M.A.M.E. - Elevator Action Returns [Ver 2.2O 1995/02/20] - Points [1 Player Only] - 884,700 - Salim Farhat

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  1. M.A.M.E. - Elevator Action Returns [Ver 2.2O 1995/02/20] - Points [1 Player Only] - 884,700 - Salim Farhat

    11-10-2019, 02:40 PM

    Points [1 Player Only]
    WolfMame version
    Score Track
    ROMSet: Elvactr
    Internal Settings

    Monitor Mode: Normal
    Difficulty: Normal
    Player Stock: 1
    Grenade Stock: 10
    Continues: Without
    Violence Mode: Normal
    Free Play: Without
    Special Rules: This is a Single Player ONLY Variation! Continues are NOT allowed!
    Submission Message
    I broke this record of a game that actually made me feel good for a change. I feel more at peace after doing it. It was one of the few arcade games that I actually managed to finish back in the day. Not because of skill though. I also didn't because I threw my money at it. What happened here is some guy watching me play apparently was so fascinated by me playing that he just put in more money when I lost and needed to continue. I don't remember how many continues he gave me, but it was enough to beat the game at long last, which was amazing.
    I sorta did this to remember that time, which was one of the rare times that someone watching me play didn't do anything creepy or aggressive for no reason, but just was a decent dude for a change.
    Not a perfect game, but a 1cc. One day I’ll do a perfect game.

    Attached Files Attached Files
    Likes ivanstorm1973 liked this post
  2. 11-12-2019, 02:09 AM
    Very good game
    streaming mspacman normal and turbo speed at: https://www.twitch.tv/francoisadt

    Francois du Toit
  3. 11-16-2019, 02:53 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 Sat 11/16/2019 at 18:21:01.41

    Zip test
    7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    Scanning the drive for archives:
    1 file, 1979873 bytes (1934 KiB)
    Testing archive: C:\WolfMAME\209\inp\TG\generocity.zip
    Path = C:\WolfMAME\209\inp\TG\generocity.zip
    Type = zip
    Physical Size = 1979873
    Everything is Ok
    Size:       2017374
    Compressed: 1979873
    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, 1979873 bytes (1934 KiB)
    Listing archive: C:\WolfMAME\209\inp\TG\generocity.zip
    Path = C:\WolfMAME\209\inp\TG\generocity.zip
    Type = zip
    Physical Size = 1979873
    Path = generocity.inp
    Folder = -
    Size = 2017374
    Packed Size = 1979711
    Modified = 2019-11-10 16:38:32
    Created = 2019-10-29 10:44:43
    Accessed = 2019-11-10 16:38:32
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 7538F5E3
    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: elvactr.inp
    INP version 3.5
    Created Sun Nov 10 15:43:55 2019
    Recorded using 0.209W (wolf209)
    Total playback frames: 193141
    Average recorded speed: 99%
    Average speed: 234.04% (3277 seconds)
    Source driver:
    elvactr taito_f3.cpp
    Generic Info for game:
    ROM set changed: no
    0.106-0.209: elvactr - "Elevator Action Returns (Ver 2.2O 1995/02/20)"
    Resolution, 0.106-0.113: 320x232 @ 58.970001Hz
    Resolution, 0.114-0.209: 320x232 @ 58.970000Hz
    TG Game Entry: https://www.twingalaxies.com/scores....n%20Returns%20[Ver%202.2O%201995/02/20]
    Rules, Points [1 Player Only]: https://www.twingalaxies.com/scores.php?scores=25143
    Rules, Points [2 Player Team]: https://www.twingalaxies.com/scores.php?scores=55954
    INP dump not relevant

    MAME Info
    MAMEInfo.dat entries: elvactr and taito_f3.cpp
    MAMEInfo.dat entries for:
    0.37b15 [Bryan McPhail]
    0.37b11 [Testdriver]
    Artwork available
    - Missing floor darkening when lighting is destroyed. ange (ID 05893)
    - elvactr and clones: "Mission Name" screens have graphics issues LastNinja2 (ID 01907)
    - [possible] The background seems to 'skip' where it is supposed to scroll at the beginning of the 3rd stage. Nerox91 (ID 01101)
    - elvactr and clones: Shooting lights doesn't make the room go dark. nicolasa (ID 02002)
    - 16th November 2008: Guru - I recently picked up a pile of junk for spares and repairs from a local friend. It turned out there was quite a bit of interesting stuff in this lot. As far as I can make out, I got Elevator Action Returns (Taito F3).
