Bakraid (Japan) (Wed Apr 7 1999)"
    0.141u4-0.201: bbakraidja - "Battle Bakraid (Japan) (Wed Apr 7 1999)"
    MAME History:
    - 0.129u3: Josh W. added 'Battle Bakraid - Unlimited Version (U.S.A.) (Tue Jun 8 1999)'. Renamed (bbakraid) to (bkraidj) and (bbakradu) to (bkraiduj).
    - 0.141u4: Changed description to 'Battle Bakraid - Unlimited Version (USA) (Tue Jun 8 1999)'. Renamed (bkraidu) to (bbakraid), (bkraiduj) to (bbakraidj) and (bkraidj) to (bbakraidja). Loaded Battle Bakraid default EEPROM (eeprom-bbakraid-new.bin) as a ROM rather than hardcoding the contents into the driver [Alex Jackson].
    Resolution, 0.106-0.151: 320x240 @ 60.000000Hz
    Resolution, 0.152-0.201: 320x240 @ 59.637405Hz
    TG Game Entry: https://www.twingalaxies.com/game/battle-bakraid-japan-wed-apr-7-1999/mame/
    Rules, 1 Player Only [Advanced Mode]: https://www.twingalaxies.com/scores.php?scores=11918
    Rules, 1 Player Only [Normal Mode]: https://www.twingalaxies.com/scores.php?scores=11917
    Rules, 1 Player Only [Training Mode]: https://www.twingalaxies.com/scores.php?scores=11916
    Rules, 2 Players Team [Advanced Mode]: https://www.twingalaxies.com/scores.php?scores=11921
    Rules, 2 Players Team [Normal Mode]: https://www.twingalaxies.com/scores.php?scores=11920
    Rules, 2 Players Team [Training Mode]: https://www.twingalaxies.com/scores.php?scores=11919
    NOTE: some rules have been named inconsistently with game DIPs (have checked  back to 0.83), not sure why, but any differences are easy to reconcile  with actual DIP names.
    INP dump not relevant

