M.A.M.E. - ASTEROIDS [REV 2] - "Stand Your Ground Challenge" - 35,520 - Robert Mruczek

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  1. M.A.M.E. - ASTEROIDS [REV 2] - "Stand Your Ground Challenge" - 35,520 - Robert Mruczek

    02-04-2019, 11:21 PM
    Vzaar Video Url:


    "Stand Your Ground Challenge"
    WolfMame version
    106
    Score Track
    https://www.twingalaxies.com/scores.php?scores=219032
    Rules
    Player is not allowed to use either the "Thrust" or "Hyper Space" buttons and must play their game entirely from the starting position at center screen. Any usage of either "Thrust" or "Hyper Space" immediately invalidates the performance.
    Submission Message
    Video has been uploaded to YouTube at
    but not to MARP as that site has no such provision available.


    I recall reading about a similar challenge years back but do not recall reading of the results, and since TG has no such track/variation I thought I would submit an inaugural score so that the real pros at the title can show how this is done the right way.


    My WolfMAME zipped INP/WLF files have been included in this submission as well as the PNG Snap file of the final score screen.

    Digital file was played back via WolfMAME 106 while recording with Applan Replay Video Capture 8 Suite into MPEG format then later converted to MP4 format for upload to the TG site via Wondershare Video Converter Ultimate.




    Attached Images Attached Images  
    Attached Files Attached Files
  2. 02-05-2019, 03:59 PM
    Looks like a decent score Robert. Just watching I found it frustrating that you weren't moving. I don't know how frustrating it will be when I play and keep dying when I know that I could have gotten away. I'll try and play later in the week.
    Thanks RTM thanked this post
  3. 02-05-2019, 05:05 PM
    *** DISCLAIMER ***
    The following tests and reports are neither exhaustive nor definitive,
    and should not be assumed as such in order to verify authenticity of a submission.


    Starting check on Wed 06/02/2019 at 11:54:44.08

    Zip test
    Code:
    Zip:
    
    7-Zip 18.01 (x64) : Copyright (c) 1999-2018 Igor Pavlov : 2018-01-28
    
    Scanning the drive for archives:
    1 file, 25103 bytes (25 KiB)
    
    Testing archive: E:\MAME\ALLexes\inp\MARP\asteroid_106_RTM_35520_Stay In Place.zip
    --
    Path = E:\MAME\ALLexes\inp\MARP\asteroid_106_RTM_35520_Stay In Place.zip
    Type = zip
    Physical Size = 25103
    
    Everything is Ok
    
    Files: 2
    Size:       2849282
    Compressed: 25103
    RAR:
    
    7-Zip 18.01 (x64) : Copyright (c) 1999-2018 Igor Pavlov : 2018-01-28
    
    Scanning the drive for archives:
    Zip list
    Code:
    7-Zip 18.01 (x64) : Copyright (c) 1999-2018 Igor Pavlov : 2018-01-28
    
    Scanning the drive for archives:
    1 file, 25103 bytes (25 KiB)
    
    Listing archive: E:\MAME\ALLexes\inp\MARP\asteroid_106_RTM_35520_Stay In Place.zip
    
    --
    Path = E:\MAME\ALLexes\inp\MARP\asteroid_106_RTM_35520_Stay In Place.zip
    Type = zip
    Physical Size = 25103
    
    ----------
    Path = asteroid_106_RTM_35520_Stay In Place.wlf
    Folder = -
    Size = 598
    Packed Size = 220
    Modified = 2019-02-04 21:54:14
    Created = 
    Accessed = 
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = D2DD596C
    Method = Deflate
    Characteristics = 
    Host OS = FAT
    Version = 20
    Volume Index = 0
    Offset = 0
    
    Path = asteroid_106_RTM_35520_Stay In Place.inp
    Folder = -
    Size = 2848684
    Packed Size = 24549
    Modified = 2019-02-04 21:54:14
    Created = 
    Accessed = 
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 369919AE
    Method = Deflate
    Characteristics = 
    Host OS = FAT
    Version = 20
    Volume Index = 0
    Offset = 290
    
