M.A.M.E. - T.N.K. III [US] - Points - 2,444,360 - Paul Hornitzky

Is this a valid score?

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  1. M.A.M.E. - T.N.K. III [US] - Points - 2,444,360 - Paul Hornitzky

    11-16-2019, 07:34 PM
    Vzaar Video Url:


    Points
    WolfMame version
    145
    Score Track
    https://www.twingalaxies.com/scores.php?scores=10801
    Rules
    ROMSet: TNK3
    Walk Everywhere [Cheat]: Off
    Cabinet: Upright
    Lives: 3
    Bonus Life: 20k 60K
    Bonus Occurrence: 1st then every 2nd
    Difficulty: Normal
    Game Mode: Demo Sounds On
    Flip screen: Off
    Unknown: Off
    Allow continue: No
    Special Rules: Continues are NOT allowed!
    Submission Message
    LIVE game play. Screenshot and INP file attached.
    *** PLEASE NOTE that I have discovered it is possible to generate an infinite number of bonus tanks, on score at every 60K, by using a technique to continually re-generate the 3 x S letters in the city. The game will play endlessly and scores over 10 million points are possible with this technique. There is no limit to the score (continual rollover occurs).

    This submission only uses the 3 x S letters once in the city, and the leech technique to continually regenerate the 3 x S letters was not used. I suggest this track should state in the rules, that the 3 x S letters in the city can only be used once to be a valid submission.

    Likes ILLSeaBass, ivanstorm1973, evan04 liked this post
  2. 11-16-2019, 07:41 PM
    Screenshot and inp file attached.
    Attached Images Attached Images  
    Attached Files Attached Files
  3. 11-21-2019, 01:59 PM
    Quote Originally Posted by OOO View Post
    *** PLEASE NOTE that I have discovered it is possible to generate an infinite number of bonus tanks, on score at every 60K, by using a technique to continually re-generate the 3 x S letters in the city. The game will play endlessly and scores over 10 million points are possible with this technique. There is no limit to the score (continual rollover occurs).

    This submission only uses the 3 x S letters once in the city, and the leech technique to continually regenerate the 3 x S letters was not used. I suggest this track should state in the rules, that the 3 x S letters in the city can only be used once to be a valid submission.
    Once upon a time, I'd have said that global leeching rules sufficiently covered & prohibited this sort of strategy, but some of us seem to have lost our minds lately... obfuscating the distinction between point pressing & leeching.

    I am cautiously in favour of an explicit note in the rules, but am also concerned that if someone demonstrates a new leeching strategy, they may argue that only the other technique was defined in the rules, then we have to go back to the global rules to argue against the new method, which we could simply have done to the first technique.

    It opens up a narrow nit-picking "you didn't say I couldn't" argument... which I suppose you'd get anyway.

    Sigh! It's like raising teenagers, patiently waiting for them to realise that... okay, mullets, flares, and leaded petrol were a bad idea, but there is still a lot of wisdom in our history. Don't burn everything to the ground.

    Vent over... analysis pending.
    Thanks Garrett Holland thanked this post
  4. 11-21-2019, 02:06 PM
    Although I've just noticed the explicit mention in the Tournament track, leaving absolutely no wriggle room, which I don't mind at all!

    "The 3 x S letters in the city can ONLY be used ONCE to be a valid submission."

  5. 11-21-2019, 02:59 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 Fri 22/11/2019 at 9:33:08.63


    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, 233332 bytes (228 KiB)
    
    
    Testing archive: E:\MAME\ALLexes\inp\MARP\PH_OOO_tnk3_2444360.zip
    --
    Path = E:\MAME\ALLexes\inp\MARP\PH_OOO_tnk3_2444360.zip
    Type = zip
    Physical Size = 233332
    
    
    Everything is Ok
    
    
    Size:       553745
    Compressed: 233332
    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, 233332 bytes (228 KiB)
    
    
    Listing archive: E:\MAME\ALLexes\inp\MARP\PH_OOO_tnk3_2444360.zip
    
    
    --
    Path = E:\MAME\ALLexes\inp\MARP\PH_OOO_tnk3_2444360.zip
    Type = zip
    Physical Size = 233332
    
    
    ----------
    Path = PH_OOO_tnk3_2444360.inp
    Folder = -
    Size = 553745
    Packed Size = 233188
    Modified = 2019-11-17 11:04:40
    Created = 
    Accessed = 
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 5BBF4B4D
    Method = Deflate
    Characteristics = 
    Host OS = NTFS
    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 145


