*** 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 17/04/2019 at 11:01:03.30
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, 115460 bytes (113 KiB)
Testing archive: E:\MAME\ALLexes\inp\MARP\elevator175max52300.zip
--
Path = E:\MAME\ALLexes\inp\MARP\elevator175max52300.zip
Type = zip
Physical Size = 115460
Everything is Ok
Size: 288336
Compressed: 115460
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, 115460 bytes (113 KiB)
Listing archive: E:\MAME\ALLexes\inp\MARP\elevator175max52300.zip
--
Path = E:\MAME\ALLexes\inp\MARP\elevator175max52300.zip
Type = zip
Physical Size = 115460
----------
Path = elevator175max52300.inp
Folder = -
Size = 288336
Packed Size = 115316
Modified = 2019-04-14 09:24:06
Created =
Accessed =
Attributes = A
Encrypted = -
Comment =
CRC = C265E5C3
Method = Deflate
Characteristics =
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 175
What MAME thinks:
Code:
Input file: elevator.inp
INP version 3.5
Created Sun Apr 14 23:08:44 2019
Recorded using 0.175W (unknown)
Total playback frames: 55152 (15:19.20)
Average recorded speed: 100.000668%
Average speed: 99.99% (21 seconds)
Source driver:
elevator taitosj.cpp
Generic Info for game:
Code:
ROM set changed: no
0.106-0.177: elevator - "Elevator Action"
0.178-0.208: elevator - "Elevator Action (5 pcb version, 1.1)"
MAME History:
- 0.178: caius and The Dumping Union added clone Elevator Action (4 pcb version, 1.1). Cleaned up rom labels/locations for the Elevator Action sets and added notes. Noted that the 4 and 5 board sets dumped so far of Elevator Action are the exact same code and gfx, just split differently [Lord Nightmare]. Added ww15.pal16l8.ic24.jed.bin. Changed parent description to 'Elevator Action (5 pcb version, 1.1)'.
Resolution, 0.106-0.208: 256x224 @ 60.000000Hz
TG Game Entry: https://www.twingalaxies.com/elevator-action/mame/
Rules, Points: https://www.twingalaxies.com/scores.php?scores=5158
Rules, Points [ADeca 2004 Only Variation]: https://www.twingalaxies.com/scores.php?scores=9692
Rules, Points [Twin Galaxies Extreme Settings]: https://www.twingalaxies.com/scores.php?scores=9848
Rules, Highest Score: https://www.twingalaxies.com/scores.php?scores=207151
TG Game Entry: https://www.twingalaxies.com/elevator...-pcb-1-1/mame/
Rules, Highest Score: https://www.twingalaxies.com/scores.php?scores=205743 (this is a duplicate of the one above, using the renamed long name TG game entry instead of the existing one - should hopefully attract no submissions)
INP dump not relevant
MAME Info
elevator is the parent set.
MAMEInfo.dat entries: elevator and taitosj.cpp
Code:
MAMEInfo.dat entries for:
elevator
taitosj.cpp
----
0.18 [Nicola Salmoria]
Artwork available
WIP:
- 0.192: hap fixed ay2,3,4 volume regression. This fixes Elevator Action sound.
- 0.187: Replaced MC68705P3 CPU3 with MC68705P5.
- 0.182: Replaced M68705 CPU3 with MC68705P3.
- 0.178: caius and The Dumping Union added clone Elevator Action (4 pcb version, 1.1). Cleaned up rom labels/locations for the Elevator Action sets and added notes. Noted that the 4 and 5 board sets dumped so far of Elevator Action are the exact same code and gfx, just split differently [Lord Nightmare]. Added ww15.pal16l8.ic24.jed.bin. Changed parent description to 'Elevator Action (5 pcb version, 1.1)'.
- 0.170: Corrections to some rom names and labels on Elevator Action based on PCB pictures [Lord Nightmare, brizzo].
- 0.148: Kevin Eshbach added partial DIP locations for Elevator Action.
- 0.138: hap and MASH fixed Elevator Action (some graphics on the escalators shift when you ride on them).
- 0.133u1: Renamed (elevatob) to (elevatorb).
- 0.128u4: David Haywood fixed Elevator Action, which freezes after coin insert with "8".
- 0.126u4: Guru added README for Elevator Action.
- 0.122u6: Changed M68705 CPU3 clock speed to 3MHz.
- 29th December 2007: Guru - Elevator Action... this is a strange one, the dumped matches the 'elevatob' set in MAME, but this is definitely an original PCB, so I suspect the existing dump is really from an original PCB (4-board unprotected version) and the bootleg set is the same thing exactly.