    
    7-Zip 18.01 (x64) : Copyright (c) 1999-2018 Igor Pavlov : 2018-01-28
    
    Scanning the drive for archives:
    MAME Major Version 106

    What MAME thinks:
    Code:
    Recorded in WolfMAME 0.106
    Recorded system's speed = ~3392MHz (Intel)
    This recording was made with the C 68k core enabled
    Start date of recording: Tue Feb 05 13:47:47 2019
    
    Checks out OK. [4271]
    Playing back previously recorded game asteroid (Asteroids (rev 2)) [press return]
    loading 035145.02   
    loading 035144.02   
    loading 035143.02   
    loading 035127.02

    What wlfview thinks:
    Code:
    WLFVIEW 0.3 - Apr  5 2006
    
    Info loaded.  WLF rev 9
    
    Recorded for the game 'asteroid'
    MAME version string: 0.106 (May 16 2006)
    
    -- CPU info --
    Vendor: Intel
    Processor Family: 6  Processor Model: 10
    Approximate clock speed: 3392566048Hz
    
    -- OS info --
    Operating System: Windows NT 6.1 Service Pack 1
    
    -- INP info --
    Number of frames: 22973
    Average record speed: 99.988160%
    System time at start of emulation: Tue Feb 05 13:47:47 2019
    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:
    asteroid src/drivers/asteroid.c
    DIP Info from source:
    Code:
    # MAME 0.106 source snippet
    
    GAME( 1979, asteroid, 0,        asteroid, asteroid, 0,        ROT0, "Atari", "Asteroids (rev 2)", 0 )
    
    INPUT_PORTS_START( asteroid )
        PORT_START_TAG("IN0")
        PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_UNKNOWN )
        /* Bit 2 and 3 are handled in the machine dependent part. */
        /* Bit 2 is the 3 KHz source and Bit 3 the VG_HALT bit    */
        PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_UNKNOWN )
        PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_UNKNOWN )
        PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_BUTTON3 )
        PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 )
        PORT_BIT(0x20, IP_ACTIVE_HIGH, IPT_SERVICE ) PORT_NAME("Diagnostic Step") PORT_CODE(KEYCODE_F1)
        PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_TILT )
        PORT_SERVICE( 0x80, IP_ACTIVE_HIGH )
    
        PORT_START_TAG("IN1")
        PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_COIN1 )
        PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_COIN2 )
        PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_COIN3 )
        PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_START1 )
        PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_START2 )
        PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_BUTTON2 )
        PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_2WAY
        PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_2WAY
    
        PORT_START_TAG("DSW")
        PORT_DIPNAME( 0x03, 0x00, DEF_STR( Language ) )
        PORT_DIPSETTING (    0x00, DEF_STR( English ) )
        PORT_DIPSETTING (    0x01, DEF_STR( German ) )
        PORT_DIPSETTING (    0x02, DEF_STR( French ) )
        PORT_DIPSETTING (    0x03, DEF_STR( Spanish ) )
        PORT_DIPNAME( 0x04, 0x04, DEF_STR( Lives ) )
        PORT_DIPSETTING (    0x04, "3" )
        PORT_DIPSETTING (    0x00, "4" )
        PORT_DIPNAME( 0x08, 0x00, "Center Mech" ) /*Left same for 2-door mech*/
        PORT_DIPSETTING (    0x00, "X 1" )
        PORT_DIPSETTING (    0x08, "X 2" )
        PORT_DIPNAME( 0x30, 0x00, "Right Mech" )
        PORT_DIPSETTING (    0x00, "X 1" )
        PORT_DIPSETTING (    0x10, "X 4" )
        PORT_DIPSETTING (    0x20, "X 5" )
        PORT_DIPSETTING (    0x30, "X 6" )
        PORT_DIPNAME( 0xc0, 0x80, DEF_STR( Coinage ) )
        PORT_DIPSETTING (    0xc0, DEF_STR( 2C_1C ) )
        PORT_DIPSETTING (    0x80, DEF_STR( 1C_1C ) )
        PORT_DIPSETTING (    0x40, DEF_STR( 1C_2C ) )
        PORT_DIPSETTING (    0x00, DEF_STR( Free_Play ) )
    INPUT_PORTS_END
    
