M.A.M.E. - Solitary Fighter [World] - Points [Tournament Settings] - 6,290,440 - Salim Farhat

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  1. M.A.M.E. - Solitary Fighter [World] - Points [Tournament Settings] - 6,290,440 - Salim Farhat

    08-18-2019, 07:50 AM

    Points [Tournament Settings]
    WolfMame version
    Score Track
    ROMSet: SoliFgtr
    Unknown: Off [All]
    Flip Screen: Off
    Service Mode: Off
    Difficulty: Hardest
    Special Rules: You may freely choose from any available character. Continues are NOT allowed!
    Submission Message
    So after rebreaking my Violence Fight record, I remember that there was a sorta sequel (remake actually) of that game that I found hilarious because the ending scrawl had some of the funniest Engrish I've ever read in my life. I decided to go for it and beat the MARP holder, too.

    The game is almost identical to the violence fight game, But the difference is that it is much faster, and there are two levels where you cannot move up and down, some moves are different and there are these bystanders who attack you or your opponent. This wouldn't be a problem, but the Ron Max stage was nearly impossible because of the way Ron Max fights. I had to do a lot of experimentation in order to find a way to get around him, and the best way was to use Lick Joe as the character. The other way is to actually play AS Ron Max (which you can in this game) but the only problem is, you need to fight Lick Joe, which was actually even harder than the Ron Max stage.

    That being said, I am happy with this record.

    Attached Files Attached Files
  2. 08-18-2019, 09:19 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 Sun 08/18/2019 at 13:05:08.91

    Zip test
    7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    Scanning the drive for archives:
    1 file, 98081 bytes (96 KiB)
    Testing archive: C:\WolfMAME\209\inp\TG\vio2.zip
    Path = C:\WolfMAME\209\inp\TG\vio2.zip
    Type = zip
    Physical Size = 98081
    Everything is Ok
    Size:       217319
    Compressed: 98081
    7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    Scanning the drive for archives:

    Zip list
    7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    Scanning the drive for archives:
    1 file, 98081 bytes (96 KiB)
    Listing archive: C:\WolfMAME\209\inp\TG\vio2.zip
    Path = C:\WolfMAME\209\inp\TG\vio2.zip
    Type = zip
    Physical Size = 98081
    Path = vio2.inp
    Folder = -
    Size = 217319
    Packed Size = 97931
    Modified = 2019-08-18 10:49:26
    Created = 2019-08-18 00:25:37
    Accessed = 2019-08-18 10:49:26
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = EECB0469
    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 209

    What MAME thinks:
    Input file: solfigtr.inp
    INP version 3.5
    Created Sun Aug 18 10:37:07 2019
    Recorded using 0.209W (wolf209)
    Total playback frames: 44282
    Average recorded speed: 99%
    Average speed: 176.42% (743 seconds)
    Source driver:
    solfigtr taito_f2.cpp
    Generic Info for game:
    ROM set changed: no
    0.106-0.209: solfigtr - "Solitary Fighter (World)"
    Resolution, 0.106-0.209: 320x224 @ 60.000000Hz
    TG Game Entry: https://www.twingalaxies.com/scores....ename=Solitary Fighter [World]
    INP dump not relevant

