M.A.M.E. - Sea Wolf - Points - 10,700 - Doron Gronski

Is this a valid score?

    This poll is closed
This poll is closed
  1. M.A.M.E. - Sea Wolf - Points - 10,700 - Doron Gronski

    08-18-2019, 12:57 PM
    Vzaar Video Url:



    Additional Video Evidence:
    Vzaar Video Url:

    Additional Video Evidence:
    Vzaar Video Url:

    Additional Video Evidence:
    Vzaar Video Url:

    Additional Video Evidence:
    Vzaar Video Url:
    Points
    WolfMame version
    181
    Score Track
    https://www.twingalaxies.com/scores.php?scores=7809
    Rules
    ROMSet: SeaWolf
    Time: 61
    Extended Play: 2000
    Special Rules: None
    Submission Message
    Thanks for watching and adjudicating!
    Cheers!



    Attached Files Attached Files
    Likes Garrett Holland liked this post
  2. 08-18-2019, 01:13 PM
    I really don't know why it says "video is not playable" .
  3. 08-18-2019, 05:34 PM
    When I uploaded the video it reached the 100 % green bar as usual and prompt that the upload was succesfull but after a few minutes it read as not playable. The video itself is only 2,3 minutes long and only 6 MB in size in a standard MP4 format.


    Name:  VIDEO.png
Views: 37
Size:  24.9 KB
  4. 08-19-2019, 01:45 PM
    Hi admin staff!
    Could you,please,help me solve this issue?
  5. 08-20-2019, 11:21 AM
    Quote Originally Posted by Doron View Post
    When I uploaded the video it reached the 100 % green bar as usual and prompt that the upload was succesfull but after a few minutes it read as not playable. The video itself is only 2,3 minutes long and only 6 MB in size in a standard MP4 format.


    Name:  VIDEO.png
Views: 37
Size:  24.9 KB
    Try making the video 10 MB or more in size.
    I encountered this same issue in the past and making the video over 10 MB seemed to work.
    Thanks Doron, terencew thanked this post
    Likes Doron liked this post
  6. 08-20-2019, 12:13 PM
    Thank you so much,Starcrytas!
    Worked like a charm!
    I made the video 15 MB and that did the job.

    Cheers
    Thanks starcrytas thanked this post
    Likes Garrett Holland, starcrytas, terencew liked this post
  7. 08-20-2019, 07:16 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.bat on Tue 08/20/2019 at 22:55:40.09

    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, 53776 bytes (53 KiB)
    
    
    Testing archive: C:\WolfMAME\181\inp\TG\DOR-SeaWolf-10700.zip
    --
    Path = C:\WolfMAME\181\inp\TG\DOR-SeaWolf-10700.zip
    Type = zip
    Physical Size = 53776
    
    
    Everything is Ok
    
    
    Size:       53932
    Compressed: 53776
    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, 53776 bytes (53 KiB)
    
    
    Listing archive: C:\WolfMAME\181\inp\TG\DOR-SeaWolf-10700.zip
    
    
    --
    Path = C:\WolfMAME\181\inp\TG\DOR-SeaWolf-10700.zip
    Type = zip
    Physical Size = 53776
    
    
    ----------
    Path = DOR-SeaWolf-10700.inp
    Folder = -
    Size = 53932
    Packed Size = 53600
    Modified = 2019-08-18 16:42:04
    Created = 2019-08-18 11:14:28
    Accessed = 2019-08-18 16:42:41
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = DE89D188
    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 181

    What MAME thinks:
    Code:
    Input file: seawolf.inp
    INP version 3.5
    Created Sun Aug 18 16:40:25 2019
    
    
    Recorded using 0.181W (unknown)
    Total playback frames: 5886
    Average recorded speed: 99%
    Average speed: 100.00% (101 seconds)
    Source driver:
    seawolf mw8080bw.cpp
    Generic Info for game:
    Code:
    ROM set changed: no
    0.106-0.139: seawolf - "Sea Wolf"
    0.140-0.196: seawolf - "Sea Wolf (set 1)"
    
    
    Resolution, 0.106-0.111: 256x224 @ 60.000000Hz
    Resolution, 0.112-0.196: 260x224 @ 59.541985Hz
    
