M.A.M.E. - Dragon Saber - Points [1 Player Only] - 67,570 - Salim Farhat

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  1. M.A.M.E. - Dragon Saber - Points [1 Player Only] - 67,570 - Salim Farhat

    09-07-2019, 06:53 PM
    Vzaar Video Url:


    Points [1 Player Only]
    WolfMame version
    209
    Score Track
    https://www.twingalaxies.com/scores.php?scores=10141
    Rules
    ROMSet: 0.106-0.172: dsaber - "Dragon Saber"
    0.173-0.175: dsabera - "Dragon Saber (World, older?)"
    Video Display: Normal
    $2000-1 thru $2000-6: H [All]
    Service Mode: Off
    Type: B
    Flip: Off
    Left: S
    Life: 1
    Extend: D
    Rank: B
    Special Rules: The above are the default internal settings for this title and need not be changed. This is a Single Player ONLY Variation! Continues are NOT allowed!
    Submission Message
    I consider this to not be the farthest I have gotten, but it is the highest in score...
    That being said, I finally have enough records to fill up the New Retro Arcade: Neon with machines that I have number 1 at... except for Golden Axe 2. But I consider that to be a significant score since it is the highest score achieved with a non-Trix character. Maybe one day I will regain it, if only I can crack how the scoring system works.
    I have already rebroken my records for 1944 and King of the Monsters 2 (third time that one), so I think I want to try to focus all I can on rebreaking and solidifying. I did mention this, but the temptations of Dragon Saber was too great. The fact that these types of vertical shooters are actually my weakest type of game maybe lead me to try to get better at them.

    Attached Files Attached Files
    Likes ILLSeaBass, Pixe Sukola liked this post
  2. 09-11-2019, 04:58 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 Thu 12/09/2019 at 9:47:52.28


    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, 210972 bytes (207 KiB)
    
    
    Testing archive: E:\MAME\ALLexes\inp\MARP\hydra.zip
    --
    Path = E:\MAME\ALLexes\inp\MARP\hydra.zip
    Type = zip
    Physical Size = 210972
    
    
    Everything is Ok
    
    
    Size:       219429
    Compressed: 210972
    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, 210972 bytes (207 KiB)
    
    
    Listing archive: E:\MAME\ALLexes\inp\MARP\hydra.zip
    
    
    --
    Path = E:\MAME\ALLexes\inp\MARP\hydra.zip
    Type = zip
    Physical Size = 210972
    
    
    ----------
    Path = hydra.inp
    Folder = -
    Size = 219429
    Packed Size = 210820
    Modified = 2019-09-08 11:36:46
    Created = 2019-09-07 07:42:48
    Accessed = 2019-09-08 11:36:46
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 339E0E8C
    Method = Deflate
    Characteristics = NTFS
    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 209


    What MAME thinks:
    Code:
    Input file: dsabera.inp
    INP version 3.5
    Created Sun Sep 08 11:30:07 2019
    
    
    Recorded using 0.209W (wolf209)
    Total playback frames: 24169
    Average recorded speed: 100%
    Average speed: 100.00% (342 seconds)



    Source driver:
    dsabera namcos2.cpp
    Generic Info for game:
    Code:
    ROM set changed: yes
    0.106-0.172: dsaber - "Dragon Saber"
    0.173-0.213: dsabera - "Dragon Saber (World, older?)"
    
    
    From MAMEINFO.DAT:
    - 0.173: Layer added Dragon Saber (World, DO2). Fixed rom names. Changed 'Dragon Saber' to clone 'Dragon Saber (World, older?)'. Renamed (dsaber) to (dsabera).
    
    
    Resolution, 0.106-0.113: 288x224 @ 60.606060Hz
    Resolution, 0.114-0.213: 288x224 @ 60.606061Hz
    
    
    TG Game Entry: https://www.twingalaxies.com/game/dragon-saber/mame/
    Rules, Points [1 Player Only]: https://www.twingalaxies.com/scores.php?scores=10141
    Rules, Points [2 Player Team]: https://www.twingalaxies.com/scores.php?scores=10142
    
    
    NOTE: This game has both DIPs & internal settings covered by the rules. If not shown during playback, press F2 to access & check internal settings afterwards.

    INP dump not relevant




    MAME Info
    dsabera is clone of: dsaber
    MAMEInfo.dat entries: dsaber and namcos2.cpp
    Code:
    MAMEInfo.dat entries for:
    dsaber
    namcos2.cpp
    ----
    0.173 [Layer]
    
    
    0.36b8 [Keith Wilkins]
    
    
    0.36b6 [Testdriver]
    
    
    
    
    WIP:
    
    
    - 0.202: Removed sys2mcpu.bin rom.
    
