M.A.M.E. - Point Blank 2 [GNB5/VER.A] - Points [Advanced Mode] - 104,884 - Travis Warnell

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  1. M.A.M.E. - Point Blank 2 [GNB5/VER.A] - Points [Advanced Mode] - 104,884 - Travis Warnell

    09-08-2019, 10:49 AM
    Vzaar Video Url:


    Points [Advanced Mode]
    WolfMame version
    170
    Score Track
    https://www.twingalaxies.com/scores.php?scores=78925
    Rules
    ROMSet: PtBlank2
    Service Mode: Off
    Freeze: Off
    Internal Defaults
    -----------------
    Life: 3
    Special Rules: The above are the default internal settings for this title and need not be changed. This is a Single Player ONLY variation for Advanced Mode. PContinues are NOT allowed!
    Submission Message
    104884

    Attached Files Attached Files
  2. 09-11-2019, 04:05 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 9:59:37.70


    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, 272322 bytes (266 KiB)
    
    
    Testing archive: E:\MAME\ALLexes\inp\MARP\TJW-ptblank2-104884.zip
    --
    Path = E:\MAME\ALLexes\inp\MARP\TJW-ptblank2-104884.zip
    Type = zip
    Physical Size = 272322
    
    
    Everything is Ok
    
    
    Size:       294471
    Compressed: 272322
    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, 272322 bytes (266 KiB)
    
    
    Listing archive: E:\MAME\ALLexes\inp\MARP\TJW-ptblank2-104884.zip
    
    
    --
    Path = E:\MAME\ALLexes\inp\MARP\TJW-ptblank2-104884.zip
    Type = zip
    Physical Size = 272322
    
    
    ----------
    Path = 104884.inp
    Folder = -
    Size = 294471
    Packed Size = 272168
    Modified = 2019-09-09 04:37:37
    Created = 2019-09-09 04:48:49
    Accessed = 2019-09-09 04:48:49
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 470359DD
    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 170


    What MAME thinks:
    Code:
    Input file: ptblank2.inp
    INP version 3.5
    Created Mon Sep 09 04:29:23 2019
    
    
    Recorded using MAME 0.170 Jan 27 2016
    Total playback frames: 29617 (08:13.61)
    Average recorded speed: 99%
    Average speed: 99.95% (80 seconds)



    Source driver:
    ptblank2 namcos12.cpp
    Generic Info for game:
    Code:
    ROM set changed: no
    0.106-0.212: ptblank2 - "Point Blank 2 (GNB5/VER.A)"
    
    
    Resolution, 0.106-0.212: 640x480 @ 60.000000Hz
    
    
    TG Game Entry: https://www.twingalaxies.com/game/po...gnb5-vera/mame
    Rules, Points [Practice Mode]: https://www.twingalaxies.com/scores.php?scores=78928
    Rules, Points [Beginner Mode]: https://www.twingalaxies.com/scores.php?scores=78926
    Rules, Points [Advanced Mode]: https://www.twingalaxies.com/scores.php?scores=78925
    Rules, Points [Insane Mode]: https://www.twingalaxies.com/scores.php?scores=78927
    
    
    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
    MAMEInfo.dat entries: ptblank2 and namcos12.cpp
    Code:
    MAMEInfo.dat entries for:
    ptblank2
    namcos12.cpp
    ----
    0.104u5 [smf]
    
    
    0.92 [smf]
    
    
    
    
    WIP:
    
    
    - 0.210: Guru and smf added clones Point Blank 2 (World, GNB2/VER.A) and Point Blank 2 (World, GNB2/VER.A alt).
    
    
    -  1st October 2017: Smitdogg - We got what appears to be an undumped version of Point Blank 2 (GNB2 VER.A World).
    
    
    - 0.167: Guru documented the gun connections for Point Blank 2.
    
    
    - 0.142u4: The Dumping Union added clone Gunbarl (Japan, GNB4/VER.A). Fixed rom names.
    
    
    - 15th May 2011: Smitdogg - We got GunBarl, the Japanese version of Point Blank 2.
    
    
    - 0.142u2: Changed description of clone (GNB3/VER.A) to 'Point Blank 2 (US, GNB3/VER.A)'. Renamed (ptblank2a) to (ptblank2ua).
    
    
    - 0.141u2: Renamed (ptblnk2a) to (ptblank2a).
    