    What MAME thinks:
    Code:
    Input file: tnk3.inp
    INP version 3.0
    Created Sun Nov 17 10:35:47 2019
    Recorded using MAME 0.145[W] (Feb  6 2012)
    Total playback frames: 103874 (28:51.23)
    Average recorded speed: 99%
    Average speed: 100.00% (727 seconds)



    Source driver:
    tnk3 snk.c
    DIP Info from source:
    Code:
    # MAME 0.145 source snippet [snk.c]
    
    
    GAME( 1985, tnk3,     0,        tnk3,     tnk3,     0,        ROT270, "SNK", "T.N.K III (US)", 0 )
    
    
    static INPUT_PORTS_START( tnk3 )
    	PORT_START("IN0")
    	PORT_BIT( 0x01, IP_ACTIVE_LOW,  IPT_COIN1 )
    	PORT_BIT( 0x02, IP_ACTIVE_LOW,  IPT_UNKNOWN )
    	PORT_BIT( 0x04, IP_ACTIVE_LOW,  IPT_SERVICE1 )
    	PORT_BIT( 0x08, IP_ACTIVE_LOW,  IPT_START1 )
    	PORT_BIT( 0x10, IP_ACTIVE_LOW,  IPT_START2 )
    	PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_SPECIAL ) PORT_CUSTOM(snk_sound_busy, 0)
    	PORT_BIT( 0x40, IP_ACTIVE_LOW,  IPT_UNKNOWN )
    	PORT_BIT( 0x80, IP_ACTIVE_LOW,  IPT_UNKNOWN )
    
    
    	PORT_START("IN1")
    	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP )    PORT_8WAY
    	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN )  PORT_8WAY
    	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT )  PORT_8WAY
    	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY
    	PORT_BIT( 0xf0, 0x00, IPT_POSITIONAL ) PORT_POSITIONS(12) PORT_WRAPS PORT_SENSITIVITY(15) PORT_KEYDELTA(1) PORT_CODE_DEC(KEYCODE_Z) PORT_CODE_INC(KEYCODE_X) PORT_REVERSE PORT_FULL_TURN_COUNT(12) \
    
    
    	PORT_START("IN2")
    	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_UP )    PORT_8WAY PORT_COCKTAIL
    	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN )  PORT_8WAY PORT_COCKTAIL
    	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT )  PORT_8WAY PORT_COCKTAIL
    	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_COCKTAIL
    	PORT_BIT( 0xf0, 0x00, IPT_POSITIONAL ) PORT_POSITIONS(12) PORT_WRAPS PORT_SENSITIVITY(15) PORT_KEYDELTA(1) PORT_CODE_DEC(KEYCODE_N) PORT_CODE_INC(KEYCODE_M) PORT_PLAYER(2) PORT_REVERSE PORT_FULL_TURN_COUNT(12)
    
    
    	PORT_START("IN3")
    	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON1 )
    	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_BUTTON2 )
    	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_COCKTAIL
    	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_COCKTAIL
    	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_UNKNOWN )
    	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN )
    	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN )
    	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN )
    
    
    	PORT_START("DSW1")
    	PORT_DIPNAME( 0x01, 0x01, "No BG Collision (Cheat)")    PORT_DIPLOCATION("DSW1:1")
    	PORT_DIPSETTING(    0x01, DEF_STR( Off ) )
    	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
    	PORT_DIPNAME( 0x02, 0x00, DEF_STR( Cabinet ) )          PORT_DIPLOCATION("DSW1:2")
    	PORT_DIPSETTING(    0x00, DEF_STR( Upright ) )          /* Single Controls */
    	PORT_DIPSETTING(    0x02, DEF_STR( Cocktail ) )
    	PORT_DIPNAME( 0x04, 0x04, DEF_STR( Lives ) )            PORT_DIPLOCATION("DSW1:3")
    	PORT_DIPSETTING(    0x04, "3" )
    	PORT_DIPSETTING(    0x00, "5" )
    	PORT_DIPNAME( 0x38, 0x38, DEF_STR( Coinage ) )          PORT_DIPLOCATION("DSW1:4,5,6")
    	PORT_DIPSETTING(    0x20, DEF_STR( 3C_1C ) )
    	PORT_DIPSETTING(    0x18, DEF_STR( 2C_1C ) )
    	PORT_DIPSETTING(    0x38, DEF_STR( 1C_1C ) )
    //  PORT_DIPSETTING(    0x10, DEF_STR( 1C_1C ) )            /* duplicated setting */
    //  PORT_DIPSETTING(    0x08, DEF_STR( 1C_1C ) )            /* duplicated setting */
    	PORT_DIPSETTING(    0x30, DEF_STR( 1C_2C ) )
    	PORT_DIPSETTING(    0x28, DEF_STR( 1C_3C ) )
    	PORT_DIPSETTING(    0x00, DEF_STR( Free_Play ) )
    	PORT_BIT( 0xc0, IP_ACTIVE_HIGH, IPT_SPECIAL ) PORT_CUSTOM(snk_bonus_r, (void *)0xc0)
    