- 21st December 2007: Guru - A huge box arrived today. That 19.75kg box looks mighty impressive, although I'm not sure that all of it is going to be useful. Some could be alt. versions but most don't work so I'll need to dump all of these before I can tell exactly what they are. It contains Elevator Action (Taito 1982, original SJ hardware without MCU!) and others. Thanks to Tingoes for sending these out.
- 12th November 2006: Mr. Do - Elevator Action artwork has been "optimized" by Ad_Enuff; much smaller file size (up to 80%) with no loss in quality.
- 3rd September 2006: Mr. Do - Ad_Enuff optimized Elevator Action bezel. File sizes are now half of what they were (with no loss in quality).
- 0.96u2: Nicola Salmoria fixed several sprite priority issues in Elevator Action and the car wrapping around at the end of a level. Added sprite clipping at the sides of the screen. This was verified to happen on the real board, and it affects bullets wrapping around in Elevator Action. I'm only 99% sure that the clipping is correct this way.
- 0.84u6: Changed 4-way Joystick to 8-way.
- 0.61: Stephane Humbert fixed "Bonus Life" dipswitch is wrong in Elevator Action.
- 22nd November 1999: Tatsuyuki Satoh fixed a cpu interleaving problem in Elevator Action.
- 0.36b1: Added layer prom eb16.22.
- 0.35: Added new MCU cpu3 rom (2k).
- 0.35b6: Replaced M6805 CPU3 with M68705.
- 0.35b3: Changed M6805 CPU3 clock speed to 1.5MHz.
- 0.34b1: The original Elevator Action now works, using the 68705 MCU rom which was missing. Since there is one additional CPU to emulate, it is slower than the bootleg version [Nicola Salmoria]. Added M6805 (3MHz) CPU3.
- 0.33b6: Nicola Salmoria removed the partially working protection emulation in Elevator Action, so people will hopefully understand that it doesn't work and use the bootleg instead.
- 0.30: Known issues: Some sprite priority problems (people half disappearing behind doors etc).
- 0.29: The hardware of the Taito games (Elevator Action, Jungle King, Wild Western, Front Line) is emulated more faithfully. Playfield priority is accurate in Jungle King, however this broke Wild Western - strange. Front Line works. Merged all the drivers into Taito driver [Nicola Salmoria].
- 0.28: Mike Balfour added high score saving to Elevator Action.
- 0.27: Elevator Action sound is perfect now. Elevator Action, Jungle King and Wild Western now use the same Taito video hardware driver. Known issues: The original version doesn't work consistently due to the copy protection. Use the bootleg version instead.
- 0.26: Tatsuyuki Satoh fixed sound tempo speed in Elevator Action (tempo speed is 37.5kHz).
- 0.25: Nicola did some fixes to Taito Games (Jungle King and Elevator Action) about background placement and coins per credit dipswitch. Plus vertical scroll support in Jungle King (used in ground shake), correct sprite priority, and no more rubbish is present during change of stage. DELETE ELEVATOB\ELEVATOB.DSW, JUNGLEK\JUNGLEK.DSW, JHUNT\JHUNT.DSW, OTHERWISE THE GAME WILL NOT WORK CORRECTLY.
- 0.22: Added preliminary sound support to Elevator Action. Fixed credit bugs in Elevator Action. REMEMBER TO DELETE THE PREVIOUS .DSW FILES OTHERWISE THE GAMES WON'T WORK PROPERLY! Added audio CPU roms ic70/71 and gfx roms ic4/5.
- 0.21.5: Nicola Salmoria fixed colors in Elevator Action (100% correct colors).
- 0.21: Fixed dipswitch DSW3 in Elevator Action. Control: Arrows = Move around, CTRL = Fire1 and ALT = Fire2. YOU'LL HAVE TO DELETE THE PREVIOUS DSW FILE IN "ELEVATOB" DIRECTORY IN ORDER TO GET IT RUN CORRECTLY.
- 0.20: Nicola Salmoria fixed missing sprites when exiting from doors in Elevator Action. There are still some sprite priority bugs. Also better colors.
- 0.19: Added clone Elevator Action (bootleg). The original version doesn't work because of copy protection. The graphics are almost OK now, albeit quite slow. Nicola Salmoria found how Elevator Action background works. Also updated all drivers that have a scrolling background. Known issues: Collision detect not yet implemented. Game should run on hardware similar to Jungle King. Set the dipswitches to free play to play the game. Added background graphics roms to parent.