    Resolution: vector
    
    TG Game Entry: https://www.twingalaxies.com/game/asteroids-rev-2/mame/
    Rules, Points [Marathon]: https://www.twingalaxies.com/scores.php?scores=12447
    Rules, Points [TG Extreme Settings]: https://www.twingalaxies.com/scores.php?scores=10094
    Rules, "Stand Your Ground Challenge": https://www.twingalaxies.com/scores.php?scores=219032
    
    ROMSet: Asteroid
    Service Mode: Off
    Lives: 3
    
    Sample correct TG:
    DSW: offset 0x2B, repeat every 0x7C, typical value 0x84
    - DSW: 0x03 (Language): [not relevant]
    - DSW: 0x04 (Lives): 0x04 (3)
    - DSW: 0x08 (Center Mech): [not relevant]
    - DSW: 0x30 (Right Mech): [not relevant]
    - DSW: 0xc0 (Coinage): [not relevant]
    
        20: 00 00 00 00 00 00 00 00  00 00 00 84 00 00 00 00
        A0: 00 00 00 00 00 00 00 84  00 00 00 00 00 00 00 00
       120: 00 00 00 84 00 00 00 00  00 00 00 00 00 00 00 00
    Generic Info for game:
    Code:
    Note: there are two sets represented by asteroid with the changeover at 0.132u2.
    
    MAME History:
    - 0.132u2: Andy Welburn and Dumping Union added Asteroids (rev 4). Renamed (asteroid) to (asteroi2).
    
    Asteroid, Rev 2
    ---------------
    ROM set changed: yes
    0.106-0.132: asteroid - "Asteroids (rev 2)"
    0.132u2-0.206: asteroid2 - "Asteroids (rev 2)"
    
    Resolution, 0.106-0.152: vector @ 60.000000Hz
    Resolution, 0.153-0.206: vector @ 61.523438Hz
    
    TG Game Entry: https://www.twingalaxies.com/game/asteroids-rev-2/mame/
    Rules, Points [Marathon]: https://www.twingalaxies.com/scores.php?scores=12447
    Rules, Points [TG Extreme Settings]: https://www.twingalaxies.com/scores.php?scores=10094
    Rules, "Stand Your Ground Challenge": https://www.twingalaxies.com/scores.php?scores=219032
    
    Asteroid, Rev 4
    ---------------
    ROM set changed: no.  Added in 0.132u2.
    0.132u2-0.206: asteroid - "Asteroids (rev 4)"
    
    Resolution, 0.133-0.152: vector @ 60.000000Hz
    Resolution, 0.153-0.206: vector @ 61.523438Hz
    
    TG Game Entry: https://www.twingalaxies.com/game/asteroids-rev-4/mame/
    Rules, TGTS: https://www.twingalaxies.com/scores.php?scores=132358
    INP Header:
    Code:
        10: 20 73 36 CA 00 00 00 00  53 F9 58 5C D4 FA 71 42 |  s6....SX\qB
        20: 00 00 00 00 00 00 00 00  00 00 00 84 00 00 00 00 | ................
        30: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        40: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        50: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        60: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        70: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        80: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        90: 00 00 00 00 00 00 00 00  3E 82 43 E1 00 00 00 00 | ........>.C....
        A0: 00 00 00 00 00 00 00 84  00 00 00 00 00 00 00 00 | ................
        B0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
       100: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
       110: 00 00 00 00 3E 82 43 E1  00 00 00 00 00 00 00 00 | ....>.C........
       120: 00 00 00 84 00 00 00 00  00 00 00 00 00 00 00 00 | ................
       130: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
       140: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    INP Mid-section:
    Code:
    15BB30: 00 00 00 40 00 00 00 84  00 00 00 00 00 00 00 00 | ...@............
    15BB40: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    15BB50: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    15BB60: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    15BB70: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    15BB80: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    15BB90: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    15BBA0: 00 00 00 00 A2 82 43 E1  00 00 00 00 00 00 00 40 | .....C.......@
    15BBB0: 00 00 00 84 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    15BBC0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    15BBD0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    15BBE0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    15BBF0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    15BC00: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    15BC10: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    15BC20: A2 82 43 E1 00 00 00 10  00 00 00 00 00 00 00 84 | .C............
    15BC30: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    15BC40: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    15BC50: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    15BC60: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    INP Tail-end:
    Code:
    2B7670: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B7680: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B7690: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B76A0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B76B0: A2 82 43 E1 00 00 00 00  00 00 00 00 00 00 00 84 | .C............
    2B76C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B76D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B76E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B76F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B7700: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B7710: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B7720: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | .............C
    2B7730: 00 00 00 00 00 00 00 00  00 00 00 84 00 00 00 00 | ................
    2B7740: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B7750: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B7760: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B7770: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B7780: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B7790: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B77A0: 00 00 00 00 00 00 00 00  A2 82 43 E1             | .........C