    
    	PORT_START("DSW2")
    	PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_SPECIAL ) PORT_CUSTOM(snk_bonus_r, (void *)0x01)
    	PORT_DIPNAME( 0x06, 0x06, DEF_STR( Difficulty ) )       PORT_DIPLOCATION("DSW2:2,3")
    	PORT_DIPSETTING(    0x06, DEF_STR( Easy ) )
    	PORT_DIPSETTING(    0x04, DEF_STR( Normal ) )
    	PORT_DIPSETTING(    0x02, DEF_STR( Hard ) )
    	PORT_DIPSETTING(    0x00, DEF_STR( Hardest ) )
    	PORT_DIPNAME( 0x18, 0x10, "Game Mode" )                 PORT_DIPLOCATION("DSW2:4,5")
    	PORT_DIPSETTING(    0x18, "Demo Sounds Off" )
    	PORT_DIPSETTING(    0x10, "Demo Sounds On" )
    	PORT_DIPSETTING(    0x00, "Freeze" )
    	PORT_DIPSETTING(    0x08, "Infinite Lives (Cheat)")
    	PORT_DIPNAME( 0x20, 0x20, DEF_STR( Flip_Screen ) )      PORT_DIPLOCATION("DSW2:6")
    	PORT_DIPSETTING(    0x20, DEF_STR( Off ) )
    	PORT_DIPSETTING(    0x00, DEF_STR( On ) )
    	PORT_DIPUNUSED_DIPLOC( 0x40, 0x40, "DSW2:7" )
    	PORT_DIPNAME( 0x80, 0x00, DEF_STR( Allow_Continue ) )   PORT_DIPLOCATION("DSW2:8")
    	PORT_DIPSETTING(    0x80, DEF_STR( No ) )
    	PORT_DIPSETTING(    0x00, "5 Times" )
    
    
    	PORT_START("BONUS")  /* fake port to handle bonus lives settings via multiple input ports */
    	PORT_DIPNAME( 0xc1, 0xc1, DEF_STR( Bonus_Life ) )       PORT_DIPLOCATION("DSW2:1,DSW1:7,8")
    	PORT_DIPSETTING(    0xc1, "20k 60k 60k+" )
    	PORT_DIPSETTING(    0x81, "40k 90k 90k+" )
    	PORT_DIPSETTING(    0x41, "50k 120k 120k+" )
    	PORT_DIPSETTING(    0xc0, "20k 60k" )
    	PORT_DIPSETTING(    0x80, "40k 90k" )
    	PORT_DIPSETTING(    0x40, "50k 120k" )
    //  PORT_DIPSETTING(    0x01, DEF_STR( None ) )             /* duplicated setting */
    	PORT_DIPSETTING(    0x00, DEF_STR( None ) )
    INPUT_PORTS_END
    
    
    ROM set changed: no
    0.106-0.127: tnk3 - "T.N.K. III (US)"
    0.128-0.145: tnk3 - "T.N.K III (US)"
    
    
    Resolution: 288x216 @ 60.000000Hz
    
    
    TG Game Entry: https://www.twingalaxies.com/game/tnk-iii-us/mame/
    Rules, Points: https://www.twingalaxies.com/scores.php?scores=10801
    Rules, Points [Tournament Settings]: https://www.twingalaxies.com/scores.php?scores=227275
    
    
    ROMSet: TNK3
    Walk Everywhere [Cheat]: Off
    Cabinet: Upright
    Lives: 3
    Bonus Life: 20k, 60K, then every 60K
    Bonus Occurrence: 1st then every 2nd (The game default in 106, and is default and not selectable in later versions of WolfMAME).
    Difficulty: Normal
    Game Mode: Demo Sounds On
    Flip screen: Off
    Unknown: Off
    Allow continue: No
    