    
    TG Game Entry: https://www.twingalaxies.com/game/sea-wolf/mame/
    Rules, Points: https://www.twingalaxies.com/scores.php?scores=7809
    
    
    NOTE: Since 0.173, the conditional DIPs feature of this game affects WolfMAME's inpview. Verify settings with caution! ["Extended Time At" affects "Game_Time"]
    INP dump not relevant

    MAME Info
    seawolf is the parent set.
    MAMEInfo.dat entries: seawolf and mw8080bw.cpp
    Code:
    MAMEInfo.dat entries for:
    seawolf
    seawolf2
    mw8080bw.cpp
    ----
    0.33b3 [Al Kossow, Brad Oliver]
    
    
    
    
    Artwork available
    
    
    Samples required
    
    
    
    
    WIP:
    
    
    - 0.147u2: hap added Sea Wolf internal artwork.
    
    
    - 31st October 2011: Mr. Do - Grab the file for Seawolf. I took the uncropped artwork from the "other" page and stuck them in there, for reference.
    
    
    - 0.139u4: Siftware added clone Sea Wolf (set 2). Changed parent description to 'Sea Wolf (set 1)'.
    
    
    - 25th November 2007: Mr. Do - gregf pointed out some pretty good Sea Wolf videos, so I've adjusted the overlay accordingly. You can simply grab the LAY file and put that in your current file.
    
    
    - 0.112u1: Input system changes [Derrick Renaud]: Added new IPT_POSITIONAL control type. This is for gray-code devices like Seawolf. This makes gray-code controls easy to enter without custom handlers. Modified crosshair code to be based on real scaling, see Seawolf for an example. It can now also have multiple crosshairs on one input port if needed. Updated Seawolf to use the new PORT_REMAP_TABLE. Removed Paddle control.
    
    
    - 0.111u5: Zsolt Vasvari fixed typo and a bug with the Sea Wolf lamps.
    
    
    - 28th January 2007: Mr. Do - Big news for today is full lamps in Sea Wolf. Big thanks goes to Zsolt for updating the driver to support them, Gene at Vintage Arcade Superstore for letting me tear apart the cab, and Jcroach for vectoring the two explosion lamps used. Oh, and I did the rest. The full pieces of both the explosion-lamps and the periscope piece can't actually be used as they are, so they have been added to the Other Artwork page. Currently, MAME supports custom cursors, but not per game, and they are scaled down. For this reason, we currently can't recreate the full periscope sight. For now, I created a crosshair that matches it which you can download from the (newly renamed) Supplemental Artwork page. Simply extract the file to your artwork directory. Note that if you do this, it will replace the default crosshair in MAME for ALL games that use a crosshair. Also, it appears blue in-game because of the blue overlay used in the game. On the explosion-lamp piece, there are sixteen different lamps, which use two distinct designs, which are in the artwork file. If you take a look at the full piece, you'll notice that there are ever-so-slight variances between two lamps with the same design. So why didn't we re-create all sixteen individual lamps "in the name of accuracy?" One, because the details are so small you can't really tell the difference while playing in-game. Two, that's why I include the full piece on the Other Artwork page. You'll also notice that on the full piece, the lamps aren't lined up straight, but they are in the LAY file. I'm "concjecturing" that because of the way the screen is viewed in the real game (shined onto the glass, which is viewed through the periscope), they end up lined up in the player's point of view. There are two views: Periscope View and Outside Bezel View. The default view is now without the bezel, because this is how the player would have actually viewed the game while playing. The Outside View is how it would have looked to a spectator watching. In reality, you would not be able to see the torpedo lamps this way, but they have been included anyway for playability. The lamps are set as a backdrop in this view, so if you would rather play in this view "more realistically", simply turn off backdrops for that view.
    
    
    - 0.111u4: Zsolt Vasvari and Derrick Renaud added lamp outputs to Sea Wolf. Changed 8080 CPU1 clock speed to 1996800 Hz. Fixed 'Game Time' and 'Extended Time At' dipswitches. Added 'Enable Reset High Score' dipswitch.
    