    MAME Info
    MAMEInfo.dat entries: asteroid and asteroid.c
    Code:
    MAMEInfo.dat entries for:
    asteroid
    asteroid.cpp
    ----
    0.132u2 [Andy Welburn, Dumping Union]
    
    0.33b7 [?]
    
    0.26 [Brad Oliver, Bernd Wiebelt, Allard van der Bas, Al Kossow, Hedley Rainnie, Eric Smith]
    
    
    Artwork available
    
    
    WIP:
    
    - 15th December 2018: Mr. Do - Added artwork from 'XBox Live Arcade' and 'Atari Arcade Classics for PC' to Asteroids. 3-D artwork created by MarbleMad, based on official artwork. A Pencil artwork created by Mr. Do, based on official artwork; inspired by MetroDuck.
    
    - 0.202: MikeMcBike added clone Meteorite (Proel bootleg of Asteroids). Changed description of clone (bootleg of Asteroids) to 'Meteorites (VGG bootleg of Asteroids)'.
    
    - 23rd August 2018: Smitdogg - MikeMcBike sent us a dump of Meteorite by Proel which is a German bootleg of Asteroids (http://www.wolfgangrobel.de/arcadereps5/meteorites.htm).
    
    - 0.198: Swapped start LEDs and suppress logging for many spurious writes. Configure all lamp/LED outputs as line callbacks. Added cocktail configuration that flips screen for 2nd Player [AJR].
    
    - 0.171: Pako Ikarihardmods added clone Space Rocks (Spanish clone of Asteroids). Marked the bipolar PROM as bad dump [RobertoFresca].
    
    - 0.153: Restored correct vector rom for clone Asteroids (bootleg on Lunar Lander hardware). This fixes game is not booting correctly [Brian Troha]. Derive (fake) refresh rate from CPU IRQ frequency to reduce juddering [Alex Jackson]. Changed VSync to 61.523438 Hz.
    
    - 0.149: Basilio Garcia added clone Aerolitos (Spanish bootleg of Asteroids).
    
    - 0.147u2: Andy fixed rom names in clones Asterock (Sidam bootleg of Asteroids) and Asterock (Videotron bootleg of Asteroids).
    
    - 0.147u1: ANY added clone Asterock (Videotron bootleg of Asteroids). Changed description of clone 'Asterock (bootleg of Asteroids)' to 'Asterock (Sidam bootleg of Asteroids)'.
    
    - 0.145: Byte Surfer added clone Hyperspace (bootleg of Asteroids). Changed description of clone 'Asterock' to 'Asterock (bootleg of Asteroids)'.
    
    - 0.141u4: Changed description of clones 'Meteorites' to 'Meteorites (bootleg of Asteroids)' and 'Meteor' to 'Meteor (bootleg of Asteroids)'.
    
    - 0.141u2: Derrick Renaud fixed broken discrete sound in Asteroids.
    
    - 28th November 2010: 3D ARCADE - Completely redone the 3D cabinet model for Asteroids.
    
    - 0.140u1: Derrick Renaud optimized speed of DISCRETE_DAC_R1.
    
    - 10th June 2010: Smitdogg - TrevEB dumped a bootleg of Asteroids called Space Carrier.
    
    - 0.133u1: Renamed (asteroi2) to (asteroid2), (asteroi1) to (asteroid1) and (asteroib) to (asteroidb).
    
    - 13th July 2009: Smitdogg - Andy Welburn has found what appears to be an Asteroids Rev.3 PCB on his travels in the US! It isn't dumped yet but looks to be Rev.3 from markings on the chips, so hopefully the dump will go in our favor.
    
    - 0.132u3: Brian Troha added PCB location to several Asteroids rom sets. Added a new vector rom (035127-01.np3) to clone Asteroids (bootleg on Lunar Lander hardware).
    