    
    - 0.104u5: smf added Point Blank 2 (GNB5/VER.A). Olivier Galibert, Duddie and smf hooked up the light gun in Point Blank 2. Renamed (ptblank2) to (ptblnk2a).
    
    
    - 12th January 2006: Guru - A few packages arrived containing Point Blank 2 (Namco System 12). Most of these came from our Korean contact and a couple came from ebay purchased by Randy or Brian T.
    
    
    - 0.92: smf added 'Point Blank 2 (GNB3/VER.A)' (Namco 1999).
    
    
    - 14th January 2005: Guru - Dumped Point Blank 2.
    
    
    - 29th November 2004: Guru - We finally won Point Blank 2 (Namco 1999, System11) on Ebay.
    
    
    
    
    LEVELS: 4/4/16+1/16+2 (practice/beginner/advanced/insane)
    
    
    
    
    Recommended Games (Shooting 3):
    
    
    Triple Hunt
    
    
    Crossbow
    
    
    Cheyenne
    
    
    Hogan's Alley (PlayChoice-10)
    
    
    Vs. Hogan's Alley
    
    
    Turkey Shoot
    
    
    Wild Gunman (PlayChoice-10)
    
    
    Crackshot
    
    
    N.Y. Captor
    
    
    Shoot Out
    
    
    Shooting Master
    
    
    Chiller
    
    
    Cycle Shooting
    
    
    Empire City: 1931
    
    
    Dead Angle
    
    
    Blasted
    
    
    Who Dunit
    
    
    Beast Busters
    
    
    Beast Busters 2nd Nightmare
    
    
    Last Survivor
    
    
    Blood Bros.
    
    
    Golly! Ghost!
    
    
    Laser Ghost
    
    
    Space Gun
    
    
    Rail Chase
    
    
    Rail Chase 2
    
    
    Lethal Enforcers II: Gun Fighters
    
    
    Alien3: The Gun
    
    
    Dragon Gun
    
    
    Hard Times
    
    
    Lord of Gun
    
    
    Pirates
    
    
    Point Blank
    
    
    Point Blank 2
    
    
    Point Blank 3
    
    
    Shooting Star
    
    
    Target Hits
    
    
    Crypt Killer
    
    
    Zombie Raid
    
    
    Ghost Hunter
    
    
    Tut's Tomb
    
    
    The House of the Dead
    
    
    The House of the Dead 2
    
    
    The House of the Dead III
    
    
    The House of the Dead 4
    
    
    The House of the Dead EX
    
    
    Bang!
    
    
    CarnEvil
    
    
    Evil Night
    
    
    Rapid Fire v1.1
    
    
    Sharpshooter
    
    
    Teraburst
    
    
    Zero Point
    
    
    Zero Point 2
    
    
    Flame Gunner
    
    
    Ghoul Panic
    
    
    Invasion - The Abductors
    
    
    Mars TV
    
    
    GunMania
    
    
    The Typing of the Dead
    
    
    Lupin The Third - The Shooting
    
    
    Police 911
    
    
    Police 911 2
    
    
    Vampire Night
    
    
    The Maze of the Kings
    
    
    P's Attack
    
    
    2 Spicy
    
    
    Manic Panic Ghosts!
    
    
    
    
    Romset: 24.5 MB / 6 files / 14.1 zip
    
    
    ----
    0.77 [smf]
    
    
    
    
    NOTES:
    
    
    - Hardware: Namco System 12 - Arcade PSX hardware
    
    
    - Driver by smf, board notes by Guru and H8/3002 and Golgo13 support by R. Belmont based on work by The_Author and DynaChicken.
    
    
    
    
    Bugs:
    
    
    - soulclbr, tektagt and clones: Screen is offset by 9 pixels in-game. Heihachi_73 (ID 02957)
    
    
    
    
    WIP:
    
    
    - 0.205: Removed NAMCO_SETTINGS and H8_SCI_DEVICE MCFG macro [Osso]. Removed CXD8654Q, CXD8661R, H83002, H83334, AT28C16 and C352 MCFG macros [Ryan Holtz].
    
    
    - 0.204: Removed RTC4543 MCFG macros [Osso].
    
    
    - 0.203: Copy the textures STP bit (PSX GPU), which improves (MESS) Silent Hill (Sony PlayStation). Use count_leading_zeros() & count_leading_ones() instead of counting manually (PSX GTE) [smf].
    