    - 0.126u5: Guru added README for Elevator Action Returns.
    -  3rd June 2007: Mr. Do - Scanned instruction card for Elevator Action Returns provided by Tormod.
    - 0.106u12: MASH added PLDs ($0, 400, 600, 800, a00, c00 - ampal20l10a.a12, pal16l8b.b24, pal16l8b.b57, pal16l8b.b58, pal16l8b.b59 and pal16l8b.b64) to Elevator Action Returns (Ver 2.2O).
    - 0.105u1: Changed description 'Elevator Action Returns (Ver 2.2O 1995/02/20)' and clones (Japan) to 'Elevator Action Returns (Ver 2.2J 1995/02/20)' and 'Elevator Action 2 (US)' to 'Elevator Action II (Ver 2.2A 1995/02/20)'.
    - 25th March 2004: Guru - Elevator Action Returns (Taito 1989, alt. region) arrived.
    - 0.61: Fixed sound1 rom address to $800000 (full soundplay).
    - 0.57: Fixed background layer in Elevator Action Returns and clones.
    - 0.37b15: Bryan McPhail added 'Elevator Action Returns (World)' (Taito 1994) and clones (Japan) and Elevator Action 2 (US).
    - 0.37b11: Bryan McPhail added (Testdrivers) Elevator Action Returns (World) and clones (Japan) and (US). Sound doesn't work.
    - 23rd November 1997: Dumped Elevator Action II (Ver 2.2A 1995/02/20).
    LEVELS: 6
    Other Emulators:
    * FB Alpha
    * RAINE
    Recommended Games (Action):
    Cliff Hanger
    Elevator Action
    Elevator Action Returns
    Road Blaster
    Action Fighter
    Rolling Thunder
    Rolling Thunder 2
    Super Ranger
    Vs. Freedom Force
    Crack Down
    Crack Down (Mega-Tech)
    Night Striker
    S.P.Y. - Special Project Y
    Secret Agent
    The Cliffhanger - Edward Randy
    Power Blade (PlayChoice-10)
    Gunstar Heroes (Mega Play)
    Spin Master / Miracle Adventure
    The Outfoxies
    Top Hunter - Roddy & Cathy
    Biomechanical Toy
    Time Crisis
    Time Crisis II
    Time Crisis 3
    Time Crisis 4
    Die Hard Arcade
    Total Vice
    Gunmen Wars
    Quake Arcade Tournament
    Crisis Zone
    War: The Final Assault
    Confidential Mission
    Death Crimson OX
    Ninja Assault
    Silent Scope
    Silent Scope 2
    Silent Scope EX
    Silent Scope Fortune Hunter
    The Grid
    Heavy Metal Geomatrix
    Lupin The Third - The Shooting
    Lupin The Third - The Typing
    Demon Front
    Dolphin Blue
    Johnny Nero Action Hero
    Recommended Games (Mafia):
    Elevator Action
    Elevator Action Returns
    N.Y. Captor
    Shoot Out
    Shooting Master
    Empire City: 1931
    Dead Angle
    Gang Busters
    Who Shot Johnny Rock?
    Dead Connection
    Hard Times
    Rapid Fire (Gangster)
    Romset: 18.5 MB / 20 files / 7.40 zip
    0.37b11 [Bryan McPhail, Ian Schmidt, SWS Stilleto, Aaron Giles]
    - ES5510 DSP isn't hooked up.
    - Various hacks in video core that needs squashing.
    - When playing space invaders dx in original mode, t.t. with overlay, the alpha blending effect is wrong (see Taito B version of game).
    - Bubble Symphony has an alpha transition effect that doesn't appear in Mame.
    - Various other missing blending effects (see Mametesters).
    - Find how this HW drives the CRTC, and convert video timings to use screen raw params.
    - Emulation by Bryan McPhail. Thanks to Ian Schmidt and Stiletto for sound information! Major thanks to Aaron Giles for sound info, figuring out the 68K/ES5505 rom interface and ES5505 emulator! Thanks to Acho A. Tang for Kirameki Star Road sound banking info! Thank you to Shiriru for the scanline rendering (including alpha blending), sprite sync fixes, sprite zoom fixes and others!