    MAME Info
    MAMEInfo.dat entries: solfigtr and taito_f2.cpp
    MAMEInfo.dat entries for:
    0.37b5 [David Graves, Nicola Salmoria]
    - 0.143u3: Changed 'Unknown' dipswitches to 'Unused'.
    - 0.106u13: MASH added pld ($0 - pal16l8b-c74-06.ic48) to Solitary Fighter.
    - 0.37b5: David Graves and Nicola Salmoria added 'Solitary Fighter (World)' (Taito 1991).
    - 19th July 2000: David Graves sent in a huge Taito F2 driver update with working drivers for Gun Frontier, Ah Eikou no Koshien, Thunder Fox, The Ninja Kids, Solitary Fighter, Dino Rex, Quiz Chikyu Bouei Gun, Quiz Torimonochou, Quiz HQ, Yuuyu no Quiz de GO!GO!, Mahjong Quest, Quiz Quest, Don Doko Don, PuLiRuLa, Dead Connection and Football Champ.
    - In the early part of 1950's in the USA. A game called "Violence Fight" was in vogue among Mafia, Reckless Drivers and General Businessmen. The "Violence Fight" was the game to struggle for "No. 1 Quarreler" with fighters who were gathered from all parts of the USA speaking boastingly of their strength. And of course a lot of winning money as well as the honor were given to the "Winner". Here in a downtown in L.A., a young fighter "Bat" and his manager "Blinks" seek for the winning money eagerly. As a matter of fact, can Bat take the No. 1 place of the USA?
    LEVELS: 5
    Other Emulators:
    * FB Alpha
    * RAINE
    Recommended Games (Street Fighter 2):
    Street Smart
    Violence Fight
    Solitary Fighter
    Art of Fighting
    Art of Fighting 2
    Art of Fighting 3 - The Path of the Warrior
    Fit of Fighting
    Burning Rival
    World Heroes
    World Heroes 2
    World Heroes 2 Jet
    World Heroes Perfect
    The History of Martial Arts
    Fighter's History
    Karnov's Revenge / Fighter's History Dynamite
    Martial Champion
    Power Instinct
    Power Instinct 2
    Groove on Fight - Gouketsuji Ichizoku 3
    Gogetsuji Legends
    Tao Taido
    Aggressors of Dark Kombat
    Alien Challenge
    Best Of Best
    Kaiser Knuckle
    X-Men: Children of the Atom
    Double Dragon (Neo-Geo)
    Dragoon Might
    Marvel Super Heroes
    Savage Reign
    Breakers Revenge
    Kizuna Encounter - Super Tag Battle
    SD Fighters
    Cute Fighter
    Toukidenshou - Angel Eyes
    JoJo's Venture
    JoJo no Kimyou na Bouken: Mirai e no Isan
    Garou - Mark of the Wolves
    Rage of the Dragons
    Chaos Breaker
    Arcana Heart
    Arcana Heart Full
    Fist Of The North Star
    Melty Blood Act Cadenza
    Melty Blood Actress Again
    S.V.G. - Spectral vs Generation
    Akatsuki Blitzkampf Ausf. Achse
    Romset: 4.06 MB / 8 files / 1.48 zip
    0.37b3 [David Graves, Bryan McPhail, Brad Oliver, Andrew Prime, Brian Troha, Nicola Salmoria with some initial help from Richard Bush]
    0.34b8 [Brad Oliver, Andrew Prime, Ernesto Corvi]
    0.33b4 [Howie Cohen, Alex Pasadyn, Bill Boyle, Richard Bush]
    - The sprite system is still partly a mystery, and not an accurate emulation. A lot of sprite glitches are caused by data in sprite ram not being correct, part from one frame and part from the previous one. There has to be some buffering inside the chip but it's not clear how. See below the irq section for a long list of observations on sprite glitches. Other limitations include: Misplaced tile of the zooming title in Qcrayon (the one on the yellow background in attract); sprites when you get a home run in Koshien are often out on x axis by 1 pixel.
    - TC0480SCP emulation (footchmp, metalb, deadconx) has slight inaccuracies. Zoomed layers and zoomed pixel rows are not precisely positioned.
    - DIPS, still many unknown
    - Restored save states on some games tend to hang.
    - All non-quiz games except Solfigtr have 2 country sets dumped: If 1 byte diff then create the third set.
    - Don Doko Don: Roz layer is one pixel out vertically when screen flipped.
    - Cameltry (camltrya): Alt version with YM2203 and M6295 Sound frequencies may be incorrect
    - Gun Frontier: There are mask sprites used on the waterfall in the first round of attract demo, however it's not clear what they should mask since there don't seem to be sprites below them. Shadow maybe? (BM161104 - Fixed)
    - Pulirula: In level 3, the mask sprites used for the door are misaligned by one pixel to the left. (BM100705 - Not a bug - various alignment problems seem to be confirmed from a real PCB). Shadows appear to have some kind of flicker effect on real PCB - not emulated/understood.
    - Metal Black: Tilemap screenflip support has an issue: Blue planet early in attract should be 1 pixel left. Sprite emulation issues may be responsible for minor glitches on the "bolts" on round 4 boss ship: Some sprite/tilemap lag creeps in. Missing two blend effects: There's a sun sprite underneath tilemaps in round 1; and the boss sprite crosses under the tilemaps at start of round 5 finale. (BM161104 - Fixed)