    
    - 0.202: Added textured dot rendering. Implemented transparent dots & lines and declare variables on first use. Implemented GPU STP draw and checking, which is used on Aquarush for water effects (video\psx.cpp) [smf]. Moved imperfect graphics flag down into PSX GPU device (video\psx.h). Separated out screen device [AJR].
    
    
    - 0.201: PSX GPU: Use device_palette_interface. Real hardware is connected with triple 8-bit video DAC; so allow RGB24 display. Some old GPU has only 16bit video output. Fixed debug mesh display [cam900]. Removed RAM MCFG macros [Ryan Holtz].
    
    
    - 0.197: Cleanups. Reduced runtime tag lookups. Splitted machine config for COH716 CPU Board case and motherboard/cpuboard configurations. Fixed GPU for COH716 board [cam900].
    
    
    - 0.196: Added device_video_interface and eliminated first_screen (video\psx.cpp) [AJR].
    
    
    - 0.193: Replaced strcmp with polymorphism in namcos12_state::machine_reset() [Vas Crabb].
    
    
    - 0.186: Correct Asia "2" region to World [Brian Troha]. Notes about S12 Network area stuff [Angelo Salese].
    
    
    - 0.177: Updated H8/3002 and C352 frequencies for namcos12. This is based on sound driver research, and comparing the H8/3002 ND-1/ND-2 programs with the System 12 programs. The figures are similar to the previously measured clock speeds so chances are the earlier values were just measurement error. Replaced C352 core, the new core has working noise generator and sample interpolation [superctr]. Changed IH8/3002 CPU2 clock speed to 16934400 Hz and C352 sound to 25401600 Hz.
    
    
    - 0.163: Added configurable clock dividers for Namco C352 [superctr]. Changed C352 sound clock speed to 29168000 Hz.
    
    
    - 0.155: Fixed array out of bounds access in machine\rtc4543.c [hap].
    
    
    - 0.154: Assume H8/3002 portb high bit is read-only [hap].
    
    
    - 0.153: Added machine\namco_settings.c/h. Documentation update [Brian Troha]. Small cleanup [hap].
    
    
    - 0.151: smf fixed namcos12_rom_read. This fixes Tenkomori Shooting and clone crashes on "collect X medals" minigame.
    
    
    - 0.150: We added version numbers to Namco System 12 program flash roms so now that we know, correct the version for the Japan C1 set [Brian Troha].
    
    
    - 0.149: Added DIP location to Namco System 12, also removed unused test dipswitches [smf].
    
    
    - 0.148u5: Simplified System 12 protection hack so that it doesn't involve remapping the bios rom area, which also allows the default value for ram to be removed. Changed I/O to 16 bits and don't install memory handlers at run time in Namco System 12 [smf].
    
    
    - 0.148u4: Changed default value of ram to zero (cpu\psx\psx.c). Some of the Namco System 12 games compared ram that hasn't been written to with the result from what we think is the keycus [smf]. Fixed Golgo 13 and Golgo 13 Kiseki no Dandou crashed after game exit.
    
    
    - 0.148: Removed machine\psx.c and includes\psx.h. Removed psx_state, all code shared between MAME and MESS is now in src\emu [smf]. Fixed wrong day shown (rtc_clock_updated day_of_week is 1-7), and possible array out of bounds access [hap].
    
    
    - 0.147u3: smf fixed black screen in tekken3 and tektagt.
    
    
    - 0.147u1: Made Epson R4543 RTC a proper RTC device, eliminates duplicated code in Namco Systems 12 and 23 [R. Belmont].
    
    
    - 0.143u6: Changed C352 sound clock speed to 25106025 Hz.
    
    
    - 0.142u4: Various changes for PSX HW [smf]: Modernised internal memory map. MDEC is now an internal device of the PlayStation CPU. Root counter & Serial I/O converted to internal CPU devices. Moved PlayStation IRQ code to sub device of the CPU.
    
    
    - 0.142u3: smf converted PlayStation DMA to an internal device to the CPU core. DMA to external devices can be set in the machine config, the old calls are still there until the rest of the code is converted. R. Belmont adjusted MDEC timing to avoid lockups (psx.c). Most FMVs now have fluent video.
    
    
    - 0.141u3: Added DMA mode used for CD transfers on PSX home system, fixed DMA bug that caused home system to freeze [pSXAuthor, Harmony, R. Belmont]. PSX updates [smf]: Fixed DICR handling. Removed non existant root counter 3 IRQ. Ignore root counter stop when reset is also set.
    
