*** 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 Sun 15/09/2019 at 15:24:55.05
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, 556075 bytes (544 KiB)
Testing archive: E:\MAME\ALLexes\inp\MARP\isb_skykiddx_254910_wm209.zip
--
Path = E:\MAME\ALLexes\inp\MARP\isb_skykiddx_254910_wm209.zip
Type = zip
Physical Size = 556075
Everything is Ok
Size: 567879
Compressed: 556075
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, 556075 bytes (544 KiB)
Listing archive: E:\MAME\ALLexes\inp\MARP\isb_skykiddx_254910_wm209.zip
--
Path = E:\MAME\ALLexes\inp\MARP\isb_skykiddx_254910_wm209.zip
Type = zip
Physical Size = 556075
----------
Path = skykiddx.inp
Folder = -
Size = 567879
Packed Size = 555917
Modified = 2019-09-12 06:31:21
Created = 2019-09-12 02:35:30
Accessed = 2019-09-12 06:31:21
Attributes = A
Encrypted = -
Comment =
CRC = BCF0DE39
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: skykiddx.inp
INP version 3.5
Created Thu Sep 12 06:13:08 2019
Recorded using 0.209W (wolf209)
Total playback frames: 66246
Average recorded speed: 99%
Average speed: 99.99% (32 seconds)
Source driver:
skykiddx namcos86.cpp
Generic Info for game:
INP dump not relevant
MAME Info
skykiddx is the parent set.
MAMEInfo.dat entries: skykiddx and namcos86.cpp
Code:
MAMEInfo.dat entries for:
skykiddx
namcos86.cpp
----
0.36b14 [Nicola Salmoria]
Artwork available
WIP:
- 15th December 2018: Mr. Do - Added 'Namco Museum Virtual Arcade for XBox 360' artwork to Sky Kid Deluxe.
- 0.133u1: Renamed (skykiddo) to (skykiddxo).
- 0.96u3: Fixed 'Bonus Life' dipswitch.
- 0.80: Changed M6809 CPU1 clock speed to 1536000 Hz. Replaced Namco/Samples/Custom sound with Namco CUS30.
- 0.36b14: Nicola Salmoria added 'Sky Kid Deluxe (set 1)' (Namco 1986) and clone (set 2).
- 5th January 2000: Nicola Salmoria added Sky Kid DX to the Namco System 86 driver.
Other Emulators:
* FB Alpha
Recommended Games (Dog-Fight):
Jet Fighter/Launch Aircraft
Ace
Biplane 4
Sky Skipper
Time Pilot
Konami 80's AC Special (Time Pilot)
Time Fighter (Time Pilot conversion on Galaxian hardware)
Dog Fight
Acrobatic Dog-Fight
Two Tigers
Istrebiteli
Sky Kid
Sky Kid Deluxe
Vs. Super SkyKid
Wing War
Romset: 281 kb / 16 files / 59.9 zip
----
0.35b13 [Jimmy Hamm, Phil Stroffolino, Ernesto Corvi, Nicola Salmoria]
0.35b1 [Jimmy Hamm, Phil Stroffolino, Ernesto Corvi]
TODO:
- The two unknown writes for the MCU are probably watchdog reset and irq acknowledge, but they don't seem to work as expected. During the first few frames they are written out of order and hooking them up in the usual way causes the MCU to stop receiving interrupts.
NOTES:
- Hardware: 1986 Namco games
- We are using an unusually high CPU interleave factor (800) to avoid hangs in rthunder. The two 6809 in this game synchronize using a semaphore at 5606/5607 (CPU1) 1606/1607 (CPU2). CPU1 clears 5606, does some quick things, and then increments 5606. While it does its quick things (which require about 40 clock cycles) it expects CPU2 to clear 5607. Raising the interleave factor to 1000 makes wndrmomo crash during attract mode. I haven't investigated on the cause.
- There are two watchdogs, one per CPU (or maybe three). Handling them separately is necessary to allow entering service mode without manually resetting in rthunder and genpeitd: Only one of the CPUs stops writing to the watchdog.