    MAME Info
    bbakraidja is clone of: bbakraid
    MAMEInfo.dat entries: bbakraid and toaplan2.cpp
    MAMEInfo.dat entries for:
    0.129u3 [Josh W.]
    0.77u3 [Quench]
    0.61 [Quench]
    Artwork available
    - 0.156: Bill D. and The Dumping Union added clone Battle Bakraid - Unlimited Version (China) (Tue Jun 8 1999).
    - 0.149u1: Make Battle Bakraid inputs inherit from very similar Armed Police Batrider [Alex Jackson].
    - 15th May 2011: Mr. Do - Looks like bbakraid got renamed (again). You can simply grab the LAY file and let ClrMAME work it out. Thank you Roman, for the heads up.
    - 0.141u4: Loaded Battle Bakraid default EEPROM (eeprom-bbakraid-new.bin) as a ROM rather than hardcoding the contents into the driver [Alex Jackson]. Changed description to 'Battle Bakraid - Unlimited Version (USA) (Tue Jun 8 1999)'. Renamed (bkraidu) to (bbakraid), (bkraiduj) to (bbakraidj) and (bkraidj) to (bbakraidja).
    - 0.139u3: Roberto Zandona fixed text glitch in the flip screen mode of Battle Bakraid.
    - 0.129u5: Phil Bennett fixed debug assertion in Battle Bakraid.
    - 0.129u3: Josh W. added 'Battle Bakraid - Unlimited Version (U.S.A.) (Tue Jun 8 1999)'. Renamed (bbakraid) to (bkraidj) and (bbakradu) to (bkraiduj).
    - 0.127u2: Brian Troha corrected Battle Bakraid Z80 clock based on ReadMe info. Changed Z80 CPU2 clock speed to 5333333 Hz.
    - 0.126u5: Guru added README for Battle Bakraid.
    - 0.125u3: Added dipswitches 'Credits to Start' and 'Coin B'.
    -  3rd December 2006: Mr. Do - We have the instruction card for Battle Bakraid from Hoppmann79.
    - 0.105u4: Added dipswitches 'Joystick Mode', 'Hit Score', 'Sound Effect' and 'Music'.
    - 0.99u8: Fixed 'Bonus Life' dipswitch.
    - 0.93u1: Made Battle Bakraid mono again [Aaron Giles].
    - 0.93: Added 2nd sound channel.
    - 0.78: Renamed (bbkraidu) to (bbakradu).
    - 0.77u3: Renamed (bbakraid) to (bbkraidu) and (bbakrada) to (bbakraid).
    - 0.70: Changed description to 'Battle Bakraid - unlimited version (Japan) (Tue Jun 8 1999)' and clone (Japan) to 'Battle Bakraid (Japan) (Wed Apr 7 1999)'.
    -  7th July 2003: David Haywood added a row select graphics effect to the Toaplan2 driver, as needed by Battle Bakraid.
    -  6th June 2003: Quench changed Battle Bakraid to the unlimited version.
    - 19th November 2002: Shiriru's updates containing fixed sprite masking in the CPS-2 driver and fixed sprite delay in Battle Bakraid were also forwarded.
    - 0.62: Replaced sound1 roms with new dumps. Changed Z80 CPU2 clock speed to 8MHz.
    -  9th September 2002: Guru and R. Belmont fixed the music and sound effects in Battle Bakraid.
    -  8th July 2002: Paul Priest added EEPROM initialization to Battle Bakraid.
    - 0.61: Quench added 'Battle Bakraid - unlimited version (Japan)' (8ing 1999) and clone Battle Bakraid (Japan).
    - 12th June 2002: Quench submitted an update to the toaplan2 driver which fixes a few bugs and makes Battle Bakraid playable.
    - 26th January 2002: David Haywood added Battle Bakraid to the Toaplan2 driver, but it lacks sound and has a few graphics glitches.
    - 13th June 2001: Guru - Dumped Battle Bakraid (8ing 1999).
    LEVELS: 6 - 8 (normal mode - advanced mode)
    Other Emulators:
    * FB Alpha
    * Raine
    Recommended Games (Airforce 3):
    Tokio / Scramble Formation
    World Wars
    Asuka & Asuka
    Image Fight
    Image Fight (Tourvision PCE bootleg)
    Master of Weapon
    Air Duel
    Gun & Frontier
    Raiden (Tourvision PCE bootleg)
    Raiden II
    Raiden DX
    Raiden II New / Raiden DX
    Raiden III
    Raiden IV
    Raiden Fighters
    Raiden Fighters 2 - Operation Hell Dive
    Raiden Fighters Jet
    Thunder Dragon
    Thunder Dragon 2
    Turbo Force
    Aero Fighters
    Aero Fighters 2
    Aero Fighters 3
    Aero Fighters Special
    Grid Seeker: Project Storm Hammer
    Sand Scorpion
    Sky Alert
    Varth: Operation Thunderstorm
    Zing Zing Zip
    Air Assault
    Mad Shark
    U.N. Defense Force: Earth Joker
    DoDonPachi II - Bee Storm
    DoDonPachi III
    DoDonPachi Dai-Fukkatsu
    DoDonPachi Dai-Fukkatsu Black Label
    Dodonpachi Daioujou Tamashii
    Air Gallet
    Battle Garegga
    Battle Bakraid
    Skull Fang
    Storm Blade
    Sengeki Striker
    Armed Police Batrider
    Guardian Storm