    
    - 0.139u4: Atari Ace updated PSX drivers to use a driver_device.
    
    
    - 0.137u4: Howard Casto hooked up outputs for all System 12 gun games (ptblank2, ghlpanic and tenkomor).
    
    
    - 0.135u3: Phil Bennett fixed slow music playing in the Namco Systems 12 driver. Changed H8/3002 CPU2 and C352 sound clock speeds to 16737350 Hz.
    
    
    - 0.135u2: Phil Bennett fixed Tekken games do not proceed into attract mode after initial screen (tekken3, tektagt).
    
    
    - 0.130u4: Aaron Giles fixed MAME asserts during load time in all Namco Systems 12 games.
    
    
    - 0.129u1: R. Belmont fixed Real Time Clock used in Namco Systems 12 driver.
    
    
    - 0.129: Olivier Galibert fixed for odd word DMA transfers in the Namco System 12 driver.
    
    
    - 0.127u4: Aaron Giles fixed all Namco System 12 games freezes.
    
    
    - 0.125u7: Fabio Priuli updated most Namco systems + a couple of old drivers sharing the input handling.
    
    
    - 0.124u3: PSX core updates [smf]: Removed casts and removed unnecessary decoding from NCLIP. Added signed values to PAIR & PAIR64. Renamed PAIR64.lw to PAIR64.q. Tidied up DPCS, improved flag calculation and added support for lm/sf fields. Added sf/lm support to INTPL, improved flag calculation & calculates correct RGB. Fixed calculation of bit 31 of GTE FLAG register, when writing to it directly. Added lm mode to OP and fixed the calculation. Added lm mode to SQR.
    
    
    - 0.124u2: Replaced 'PSX CPU' with CXD8661R in all games. PSX updates [smf]: Added CXD8661R as a specific CPU type, System 12 appears to allow more than 8MB of ram & it's possible that this is different. Fixed the SR masks for MTC0. Added ability to test the instruction/data cache ram. The scratchpad and BIU register are now handled internally to the CPU. All writes are performed with masks. SWL/SWR used to be implemented with two writes ( one byte and one word ) when writing three bytes, now it only ever performs one. Byte and Word writes use masks as they leave the rest of the register on the bus, which can be picked up by larger registers. The read/write functions to use are cached when the SR bits are updated, as are the bad address masks. Added coprocessor 1 & 3 support, though they don't do anything useful. All loads now go through the delay pipeline, a lwl/lwr will grab the value out of the pipeline if it's updating the same register. Added undocumented behaviour of BLEZ/BGTZ. The comparison for zero can be changed by specifying an alternate register in the RT field ( the documentation says you should always use register 0 ). Restricted to 16 COP0 registers & generate an exception if any of the 5 for the MMU are used. Added BCF/BCT instructions, although I have found no conditions that affect them yet. Generates an exception if any MMU instructions are executed. Sets the CE instruction for all exceptions, not just those involving a coprocessor. The bits of the opcode that specify the coprocessor are grabbed no matter what the instruction. Added TAR register and BT bit in SR. When an exception occurs during a branch, BT determines whether it was taken or not. The TAR register gets set to the destination of the branch. Fixed the BD bit when you are in a branch delay slot and you didn't take the branch, this shows up in the pipeline as !pc. Fixed branches within a branch delay slot. Multiply & divide instructions can be aborted if you write to HI/LO before reading the result. Added data breakpoints, you don't appear to be able to set breakpoints on any of the addresses internal to the CPU. Multiply/divide/GTE instructions can execute when an exception is taken, although the EPC indicates that it hasn't. The BIOS avoids rerunning GTE instructions as they are destructive, so you have to make sure they run. Added bus error handling, PSXCPU is limited to 8MB of ram & any access outside this range will trigger an exception. I believe this is to be an internal limit. Mapped out all instructions to either generate an exception or ignore bits. Updated the disassembler to match the decoding. Fixed disassembling of branch instructions in a branch delay slot. Lui checks for a ori/addiu following and will show you the result. Added step over/out support. Fixed standalone disassembler. Fixed SZ0 truncation. Fixed IRGB truncation and conversion to IR1/IR2/IR3. Added IR1/IR2/IR3 saturation when calculating ORGB. Fixed OTZ sign extension. Fixed reading from SXYP. Fixed reading from IRGB. Fixed writing to LZCR. Fixed sign extension of GTE control registers. Fixed writing to FLAG. Fixed flag calculation in F macro and fixed avsz3 & avsz4 flag & otz calculation.
    