- 0.18: Nicola Salmoria added 'Elevator Action' (Taito 1983). VERY preliminary and not playable. Runs on the same hardware as Jungle King.
- 18th April 1997: Dumped Elevator Action (bootleg).
- 13th August 1992: Dumped Elevator Action (5 pcb version, 1.1).
STORY:
- Agent 17 code name "OTTO" is to secure top secret documents from the security building. Enemy spys are in pursuit, and their orders are to stop him at any cost. After reaching the tip of a 30 story building, Agent 17 has to make his way down to the basement and the awaiting getaway car. Otto is relyinmg on your skills so GOOD Luck!
PLAY INSTRUCTIONS:
- The object of the game is to make it through the building, get secret documents, & get to an awaiting getaway car. You can use the jump kick button to dodge bullets and kick bad guys. Use the fire button to stop enemy agents. Go in the red doors for surprise bonus points. You must go through all red doors to get the top secret documents, or you can't escape.
LEVELS: 1
Recommended Games (Action):
Cliff Hanger
Elevator Action
Elevator Action Returns
Road Blaster
Action Fighter
Rolling Thunder
Rolling Thunder 2
Narc
Super Ranger
Vs. Freedom Force
Crack Down
Crack Down (Mega-Tech)
Night Striker
S.P.Y. - Special Project Y
Secret Agent
The Cliffhanger - Edward Randy
Hydra
ThunderJaws
Asylum
Power Blade (PlayChoice-10)
Gunstar Heroes (Mega Play)
Spin Master / Miracle Adventure
The Outfoxies
Top Hunter - Roddy & Cathy
Biomechanical Toy
Time Crisis
Time Crisis II
Time Crisis 3
Time Crisis 4
Die Hard Arcade
Total Vice
Gunmen Wars
Quake Arcade Tournament
Crisis Zone
OutTrigger
War: The Final Assault
Confidential Mission
Death Crimson OX
Ninja Assault
Silent Scope
Silent Scope 2
Silent Scope EX
Silent Scope Fortune Hunter
The Grid
Heavy Metal Geomatrix
Lupin The Third - The Shooting
Lupin The Third - The Typing
Demon Front
Gamshara
Dolphin Blue
Johnny Nero Action Hero
Recommended Games (Mafia):
Elevator Action
Elevator Action Returns
N.Y. Captor
Shoot Out
Shooting Master
Empire City: 1931
Dead Angle
Gang Busters
Who Shot Johnny Rock?
Dead Connection
Hard Times
Rapid Fire (Gangster)
Romset: 74.5 kb / 21 files / 37.0 zip
----
0.36b1 [Nicola Salmoria, Tatsuyuki Satoh, Zsolt Vasvari, John Butler, Marco Cassili]
0.29 [Nicola Salmoria, Zsolt Vasvari]
0.18 [Nicola Salmoria]
TODO:
- RC filter on 8910 #3
Bugs:
- frontlin, tinstar, wwestern: Should Front Line be using a positional joystick device for its aiming? john_iv (ID 02169)
WIP:
- 0.207: Removed QUANTUM_TIME and other MCFG macros [Osso].
- 0.206: Removed MCFG macros [Osso].
- 0.204: Eliminated unnecessary address space argument from discrete sound handlers [AJR]. Removed AY8910 MCFG macros [Osso].
- 0.203: Added missing save state, fixes save state regressions in various Taito SJ games. Also removed MCFG macros [Osso].
- 0.202: Removed WATCHDOG MCFG macros [Osso].
- 0.192: Fixed ay2,3,4 volume regression [hap].
- 0.190: Added synchronize calls on soundlatch write and bit7 clear, as well as for writing and clearing the secondary sound semaphore. Use input_merge for both NMI enable and the secondary semaphore. Added sound cpu mirroring [Lord Nightmare].
- 0.187: Added machine\taitosjsec.cpp/h. Made security MCU hookup a device [Vas Crabb].
- 0.178: Added semaphore and command handshake flags to audio section in Taito SJ. This fixes no attract mode sound after first time loading in piratpet, junglek and jungleh. Added "SOUND STOP" bit emulation, which improves but does not completely fix the spurious startup sound in Time Tunnel [Angelo Salese, Lord Nightmare]. Added XTALs for various clocks based on schematics. Documented and implemented AY-3-8910 outputs being tied directly together for 3 of the 4 AY-3-8910 chips. Added proper handling of sound cpu NMI on sound command register and semaphore writes and clears. Added note about an unemulated filter effect on one of the AY chips. Some savestate and init fixes. Fixed watchdog timing per schematics, and re-enabled watchdog. Bio Attack doesn't incorrectly trigger watchdog on death anymore [Lord Nightmare].
