M.A.M.E. - Truxton II / Tatsujin II / Tatsujin Oh (Japan) - Points [Single Player - Autofire allowed] - 265,170 - Derek Camin

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  1. M.A.M.E. - Truxton II / Tatsujin II / Tatsujin Oh (Japan) - Points [Single Player - Autofire allowed] - 265,170 - Derek Camin

    03-17-2019, 12:18 PM
    vzaar-player


    Points [Single Player - Autofire allowed]
    WolfMame version
    183
    Score Track
    https://www.twingalaxies.com/scores.php?scores=220598
    Rules
    ROMSet: Truxton2Flip Screen: OffService Mode: OffRapid Fire: Player's choiceDifficulty: NormalBonus Life: 70k and 200kLives: 3Invulnerability: OffAllow continue: NoSpecial Rules: This is a Single Player ONLY variation! Continues are NOT permitted!
    Submission Message
    Yolympics score

    Attached Files Attached Files
    Thanks JJT_Defender thanked this post
  2. 03-26-2019, 10:44 AM
    *** DISCLAIMER ***
    The following tests and reports are neither exhaustive nor definitive,
    and should not be assumed as such in order to verify authenticity of a submission.


    Starting check.bat on Tue 03/26/2019 at 14:38:33.60

    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, 538833 bytes (527 KiB)
    
    
    Testing archive: C:\WolfMAME\183\inp\TG\truxton2.zip
    --
    Path = C:\WolfMAME\183\inp\TG\truxton2.zip
    Type = zip
    Physical Size = 538833
    
    
    Everything is Ok
    
    
    Size:       548782
    Compressed: 538833
    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, 538833 bytes (527 KiB)
    
    
    Listing archive: C:\WolfMAME\183\inp\TG\truxton2.zip
    
    
    --
    Path = C:\WolfMAME\183\inp\TG\truxton2.zip
    Type = zip
    Physical Size = 538833
    
    
    ----------
    Path = truxton2.inp
    Folder = -
    Size = 548782
    Packed Size = 538586
    Modified = 2019-02-11 20:56:21
    Created = 
    Accessed = 
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = C556E999
    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 183

    What MAME thinks:
    Code:
    Input file: truxton2.inp
    INP version 3.5
    Created Mon Feb 11 19:39:02 2019
    
    
    Recorded using 0.183W (unknown)
    Total playback frames: 61920
    Average recorded speed: 100%
    Average speed: 650.45% (1039 seconds)
    Source driver:
    truxton2 toaplan2.cpp
    Generic Info for game:
    Code:
    ROM set changed: no
    0.106-0.117: truxton2 - "Truxton II / Tatsujin II / Tatsujin Oh (Japan)"
    0.118-0.183: truxton2 - "Truxton II / Tatsujin Oh"
    
    
    Resolution, 0.106-0.113: 320x240 @ 59.410645Hz
    Resolution, 0.114-0.122: 320x240 @ 59.410646Hz
    Resolution, 0.123: 320x240 @ 61.000000Hz
    Resolution, 0.125-0.141: 320x240 @ 59.000000Hz
    Resolution, 0.142-0.151: 320x240 @ 59.410646Hz
    Resolution, 0.152-0.183: 320x240 @ 59.637405Hz
    
    
    TG Game Entry (Two Player Team): https://www.twingalaxies.com/game/tr.../1?ref=fbshare
    TG Game Entry (Single Player Only): https://www.twingalaxies.com/game/tr.../1?ref=fbshare
    TG Game Entry (Single Player - Autofire allowed): https://www.twingalaxies.com/game/tr.../1?ref=fbshare
    INP dump not relevant

    MAME Info
    MAMEInfo.dat entries: truxton2 and toaplan2.cpp
    Code:
    MAMEInfo.dat entries for:
    truxton2
    toaplan2.cpp
    ----
    0.37b6 [Yochizo, Quench]
    
    
    0.36RC1 [Testdriver]
    
    
    
    
    WIP:
    
    
    - 0.141u4: Alex Jackson added a #define to optionally make Truxton II stereo (commented out by default). See the comments at the top of the driver and in the MACHINE_CONFIG. Removed Truxton II 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). Changed VSync to 59.410646 Hz and input from 4 to 2 buttons.
    
    
    - 0.141u1: Alex Jackson corrected maincpu rom in Truxton II.
    
    
    - 0.123u2: Corrado Tomaselli reverted sound OSC of Truxton II to 27MHz/8 since the original OST runs at this speed. The PCB I measured the previous clock was 28MHz/8 and it's a different PCB version from the common one. Since MAME doesn't support multiple OSC I prefer to use the 27MHz one. Changed YM2151 CPU1 clock speed to 3375000 Hz and VSync to 59Hz.
    