    
    - 0.122u7: Switched namcos11/namcos12 over to memory_configure_bank / memory_set_bank. Simplified Golgo 13 gun reading [smf].
    
    
    - 0.122u6: First pass at fixing the CPU clock speeds on the Playstation based hardware. The system 10 & 12 clock speeds have been raised as they run on an upgraded chipset. The internal divide in the CPU core has been set to 4 as we have no wait states, incorrect DMA timing, no gpu timing, no DMA bus stealing and no gte timing [smf]. Changed PSX CPU clock speed to 100MHz.
    
    
    - 16th January 2008: smf - The clockspeed of the PSX based games in MAME has always been a little on the low side. Mainly to make up for the lack of cache emulation and bus contention, also partly because the GTE timing isn't emulated yet. Due to the recent attention to crystals, there has been some investigation as to what the real clock speed should be. Thanks to Guru's probing we are able to say for definate what is going on. The CPU has an internal divider and on the majority of boards is fed a 67.7376MHz clock. I have currently got MAME to report this frequency, with an internal divider of 4 to keep it roughly the same as before ( it should be 2 but I'll leave that until the rest of the timing issues are sorted ). Some information has been floating around for a while that has never been confirmed & now seems to be a good time. The 67MHz clock doesn't appear on the namco system 12 or the later system 10 boards. It appears they have their own higher rated part. System 12 runs on a 100MHz clock, while system 10 runs on a 101.4912MHz clock. So system 12 being faster has been elevated from rumour, to probable. The GPU clock is the same across all hardware. I'd have thought they'd have done something about that, especially as all the system 12 games like to run in interlace. Maybe it's more efficient or has faster ram, we'll leave that one for another day.
    
    
    - 0.111u5: Nathan Woods updated the PSX GPU video driver to use the new BITMAP_ADDR* macros instead of using the line[] array.
    
    
    - 0.110: smf and Aaron Giles fixed crash when resetting PSX games.
    
    
    - 0.105u2: Nathan Woods fixed the 'Fatal error: Invalid data type' crash in namcos12 driver.
    
    
    - 0.104u7: smf switched MDEC decoding input from CbCrY to CrCbY, and switched MDEC 15bit output from rgb to bgr.
    
    
    - 22nd March 2006: smf - One of the least documented parts of the PSX chipset is the MDEC decoder. Bad colours in MDEC was a common occurence in the early days of PSX emulators. This was also due in part to it being pretty much the only time that the 24 bit display mode was ever used, as the GPU can only draw in 15bits. Of all the games in MAME there have only been two games that used 24bit MDEC, the rest used 15bit. The first was Judge Dredd, which looks odd no matter how it's drawn. The second is Tekken Tag Tournament, which has only just started to boot in MAME. When trying to work out what Judge Dredd should look like I assumed that MDEC would be outputting the data in the same format that it would be displayed. I was pretty sure that MAME was drawing the 24bit modes correct because during attract mode in Judge Dredd there was red and blue text displayed in 24bit & 15bit mode. However Tekken Tag Tournament was obviously wrong so I thought I'd double check it against a console. I think Pete had previously said that he thought MAME was wrong displaying 24bit, but after writing a program which displays a full red or green or blue screen it matches my console. That left the MDEC decoding. So I thought I'd take a look at how everyone else did it. Not an easy feat as MAME at least tries to be endian independent and everyone else codes for the here and now. After a bit of messing around I worked out that yes, the red and blue were swapped in other emulators. Now this is odd, because as I said earlier you would have thought Sony would use the same format for decoding as displaying. I took a look at the 15bit decoding, which all the open source emulators ( including MAME ) have the red and blue swapped compared to the order in which they are displayed. This is when it dawned on me that everyone is very likely decoding MDEC incorrectly. MDEC decoding takes YCrCb and converts it to RGB, by swapping Cr & Cb and making MDEC output in the natural format the Tekken Tag Tournament movies look much nicer. This got me thinking though as the Cr & Cb values are weighted differently. If my assumptions were wrong then it could really mess up decoding. One place the MDEC decoding is quite critical is in Tekken. After you select your character an MDEC movie replaces your character. Up until now the levels were wrong and the colours would jump when the movie starts and ends, it's another thing that has been on my todo list for ages. After making the changes the transition is much less noticable, so I think the mystery of the order of the Y Cr & Cb is solved & yes Judge Dredd still looks weird.
    