    Stagger I
    Change Air Blade
    Gaia - The Last Choice of Earth
    1945k III
    Romset: 30.1 MB / 13 files / 15.2 zip
    0.36RC1 [Quench]
    - Whoopee/Teki Paki sometimes tests bit 5 of the region jumper port just after testing for vblank. Why?
    - Implement the line position table in all games that have a top text layer, not just batrider.
    - Priority problem on 2nd player side of selection screen in Fixeight bootleg.
    - Fixeight bootleg text in sound check mode does not display properly with the CPU set to 10MHz (ok at 16MHz). Possible error in video_count_r routine.
    - Need to sort out the video status register.
    - Find out how exactly how sound CPU communication really works in bgaregga/batrider/bbakraid current emulation seems to work (plays all sounds), but there are still some unknown reads/writes.
    - Write a RTC core for uPD4992, needed by Othello Derby and Power Kick.
    - 0.201: Removed EEPROM and NVRAM MCFG macros [Ryan Holtz].
    - 0.198: Reduced duplicates. Removed unnecessary things. Reduced runtime tag lookups. Fixed DMA'd palette/text things. Added input_merger_any_high_device for batrider sound IRQ. GP9001 Video: Minor cleanups. Reduced duplicates. Make sprite draw function related by MAX_SPRITE (it's possibly lower than 256 at real hardware) [cam900].
    - 0.193: Added line reads to GP9001 video controller for polling sync outputs and privatize a few things [AJR].
    - 0.189: Corrected the decryption of some V25 opcodes used in the EEPROM service routine. Removed the ugly FixEight EEPROM routine that hardcoded a region for each set. Added and document a secret input that rewrites the EEPROM for any region [AJR].
    - 0.187: Generate (and acknowledge) video interrupts within VDP (video\gp9001.cpp) [AJR].
    - 0.185: Removed timer_set() [Osso].
    - 0.155: GP9001 cleanup and update [Alex Jackson].
    - 0.154: Converted GP9001 to device_gfx_interface, cleanups. Smear byte writes the same as a real 68000. Fixed regression in Ghox caused by 68k change [Alex Jackson]. Changed region gfx1 to gp9001 and gfx2 to gp9001_1 or text.
    - 0.153: Fixed Toaplan2 sprites and text offset up offscreen while flipscreen is on. Fixed Armed Police Batrider text layer [Alex Jackson].
    - 0.152: Merged othldrby.c with toaplan2.c driver. Added machine\upd4992.c/h. Converted Toaplan 2 to use SCREEN_RAW_PARAMS. Added a core for uPD4992 RTC, used by Othello Derby and Power Kick [Angelo Salese]. Fixed compile, also slightly cleanup/reorganize toaplan2.h [Alex Jackson]. Changed VSync to 59.637405 Hz.
    - 0.151: David Haywood changed note slightly based on findings in Toaplan2 driver.
    - 0.149: Finished modernizing GP9001 Video Controller (video\gp9001.c) [smf].
    - 0.147u4: Bulk replace of Jumper settings from DIP-switches menu to Game Configuration in Toaplan2 driver [Angelo Salese].
    - 0.144u7: Aaron Giles fixed strange behavior while single frame stepping.
    - 0.144: Start of input ports cleanup in the Toaplan2 driver [Alex Jackson, Kanikani]: Removed some unused macros from toaplipt.h. Fixed polarity of DIP locations in Toaplan2. Added some missing inputs. Added more DIP locations and missing inputs. Added information about ingame test/debug features to comments. Unified Toaplan2 inputs with the other Toaplan drivers. Added 'Test Switch' dipswitch.
    - 0.141u4: Removed audio\toaplan2.c. Major toaplan2.c updates [Alex Jackson]: Some sets reparented and renamed as well as a cleanup of source comments: grindstm (parent), vfive (clone) kingdmgp (parent), shippumd (clone) The set formerly known as "sstrikera" is now "sstriker" and is now the parent of mahoudai (clone). Reverted batrid to batrider and bkraid to bbakraid. Put common init code into MACHINE_START, leaving DRIVER_INITs only for games that actually need unique initialization. Dead code cleanup: Removed old hacks and some no-longer-used used member variables from the driver class. ROM banking cleanup: Added a device address map for the OKI in fixeightbl. Stopped misusing the bank system for memory that isn't actually bankswitched (fixeightbl again). Simplified the Z80 ROM banking (and loading) in the Raizing games. Address map cleanup: Unified 8-bit shared RAM handling between the Z80-based and the V25-based games. Replaced lots of pointless