    
    - 26th November 2006: Mr. Do - Seawolf artwork, thanks to the loan by Vintage Arcade Superstore, thanks to cleanup by Addy, blows the old .ART version out of the water. Other parts of the artwork (gunsight, torpedo lamps) to come later.
    
    
    - 24th July 2005: 3D ARCADE - New 3D cabinet model for Sea Wolf from bond1.
    
    
    - 18th August 2003: New recorded samples for Seawolf.
    
    
    - 0.66: Added Samples sound (shiphit, torpedo, dive, sonar and minehit.wav).
    
    
    -  1st March 2003: Keith Wilkins and Derrick Renaud submitted a large update to the discrete sound system, adding discrete sound to Canyon Bomber, Polaris, Sprint, Sprint 2, Ultra Tank and samples to Circus, Clowns and Sea Wolf.
    
    
    - 21st January 2003: Derrick Renaud added sample sounds (that are not yet recorded) to the Circus, Clowns and Seawolf drivers and added blue background artwork and coin counter to Seawolf.
    
    
    - 0.36RC2: Removed 3rd player.
    
    
    - 0.33b3: Al Kossow and Brad Oliver added 'Sea Wolf' (Midway 1976).
    
    
    
    
    Other Emulators:
    
    
    * Laser
    
    
    
    
    Recommended Games (Submarine):
    
    
    Sea Wolf
    
    
    Seawolf II
    
    
    Depthcharge
    
    
    Sub Hunter (Model Racing)
    
    
    Invinco / Deep Scan
    
    
    Car Hunt / Deep Scan (France)
    
    
    Destroyer
    
    
    Minesweeper
    
    
    Subs
    
    
    Wolf Pack
    
    
    Fire One
    
    
    Submarine (Midway)
    
    
    HeliFire
    
    
    N-Sub
    
    
    Navarone
    
    
    Polaris
    
    
    Sea Battle
    
    
    Tomahawk 777
    
    
    Battle of Atlantis
    
    
    Mariner
    
    
    Subroc-3D
    
    
    Battle Cruiser M-12
    
    
    Yamato
    
    
    D-Day
    
    
    Submarine (Sigma)
    
    
    Turbo Sub
    
    
    Up Scope
    
    
    The Deep
    
    
    Sauro
    
    
    Battle Shark
    
    
    Guts n' Glory (Depth Charge + Submarine)
    
    
    In The Hunt
    
    
    Galaxy Games StarPak 4 (Deep Sea Shadow)
    
    
    Ganbare! Marine Kun
    
    
    
    
    Romset: 4 kb / 4 files / 3.45 zip
    
    
    ----
    0.26 [Mike Coates]
    
    
    
    
    Artwork available
    
    
    Samples required (Seawolf)
    
    
    
    
    SERVICE MODE:
    
    
    - The service mode dipswitch turns on memory test. Reset with 2 pressed to get to an input check screen, reset with 1+2 pressed to get to a convergence test screen.
    
    
    
    
    WIP:
    
    
    - 0.147u2: hap added Seawolf II internal artwork. Changed description to 'Sea Wolf II'.
    
    
    - 31st October 2011: Mr. Do - Grab the file for Seawolf II. I took the uncropped artwork from the "other" page and stuck them in there, for reference.
    
    
    - 0.123u6: Changed description to 'Seawolf II'.
    
    
    - 0.123u3: RansAckeR added DIP locations and improved dipwitches in Sea Wolf II.
    
    
    - 0.116: Aaron Giles fixed crosshairs in Seawolf II.
    
    
    - 27th May 2007: Mr. Do - Thanks to Aaron's recently finished Astrocade rewrite, Sea Wolf II artwork is now a reality, complete with lamps. Thanks to Jcroach for vectoring the periscope piece, and Mark B. from Surfside Music and Collectibles for putting up with me and giving me the time to scan everything. The full periscope piece is on the Other Artwork page for prosperity purposes.
    
    
    - 0.115u2: Changed visible area to 352x240.
    
    
    - 0.115u1: Aaron Giles added crosshairs, stereo sound and panning to SeaWolf II samples. Changed Z80 CPU clock speed to 1789772 Hz, VSync to 60.054442 Hz and palettesize to 512 colors. Removed Paddle control.
    