    - 0.132u2: Andy Welburn and Dumping Union added Asteroids (rev 4). Renamed (asteroid) to (asteroi2).
    
    - 20th June 2009: Smitdogg - Thanks to Andrew Welburn we have the exclusive Asteroids (rev 4). His readme: I picked up a haul of NOS Atari proms recently, about 150 in all, 85 different types, in amongst them were a small number of 'normal' roms. Two of them looked a bit odd, they had paper labels, but they looked pretty official... So here they are, Asteroids Revision 04E as mentioned in the Star Tech Journal Vol 2 #5.
    
    - 0.129u5: Couriersud added save state support to Asteroids.
    
    - 0.128u4: Luigi30 derived clocks from crystals in the Asteroids driver.
    
    - 0.125u9: Couriersud fixed assertions in all Asteroids driver sets.
    
    - 0.125u4: Discrete sound update [Couriersud]: Added NODE_RELATIVE(NODE, offset) macro to discrete.h. Fixed driver to use this macro instead of adding directly to the node. This fixes abnormal discrete sounds.
    
    - 0.125u1: Fabio Priuli fixed unable to credit up or play clone Asterock.
    
    - 0.123u2: RansAckeR added DIP locations to Asteroids.
    
    - 0.121u3: Changed visible area to 1045x789.
    
    - 0.120u1: Andreas added clone Meteor (Hoei 1980).
    
    - 0.115u1: Changed region proms to user1.
    
    - 0.114u4: Aaron Giles fixed Asteroids controls to be buttons not joysticks.
    
    - 18th February 2007: Mr. Do - The cocktail table artworks for Asteroids were vectored by Jcroach.
    
    - 11th February 2007: Mr. Do - Jcroach was nice enough to vector the border frame for an Asteroids cocktail picked up from Gene at Vintage Arcade Superstore. Nice thing is this can serve as a template for quite a few Atari cocktail tables. First one up this week is Asteroids Deluxe, thanks to additional graphics from the BYOAC purchase.
    
    - 0.108u5: Mathis Rosenhauer rewrote the Atari vector generators, using the schematics and actual state machine PROMs. The state machine is now emulated so timing should be much more realistic. Clipping hardware in bzone and others is emulated instead of hardcoded. Improved accuracy of clocks and various other bits of cleanup. Changed M6502 CPU clock speed to 1512000 Hz and visible area to 1045x801. Added prom ($0 - DVG PROM).
    
    - 0.108u1: Brian Troha improved documentation in the Asteroids driver.
    
    - 0.102: Hans Andersson and Derrick Renaud updated the discrete thump sound in Asteroids to use component values instead of derived equations.
    
    - 0.100u4: Kevin Jonas filled in missing Asteroids DIPs. Added dipswitches 'Center Mech' and 'Right Mech'.
    
    - 0.90u3: Derrick Renaud fixed gain in Asteroids etc. broken in 0.90.
    
    - 0.88u3: Pierpaolo Prazzoli added clone Meteorites.
    
    - 0.85: Pierpaolo Prazzoli added conditional dipswitch support to Asterock.
    
    - 0.76u2: Pierpaolo Prazzoli fixed dipswitches in to clone Asterock. Added 'Records Table' and 'Coin Mode'.
    
    - 0.76u1: Pierpaolo Prazzoli added clone Asterock (Sidam 1979).
    
    - 24th October 2003: Pierpaolo Prazzoli added Asterock, an Asteroids clone to the Asteroids driver.
    
    - 0.68: Frank Palazzolo added new filter implementations to the asteroid/astdeluxe thrust sound. Derrick Renaud cleanup the discrete sound code and setup proper gain ratios and fixed saucer fire sound.
    
    -  9th March 2003: Derrick Renaud submitted an improvement to Asteroids explosion sounds.
    
    - 17th February 2003: Craig Aker fixed a problem in handling the LEDs in Asteroids Deluxe.
    
    - 0.62: Improved sound in Asteroids [Ken Reneris].
    
    -  3rd August 2002: Ken Reneris submitted another small improvement to the Asteroids discrete sound emulation and added phosphorescent persistence emulation to the vector graphics drawing code, possibly improving the look & feel of vector games.
    