READ_HANDLERs with AM_RAM_WRITE. Moved fixeight EEPROM handling into the input ports instead of using READ/WRITE_HANDLERs. Incidentally, this makes toaplan2.c the very first MAME driver to use the AM_READWRITE_PORT macro. Removed IPT_VBLANK input ports (no longer used since the video rewrite). Removed Truxton 2 player 2 "button 4" (after confirming that the game never reads it) and changed player 1 "button 4" to an IPT_OTHER not bound to any key by default, since it's clearly some kind of test/debug input not meant to be hooked up in a regular cabinet (for one thing, it works whether you're actually playing or in attract mode). Added button 3 to Batsugun Special Version. It's a full auto fire button like Cave games have. The service mode input test doesn't show it, presumably because Toaplan didn't bother to update the service mode code from the original version of the game. Fixed region jumpers and dipswitches in many sets, based on analysis of the program code and strings in the ROMs. Added a #define to optionally make Truxton 2 stereo (commented out by default). See the comments at the top of the driver and in the MACHINE_CONFIG. Corrected kbash ROM names, thanks to information from Charles MacDonald. Also fixed inconsistent ROM naming between some of the batrider clones. Loaded bbakraid default EEPROM as a ROM rather than hardcoding the contents into the driver. Completely removed audio\toaplan2.c, which isn't needed any more now that all the V25s are decrypted and hooked up. Fixed graphic corruption when using -autosave/save state in many sets.
    - 0.141u2: Toaplan2 update [Alex Jackson]: Made machine\nmk112.c actually restore its state properly. Also refactored it a little (if you can talk about refactoring a source file that almost fits on one screen). Removed a useless printf and some obsolete comments, more leftovers from the process of hooking up the V25.
    - 0.141u1: Toaplan2 improvements [Alex Jackson]: Figured out which bit controls V25 RESET in each game by comparing the 68000 code. Added a comment about fixeight's I/O map, which we'll have to determine once we start decrypting it. Put #ifndef USE_ENCRYPTED_V25S around some simulation crap that was hiding in fixeight's DRIVER_INIT. David Haywood fixed regressed flip screen support in Toaplan 2 games. Preliminary implementation of V25/V35 port output. David Haywood fixed Cocktail mode (Player 2) has no background images in all Toaplan2 sets.
    - 18th January 2011: Roberto Zandona - Alex Jackson has recently implemented a core for the V25/35 NEC CPU, thanks to this has been emulated the sound in Batsugun. Batsugun does not use the feature of the CPU to encode the opcode using a conversion table. Unfortunately kbash, vfive, dogyuun and fixeight use it. By analyzing the code you can see huge similarities with the code of Batsugun and this has enabled me to decipher and Alex Jackson most of fully equipped opcode. The first result is that the conversion table for kbash, vfive and dogyuun d is identical. In addition, the code from batsugun and kbash is almost one hundred percent identical. In addition, the startup code of dogyuun, vfive and fixeight is identical. For the last 3 had to be more work because many have not been matched with batsugun opcode. Once decrypted the opcode does I noticed that the code of starup for these three passes and copy in RAM the contents present in ROM. Subsequently passes control to the new code and new is starting to see very large similarity between all 5 games. Summary: batsugun can decrypt kbash (almost identical code). kbash allows you to decrypt and vfive dogyuun (same conversion table). vfive dogyuun and allow to decrypt fixeight (code almost identical but different conversion table). Once finished decrypt you can try to implement the sound.
    - 16th January 2011: David Haywood - Alex Jackson added support for the extended V25/V35 features to the NEC V20/V30 core in MAME. These features (timers, memory-mapped register banking, custom interrupt controller) are used by the sound programs of several Toaplan titles. He then hooked things up properly in the driver, giving full sound to Batsugun. Batsugun has unencrypted sound code, so was the easiest one to get running. V-Five / Grindstormer, Fix Eight, Knuckle Bash and Dogyuun will also benefit from this once their sound code has been fully decrypted. This is just a matter of time and a bit of effort in figuring out the programs. For the remaining Toaplan games (Teki Paki, Vimana, Fire Shark, Ghox, Whoopee JPN version) the sound MCUs need decapping, which will require funding / donations for this purpose.