    - Yesnoj: Input mapping incomplete. There's a 0x01 one which only seems to be used in printer [printer test?] mode. It seems to be a printer status input. With the value currently returned, it sounds an alarm and says [Japanese trans.] "Error detected on the printer. Call machine operator". Update (2008.10.09) Printer shall now be correct but it's still not clear how the inputs are physically connected and what the are supposed to do. The timer stays at 00:00. Missing RTC emulation? Calendar / Time in "test mode" always reset to default settings.
    - Quiz Crayon 2: There should be a highlight circle around the player while it moves on the map. This is done by a sprite which doesn't have priority over the background. This is probably the same thing as the waterfall in Gun Frontier. (BM161104 - Fixed)
    - Driftout: Sprites are 1 pixel too far right in screenflip. Roz layer is around 4 pixels too far down in screenflip.
    - Metal Black has secret command to select stage. Start the machine with holding service switch. Then push 1p start, 1p start, 1p start, service SW, 1p start while error message is displayed. (This also works in many of the other games. Use in Don Doko Don to play an extra set of fifty levels.)
    - 0.209: Moved Taito F2 exclusive bankswitch function from TC0100SCN into taito_f2.cpp driver. Simplifed handlers. Fixed namings. Use shorter type values. Allow masked priority behavior [cam900].
    - 0.206: Removed MACHINE_CONFIG macros [MooglyGuy].
    - 0.204: Removed YM2203, TC8521, TC0140SYT, PC060HA, TC0100SCN, TC0280GRD, TC0360PRI and TC0480SCP MCFG macros [Osso].
    - 0.203: Removed TE7750 MCFG macros [Osso].
    - 0.202: Removed WATCHDOG MCFG macros [Osso].
    - 0.200: Removed MCFG_TAITO_CCHIP macro [Vas Crabb].
    - 0.199: Added customized MCFG_DEVICE_ADD macros [Ryan Holtz].
    - 0.195: Fixed palette format for games when using 15-bit palette area [cam900].
    - 0.187: Added machine\te7750.cpp/h. General documentation update. Added TE7750 Super I/O Expander device [AJR].
    - 0.162: Kill anonymous timer in Taito F2 [Osso].
    - 0.156: Taito device tilemap assert fixes in Taito F2, and clean up of obsolete stuff [Alex Jackson].
    - 0.143u3: Brian Troha fixed some incorrect Taito F2 dipswitches. Made use of PORT_INCLUDE and PORT_MODIFY for regional sets to add correct regional coinage as needed. Added DIP locations to all sets in the driver.
    - 0.141u3: Aaron Giles fixed no sound in gunfront, gunfrontj and driftout.
    - 0.138u2: Taito F2 documentation update [Stefan Lindberg, Dumping Union].
    - 0.136u1: Fabio Priuli added driver data struct and save states to Taito F2 driver.
    - 0.130u4: Aaron Giles merged memory maps in Taito F2 driver. Also removed some word handlers in favor of using READ8/WRITE8 directly in address maps. Removed some additional unnecessary handlers in favor of using AM_READ_PORT.
    - 0.100u4: Cleaned up the Taito F2 driver [Brian Troha]: Converted what I could to port_include and port_modify. Fixed a few rom names and standardized names add a PCB layout. Changed the sound CPU to 240000/6 and the YM2610 to 240000/3 as there is no 16MHz OSC on the PCB. Only a 26.686 & 24.000 MHz chips.
    - 0.98u1: Bryan McPhail fixed one of the TC360 sprite blending modes (used in Pulirula round 2 and Liquid Kids attract mode).
    - 0.89u1: More Taito F2 blending improvements [Bryan McPhail]. Added the TC0360PRI blending modes to the games with rotation layers. This includes Pulirula & Liquid Kids. One of the blending modes is new to these games (not used in Gun Frontier) and I have no way to verify it's actually correct - someone with a working board will need to verify (Liquid Kids: Fish going in water in attract mode, Pulirula: Crystals on level 2).
    - 0.88u6: Support for extra effects in Taito F2 driver [Bryan McPhail]. Transparent sun in 1st level of Metal Black. Special effect on Metal Black level 5 boss who slides in under the bottom tilemap. All known effects in Gun Frontier (see the attract mode). The highlight effect in Quiz Crayon 2 map. The update also provides full 5 tilemap layer priority support in Metal Black (was previously 4 due to pdrawgfx limitation), and fixes priority problems in Ninja Kids (ninjak058gre).
    -  5th October 2001: Chack'n fixed a few driver names and filenames in TNZS and Taito F2 drivers.