    
    - 0.173: Layer added Dragon Saber (World, DO2). Changed 'Dragon Saber' to clone 'Dragon Saber (World, older?)'. Fixed rom names. Renamed (dsaber) to (dsabera).
    
    
    - 0.153: Changed description of clone (Japan) to 'Dragon Saber (Japan, Rev B)'.
    
    
    - 0.106u12: MASH added PLDs ($0, 200, 400 - pal16l8a.4g, pal16l8a.5f and pal12l10.8d) to Dragon Saber.
    
    
    - 0.87u3: Phil Stroffolino fixed older System2 ROZ system; in particular Dragon Blade glitches are no more.
    
    
    - 0.36b8: Keith Wilkins added 'Dragon Saber' (Namco 1990) clone (Japan).
    
    
    - 12th October 1999: Keith Wilkins sent in another Namco System 2 update with controls working in most games, and also fixed a lot of the graphics bugs. The playable games are now Assault, Ordyne, Mirai Ninja, Phelios, Valkyrie No Densetsu, Finest Hour, Burning Force, Marvel Land, Dragon Saber and Cosmo Gang the Video.
    
    
    - 0.36b6: Added (Testdriver) Dragon Saber.
    
    
    
    
    LEVELS: 8
    
    
    
    
    Other Emulators:
    
    
    * FB Alpha
    
    
    
    
    Recommended Games (Dragons):
    
    
    Demons & Dragons
    
    
    Firebeast
    
    
    Knightmare
    
    
    Dragon Buster
    
    
    Dragon Spirit
    
    
    Dragon Spirit (TourVision PCE bootleg)
    
    
    Dragon Saber
    
    
    Dragon Saber - After Story of Dragon Spirit (TourVision PCE bootleg)
    
    
    Syvalion
    
    
    Dragon Breed
    
    
    Saint Dragon
    
    
    Tenseiryuu - Saint Dragon (TourVision PCE bootleg)
    
    
    Black Heart
    
    
    Coryoon - Child of Dragon (TourVision PCE bootleg)
    
    
    Dragon Egg! (TourVision PCE bootleg)
    
    
    Dragon Gun
    
    
    Dragon Blaze
    
    
    Dragon Chronicles
    
    
    
    
    Romset: 5.91 MB / 22 files / 1.73 zip
    
    
    ----
    0.35b10 [Keith Wilkins, Phil Stroffolino]
    
    
    
    
    SETUP:
    
    
    - How to calibrate the guns: Hold 9, press f2 and shoot at the targets it shows using the crosshair, after you've shot the target press 9 again to move onto the next one. Once you get back to the start again press f2 to exit.
    
    
    
    
    NOTES:
    
    
    - Hardware: The Namco System II board is a 5 ( only 4 are emulated ) CPU system. The complete system consists of two boards: CPU + GRAPHICS. It contains a large number of custom ASICs to perform graphics operations, there is no documentation available for these parts. The system is extremely powerful and flexible. A standard CPU board is coupled with a number of different graphics boards to produce a system.
    
    
    - Final Lap 1-4 cabinets may be wired together. To move through self test options, press gas pedal and change gear shift from low to high. To change an option, move gear shift from low to high without touching the gas pedal.
    
    
    
    
    Bugs:
    
    
    - luckywld, luckywldj, metlhawk, metlhawkj: [debug] Crash after OK. Tafoid (ID 05010)
    
    
    - finallap, fourtrax, luckywld: MAME CPU usage very high during some screen transitions in driving games. hap (ID 03365)
    
    
    - suzuka8h, suzuk8h2, finallap, finalap2, finalap3, fourtrax + clones: Music Playback becomes buzz/humming. Endaar (ID 02778)
    
    
    
    
    WIP:
    
    
    - 0.212: Drop ROZ optimization hack, which was causing missing backgrounds for Phelios [Angelo Salese]. Don't added shadow offset to black_pen, it will crash MAME (and black+shadow = black anyway) [hap].
    
    
    - 0.210: Simplified gfxdecodes. Namco C355 (Sprites): Internalized gfxdecode and initialize values. Simplified handlers. Reduced unnecessary lines. Fixed spacings. Use shorter/correct type values. Namco System 2 Sprites (C106,C134,C135,C146): Simplfied/Fixed sprite gfx select behavior. Reduced unnecessary lines. Fixed spacings. Use shorter/correct type values [cam900].
    
    
    - 0.209: Updated PCB locations for data roms [Guru].
    
    
    - 0.208: Removed MACHINE_CONFIG macros [Osso].
    