    - pbobble3, pbobble3j, pbobble3u, pbobble4, pbobble4j, pbobble4u, rayforce, rayforcej: [debug] AddressSanitizer: heap-buffer-overflow. Firewave (ID 05866)
    - gunlock, rayforcej, rayforce, dariusgx, dariuse, futaribl, lightbr, dungeonm, dungeonmu, lightbrj: Incorrect year. ketburai (ID 06133)
    - arabianm, rayforcej, ridingf: Sound recording for reference. Stefan Lindberg (ID 04173)
    - All games: The types of cabinets and their related inputs. stephh (ID 01069)
    - 0.207: Simplified OKI read/write handlers [AJR].
    - 0.204: Refactored MB87078 and correct data_w/r. Only update channel latch when dsel is low [hap].
    - 0.201: Removed MCFG macros [Ryan Holtz].
    - 0.199: Assorted cleanup involving driver_init [AJR].
    - 0.195: Hooked up ES5510 effects DSP (audio\taito_en.cpp) [cam900, R. Belmont]. Added ES5510 (10Mhz) CPU3 and 'Ensoniq 5505/5506 to 5510 interface' (29761 Hz).
    - 0.185: Removed timer_set() [Osso].
    - 0.182: Fixed missing graphics on state load [Scott Percival].
    - 0.170: Fixed debug] AddressSanitizer: heap-buffer-overflow (pbobble3, pbobble3j, pbobble3u, pbobble4, pbobble4j, pbobble4u, rayforce and rayforcej).
    - 0.168: Make Taito F3 game names consistent [Logan B].
    - 0.166: Reduced tagmap lookups in Taito F3 (was causing severe slowdown in Arkanoid Returns) [David Haywood].
    - 0.155: Moved video functions into the driver class [Osso].
    - 0.154: Converted Taito F3 driver to standard MCFG_PALETTE_FORMAT [Alex Jackson].
    - 0.147: Fixed debug assert (emu\attotime.h) in Taito F3 driver.
    - 0.146u2: Stefan Lindberg corrected 68000 CPU2 clock to 15238050 Hz.
    - 0.146u1: Taito Ensoniq improvements [Phil Bennett]: Use the common 68681 DUART implementation. Implemented the MB87078 volume control.
    - 0.144u7: Aaron Giles fixed bad assumption that rowpixels of two separate bitmaps in Taito F3 video driver are guaranteed to be the same. This fixes severe graphics corruption in all sets.
    - 0.144: Angelo Salese added per-channel volume control to ES5505/ES5506 sound chip, and hooked it up to the Taito F3 driver. Also added a preliminary ES5510 DSP DRAM input/output latches support in Taito F3 driver, fixes sound in Ring Rage and Riding Fight.
    - 0.142u1: Angelo Salese converted Taito F3 video chip (TC0630FDP) to have a parallelism of 16-bit. David Haywood added work-around for crowd gfxs in Taito F3 football games (Taito Cup Finals, International Cup '94, Taito Power Goal and clones), until a better information is found about it. taito_en has minor changes to eliminate an AM_BASE macro [Atari Ace].
    - 0.141u4: Breaks some driver entanglements to simplify future driver_device conversion efforts [Atari Ace]: taito_f3 is disentangled from a number of other drivers by using an AM_SHARE tag instead of a common variable.
    - 0.139u3: Aaron Giles fixed "16-bit EEPROM set with 8-bit data" in Taito F3 driver.
    -  2nd August 2010: Mr. Do - While going through some other stuff, I noticed that I did a REALLY crappy job on the Taito F3 bezel. I re-did it properly this time. Also, awhile ago, I noticed that the bezel is used as normal for horizontal games, and rotated for vertical games. The bezel comes with a black sticker to block out the extra logo, depending on the orientation, so that's all been implemented, too. And I figured that since I was at it, I should clean up the instruction cards for the F3 games that had them (especially Bubble Symphony, which had that awful crease in the middle).
    - 0.138u2: Taito F3 documentation update [Stefan Lindberg, Dumping Union].
    - 0.135u4: Aaron Giles converted Taito F3 sound to a separate machine driver which is imported into games that use it.
    - 0.135u2: Fabio Priuli converted the Taito F3 driver to use EEPROM device.
    - 0.130u4: Aaron Giles merged memory maps in Taito F3 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.
    - 0.130u2: Fabio Priuli simplified input handling in Taito F3 games.
    - 0.128u4: Significantly pared down the 68k core [Aaron Giles]: Merged outer MAME shell into the core proper and removed unused macros. Changed all external interfaces to pass the CPU device. Enabled 64-bit operations by default. Re-derived the interface functions to cascade and share code more aggressively. These changes also seem to have cured the taito_f3 issues as far as I can tell (at least Puzzle Bobble 3 seems right now).