    
    Sample correct TG:
    DSW1: offset 0x8A, repeat every 0x62 but length may vary due to analog input, typical value 0x3D
    - DSW1: 0x01 (No BG Collision (Cheat)): 0x01 (Off)
    - DSW1: 0x02 (Cabinet): 0x00 (Upright)
    - DSW1: 0x04 (Lives): 0x04 (3)
    - DSW1: 0x38 (Coinage): [not relevant]
    DSW2: offset 0x92, repeat every 0x62 but length may vary due to analog input, typical value 0xF4
    - DSW2: 0x06 (Difficulty): 0x04 (Normal)
    - DSW2: 0x18 (Game Mode): 0x10 (Demo Sounds On)
    - DSW2: 0x20 (Flip_Screen): 0x20 (Off)
    - DSW2: 0x40 (UNUSED): 0x40 (Off)
    - DSW2: 0x80 (Allow_Continue): 0x80 (No)
    BONUS: offset 0x9A, repeat every 0x0x62 but length may vary due to analog input, typical value 0xC1
    - BONUS: 0xc1 (Bonus_Life): 0xc1 (20k 60k 60k+)
    
    
        80: 00 01 FF 00 00 00 00 00  00 00 3D 00 00 00 00 00
        90: 00 00 F4 00 00 00 00 00  00 00 C1 00 00 00 00 00
        E0: 00 00 00 01 FF 00 00 00  00 00 00 00 3D 00 00 00
        F0: 00 00 00 00 F4 00 00 00  00 00 00 00 C1 00 00 00
       140: 00 0F 00 00 00 01 FF 00  00 00 00 00 00 00 3D 00
       150: 00 00 00 00 00 00 F4 00  00 00 00 00 00 00 C1 00

    Generic Info for game:
    Code:
    ROM set changed: no
    0.106-0.127: tnk3 - "T.N.K. III (US)"
    0.128-0.215: tnk3 - "T.N.K III (US)"
    
    
    MAME History:
    - 0.127u1: SNK rewrite [Nicola Salmoria]: Fixed sprite-sprite priorities. Converted to tilemaps, removed hacks, proper memory maps, screen flip / cocktail mode support, added DIP locations, better implementation of sound CPU communication and hooked sound CPU interrupts to YM3526 chip. Removed Dial control. Changed description to 'T.N.K III (US)' and clone (Japan) to 'T.A.N.K (Japan)'.
    - 0.127u2: Nicola Salmoria fixed palette decoding of early SNK games (T.N.K III). The least significan bits were assigned incorrectly. Stephane Humbert fixed dipswitches and inputs for T.N.K III (US) and clone (Japan). Removed 2nd coin slot.
    
    
    Resolution, 0.106-0.215: 288x216 @ 60.000000Hz
    
    
    TG Game Entry: https://www.twingalaxies.com/game/tnk-iii-us/mame/
    Rules, Points: https://www.twingalaxies.com/scores.php?scores=10801
    Rules, Points [Tournament Settings]: https://www.twingalaxies.com/scores.php?scores=227275
    
    
    NOTE: from 0.127u1 or u2 onwards, "Bonus Life" & "Bonus Occurrence" were consolidated into a single DIP setting, seemingly for convenience. Earlier versions look more like the actual arcade board. Therefore the correct "Bonus Life" setting for 0.128 onwards should be "20k 60k 60k+"

    INP Header:
    Code:
        10: 03 00 00 00 74 6E 6B 33  00 00 00 00 00 00 00 00 | ....tnk3........
        20: 4D 41 4D 45 20 30 2E 31  34 35 5B 57 5D 20 28 46 | MAME 0.145[W] (F
        30: 65 62 20 20 36 20 32 30  31 32 29 00 00 00 00 00 | eb  6 2012).....
        40: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 10 00 | ................
        50: DF 00 00 00 00 00 00 00  0F 00 00 00 00 00 00 00 | ...............
        60: 00 00 00 00 00 00 00 00  0C 00 00 00 01 0F 00 00 | ................
        70: 00 00 00 00 00 00 00 00  00 00 00 00 00 0F 00 00 | ................
        80: 00 01 FF 00 00 00 00 00  00 00 3D 00 00 00 00 00 | .........=.....
        90: 00 00 F4 00 00 00 00 00  00 00 C1 00 00 00 00 00 | ..............
        A0: 00 00 00 00 00 00 AA AA  41 BA 3E 36 3B 00 00 00 | ......A>6;...
        B0: 10 00 DF 00 00 00 00 00  00 00 0F 00 00 00 00 00 | ...............
        C0: 00 00 00 00 00 00 00 00  00 00 0C 00 00 00 01 0F | ................
        D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 0F | ................
        E0: 00 00 00 01 FF 00 00 00  00 00 00 00 3D 00 00 00 | ...........=...
        F0: 00 00 00 00 F4 00 00 00  00 00 00 00 C1 00 00 00 | ..............
       100: 00 00 00 00 00 00 00 00  54 55 83 74 7D 6C 76 00 | ........TU.t**lv.
       110: 00 00 10 00 DF 00 00 00  00 00 00 00 0F 00 00 00 | ...............
       120: 00 00 00 00 00 00 00 00  00 00 00 00 0C 00 00 00 | ................
       130: 01 0F 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
       140: 00 0F 00 00 00 01 FF 00  00 00 00 00 00 00 3D 00 | .............=.