    - 0.139u2: David Haywood attempted to implement Toaplan2 dual VDP mixing with the equations provided by Quench, doesn't yet work. Changed GP9001 (Toaplan VDP device) to use DEVICE_SELF. Removed tile limit hack, not needed now since VDP is mixed properly. Atari Ace cleaned up Toaplan 2 driver and converted it to use driver_data.
    - 21st August 2010: David Haywood - Getting Your Priorities Right: The Toaplan 2 driver (games using the GP9001 VDP) has always been a bit of a MESS in MAME, especially the priority system in the driver. A couple of releases back I decided to start something of a rewrite of the driver, cleaning up many of the hacks that were present. I'd actually started this rewrite a long time ago, but didn't submit it at the time because there were two games I was unable to get working properly with my new cleaner code, the dual VDP ones, namely Batsugun and Dogyuun. The problem was the old code was rendering all the layers in multiple passes (calling sprite draw functions once for each priority and such) which broke basic things like sprite-sprite priority. Each game was rendering different layers in arbitrary order depending on the specific needs of that game to compensate for this. In cleaning up the code I managed to reduce all the single VDP cases to a single call to draw all the graphics in the correct order, this however broke Batsugun and Dogyuun because the self-contained rendering function broke the hacks which were interleaving the output from each of the VDPs. Batsugun had never worked properly anyway (and had various priority glitches on certain levels and the ending), but with the new code it was completely unplayable in some levels. I originally wanted to fix this before submitting it, and it was left sitting for a while. Eventually somebody else took a hand at 'fixing' the Toaplan2 driver, however the fixes submitted were nothing but further hacks to the driver (checking which level was currently running and further hacking the priority of each layer based on that). The code submitted was gross to say the least, so I decided to submit my code, and demote Batsugun and Dogyuun to Non-working status instead, pending proper fixes which weren't hacks. My new code was a lot cleaner for every other game in the driver, and I knew it would form the basis of a correct solution eventually, so this was a worthwhile step even if it meant the games were unplayable for several versions. I tried various things to get the mixing correct with very little luck, and the driver remained in the broken state for quite a few releases. In the meantime I did some further cleanups to the VDP rendering code, and converted it all to use the new C++ devices Aaron had been adding support for in the core. With the GP9001 extracted to its own file, as a proper device, I decided to take another look at the priority mixing, strongly believing that there must be some kind of PAL on the board to mix the output of the two VDPs, because it didn't seem entirely logical. One of the big problems was I didn't know exactly what each VDP output externally. By displaying the output of each VDP on separate screens it was clear the the individual mixing of each VDP was correct, as expected (the mixing code for single VDPs worked fine).
    However, I didn't know if the VDPs output any kind of priority data externally to mix with, or just the colour data. A few more attempts later, and I was still getting nowhere with the dual mixing, and almost ready to give up. At that point Quench came forward with some information that proved to be very useful in the end. He'd managed to reverse the equations of a Pal which sat between the two VDPs on a Batsugun board. From his equations it was clear that the VDPs didn't output any kind of priority information externally, and the mixing had to be entirely based on the palette index. I implemented his equations directly, which in theory should have worked, but the results were disappointing, the output was a