    - 0.53: Added includes\taito_f2.h. Palette compression has been removed. palette_recalc(), palette_transparent_pen and palette_used_colors[] are not available anymore. Drivers that relied on PALETTE_COLOR_TRANSPARENT for transparency effects must be rewritten to implement them differently. As a result of this, all games using the Taito TC0480SCP video chip are broken in this release.
    - 22nd July 2001: David Graves added some Taito F2 clone ROM sets and fixed other things in the Taito F2 driver.
    - 0.37b16: Stefan Jokisch fixed incomplete first credit sound in Metal Black and other F2 games.
    - 27th March 2001: Gerardo Oporto fixed some dipswitch settings in the Taito F2 driver.
    - 22nd March 2001: David Graves fixed some bugs in the Taito F2 drivers and added state saving support to Taito F2, but it still needs some work.
    - 22nd January 2001: Bryan McPhail added preliminary linescroll / raster effect support to the Taito F2 video system, but it's still not entirely correct.
    - 14th January 2001: David Graves added double width tilemap support to the TC0480SCP chip emulation.
    - 10th January 2001: Gerardo Oporto several more dipswitch problems in Taito F2 games.
    - 26th December 2000: Gerardo Oporto fixed some more dipswitch settings in Taito F2 games.
    -  4th December 2000: David Graves added support for a third Taito TC0100SCN chip emulation.
    -  1st December 2000: David Graves updated the TC0100SCN Taito chip emulation to support extra wide tilemaps, making Darius 2, Ninja Warriors and Warrior Blade playable.
    - 25th August 2000: David Graves improved the Taito F2 zooming graphics in Football Champ, Metal Black and Dead Connection.
    - 16th August 2000: David Graves improved the linescroll in the Taito F2 driver and did some other graphics bugfixes.
    - 14th August 2000: Nicola Salmoria added correct linescroll emulation to some of the Taito F2 games.
    - 13th August 2000: David Graves sent in a Taito F2 update improving the Football Champ zoom layer graphics.
    -  8th August 2000: Nicola Salmoria implemented zooming tilemap functionality for Dead Connection, Football Champ and Metal Black.
    -  7th August 2000: David Graves fixed a few graphical glitches in newer Taito F2 games and Metal Black now works.
    -  1st August 2000: David Graves fixed some flip screen mode bugs in the Taito F2 driver.
    - 29th July 2000: Nicola Salmoria fixed a scrolling bug in the Taito F2 driver affecting Koshien.
    - 28th July 2000: Brad Oliver fixed Mega Blast in the Taito F2 driver.
    - 0.37b5: Merged footchmp.c with taito_f2.c driver. Added vidhrdw\taitoic.c/h. Lots of improvements to the Taito F2 driver [David Graves]. Abstracted Taito F2 gfx chip emulation to vidhrdw\taitoic.c (there's also some non-gfx chips in there). There are many other Taito games using these chips [Nicola Salmoria].
    - 19th July 2000: David Graves sent in a huge Taito F2 driver update with working drivers for Gun Frontier, Ah Eikou no Koshien, Thunder Fox, The Ninja Kids, Solitary Fighter, Dino Rex, Quiz Chikyu Bouei Gun, Quiz Torimonochou, Quiz HQ, Yuuyu no Quiz de GO!GO!, Mahjong Quest, Quiz Quest, Don Doko Don, PuLiRuLa, Dead Connection and Football Champ. Nicola Salmoria fixed rotation and zooming in the Taito F2 driver, making Don Doko Don look a lot better. Takahiro Nogi added a no nudity version of Mahjong Quest to the F2 driver.
    -  8th July 2000: David Graves added a few more games to the Taito F2 driver and did some other small improvements.
    -  5th July 2000: Jarek Burczynski fixed the Taito F2 sprite decoding in Final Blow.
    -  4th July 2000: David Graves sent in yet another Taito F2 driver update, generally improving the groundwork for future enhancements and adding a few (non-working) games.
    - 16th June 2000: David Graves and Brad Oliver submitted yet another Taito F2 driver update, and now Ninja Kids works.
    - 0.37b4: Merged ssi.c with taito_f2.c driver.
    - 11th June 2000: David Graves and Brad Oliver improved the Taito F2 driver, but it doesn't yet have any new working games.
    - 0.37b3: Changed taitof2.c to taito_f2.c driver.
    - 0.36b9: Added footchmp.c driver and vidhrdw\footchmp.c (Ernesto Corvi).
    - 0.34b8: Added taitof2.c driver and vidhrdw\taitof2.c. TODO: There are some occasional sprite glitches - IRQ timing issue? Dipswitches are wrong. No high score save yet. Does Growl bankswitch the sprites? $4000 total, but the sprite list only contains tile numbers up to $1fff.
    - 0.33b4: Added ssi.c driver and vidhrdw\ssi.c. Richard Bush (Technical information) and Bill Boyle (Graphics info).
    Name:  dips.PNG
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  3. 08-19-2019, 02:55 AM
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