    INP Mid-section:
    Code:
    4DA9A0: 00 00 16 CE F9 76 93 6A  18 08 F3 00 10 00 DF 00 | ...v.j......
    4DA9B0: 00 00 00 00 00 00 0F 00  00 00 01 00 00 00 00 AE | ...............
    4DA9C0: 00 00 00 AE 00 00 0C 00  00 00 01 0F 00 00 00 00 | ...............
    4DA9D0: 00 00 00 00 00 00 00 00  00 00 00 0F 00 00 00 01 | ................
    4DA9E0: FF 00 00 00 00 00 00 00  3D 00 00 00 00 00 00 00 | .......=.......
    4DA9F0: F4 00 00 00 00 00 00 00  C1 00 00 00 00 00 00 00 | ..............
    4DAA00: 61 03 00 00 C0 78 3B 31  D2 A0 53 08 F3 00 10 00 | a...x;1 S....
    4DAA10: DF 00 00 00 00 00 00 00  0F 00 00 00 01 00 00 00 | ...............
    4DAA20: 00 AE 00 00 00 AE 00 00  0C 00 00 00 01 0F 00 00 | ..............
    4DAA30: 00 00 00 00 00 00 00 00  00 00 00 00 00 0F 00 00 | ................
    4DAA40: 00 01 FF 00 00 00 00 00  00 00 3D 00 00 00 00 00 | .........=.....
    4DAA50: 00 00 F4 00 00 00 00 00  00 00 C1 00 00 00 00 00 | ..............
    4DAA60: 00 00 61 03 00 00 6A 23  7D EB 10 D7 8E 08 FC 01 | ..a...j#**....
    4DAA70: 10 00 DF 00 00 00 00 00  00 00 0F 00 00 00 01 00 | ...............
    4DAA80: 00 00 00 AE 00 00 00 AE  00 00 0C 00 00 00 01 0F | ..............
    4DAA90: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 0F | ................
    4DAAA0: 00 00 00 01 FF 00 00 00  00 00 00 00 3D 00 00 00 | ...........=...
    4DAAB0: 00 00 00 00 F4 00 00 00  00 00 00 00 C1 00 00 00 | ..............
    4DAAC0: 00 00 00 00 61 03 00 00  14 CE BE A5 4F 0D CA 08 | ....a....ξO..
    4DAAD0: FC 01 10 00 DF 00 00 00  00 00 00 00 0F 00 00 00 | ..............

    INP Tail-end:
    Code:
    9B5350: 00 00 00 00 00 00 C1 00  00 00 00 00 00 00 C3 06 | ..............
    9B5360: 00 00 D6 46 D1 00 B2 54  8B 02 F4 FE 0F 00 DF 00 | ..F.T.....
    9B5370: 00 00 00 00 00 00 0F 00  00 00 00 00 00 00 00 8C | ................
    9B5380: 00 00 00 8C 00 00 0C 00  00 00 01 0F 00 00 00 00 | ................
    9B5390: 00 00 00 00 00 00 00 00  00 00 00 0F 00 00 00 01 | ................
    9B53A0: FF 00 00 00 00 00 00 00  3D 00 00 00 00 00 00 00 | .......=.......
    9B53B0: F4 00 00 00 00 00 00 00  C1 00 00 00 00 00 00 00 | ..............
    9B53C0: C3 06 00 00 80 F1 12 BB  F0 8A C6 02 F4 FE 0F 00 | .........
    9B53D0: DF 00 00 00 00 00 00 00  0F 00 00 00 00 00 00 00 | ...............
    9B53E0: 00 8C 00 00 00 8C 00 00  0C 00 00 00 01 0F 00 00 | ................
    9B53F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 0F 00 00 | ................
    9B5400: 00 01 FF 00 00 00 00 00  00 00 3D 00 00 00 00 00 | .........=.....
    9B5410: 00 00 F4 00 00 00 00 00  00 00 C1 00 00 00 00 00 | ..............
    9B5420: 00 00 C3 06 00 00 2A 9C  54 75 2F C1 01 03 42 FD | .....*.Tu/..B
    9B5430: 0F 00 DF 00 00 00 00 00  00 00 0F 00 00 00 00 00 | ...............
    9B5440: 00 00 00 8C 00 00 00 8C  00 00 0C 00 00 00 01 0F | ................
    9B5450: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 0F | ................
    9B5460: 00 00 00 01 FF 00 00 00  00 00 00 00 3D 00 00 00 | ...........=...
    9B5470: 00 00 00 00 F4 00 00 00  00 00 00 00 C1 00 00 00 | ..............
    9B5480: 00 00 00 00                                      | ....