    
    - 0.207: Removed QUANTUM_TIME and other MCFG macros [Osso].
    
    
    - 0.206: Removed TIMER MCFG macros [Osso].
    
    
    - 0.204: Fixed Namco C123 video RAM mirroring issue. Fixes Metal Hawk intermission [cam900]. Removed YM2151 MCFG macros [Osso].
    
    
    - 0.203: Removed unnecessary memory banks. Added raw screen parameters. Fixed some namings. Removed MACHINE_START_MEMBER and MACHINE_RESET_MEMBER. Reduced unnecessary VIDEO_START_MEMBER. Namco System 2 ROZ (C102): Removed unnecessary device. Internalized gfxdecode (**** data bus for ROM) [cam900].
    
    
    - 0.202: Removed machine\namcoic.cpp/h. Added machine\namco65.cpp/h, namco68.cpp/h, video\namco_c123tmap.cpp/h, namco_c169roz.cpp/h, namco_c355spr.cpp/h, namcos2_roz.cpp/h and namcos2_sprite.cpp/h. Converted Namco C65 and C68 I/O to device. Some cleanup. Use configured banking for audiocpu. Splitted Namco C169 ROZ chip, C123 tilemap chip and C355 sprite chip from namcos2 shared state by making them devices [David Haywood]. Removed rom sys2mcpu.bin.
    
    
    - 0.201: Removed NVRAM MCFG macros [Ryan Holtz].
    
    
    - 0.200: Eliminated machine().device usage in machine\namco_c148.cpp [AJR]. Simplified tile bitswap (video\namcos2.cpp). Converted C116 to device [cam900].
    
    
    - 0.199: Replaced machine().device with subdevice for NVRAM installation (machine\namcos2.cpp) [AJR].
    
    
    - 0.194: Namco C148 (CPU Bus Manager) use required_device and optional_device (machine\namco_c148.cpp) [Vas Crabb].
    
    
    - 0.193: Replaced M6809 CPU3 with MC6809E.
    
    
    - 0.192: Replaced driver_device::generic_pulse_irq_line with device_execute_interface::pulse_input_line + CPU minimum quantum [AJR].
    
    
    - 0.183: Register internal Namco C148 stuff to save state [Angelo Salese].
    
    
    - 0.182: Added machine\namco_c148.cpp/h and namco_c139.cpp/h. Added Namco C148 device to Namco System 2. Finest Hour accesses 0x461xxx in service mode, make the whole area in Namco System 2 driver to be mirrored. Rewrote Namco C148 device (Interrupt Controller) and Namco C139 device (SCI) [Angelo Salese].
    
    
    - 0.174: Changed drivers\namcoic.cpp to machine\namcoic.cpp.
    
    
    - 0.161: Fixed luckywld, luckywldj, metlhawk and metlhawkj crashed after OK in debug build.
    
    
    - 0.158: Greatly reduced tagmap lookups in includes\namcos2.h and machine\namcos2.c [Osso].
    
    
    - 0.155: Whitespace laundry [hap]. Moved most remaining functions into classes [Osso].
    
    
    - 0.148u2: Marked c68 roms as bad dump in Namco System 2 driver. Romname corrections (info from guru) [hap]. ADSMISS investigation notes. Namco System 2 state machine conversion [Angelo Salese].
    
    
    - 0.147: Some Namco System 2 cleanups, removing the need for AM_BASE/_SIZE_LEGACY. Also moved some handlers and statics into the state class. WIP Namco System 2 cleanup/modernization. Converted Namco C45 road chip to a device. Updated users. Added support for tilemaps to be passed a gfx pointer instead of a gfxnum. Fixed C355 regression [Aaron Giles].
    
    
    - 0.145u1: Writing a C148 IRQ priority register now clears the prior interrupt state [Phil Bennett].
    
    
    - 0.142u3: Angelo Salese removed deprecat.h dependancy and updated irqs accordingly for Namco System 2 driver.
    
    
    - 0.141u4: Breaks some driver entanglements to simplify future driver_device conversion efforts [Atari Ace]: namcos2 uses of namcos21 are eliminated by introducing namcos2_kickstart.
    
    
    - 0.139u3: Aaron Giles replaced largely redundant NVRAM handlers with NVRAM devices for Namco System 2.
    
    
    - 0.139u1: Phil Bennett fixed incorrect road colours (drivers\namcoic.c).
    
    
    - 0.138u1: Bryan Ischo optimized Namco System 2 pixmap rotation, improving performance of Assault and other games that use it.
    
    
    - 0.137u1: David Haywood added default NVRAM for some Namco System 2 games.
    