    
    - 0.78u4: Derrick Renaud added Samples sound (shiphit, torpedo, dive, sonar and minehit.wav - from Seawolf).
    
    
    - 0.37b1: Changed 8-way Joystick to Paddle.
    
    
    - 28th March 2000: Nicola Salmoria added better emulation of Astrocade hardware palette registers, affecting Extra Bases, Seawolf 2 and Robby Roto.
    
    
    - 0.35RC2: Changed visible area to 320x204.
    
    
    - 0.28: Mike Balfour added high score saving to Seawolf II.
    
    
    - 0.27: Mike Coates tidied up the wow driver, added definable keys to most games, and joystick & 2 player support to Seawolf II.
    
    
    - 0.26: Mike Coates added 'SeaWolf II' (Midway 1978). Game is playable with wrong colors and no sound. Control: Arrows = Left/Right move cross and CTRL = Fire.
    
    
    
    
    LEVELS: 1 (endless)
    
    
    
    
    Recommended Games (Submarine):
    
    
    Sea Wolf
    
    
    Seawolf II
    
    
    Depthcharge
    
    
    Sub Hunter (Model Racing)
    
    
    Invinco / Deep Scan
    
    
    Car Hunt / Deep Scan (France)
    
    
    Destroyer
    
    
    Minesweeper
    
    
    Subs
    
    
    Wolf Pack
    
    
    Fire One
    
    
    Submarine (Midway)
    
    
    HeliFire
    
    
    N-Sub
    
    
    Navarone
    
    
    Polaris
    
    
    Sea Battle
    
    
    Tomahawk 777
    
    
    Battle of Atlantis
    
    
    Mariner
    
    
    Subroc-3D
    
    
    Battle Cruiser M-12
    
    
    Yamato
    
    
    D-Day
    
    
    Submarine (Sigma)
    
    
    Turbo Sub
    
    
    Up Scope
    
    
    The Deep
    
    
    Sauro
    
    
    Battle Shark
    
    
    Guts n' Glory (Depth Charge + Submarine)
    
    
    In The Hunt
    
    
    Galaxy Games StarPak 4 (Deep Sea Shadow)
    
    
    Ganbare! Marine Kun
    
    
    
    
    Romset: 8 kb / 4 files / 5.87 zip
    
    
    ----
    0.111u4 [Michael Strutts, Nicola Salmoria, Tormod Tjaberg, Mirko Buffoni, Lee Taylor, Valerio Verrando, Marco Cassili, Zsolt Vasvari and others]
    
    
    
    
    TODO:
    
    
    - Space Encounters: Verify trench colors
    
    
    - Space Encounters: Verify strobe light frequency
    
    
    - Phantom II: Cloud generator is implemented according to the schematics, but it doesn't look right. Cloud color mixing to be verified as well
    
    
    - Dog Patch: Find schematics and verify all assumptions
    
    
    - Blue Shark - All sounds are suspicious. Why is there no diver kill sound? Why does the shark sound so bad and appear rarely? Schematics need to be verified against real board.
    
    
    
    
    NOTES:
    
    
    - Hardware: Midway 8080-based black and white hardware.
    
    
    - Most of these games do not actually use the MB14241 shifter IC, but instead implement equivalent functionality using a bunch of standard 74XX IC's.
    
    
    - The Amazing Maze Game" on title screen, but manual, flyer, cabinet side art all call it just "Amazing Maze"
    
    
    - Desert Gun was originally named Road Runner. The name was changed when Midway merged with Bally who had a game by the same title
    
    
    - Guided Missile: Original manufacturer is Taito and title is "Missile X". Midway licensed the game from Taito
    
    
    - Space Invaders: Taito imported this licensed version because of short supply in Japan. The game is called "Space Invaders M". The M stands for Midway.
    
    
    - "Gun Fight" (Midway) is ported version of "Western Gun" (Taito)
    
    
    - Taito released "Tornado Baseball" as "Ball Park" in Japan
    
    
    
    
    WIP:
    
    
    - 0.186: Removed timer_pulse [Osso].
    
    
    - 0.148: Using one flip screen variable instead of 2 [Robbbert].
    