    - 24th July 2002: Ken Reneris and Keith Wilkins both submitted improvements to the discrete sound system in Asteroids.
    
    - 0.58: Changed palettesize from 33024 to 32768 colors.
    
    - 18th November 2001: Frank Palazzolo reported some progress with Asteroid sound emulation - only one of the sound effects remains incorrect.
    
    - 17th January 2001: Bernd Wiebelt fixed a bug causing static in the discrete sound functions.
    
    - 0.37b11: Some support for discrete component sound emulation [Keith Wilkins]. Replaced Custom sound with Discrete.
    
    - 28th November 2000: Keith Wilkins sent in a discrete sound system update, fixing some sounds in Asteroids.
    
    -  7th November 2000: Keith Wilkins sent in a preliminary version of discrete sound system emulation, not supporting any game yet.
    
    - 0.37b3: Changed palettesize from 256 to 33024 colors.
    
    - 0.36RC2: Added clone Asteroids (bootleg on Lunar Lander hardware).
    
    - 28th February 2000: Juergen Buchmueller significantly improved the Asteroids sound simulation.
    
    - 0.36RC1: Juergen Buchmueller added Custom sound to Asteroids. Samples are no longer needed.
    
    - 15th February 2000: Juergen Buchmueller fixed some bugs in the Asteroids sound simulation.
    
    - 13th February 2000: Juergen Buchmueller added preliminary analog sound simulation to Asteroids.
    
    -  6th February 2000: Jarek Parchanski added better samples to Asteroids and Asteroids Deluxe.
    
    - 0.33b7: Inspired by Retrocade and Vector Dream, Bernd Wiebelt changed the vector games to use translucent vectors. Color intensities had to be lowered, if it feels to dark for you now, increase the gamma correction value. Renamed (asteroid) to (asteroi1) and (asteroi2) to (asteroid).
    
    - 0.30: Brad Oliver fixed the hiscore save. Changed description to 'Asteroids (rev 1)' and clone (alternate version) to 'Asteroids (rev 2)'.
    
    - 0.29: Andrew Scott fixed high score saving in Asteroids.
    
    - 0.27: Added clone Asteroids (alternate version).
    
    - 0.26a: Some credits that were left out last time: Thanks to Al Kossow, Hedley Rainnie and Eric Smith for the code to their vecsim emulator which had emulated these games previously on the unix and the mac, and thanks to Neil Bradley for pointing out the critical bug in the vector generator engine which prevented Tempest from working.
    
    - 0.26: Added 'Asteroids' (Atari 1979). Game is playable with accurate colors and no sound. Thanks to the outstanding combined efforts of Brad Oliver, Bernd Wiebelt and Allard van der Bas, MAME entered in vectorial emulation world! All in a time, we have support for Asteroids, Asteroids Deluxe, Black Widow, Battlezone, Gravitar, Lunar Lander, Red Baron, Spaceduel and Tempest. Thanks to Al Kossow, Hedley Rainnie and Eric Smith for the code to their VECSIM emulator which had emulated these games previously on the UNIX and MAC. Control: Arrows = Left & Right rotate ship and Up trust, CTRL = Fire and ALT = Hyperspace.
    
    - 15th September 1993: Dumped Asteroids (rev 1).
    
    
    LEVELS: 1 (endless)
    
    
    Other Emulators:
    
    * AAE
    
    * HiVE
    
    * JAE
    
    * Retrocade
    
    
    Recommended Games (Asteroids):
    
    Blasto
    
    Asteroids
    
    Asteroids Deluxe
    
    Dai San Wakusei Meteor
    
    Astropal
    
    Space Duel
    
    Space Force
    
    Star Trek (Head On hardware)
    
    Vortex
    
    Zero Hour
    
    Bosconian
    
    Moon Shuttle
    
    Moon War
    
    Space Fortress
    
    Space Fury
    
    Astro Chase
    
    Radar Zone (Asteroid Stage)
    
    Sinistar
    
    Zektor
    
    Mad Planets
    
    Blasteroids
    
    Galaxy Force 2
    
    Starblade
    
    Galactic Storm
    
    Space Lords
    
    Star Wars Arcade
    
    Solar Assault
    
    
    Recommended Games (Starfighter):
    