mess, pixels were showing through where pixels shouldn't have shown through, and I didn't know why. I took a break for a week to try and figure out why this might have been, then tried re-implementing it in a slightly different way. Same result. All was not lost at this point however, because despite the equation not working directly it had provided me with some useful information. I now knew exactly which bits were being fed into the pal, and thus which bits could potentially be used to determine the mixing order, even if the given equation wasn't working. Rearranging things a bit I came up with my own solution, making use of the same bits that Quench had figured out were being input into the PAL. The first attempt left some random black dots in the level, quickly realising that where those dots appeared should actually be showing the other VDP I amended my code and had something which worked. Testing the game from start to end showed that all the problematic test cases I'd documented were now correct. Finally. The other benefit of this mixing was that the tile number hack, which was being used to hide some garbage on the first level of Batsugun could be removed, as it happens the palette index of the garbage is set so that it appears behind the background anyway. Dogyuun was still an issue, it didn't work with the new code, however, a bit of testing later, and I'm pretty sure that just uses a simple mixing system, with the output of one VDP appearing above the other, nothing complex. The net result of this is that for the first time Batsugun can be rendered without hacks, and looks correct on all levels. There is still room for optimization in the code (I'd made it as verbose as possible when debugging, rather than optimized, but it's correct). The next step for Batsugun will be adding the missing opcodes and features to the V30 core so that all the V35+ features it needs are supported (register banking etc.). Currently Alex Jackson is meant to be working on this, but I haven't heard any progress recently. That will allow for full sound emulation in the game.
    - 0.139u1: Added video\gp9001.c/h. David Haywood started converting the Toaplan2 VDP into a device. More refactoring to the Toaplan 2 / GP9001 VDP device [David Haywood].
    - 0.138u1: David Haywood reworked Toaplan2 rendering to render tilemaps / sprites in a single pass, should be more accurate to hardware. Note, this further breaks the mixing in Batsugun and Dogyuun because the previous hacks can no longer work with the new rendering code. These games have been demoted to NOT_WORKING status until a better solution is found; they never worked properly anyway due to the extent of the video hacks needed to support them. Roberto Zandona fixed sprite-sprite priorities in Batsugun and Dogyuun. Changed palettesize from 2048 to 65536 colors.
    - 0.136u4: Added includes\othldrby.h.
    - 0.135u2: Fabio Priuli converted the Toaplan2 driver to use EEPROM device.
    - 0.135u1: David Haywood cleaned up Toaplan2 V25 support, enabled Batsugun V25 and added decryption table info for the other games.
    - 0.135: Phil Bennett fixed recent sprite breakage in some Toaplan2 video HW-based games.
    - 0.134u3: R. Belmont fixed resets after rom check in batrid, bgaregga, bkraidu and clones.
    - 0.130u1: Roberto Zandona implemented a multi-sprite bit in Toaplan2 driver.
    - 0.128u2: Added includes\toaplan2.h. Atari Ace added save state support to the Toaplan2 driver.
    - 0.127u2: Brian Troha removed duplicate info and changed most speeds to "xtal_xxMHz" define in the Toaplan2 driver.
    - 0.124u3: David Haywood made some changes to the 'V25' code in Toaplan2 driver. Batsugun does upload what looks to be the entire program, unencrypted. If enabled it runs to the point of waiting for interrupts, however, for those it looks like it needs a real V25 core with register banks etc.
    - 0.123u1: Atari Ace added initialization to machine\nmk112.c.
    - 0.118u3: Atari Ace added new AM_READ_PORT() macro which lets you define an input port read callback based on a port tag. This is now preferred over the previous technique of calling port_tag_to_handler() within an AM_READ() macro. Updated Toaplan2 driver that uses the latter pattern to the new system.