    - 0.127u6: Nicola Salmoria added pen_mask tile attribute to the tilemap system. Implemented dynamic tile & sprite bit depth in the Taito F3 driver. This fixes the color regression in pbobble3, pbobble4, ringrage and clones.
    - 0.125u3: Couriersud fixed coin slots locks information does not disappear.
    - 12th February 2008: Mr. Do - Taito F3 games had a fairly generic bezel and instruction cards and/or mini-marquees. Well, for now, here's the bezel, for 30+ games.
    - 0.123: Aaron Giles fixed Taito F3 games don't work without .nv file (landmakr, elvactr and dariusg).
    - 0.113u2: Changed VSync to 58.970000 Hz.
    - 0.106u8: Changed sndhrdw\taito_f3.c to taito_en.c/h. David Haywood moved some common code into taito_en.c (Taito Ensoniq sound system).
    - 0.105u1: Some cleanups to the Taito F3 naming [Marco, Bryan McPhail].
    - 0.103u1: Fixed rom names.
    - 0.102u5: Fixed sound1 rom loading.
    - 0.99u7: Nicola Salmoria fixed interrupt timing in the F3 games.
    - 0.97u3: Major video update to Taito F3 driver [Bryan McPhail]: That amongst other things properly implements zoom & column scroll according to how the hardware does it, which not only fixes glitches in various games but allowed many hacks to be removed also. Sprite & tilemap clipping is also implemented, as is proper priority mixing and alpha-blending on the vram and pixel layers.
    - 27th February 2005: Bryan McPhail - F3 layer clipping registers finally understood (though not totally implemented yet - see Dungeon Magic and Elevator Action).
    - 20th February 2005: Bryan McPhail - Fiddling with the VRAM & Pixel layers on Taito F3 hardware. Per scanline alpha blending and priority mixing almost working.
    - 0.92: Nicola Salmoria fixed most of the remaining issues with Taito F3 sound. Sound in Ring Rage and Riding Fight still doesn't work. Quiz Theater has a bad sound rom. Bust-A-Move Again (US) sound roms need checking again real (non-conversion) cart. Fixed sound1 roms addresses.
    - 0.90: Nicola Salmoria fixed sound banking in Taito F3 driver.
    - 0.88: Changed VSync to 58.970001 Hz.
    - 0.87: Taito F3 improvements [Bryan McPhail].
    - 0.69: Paul Priest and Ryan Holtz fixed the sound loading in some Taito F3 games.
    - 0.62: Shiriru added sprite alpha blending to the Taito F3 driver.
    - 0.61: Several fixes to the F3 games [Shiriru, Bryan McPhail]. Changed visible area to 320x224.
    - 31st May 2002: Bryan McPhail fixed a few small things in the Taito F3 system driver.
    - 22nd May 2002: Bryan McPhail integrated Shiriru's updates to the Taito F3 driver which added better graphics priority emulation and better alpha blending.
    -  9th May 2002: Shiriru fixed zooming and added alpha blending to the Taito F3 driver.
    -  7th May 2002: David Haywood passed on Norix's update for the Taito F3 system driver that fixes zoomed sprite blocks and some other small things.
    - 0.59: Changed ES5505 clock speed to 15238050 Hz in all games.
    - 25th February 2002: Hiromitsu Shioya added stereo sound support to the Taito dual and triple screen games, and fixed the Taito F3 sound frequency.
    - 0.58: Moved drivers\taito_f3.h. to includes\.
    - 26th January 2002: Aaron Giles fixed a tilemap clipping bug in the Taito F3 driver.
    - 0.57: Misc fixes to Taito F3 [Bryan McPhail]. Fixed vertical game have issues (srayforce, ktiger2, gekirido, gunlock, gseeker and all clones).
    - 17th November 2001: Bryan McPhail fixed several problems in the Taito F3 driver, especially graphics glitches when zooming, fixing the road in Riding Fight and pitch in the football games. Bryan McPhail also added sound bankswitching for the Taito F3 driver.
    - 25th September 2001: Bryan McPhail re-added some fixes to the Taito F3 driver.
    - 18th September 2001: Yasuhiro Ogawa resubmitted some Taito F3 driver changes by Uki.