    Galaxy Game
    
    Space Wars
    
    Star Cruiser
    
    Blasto
    
    Orbit
    
    Asteroids
    
    Asteroids Deluxe
    
    Space Duel
    
    Space Force
    
    Star Castle
    
    Vortex
    
    Astropal
    
    Star Trek
    
    Eliminator
    
    Laser Battle
    
    Moon War
    
    Omega Race
    
    Solar Quest
    
    Space Dungeon
    
    Space Fury
    
    Azurian Attack
    
    Dark Planet
    
    Megadon
    
    Cosmic Chasm
    
    Mad Planets
    
    Drakton
    
    Revenger '84
    
    Blasteroids
    
    
    Romset: 8.25 kb / 5 files / 7.00 zip
    
    ----
    0.26 [Brad Oliver, Al Kossow, Hedley Rainnie, Eric Smith, Allard van der Bas]
    
    
    WIP:
    
    - 0.207: Removed MCFG macros [Osso].
    
    - 0.205: Removed AVGDVG_VECTOR MCFG macros [Osso]. Removed M6502, VECTOR, POKEY, SCREEN and ER2055 MCFG macros [Ryan Holtz].
    
    - 0.204: Eliminated unnecessary address space argument from handlers (audio\asteroid.cpp and audio\llander.cpp) [AJR].
    
    - 0.202: Removed WATCHDOG MCFG macros [Osso].
    
    - 0.201: Removed 74259 MCFG macros (audio\asteroid.cpp) [Ryan Holtz].
    
    - 0.200: Removed machine\atari_vg.cpp/h.
    
    - 0.196: Removed first_screen usage from video\avgdvg.cpp [AJR].
    
    - 0.195: Use 74LS153 device for dipswitches [Dirk Best].
    
    - 0.194: Removed audio\llander.h. Added coin counters and clarify LEDs (machine\asteroid.cpp) [Dirk Best].
    
    - 0.189: Added new 74LS259 device. Cleanup driver and audio [AJR].
    
    - 0.183: De-hardcode "Diagnostic Step" input in Asteroid driver [AJR].
    
    - 0.174: Added audio\llander.h. Allow separate Asteroid driver building [Miodrag Milanovic].
    
    - 0.166: Significant accuracy improvements, documentation and other updates to the ER-2055 EAROM emulation used for several Atari games, based on schematics and datasheets. It now uses a state machine to keep track of the current EAROM bus state (machine\atari_vg.c) [Lord Nightmare].
    
    - 0.157: Use configured bank entries instead of postload [Alex Jackson].
    
    - 0.153: Do reset on different way [Miodrag Milanovic].
    
    - 0.147u2: Changed layout\ho88ffff.lay to astdelux.lay.
    
    - 0.145: Miodrag Milanovic converted ATARIVGEAROM to a modern devices.
    
    - 0.141u4: Atari Ace converted Asteroid to driver_device.
    
    - 0.106u10: Replaced layout\astdelux.lay with ho88ffff.lay.
    
    - 0.106u8: Added layout\astdelux.lay.
    
    - 0.61: Removed vidhrdw\llander.c.
    
    - 0.58: Added includes\asteroid.h.
    
    - 0.36RC1: Added sndhrdw\llander.c.
    
    - 0.34b8: Added vidhrdw\llander.c.
    
    - 0.33b7: Inspired by Retrocade and Vector Dream, Bernd Wiebelt changed the vector games to use translucent vectors. Color intensities had to be lowered, if it feels to dark for you now, increase the gamma correction value.
    
    - 0.33b2: Bernd Wiebelt adjusted timing in the vector games.
    
    - 0.31: Added vidhrdw\vector.c/h.
    
    - 0.30: Neil Bradley fixed framerates in the Atari vector games.
    
    - 0.29: Merged llander.c with asteroid.c driver. Removed vidhrdw\vector.c/h. Replaced vidhrdw\atari_vg.c/h to avgdvg.c/h.
    
    - 0.27: Added sndhrdw\asteroid.c, machine\atari_vg.c/h, vidhrdw\atari_vg.c/h and sndhrdw\pokyintf.c/h. Removed vidhrdw\asteroid.c. Added generic EAROM routinges for the Atari Vector games, they are in src\machine\atari.c and src\machine\atari.h.
    