- The sprite hardware buffers spriteram: The program writes the sprite list to offsets 4-9 of every 16-byte block, then at the end writes to offset 0x1ff2 of sprite RAM to signal the chip that the list is complete. The chip will copy the list from 4-9 to 10-15 and use it from there. This has not been verified on the real hardware, but it is the most logical way of doing it. Emulating this behaviour and not using an external buffer is important in rthunder: When you insert a coin, the whole sprite RAM is cleared, but 0x1ff2 is not written to. If we buffered spriteram to an external buffer, this would cause dangling sprites because the buffer would not be updated.
WIP:
- 0.205: Removed MC6809E, MC6809E, HD63701, GFXDECODE, NAMCO_63701X and PALETTE MCFG macros [Ryan Holtz].
- 0.204: Removed YM2151 MCFG macros [Osso].
- 0.203: Removed HD63701 MCFG macros [AJR].
- 0.202: Removed WATCHDOG MCFG macros [Osso].
- 0.199: Misc device finder / private members [David Haywood].
- 0.193: Replaced M6809 CPU1/2 with MC6809E.
- 0.164: Demacroify address maps and clean up ROM loading [Alex Jackson]. Enabled save state support in Namco System 86 driver now that it works [Osso].
- 0.163: Preparation for save state support and switched driver to configured banking. Not enabled because Return of Ishtar's MCU fails spectacularly on reload [Osso].
- 0.153: Fixed flipscreen in Namco System 86 driver after core changes and added SCREEN_RAW_PARAMs [Alex Jackson]. Changed VSync to 60.606061 Hz.
- 0.148u1: Modernized Namco 63701X sound device [Andrew Gardner].
- 0.143: Wilbert Pol fixed immediate crash while using -DEBUG in Namco System 86 driver.
- 0.139u3: Added includes\namcos86.h.
- 0.139u1: Atari Ace removed global variables from NAMCO sound core.
- 0.130u3: Kanikani added DIP locations to Namco System 86 driver.
- 0.129u1: Aaron Giles added new function gfx_element_set_source_clip() to specify a source clipping rectangle for any element. This replaces the nasty hacks that were being used in Namco System 86 driver to achieve similar behaviors.
- 0.122u7: Changed HD63701 CPU3 clock speed to 6144000 Hz.
- 0.121u1: Changed palettesize from 512 to 4096 colors.
- 0.107u3: Properly documented and connected the CUS60 MCU code in the System 86 driver [Brian Troha].
- 0.93: Added clock parameter to Namco CUS30 sound (24000 Hz).
- 0.89: Nicola Salmoria updated Namco System 86 (which uses the same sprite hardware as Namcos System 1) to the latest code. Curiously, this introduces sprite/sprite priority issues in Wonder Momo. Nicola puzzled by this.
- 0.80: Nicola Salmoria understood how sprite RAM buffering works, this fixes sprite lag but causes a glitch in rthunder (which might be correct behaviour) in baraduke.c and namcos86.c. Nicola Salmoria totally rewritten the 63701X emulation and moved it to a separate module. Fixed silence compression, this improves quality in some samples; supported volume control.
- 21st January 2003: Acho A. Tang improved sprite clipping and fixed hangs in the Namco System 86 driver.
- 22nd June 2002: Acho A. Tang fixed a few more problems in the Namco System 86 driver.
- 21st June 2002: Acho A. Tang fixed the sprite lag in Namco System 86 and System 1 drivers.
- 2nd May 2002: Satoshi Suzuki fixed a graphics bug in the Namco System 86 driver.
- 0.37b12: Changed VSync to 60.606060Hz.
- 0.36b8: Fixed priorities in wndrmomo and genpeitd [E. Watanabe].
- 0.36b7: Added Custom sound.
- 7th April 1999: Nicola Salmoria has updated Rolling Thunder driver to work on the new 6800 (not 68000 ;-) core, but music speed is still sometimes screwed.
- 25th October 1999: Eisuke Watanabe fixed priority problems in Namco System 86 games.
- 0.35b13: Changed rthunder.c to namcos86.c driver.
- 0.35b1: Added rthunder.c driver and vidhrdw\rthunder.c (Jimmy Hamm, Phil Stroffolino, Ernesto Corvi).
----
Human interpretation:
Time calc: 06:13:08 + (66246 frames ÷ 60.606061Hz @ 100% [18:13.06]) = 06:31:21 vs zip mod 06:31:21 [please allow for timezone differences]