    - 0.117u1: Improvements to the Toaplan2 driver [Alex Jackson]: Fixed sound CPU communications in the Raizing games. This is educated guesswork, but it's more complete and probably more correct than what was there before, and doesn't rely on excessive use of cpu_yield(). Added more information about the Raizing sets to the comments in the driver, and corrected some errors.
    - 0.116u1: Alex Jackson fixed Toaplan 2 driver so that OKI6295 sample ROM bankswitching via one of the spare data lines on the coin mechanism port is only hooked up in the one game that's actually wired this way (clone Shippu Mahou Daisakusen (Japan)).
    - 0.111u2: Brian Oberholtzer corrected some incorrect dipswitch information in the Toaplan2 driver.
    - 0.109u1: Corrado Tomaselli converted all Toaplan 2 games to mono since the PCBs are JAMMA without external stereo connectors.
    - 0.105u4: Major Toaplan2 driver cleanup [Quench]: Consolidated the Read/Write memory maps. Fixed coin counters on a few games. Raised the volumes on a few games. Cleaned the inputs by: Adding input inheritance and DIPSW locations. Added conditional dependance to DIPSWs where required. Fixing a few incorrect inputs here and there.
    - 0.105u2: Ville Linde fixed crashes in Armed Police Batrider and Battle Bakraid /- Unlimited version.
    - 0.99u4: Added machine\nmk112.c/h. Alex W. Jackson created new NMK112 ROM banking module and connected it up to the Toaplan2 driver that made use of it.
    - 0.88: Added sndhrdw\toaplan2.c.
    - 0.78u1: Mamesick removed a few IPF_CHEAT in the toaplan1/2 drivers so MAME doesn't hide the dipswitches. Activates the 'Invulnerability' dipswitch.
    - 0.71u1: David Haywood added missing rowselect effect to Toaplan2 driver.
    - 0.70u2: Some Toaplan2 dipswitch fixes [Utuk Ku].
    -  9th December 2002: Some of Shiriru's updates concerning the Cave and Toaplan2 drivers were forwarded.
    - 0.61: Quench fixed dogyuun, vfive and grindstm hangs when it's reset. Removed 3rd coin slot.
    - 27th May 2002: Quench did a few small cleanups on the toaplan2 driver.
    - 17th March 2001: Brad Oliver fixed Toaplan2 sprite decoding to work properly on other platforms.
    - 0.37b13: Added othldrby.c driver and vidhrdw\othldrby.c [Nicola Salmoria].
    - 11th February 2001: Quench sent in a Toaplan2 update which fixed disappearing sprites in the Raizing games.
    - 28th December 2000: Yochizo fixed YM2151 frequency in the Toaplan2 driver.
    - 21st December 2000: Gerardo Oporto fixed some dipswitch settings in Toaplan2 and Taito B drivers.
    -  4th December 2000: Yochizo fixed some small issues in Toaplan2 driver.
    - 14th November 2000: Gerardo Oporto fixed dipswitches in the Toaplan2 driver.
    -  9th November 2000: Quench sent an updated Toaplan2 driver with text-layer scroll effect that fixes the ending scene in Armed Police Batrider.
    - 23rd October 2000: Takahiro Nogi added bank switching function for M6295 samples and tweaked playback frequency in the Toaplan2 driver.
    - 14th October 2000: Yochizo fixed some graphics problems in Shippu Mahou Daisakusen and Armed Police Batrider, added sound to Armed Police Batrider and sped up the driver a little.
    -  9th October 2000: Yochizo re-applied the Toaplan2 driver updates.
    -  9th September 2000: Yochizo added Armed Police Batrider to the Toaplan2 driver, but sound is missing.
    - 29th August 2000: Yochizo added Battle Garegga to the Toaplan2 driver but it has problems with the current 68k emulation core.
    - 21st August 2000: Yochizo added Mahou Daisakusen and Shippu Mahou Daisakusen to the Toaplan2 driver.
    - 21st August 2000: Nicola Salmoria fixed a few things in the Toaplan2 driver.
    - 17th August 2000: Yochizo added Tatsujin 2 to the Toaplan2 driver.
    - 23rd May 2000: Quench added Batsugun (Special version) romset to the Toaplan2 driver.
    - 12th March 2000: Quench sent in a Toaplan2 update with support for Ghox, V-Five, Dogyuun and Batsugun.
    - 0.36RC1: Added toaplan2.c driver and vidhrdw\toaplan2.c.
    - 12th January 2000: Quench sent a driver for some later Toaplan games such as Teki Paki, Ghox, Dogyuun, Knuckle Bash, Pipi & Bibis, Whoopee, Snow Bros 2.
    Human interpretation:
    Time calc: 19:29:45 + (62332 frames ÷ 59.637405Hz @ 100% [17:25.18]) ≈ 19:47:10 vs zip mod 19:47:12 [please allow for timezone differences]