    
    - 0.122u5: Corrado Tomaselli verified/corrected frequencies and OKI6295 pin 7 in Truxton II. Changed YM2151 clock speed to 3.5MHz, OKI6295 to 4MHz and VSync to 61Hz.
    
    
    - 0.117u1: Alex Jackson replaced Truxton 2 byteswapped M68K program ROM (cpu1 $0) with correct one. Changed description to 'Truxton II / Tatsujin Oh'.
    
    
    - 0.113u2: Changed VSync to 59.410646 Hz.
    
    
    - 0.61: Changed input to 4x buttons and VSync to 59.410645Hz. Added 'Rapid Fire' dipswitch.
    
    
    - 0.57: Fixed MAMETesters bug truxton2055gra.
    
    
    -  1st December 2001: Smitdogg fixed dipswitch settings in Truxton 2.
    
    
    - 0.37b10: Changed OKI6295 clock speed to 20454 Hz. Renamed (tatsujn2) to (truxton2).
    
    
    - 0.37b9: Changed OKI6295 clock speed to 20000 Hz.
    
    
    - 0.37b6: Yochizo added 'Truxton II / Tatsujin II / Tatsujin Oh (Japan)' (Toaplan 1992).
    
    
    - 17th August 2000: Yochizo added Tatsujin 2 to the Toaplan2 driver.
    
    
    - 0.36RC1: Quench added (Testdriver) Truxton II / Tatsujin II (Japan).
    
    
    
    
    LEVELS: 1
    
    
    
    
    Other Emulators:
    
    
    * FB Alpha
    
    
    * Raine
    
    
    
    
    Recommended Games (Star Force):
    
    
    Zero Hour
    
    
    Red Clash
    
    
    Space Cruiser
    
    
    Catacomb
    
    
    Rougien
    
    
    Vega
    
    
    Espial
    
    
    Night Star (DECO Cassette)
    
    
    Nova 2001
    
    
    Star Jacker
    
    
    Stunt Air
    
    
    Zodiack
    
    
    Star Force
    
    
    Alpha Mission / ASO
    
    
    Alpha Mission II / ASO II
    
    
    Astro Warrior (Mega-Tech)
    
    
    Flower
    
    
    Halley's Comet
    
    
    Mission 660
    
    
    Rafflesia
    
    
    S.R.D. Mission
    
    
    Sky Fox
    
    
    Truxton / Tatsujin
    
    
    Tatsujin (Tourvision PCE bootleg)
    
    
    Truxton II / Tatsujin Oh
    
    
    Blast Off
    
    
    Blazing Lazers
    
    
    GunHed (Tourvision PCE bootleg)
    
    
    The Next Space
    
    
    Omega Fighter
    
    
    Star Fighter
    
    
    Super Star Soldier (Tourvision PCE bootleg)
    
    
    Lethal Thunder
    
    
    Pollux
    
    
    Strike Gunner S.T.G
    
    
    Vimana
    
    
    Explosive Breaker
    
    
    Final Star Force
    
    
    Galmedes
    
    
    Gunlock
    
    
    GunNail
    
    
    Nebulas Ray
    
    
    Super-X
    
    
    Gekirindan
    
    
    Viper Phase 1
    
    
    Fever SOS
    
    
    Mars Matrix: Hyper Solid Shooting
    
    
    
    
    Romset: 3072 kb / 4 files / 1.29 zip
    
    
    ----
    0.36RC1 [Quench]
    
    
    
    
    TODO:
    
    
    - 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.
    
    
    
    
    WIP:
    
    
    - 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.
    
    
    ----
    Name:  dips.PNG
Views: 28
Size:  52.1 KBName:  game over.PNG
Views: 29
Size:  137.3 KB

    NOTE: "Allow Continue" incorrectly set to "Yes", but no continues were used.
    Thanks HugDD, terencew, JJT_Defender thanked this post
    Likes HugDD, JJT_Defender liked this post
  3. 03-27-2019, 08:36 AM
    Voting Yes Accepted


    Game Starts at 17:13 Left on the video Name:  image.png
Views: 22
Size:  577.0 KB
    Bonus Life: 70k and 200k is at 13:16 & Left on the video Name:  image.png
Views: 26
Size:  610.3 KB
    Game Settings Begin at Left on the video
    M.A.M.E. - Truxton II / Tatsujin II / Tatsujin Oh (Japan) - Points [Single Player - Autofire allowed] - 265,170 Final score is at :28 Left on the video Name:  image.png
Views: 22
Size:  510.2 KB
    MAME Analyst by JasonV91 in Reply 2
    Attachment 85699Attachment 85700

    NOTE: "Allow Continue" incorrectly set to "Yes", but no continues were used.
    JJTJohnnyLightning World #1 Racer on Arcade Game Fast & Furious Super Cars 1,803 Match Wins 49Cities
  4. 04-05-2019, 12:39 AM
    Accepted!..
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