    MAME Info
    tnk3 is the parent set.
    MAMEInfo.dat entries: tnk3 and snk.c
    Code:
    MAMEInfo.dat entries for:
    tnk3
    snk.cpp
    ----
    0.35b8 [Carlos A. Lozano, Phil Stroffolino]
    
    
    
    
    WIP:
    
    
    -  8th June 2009: Guru - TNKIII (1985 SNK bootleg joystick version) arrived. Thanks to Gp-Lee.
    
    
    - 0.127u2: Nicola Salmoria fixed palette decoding of early SNK games (T.N.K III). The least significan bits were assigned incorrectly. Stephane Humbert fixed dipswitches and inputs for T.N.K III (US) and clone (Japan). Removed 2nd coin slot.
    
    
    - 0.127u1: SNK rewrite [Nicola Salmoria]: Fixed sprite-sprite priorities. Converted to tilemaps, removed hacks, proper memory maps, screen flip / cocktail mode support, added DIP locations, better implementation of sound CPU communication and hooked sound CPU interrupts to YM3526 chip. Removed Dial control. Changed description to 'T.N.K III (US)' and clone (Japan) to 'T.A.N.K (Japan)'.
    
    
    - 0.126u5: Fixed gfx3 rom addresses to $4000/8000.
    
    
    - 0.122u5: Corrado Tomaselli changed/verified frequencies in T.N.K. III. Changed Z80 CPU1/2 clock speeds to 3350000 Hz.
    
    
    - 0.102: R. Belmont and Kold666 fixed music tempo in T.N.K. III (US) / T.A.N.K. (Japan).
    
    
    - 0.67: Changed description to 'T.N.K. III (US)' and clone (Japan) to 'T.A.N.K. (Japan)'.
    
    
    - 28th November 1999: Jim Hernandez fixed the sound in T.N.K. III.
    
    
    - 0.35b13: Roberto Fresca added clone Tank (Japan). Fixed colors. Changed parent description to 'TNK III (US?)'.
    
    
    -  2nd May 1999: Phil Stroffolino finally got the correct colors for ASO, TNK3 and Athena.
    
    
    - 0.35b8: Carlos A. Lozano and Phil Stroffolino added 'TNK3' (SNK 1985).
    
    
    - 17th March 1999: Phil Stroffolino sent a new SNK driver with working support for nearly all of the games, though some color problems with Athena and TNK3 still remain. He also fixed some bugs in the tilemap code.
    
    
    
    
    LEVELS: 1
    
    
    
    
    Other Emulators:
    
    
    * FB Alpha
    
    
    
    
    Recommended Games (Tank):
    
    
    Tank
    
    
    Tank II
    
    
    Lazer Command
    
    
    Tank 8
    
    
    M-4
    
    
    Ultra Tank
    
    
    Armor Attack
    
    
    No Man's Land
    
    
    R2D Tank
    
    
    Tank Battalion
    
    
    Vs. Battle City
    
    
    Tank Force
    
    
    Panther
    
    
    Strategy X
    
    
    Super Tank
    
    
    NATO Defense
    
    
    Minefield
    
    
    Progress
    
    
    Sarge
    
    
    T.N.K III
    
    
    Tank Busters
    
    
    Super Stingray
    
    
    Blazer
    
    
    Rescue Raider
    
    
    Guts n' Glory (Antiaircraft)
    
    
    Iron Fortress
    
    
    
    
    Romset: 219 kb / 17 files / 98.5 zip
    
    
    ----
    0.127u1 [Bryan McPhail, Tomasz Slanina, Phil Stroffolino, Nicola Salmoria, Carlos A. Lozano]
    
    
    0.36b12 [Bryan McPhail, Phil Stroffolino, Carlos A. Lozano]
    
    
    0.36b1 [Bryan McPhail, Phil Stroffolino, Carlos A. Lozano]
    
    
    0.35b2 [Bryan McPhail]
    
    
    
    
    TODO:
    
    
    - madcrash shadows change color, however this should be the correct behaviour as far as I can tell. Should be verified on the PCB.
    