    
    - 0.147u2: Added layout\maze.lay, seawolf.lay, seawolf2.lay and spcenctr.lay. Removed layout\ho4f893d.lay. Changed layout\hoa0a0ff.lay to phantom2.lay and layout\hoffff20.lay to gunfight.lay.
    
    
    - 0.147u1: Fixed games crashing when loading MAME. 280zzzap, boothill, checkmat, desertgu, seawolf, gunfight and tornbase designed and developed by Dave Nutting Associates. Align driver gamelist. Small update [hap].
    
    
    - 0.135u4: Fabio Priuli added driver data struct to Midway 8080 driver, made MB14241 Shifter IC a device and moved its source to emu\machine. Updated Midway 8080 driver accordingly.
    
    
    - 0.133u2: Added layout\spacwalk.lay.
    
    
    - 0.132u4: Added layout\lagunar.lay.
    
    
    - 0.129u6: Mr. Do added layout\280zzzap.lay.
    
    
    - 0.114u2: Derrick Renaud added full discrete emulation of Space Invaders. I think people are going to be too used to the current samples and their relative levels. The new relative levels are determined by the mixing resistors. There are all different versions of the sound board, that all have slightly different sounds/components. This should be the proper Midway sounds.
    
    
    - 0.113u2: Added machine\mw8080bw.c. Zsolt Vasvari implemented the mw8080bw interrupt generation more to how the real hardware works (equivalent result as before). Added detailed description of the video timing and the interrupt generation systems.
    
    
    - 0.112u4: Midway 8080 driver updates [Zsolt Vasvari]: Fixed bug where mw8080bw games would freeze after state load.
    
    
    - 0.111u6: Zsolt Vasvari implemented video circuits in the Midway 8080 driver based on schematics. Note that this affected the visible area, so overlays will need to be adjusted. Standardized the visible area across all games. Updated Midway 8080 driver to use properly computed video timings and scanline interrupts. Changed visible area to 260x224 and VSync to 59.541985 Hz.
    
    
    - 0.111u5: Some additional Midway 8080 B&W driver fixes [Zsolt Vasvari]: Added PORT_CONDITION where needed. Added PORT_CONFNAME entries to the 3 baseball games and Space Invaders. Save state support for all games. Fixed typo and a bug with the Sea Wolf lamps.
    
    
    - 0.111u4: Added mw8080bw.c driver, vidhrdw\mw8080bw.c, sndhrdw\mw8080bw.c and includes\mw8080bw.h. Major rewrite of the Midway 8080 black & white driver, separating it from the huge 8080bw driver and making the following changes [Zsolt Vasvari, Derrick Renaud]: 'True-to-hardware' emulation of the shifting circuits. Identified and stubbed sound triggers. Fixed dipswitches, where necessary (most games). Added DIP locations to all switches. Added watchdog. Added coin counter. Added lamp outputs to Sea Wolf, Guided Missile, Space Encounters, Phantom II and Bowling Alley. Added stereo sound to Gun Fight, Guided Missile and M-4. Partial sound emulation in Tornado Baseball, Boot Hill, Desert Gun, Double Play, Dog Patch and Blue Shark. Properly emulated shifter circuit in Boot Hill. Added gun recoil output to Desert Gun. Added second set of analog controls to Clowns. Fixed analog controls in Dog Patch. Added SN76477 sound effect to Space Encounters. Added non-memory mapped coin counters to Space Invaders, Blue Shark and Space Invaders II. Added proper watchdog times to all the games. Breadboarded the noise clocks and ensured their frequencies were correct.
    
    
    - 0.107u4: Added layout\clowns.lay and ho4f893d.lay (Maze).
    
    
    - 0.106u10: Added layout\hoa0a0ff.lay (Phantom II), hoffff20.lay (Gun Fight) and invad2ct.lay.
    
    
    ----
    Name:  dips.PNG
Views: 15
Size:  57.2 KB

    Rollover:
    Name:  rollover.png
Views: 14
Size:  37.5 KB
    Name:  game over.PNG
Views: 13
Size:  44.1 KB
    Thanks Almighty Dreadlock, Doron thanked this post
Results 1 to 7 of 7
Join us