    
    - 0.133u1: hap properly added support for Namco System 2 multiple posirq anyway. Fixes the following issues: Starblade polys. Four Trax track and mirror. Dirt Fox (Japan) game start spotlight effect, game still locks up tho. Burning Force 'hiccup' glitches when scrolling left/right. Lucky & Wild tunnel glitch (still a bit glitchy though). Finest Hour bad sprite colors. Changed M6809 CPU3 clock speed to 2048000 Hz, C140 sound to 21333 Hz and YM2151 sound 3579545 Hz.
    
    
    - 0.132u5: Phil Bennett fixed black screen/game does not start in rthun2, rthun2j and finehour.
    
    
    - 0.131u3: Aaron Giles fixed sound mute for System 2 games.
    
    
    - 0.131u2: Angelo Salese converted Namco System 2 to use AM_IMPORT_FROM instead of macros.
    
    
    - 0.131u1: First layer of memory map merging for Namco System 2, needs a second hand in order to remove all the SMH references (they both are macroized to hell) [Angelo Salese].
    
    
    - 0.129u6: Mr. Do added layout\finallap.lay.
    
    
    - 0.125u7: Fabio Priuli updated most Namco systems + a couple of old drivers sharing the input handling.
    
    
    - 0.123u3: Couriersud fixed Namco System 2 crashes due to NVRAM allocation in MACHINE_RESET. Created MACHINE_START and move allocation there.
    
    
    - 0.123u2: Atari Ace fixed multi-session crash with Namco System 2 games.
    
    
    - 0.115: Zsolt Vasvari fixed misaligned graphic layer in some of the Namco System 2 games (bubbletr, gollygho, luckywld, sgunner, sgunner2, suzuk8h2, suzuka8h and ordyne).
    
    
    - 0.113u2: Changed VSync to 60.606061 Hz.
    
    
    - 0.113: Derrick Renaud fixed Namco System 2 inputs on all games (may need to delete nv files).
    
    
    - 0.112u1: Input system changes [Derrick Renaud]: Added back in the Namco System 2 crosshairs. Turns out they are needed for calibration.
    
    
    - 0.97u3: Namco System 2 updates [Brian Troha]: Added Final Lap road clut prom to all Final Lap sets. Made Final Lap 3 World the parent, new clone is finalp3j. Added Final Lap's road clut to Four Trax (marked as bad_dump). Changed Super World Stadium sound rom to match the other sets (sws92 & sws93).
    
    
    - 0.95u4: Mamesick fixed C140 sound routing in the Namco games (namcos2/21.c).
    
    
    - 0.93: Added clock parameter to C140 sound (21390 Hz).
    
    
    - 0.89u5: Adjusted NamcoS2 C140 and YM2151 sound balance.
    
    
    - 0.88u2: Phil Stroffolino fixed a few things which missed the Namco update in 0.88u1.
    
    
    - 0.88u1: Phil Stroffolino added POSIRQ support for Namco System 2. The games no longer requires game-specific hacks. Added Screen blanking (window) support and Sprite-tilemap orthogonality rendering.
    
    
    - 0.87u3: Phil Stroffolino fixed the advanced ROZ chip used by some Namco System 2 games and the ROZ system used in older System2 games (Dragon Blade). The ROZ fixes unfortunately use a handful of custom code, to work around limitations of tilemap.c's roz support. Added abstraction for the tilemap system used in many Namco titles. Merged memory maps.
    
    
    - 0.84u5: RND fixed YM2151/YM3012 and C140 balance.
    
    
    - 0.78u3: Aaron Giles fixed the hd63705_get_info in the M6809 core (Namco System 2 crash in 0.78u2).
    
    
    - 0.70u5: A few Namco System 2 machine and vidhrdw fixes for things broken in 0.70u4 [Phil Stroffolino].
    
    
    - 23rd June 2003: Phil Stroffolino fixed another graphics glitch in the Namco System 2 driver that caused extra garbage lines in some sprites in Burning Force and Valkyrie no Densetsu.
    
    
    - 22nd June 2003: Phil Stroffolino fixed some graphics glitches in Namco System 2 drivers caused by the earlier updates to Namco driving games.
    
    
    - 0.70u4: Phil Stroffolino improved Namco road emulation, speedup when ROZ layer rapidly switches palettes and did lots of consolidation/cleanups in vidhdrw/namcos2.c. Changed palettesize to 8192 colors.
    
    
    - 10th April 2003: Paul Priest fixed the crashes in Namco System 1/2.
    
    
    - 10th March 2003: David Haywood re-submitted various additions and fixed the .inp record / playback in the Namco System 2 driver.
    