    - 0.26: Added asteroid.c and llander.c driver, machine\asteroid.c, machine\llander.c, vidhrdw\asteroid.c and vidhrdw\vector.c/h.
    
    ----
    Human interpretation:
    Time calc: 13:47:47 + (22973 frames 60Hz @ 99.988160% [6:22.93]) = 13:54:10 vs zip mod 21:54:14 [please allow for timezone differences]

    Name:  aste0009.png
Views: 54
Size:  2.8 KB

    NOTE: assuming the same ROMset/settings as the other TG tracks for this game, i.e.
    ROMSet: 0.106-0.132: asteroid - "Asteroids (rev 2)"
    0.132u2- : asteroid2 - "Asteroids (rev 2)"
    Service Mode: Off
    Lives: 3
    Thanks Ragequit, RTM, HugDD, redelf, ivanstorm1973 thanked this post
    Likes HugDD liked this post
  4. 02-05-2019, 05:59 PM
    I've made a request in the Scoreboard Errors thread for the ROMset & DIPs to be added to the rules.
    Thanks RTM thanked this post
  5. 02-05-2019, 06:56 PM
    Thanks, Terence !!

    John, I understand perfectly how you feel. Decades back, way before I submitted to TG, my friends and I used to for fun, but sometimes out of necessity, compete on titles like "Missile Command" without a central base or "Defender" with no smart bombs. It's simply a different way to play the game.

    I can't remember if this particular challenge originated on the MARP site, possibly one of "Weehawk's" GEGOTW events or if it was part of some TG MAME Extreme Deca event...it's been too long and I forgot.
    Likes Rogerpoco liked this post
  6. 02-05-2019, 07:48 PM
    Short story time...when I was in high school, there was a convenience store with a small arcade and they had an Asteroids cabaret. Just before Christmas one year, they put a for sale sign on it for $99 (guess what my Christmas present was that year :-) Anyways, once we got it home my Dad actually used to play it like this. He didn't like to move around so he'd just stay in the middle, rotate, and shoot stuff. I think his best was a little over 30K as well.
    Likes Rogerpoco, HugDD, RTM, ivanstorm1973 liked this post
  7. 02-06-2019, 01:18 AM
    I struggle to get that score using thrust and hyperspace.

    I seem to remember a monthly MAME "broken game" challenge on snipercade in my very early TG days. The idea being to play a game with either a button or direction removed simulating a broken machine. A fun but often frustrating concept. It didn't last very long from memory. This might have been one of the games used
    It's 106 miles to Chicago, we got a full tank of gas, half a pack of cigarettes, it's dark, and we're wearing sunglasses.
    Likes RTM liked this post
  8. 02-07-2019, 01:46 PM
    Quote Originally Posted by dbh View Post
    Short story time...when I was in high school, there was a convenience store with a small arcade and they had an Asteroids cabaret. Just before Christmas one year, they put a for sale sign on it for $99 (guess what my Christmas present was that year :-) Anyways, once we got it home my Dad actually used to play it like this. He didn't like to move around so he'd just stay in the middle, rotate, and shoot stuff. I think his best was a little over 30K as well.
    Ha, i was the same, i was such a poor player at this game if a started to move i would lose total control of my ship, so i just stayed in the middle and tried to last as long as i could (not very long ). I cant remember what my actual scores were but it would be fun to give this a try again after 30 years
    Likes RTM liked this post
  9. 02-08-2019, 12:28 AM
    Nice score, Robert! Accepted!
    Jared Oswald
    World record holders on "Guitar Hero", "Rock Band" and Sonic games.
    Thanks RTM thanked this post
  10. 02-08-2019, 12:33 AM
    Well, I managed to pull off a 59K (since submitted) due to getting more than a bit lucky when playing one more game before calling it a day. Could have been more but I choked at the end...as well as in several spots throughout...and I got very lucky on more than one occasion.

    Amusingly, and truthfully, my personal best on full-movement "Asteroids" (WolfMAME 106) is only approx 150K playing under the "Weehawk" rules which allow for no more than five (5) command ships destroyed per wave (a 6th destroyed, whether by you or merely by crashing into a rock, invalidates the performance). How comical that I just scored 40% of my personal best without even moving :)
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