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    Allow Continue left at default value of "Yes" but no continues were actually used.
    Some rules have been named inconsistently with game DIPs (have checked back to 0.83), not sure why, but any differences are easy to reconcile with actual DIP names.
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  3. 11-25-2018, 04:32 PM
    And now I know why the rules are labelled as such... "DIP switch setting" in service mode doesn't so much allow you to change the settings internally, rather displays the current hardware DIP settings.

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  4. 11-26-2018, 07:55 AM
    Accepted A WR Eric

    Game Starts at 17:05 Left on the video

    Game Settings Begin at 17:08 Left on the video Name:  image.png
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    MAME Analyst by Terence in Reply 2
    Human interpretation:
    Time calc: 19:29:45 + (62332 frames ÷ 59.637405Hz @ 100% [17:25.18]) ≈ 19:47:10 vs zip mod 19:47:12 [please allow for timezone differences]

    Attachment 74812
    Attachment 74813

    Allow Continue left at default value of "Yes" but no continues were actually used.
    Some rules have been named inconsistently with game DIPs (have checked back to 0.83), not sure why, but any differences are easy to reconcile with actual DIP names.

    M.A.M.E. - Battle Bakraid [Japan] [Wed Apr 7 1999] - 1 Player Only [Advanced Mode] - 15,318,730 Final Score is at :18 Left on the video Name:  image.png
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    EXTEND->Extra Player: 2000000 Each is at 14:57,14:55,14:54 etc. All GoodName:  image.png
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    JJTJohnnyLightning World #1 Racer on Arcade Game Fast & Furious Super Cars 1,872 Match Wins 52Cities
  5. 11-26-2018, 08:12 AM
    I going to Abstain Until I get a Better Explanation on this Matter Before Voting Yes Accepted

    Please @admin staff @Dave Hawksett @SincerelyFranny

    If Normal Means Medium for this Video Game then Twin Galaxy Staff Needs to Changed it to Normal So as to Not Confuse & have a Misunderstanding by Twin Galaxy Members when they are Adjudicating this Particular Video Game.

    Because in Terencew MAME Analyst in his Reply 2 Clearly Shows Medium not Normal

    In Times Crisis 2,3,4 Game Settings Show Very Easy, Easy, Normal, Hard, Very Hard
    But in Some Game Video Games I have Have Played and Worked as Tech. these were Game Difficulty Settings


    Twin Galaxy Rules Shows
    Start Rank: Medium
    Timer Rank: Medium

    But In MAME Analyst by Terencew In Reply 2
    It Shows
    Start Rank: Normal
    Timer: Normal

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    JJTJohnnyLightning World #1 Racer on Arcade Game Fast & Furious Super Cars 1,872 Match Wins 52Cities
  6. 11-26-2018, 08:20 AM
    Correction MEDIUM

    In Times Crisis 2,3,4 Game Settings Show Very Easy, Easy, Medium, Hard, Very Hard

    on the other Arcade Games
    JJTJohnnyLightning World #1 Racer on Arcade Game Fast & Furious Super Cars 1,872 Match Wins 52Cities
  7. 11-26-2018, 06:10 PM
    Apologies for blunt retort, but I have not much free time at the moment, and feel I need to make this point. For the umpteenth time...

    Juan, it is your prerogative to abstain on things you don't understand, because you clearly don't. But please consider that a public declaration of abstention has connotations that there is a problem with this submission.

    If admin responds to your request to change the rules, then all that is happening is that the labeling issue gets shifted to users of MAME versions 0.141 or earlier, because they will not have a "Normal" difficulty.

    I have left a clear note in the analysis about the relabel, and have added it to the track discussion thread. There should be no confusion, there was no confusion for the submitter.

    It is a fact of life for MAME users that there will be renames & relabels as part of ongoing MAME development. Most rules are written with respect to their labels with respect to 0.106, since that was the standard at the time.

    This gives us an absolute reference point - it's not ideal, but it's consistent. Please do not request for admin to change things that will jeopardize this consistency. There is enough "making things up as we go" already happening at TG.

    If there is anything people don't understand, they should ask questions before requesting that things change to align with their lack of understanding.
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  8. 11-30-2018, 03:58 AM
    I too am abstaining.
    Jared Oswald
    World record holders on "Guitar Hero", "Rock Band" and Sonic games.
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