    
    - one unknown dipswitch in madcrash. Also the Difficulty dipswitch is not verified (though it's listed in the manual).
    
    
    - jcross might be a bad dump. The current ROM set is made by mixing two sets which were marked as 'bad'.
    
    
    - jcross: Only the first bank of the fg charset is used. The second bank is almost identical apart from a few characters. Should it be used? When?
    
    
    - sgladiat: Unknown writes to D200/DA00, probably video related. Also some bits of A600 are unknown.
    
    
    - one unknown dipswitch in sgladiat.
    
    
    - hal21: Unknown sound writes to E002.
    
    
    - hal21: When the flip screen dipswitch is on, the game screen is correctly flipped, but the title screen remains upside down (and sprites are displayed in the wrong position). This looks like a bug in the game.
    
    
    - ASO: Unknown writes to CE00, probably video related. Always 05? Also unknown writes to F002 by the sound CPU, during reset.
    
    
    - Fighting Golf: Unknown writes to CF00, probably video related.
    
    
    - ikari/victroad: Unknown writes to C980. This is probably (also) related to the color used to draw the FG layer, and supporting it is needed to fix the color test in ikaria/ikarijp.
    
    
    - gwar: Unknown writes to CA00/CA40. Always 0?
    
    
    - tdfever/fsoccer: The dots in the radar flicker. In fsoccer, this is greatly improved by forcing partial screen updates when the sprite RAM is changed (see snk68 driver for another game that needs this). tdfever dots still flicker a lot, however I'm not sure if this is an emulation bug or the real game behaviour.
    
    
    - psychos: The PCB has glitches (colored lines of length up to 16 pixels) during scrolling on the left side of the screen. This doesn't happen in the emulation so it might be an unemulated hardware bug.
    
    
    - worldwar: At the beginning of the game, the bottom 16 pixels of the bg are blank. I think that this is related to the psychos glitch above, i.e. the PCB wouldn't display that area correctly anyway so operators were supposed to adjust the screen size to make them invisible.
    
    
    
    
    Bugs:
    
    
    - vangrd2, madcrash, sgladiat: [possible] You can see the set of characters and text used to enter the initials on the high score table. Lord Caos (ID 00507)
    
    
    
    
    WIP:
    
    
    - 0.206: Misc cleanup [Vas Crabb].
    
    
    - 0.205: Removed MACHINE_CONFIG macros [Ryan Holtz].
    
    
    - 0.204: Removed AY8910, SNKWAVE and GENERIC_LATCH MCFG macros [Osso].
    
    
    - 0.199: Cleanup unused. Reduced runtime tag lookup. Separated countryc machine configuration and address map [cam900].
    
    
    - 0.154: Fixed for SNK buzzing sound on startup (sound\snkwave.c). To be verified during the next regression test [Osso].
    
    
    - 0.148: Modernize SNKWave sound device [Andrew Gardner].
    
    
    - 0.140: MooglyGuy fixed viewing c000-c700 in debugger for "SUB" Z-80 causes memory corruption in many SNK sets.
    
    
    - 0.129u1: Aaron Giles removed tilemap_set_pen_data_offset; unfortunately, this adds a random tile offset behind the scenes and goes against the dirty tile detection and invalidation. Updated the SNK driver to use the old fashioned tile banking.
    
    
    - 0.127u3: SNK coin inputs seem to be active high (except for Jumping Cross) [Nicola Salmoria].
    
    
    - 0.127u2: Merged hal21.c and marvins.c with snk.c driver. Added sound\snkwave.c/h. snk update [Nicola Salmoria]: Adjusted some input bits in several games. Removed hacks and kludges. Fixed colors (I think--though some sprites do look weird). Fixed emulation of the "SNK Wave" custom sound used by Marvin's Maze and Vanguard II and made it into a proper sound core. Fixed palette decoding of early SNK games (from marvins to athena + fitegolf). The least significan bits were assigned incorrectly. Merged hal21.c and marvins.c into snk.c, with all resulting fixes (removed hacks, correct shadows, scroll offsets etc).
    