    
    - 0.63: Removed 3rd coin slot.
    
    
    -  1st October 2002: Phil Stroffolino sent in a Namco System 2 update that makes Steel Gunner 2 and Metal Hawk playable.
    
    
    - 0.61: Changed VSync to 60.606060Hz.
    
    
    - 0.60: Added drivers\namcoic.c and includes\namcoic.h. Fixed Namco System 2 games crashes during the RAM/ROM check.
    
    
    - 0.58: Moved machine\namcos2.h to includes\.
    
    
    - 11th September 2001: Phil Stroffolino reported some progress with the Namco System 2 driver, specifically the sprites are now perfect but the road is not yet working.
    
    
    - 0.37b14: Changed palettesize from 8192 to 7680 colors.
    
    
    - 29th March 2001: Nicola Salmoria fixed a few graphical bugs in the Namco System 2 driver, and added another Super World Stadium '92 ROM set.
    
    
    - 18th February 2001: Eisuke Watanabe fixed the ASM 68k core to work with Namco System 2 and Taito F3 sound.
    
    
    - 0.37b5: Support for compressed PCM playback in the C140 emulator [CAB].
    
    
    -  1st May 2000: Phil Stroffolino converted the Namco System 2 driver to the new tilemap API.
    
    
    -  5th March 2000: Vernon C. Brooks added Kyukai Douchuuki to the Namco System 2 driver.
    
    
    - 22nd February 2000: Vernon C. Brooks added Suzuka 8 Hours 2 to the Namco System 2 driver, but like the other racing games, it's unplayable.
    
    
    - 0.36b14: Added 'Service Mode' dipswitch.
    
    
    - 0.36b11: Added new HD63705 CPU4 rom ($8000) to some games.
    
    
    - 22nd November 1999: Keith Wilkins fixed quite a few bugs in the Namco System 2, most notably the problem with valkyrie.
    
    
    - 0.36b9: 16 bit support in the tilemap manager, so the Namco System 2 games no longer require -depth 8 [Phil Stroffolino].
    
    
    -  8th November 1999: Stefan Becker fixed a Namco System 2 crash with Sparc systems.
    
    
    -  3rd November 1999: Keith Wilkins sent in a minor update to the Namco System 2 driver with proper pen marking.
    
    
    - 31st October 1999: Phil Stroffolino sent in tilemap functions with 16bpp support (helps Namco System 2).
    
    
    - 25th October 1999: Keith Wilkins got Rolling Thunder 2 working by patching the protection.
    
    
    - 13th October 1999: Aaron Giles fixed a few Namco System 2 problems on the Mac side.
    
    
    - 12th October 1999: Keith Wilkins sent in another Namco System 2 update with controls working in most games, and also fixed a lot of the graphics bugs. The playable games are now Assault, Ordyne, Mirai Ninja, Phelios, Legend of Walkyrie, Finest Hour, Burning Force, Marvel Land, Dragon Saber and Cosmo Gang the Video.
    
    
    - 10th October 1999: Keith Wilkins sent in another Namco System 2 driver with a lot of optimization and Cosmo Gang is now playable.
    
    
    -  7th October 1999: Keith Wilkins finally got palette added to the Namco System 2 driver, but only Assault is almost working, and even that one needs controls sorted out.
    
    
    -  1st October 1999: Keith Wilkins sent in a big Namco System 2 update with almost correct graphics (Zoom / Rotate graphics layers are working, but with wrong colors and some mirroring problems).
    
    
    - 20th September 1999: Keith Wilkins added more hardware emulation to Namco System 2 driver and more romsets, but the games are still very far from playable.
    
    
    - 0.35b10: Added namcos2.c driver, machine\namcos2.c/h and vidhrdw\namcos2.c.
    
    
    -  4th April 1999: Keith Wilkins sent another Namco System 2 update, which doesn't externally seem to behave any better.
    
    
    -  3rd April 1999: Keith Wilkins sent an updated Namco System 2 driver, but absolutely nothing works except Cosmo Gang, which still has garbled graphics and no sound.
    
    
    -  2nd April 1999: Phil Stroffolino did quick rotation layer functions, needed for the Namco System 2 drivers (which don't yet work at all).
    
    
    - 19th February 1999: The Namco System 2 games are a bit better - Cosmo Gang now runs its attract mode but the rest of it and Rolling Thunder 2 and Phelios are still broken, because of MCU issues.
    
    
    ----

    Human interpretation:
    Time calc: 11:30:07 + (24169 frames ÷ 60.606061Hz @ 100% [6:38.79]) = 11:36:46 vs zip mod 11:36:46 [please allow for timezone differences]

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