    - 0.53: Aaron Giles fixed a ES550x bug that caused Taito F3 games to sound bad. 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, and all Taito F3 games, are broken in this release.
    -  8th August 2001: Bryan McPhail updated the Taito F3 driver to work with the new tilemap system.
    - 13th June 2001: Bryan McPhail fixed several graphics problems in the Taito F3 driver.
    - 0.37b15: Bryan McPhail improved special effects and fixed pixel layer colors in the Taito F3 games. Also fixed 68020 emulation bugs that prevented many Taito F3 games from working. Changed VSync to 60Hz.
    - 18th May 2001: Bryan McPhail fixed the black spots in the background graphics of Puzzle Bobble 2 and 3.
    -  7th May 2001: Bryan McPhail added pixel layer color emulation to the Taito F3 driver, fixing a few color problems.
    -  1st May 2001: Bryan McPhail fixed a 68020 core bug which caused a lot of problems with the Taito F3 driver, namely a Puzzle Bobble 2 intro background graphics problem and some Bubble Memories bugs. In addition, the bugfix makes the following games fully playable: Elevator Action Returns, Darius Gaiden, Puzzle Bobble 4, Land Maker, Twin Qix and Gekirindan.
    - 18th February 2001: Eisuke Watanabe fixed the ASM 68k core to work with Namco System 2 and Taito F3 sound.
    - 0.37b12: Fixed sound1 rom address in some games.
    - 11th February 2001: Bryan McPhail sent in a bugfix to Taito F3 sound banking which fixes the music and sound in a lot of games.
    - 27th January 2001: Bryan McPhail sent in a Taito F3 sound update, with the sound cutting out bug fixed and stereo sound implemented (it was mono before).
    - 16th January 2001: Bryan McPhail fixed some memory corrupting bugs in the Taito F3 driver and added Dan-Ku-Ga. Aaron Giles fixed some crashes in the Taito F3 driver.
    - 0.37b11: Added taito_f3.c/h driver, vidhrdw\taito_f3.c and sndhrdw\taito_f3.c. Main Issues: Alpha blending not supported. Pixel layer colours are often wrong (kludged in some games). Some games could fit in 8 bit colour - but marking pens is difficult because graphics are 6bpp with 4bpp palette indexes. Zoom layer positioning is not quite pixel accurate - it used to be better than it is now, but I can't figure out what I broke... Column scroll is not totally understand - there are at least two modes; simple addition to Y offset on source bitmap (used by Riding Fight, TRStars, Space Invaders DX) and another mode where a control bit is unset - used by the football games to move the crowd and boards relative to the pitch - currently not implemented. Sound eats lots of memory as 8 bit PCM data is decoded as 16 bit for use by the current ES5505 core (which righly should be 16 bit). Sound is slow. Mainly due to the amount of interrupts the 68k gets, plus context switching between the 68020 and 68k (no, underclocking them won't help). Only 270 degree rotation is supported in the custom renderer (so you must use flipscreen on Gunlock & Gseeker which are really 90 degree rotation games). Zoomed layers are not always positioned quite correctly in flipscreen mode Sound can cut out randomly - is there anywhere it consistently stops? (CPU crash). Other Issues: Master volume control/dsp isn't hooked up. Crowd/boards not shown in the football games.
    - 15th January 2001: Bryan McPhail finally submitted his Taito F3 driver, which is not graphically perfect and crashes hard sometimes but has complete ES5505 sound emulation thanks to Aaron Giles, Ian Schmidt and R. Belmont. Not all games are working due to 68020 core bugs, but these are: Ring Rage, Arabian Magic, Riding Fight, Grid Seeker: Project Stormhammer, Gunlock / Rayforce, Super Cup Finals / Hat Trick Hero '93, Top Ranking Stars, Light Bringer, Kaiser Knuckle / Global Champion, Bubble Bobble 2 / Bubble Symphony, Space Invaders DX, Taito Power Goal / Hat Trick Hero '95, Quiz Theater - 3tsu no Monogatari, Akkanvader, Moriguchi Hiroko no Quiz de Hyuu!Hyuu!, Puzzle Bobble 2 / Bust-A-Move Again, Puzzle Bobble 2X, Kyukyoku Tiger 2, Bubble Memories, Cleopatra Fortune, Puzzle Bobble 3, Arkanoid Returns, Kirameki Star Road, Puchi Carat and Pop 'N Pop.
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    Thanks Almighty Dreadlock, ivanstorm1973, HAN thanked this post
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