    
    - 0.127u1: Merged jcross.c and sgladiat.c with snk.c driver. SNK rewrite [Nicola Salmoria]: Fixed sprite-sprite priorities. Nicola Salmoria added new function tilemap_set_pen_data_offset(). While this isn't 'free' as tilemap_set_palette_offset() is (when the offset changes, the pixmap cache needs to be invalidated), it helps removing some redundant code from drivers. Updated the SNK video driver to take advantage of the new function.
    
    
    - 0.126u5: Nicola Salmoria implemented proper shadow handling in the SNK video driver. This fixes the shadow in Ikari Warriors and Victory Road.
    
    
    - 0.125u4: Aaron Giles fixed MAME freezes at "initializing" screen in bermudat, gwar, ikari and victroad.
    
    
    - 0.124u5: Roberto Zandona changed the implementation of the cocktail mode in Marvin's Maze driver.
    
    
    - 0.124u2: Fabio Priuli added tags and locations to DIPs for Marvin's Maze driver.
    
    
    - 0.74u2: Added jcross.c driver and vidhrdw\jcross.c (Tomasz Slanina).
    
    
    -  9th August 2003: Acho A. Tang added shadows, tuned music tempo and wavegen frequency, fixed Mad Crasher bad background, sound effects and foreground priority (great now I can fall under the skyway like I did at Chuck'n Cheese;) and fixed Vanguard2 scroll offsets.
    
    
    - 30th April 2003: Acho A. Tang sent in an update to the SNK driver, fixing the tempo in Psycho Soldier, various graphics problems in Fighting Golf, Athena, T.N.K. III, Bermuda Triangle and Touchdown Fever.
    
    
    - 21st January 2003: Acho A. Tang fixed a variety of issues in the SNK driver.
    
    
    - 0.61: Jarek Burczynski fixed Y8950 confincting with YM3812/YM3526 in some SNK games.
    
    
    -  2nd May 2002: Nicola Salmoria fixed sound in the SNK games that need Y8950 together with YM3526/YM3812.
    
    
    - 0.60: Fixes to Y8950 sample playback [Acho A. Tang].
    
    
    - 0.53: Real shadows in some SNK games (Ikari Warriors, Victory Road, etc.) [David Haywood].
    
    
    - 23rd July 2001: David Haywood added shadows support to the SNK driver.
    
    
    - 0.37b13: Added sgladiat.c driver (Phil Stroffolino).
    
    
    -  4th February 2001: InsideOutBoy enabled service mode in Guerrilla War.
    
    
    - 0.36b13: wwtk@mail.com fixed sound in many SNK 8-bit games (Guerilla War, Psycho Soldier, Ikari Warriors, etc.). Replaced the 4x ADPCM sound with Y8950 (Delta-T ADPCM) in some games with a YM3526.
    
    
    - 0.36b12: Added hal21.c driver (Phil Stroffolino).
    
    
    - 12th August 1999: Marco Cassili fixed some dipswitches in Marvin's Maze driver.
    
    
    - 0.36b1: Added marvins.c driver and vidhrdw\marvins.c (Phil Stroffolino).
    
    
    - 0.35RC1: Fixed dipswitches in all games.
    
    
    - 21st May 1999: Phil Stroffolino sent in a driver for very old SNK games, but of the bunch only Marvin's Maze is mostly playable.
    
    
    -  4th May 1999: Jarek Parchanski sent in an updated SNK games driver with sound for all games except tdfever.
    
    
    - 30th April 1999: Phil Stroffolino sent in a SNK driver with mostly working ADPCM sound.
    
    
    - 19th March 1999: Nicola did some small changes to the SNK driver, adding romsets.
    
    
    - 17th March 1999: Phil Stroffolino sent a new SNK driver with working support for nearly all of the games, though some color problems with Athena and TNK3 still remain.
    
    
    - 27th May 1999: Marco Cassili has been cleaning up the dips of the SNK driver.
    
    
    - 0.35b12: Added 3x ADPCM.
    
    
    - 0.35b6: Removed machine\snk.c.
    
    
    - 26th February 1999: Phil Stroffolino has updated the SNK driver a bit.
    
    
    - 0.35b2: Added snk.c driver, machine\snk.c and vidhrdw\snk.c.
    
    
    ----

    Human interpretation:
    Time calc: 10:35:47 + (103874 frames 60Hz @ 100% [28:51.23]) = 11:04:38 vs zip mod 11:04:40 [please allow for timezone differences]


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