- 0.129u3: Aaron Giles fixed during the scrolling the lower part of the screen in Taito SJ becomes black before.
- 0.125u5: Added includes\taitosj.h.
- 0.123u2: Zsolt Vasvari simplified collision detection in Taito SJ driver.
- 0.122u5: Zsolt Vasvari complete Taito SJ memory map from Nicola's ancient notes. General code clean-up.
- 0.105u4: Aaron Giles fixed another Taito SJ graphics corruption bug (sprites in these games become black blocks).
- 0.105u3: Aaron Giles fixed graphics corruption in the Taito SJ driver (waterski, tinstar, kikstart are playable in 0.105u2 with many vertical bars garbage on the screen).
- 0.104u4: Adam Bousley added save states to the Taito SJ driver.
- 0.102u4: Nicola Salmoria fixed sprite-tilemap collision detection in Taito SJ driver when the screen is flipped.
- 0.102: Nicola Salmoria fixed status flag from MCU in Taito SJ games, this fixes the last digit of the score in Front Line.
- 0.96u2: Several Taito SJ sprite fixes [Nicola Salmoria]: Fixed sprite priorites. This fixes several priority issues in Tin Star, Elevator Action, High Way Race and the car wrapping around in Elevator Action at the end of a level. Added sprite clipping at the sides of the screen. This was verified to happen on the real board, and it affects bullets wrapping around in Elevator Action. I'm only 99% sure that the clipping is correct this way. Fixed sprite hardware collision detection. This fixes the last round in Pirate Pete, bonuses in Alpine Ski and end of level 1 in Water Ski.
- 0.96: Peter Sealy added missing RAM to the Taito SJ memory map.
- 0.92: Taito SJ update [Nicola Salmoria]: Added sound CPU -> main CPU communication (fixes Tin Star hangs without need for a kludge, and makes tunes between levels correctly play until the end). Added memory map derived from schematics. Added DAC volume control (I hear little difference, even if it's used). Coin lockout (important otherwise games could accept more than 9 coins).
- 0.85u1: Aaron Giles fixed input port definition errors in Taito SJ driver.
- 0.69a: A number of changes to the timer system [Aaron Giles]: All the CPU scheduling has moved into cpuexec.c and been taken out of timer.c. A number of bugs relating to time tracking for suspended CPUs have been fixed. A side effect of all this is a change in the behavior of the CPU scheduling. For the most part, games are fine with this. However, there were a few exceptions: The timing of the MCU communication in the Taito SJ driver is broken. Changed M68705 CPU3 clock speed to 750000 Hz in all MCU games.
- 0.69: Aaron Giles fixed interrupt being triggered on Non-Existant CPU for TaitoSJ games with no MCU.
- 19th May 2003: Aaron Giles fixed a bug in the Taito SJ driver that caused problems with the new timer code.
- 8th May 2002: Stephane Humbert fixed the dipswitches and inputs in the Taito SJ driver.
- 26th November 1999: Zsolt Vasvari fixed the collision detection in the TaitoSJ games.
- 0.36b1: Changed taito.c to taitosj.c driver. Sprite-sprite collision detection and other improvements in the Taito SJ games. This fixes Bio Attack. Wild Western is now fully playable [Zsolt Vasvari].
- 0.31: Removed sndhrdw\taito.c.
- 0.29: Merged elevator.c, junglek.c and wwestern.c with taito.c driver. Added machine\taito.c and sndhrdw\taito.c. Nicola Salmoria added digital audio in the Taito games. The hardware of the Taito games (Elevator Action, Jungle King, Wild Western, Front Line) is emulated more faithfully. Playfield priority is accurate in Jungle King, however this broke Wild Western - strange. Front Line works.
- 0.27: Added vidhrdw\taito.c. Removed vidhrdw\elevator.c, vidhrdw\junglek.c and vidhrdw\wwestern.c.
- 0.25: Added wwestern.c driver and vidhrdw\wwestern.c.
- 0.22: Added sndhrdw\elevator.c.
- 0.18: Added elevator.c and junglek.c driver, machine\elevator.c, vidhrdw\elevator.c, vidhrdw\junglek.c and sndhrdw\junglek.c.
----
Human interpretation:
Time calc: 23:08:44 + (55152 frames ÷ 60Hz @ 100.000668% [15:19.19]) = 23:24:03 vs zip mod 09:24:06 [please allow for timezone differences]