    
    - 0.104u5: Olivier Galibert, Duddie and smf added board notes to the Namco System 12 driver.
    
    
    - 0.101u4: smf updated PSX core to new save state and disassembler interfaces.
    
    
    - 0.99u10: R. Belmont fixed incorrect voices and swapped stereo in System 11/12 games.
    
    
    - 0.99u1: Cync fixed several problems in the H8/3002 core. Improves sound in Namco System 12.
    
    
    - 0.97u4: PSX/Namco System 12 improvements [smf]: Updated board notes from Guru. Removed rom patches from the namco system 12 driver. Renamed sound program roms. Added support for dma'ing incomplete blocks from MDEC. Added sprites x & y flipping. Caches the decoded tpage fields. mask setting & DMA setup updates status fields correctly. Reverse flag only has an effect on original GPU's.
    
    
    - 0.97u3: Improvements to the PSX CPU core [smf]: Correct behaviour for a branch in a delay slot, added BIOS and syscall logging of all known functions & their parameters (writing to file descriptor 1 or putchar will output to the console), fixed disassembly of gte instructions and dismips.mak.
    
    
    - 0.86u1: Fixed some bugs in Namco System 12 that were in 0.86 [various].
    
    
    - 0.84u5: smf hooked up NVRAM for Namco system 12 correctly. R. Belmont fixed an issue in the H8/3002 core where the timer start register would mess up timers that were already running. Improves the music tempo for S12 games.
    
    
    - 0.84u2: Improvements to the Namco System 12 driver [R. Belmont]: MCU is now emulated rather than HLE'd. MCU peripherals mostly figured out and hooked up. Preliminary sound and music are now present. Inputs and coinage are now handled by the MCU, so all bugs related to them are hopefully fixed. Fixed bug with save states. sws99 and pacapp both seem playable now (not sure if due to these changes or smf's core work) so took off GAME_NOT_WORKING for them. Added support for alternate ROM banking protection used by golgo13, so it runs now (there's a very long black screen at the beginning, just wait it out). The gun inputs are partially supported but not working yet because I'm unable to figure out what format the game wants the data in. Added a preliminary core for the Namco C352 PCM chip. It was originally written by the Zinc authors for Zinc and has been adapted for MAME by R. Belmont with their permission. It's not sounding real great yet on music, although it's better than the Zinc original. Added a core for the Hitachi H8/3002 MCU. It was originally written by the Zinc authors The_Author & DynaChicken for Zinc. R. Belmont have fairly extensively rewritten it and adapted it to MAME semantics with their permission. Cycle counts are probably not right because the manual's a bit confusing, but they're at least ballpark. Added H8/3002 (14745600 Hz) CPU2 and C352 sound. Added 'Service Mode' dipswitch.
    
    
    -  4th July 2004: R. Belmont - The H8/3002 work continues along. I've fixed a ton of bugs that The_Author left in the original core now.
    
    
    - 0.84: darkcoder fixed the Speaker Puncturing Unit in the PSX games. R. Belmont and smf fixed several endian issues in the PSX-related drivers.
    
    
    - 29th June 2004: R. Belmont - Started cleaning up ZiNc's H8/3002 core for MAME submission (this will add sound and fix protection on Namco Classics 1 & 2 and the System 12 games*). Fixed some flag calculations on the ADD opcodes and some "edge cases" on the C352 to improve music in NCV1/2. Still need to fix some issues with the controls in Aqua Rush and Paca Paca.
    
    
    - 10th June 2003: All available system12 dumps are now emulated in Zinc.
    
    
    - 0.77: Added namcos12.c driver. No games are working. Most get no further than the bootup colour bars, except for tekken3 and ehrgeiz (displays the initializing screen) and mdhorse (the emulated cpu crashes).
    
    
    - 29th March 2003: Zinc emulated Namco System 12 games. Still a few graphical problems caused by protection.
    
    
    ----

    Human interpretation:
    Time calc: 04:29:23 + (29617 frames ÷ 60Hz @ 100% [8:13.62]) = 04:37:37 vs zip mod 04:37:37 [please allow for timezone differences]

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