M.A.M.E. - Space Fury [revision C] - Points - 42,470 - Jason Vasiloff

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  1. M.A.M.E. - Space Fury [revision C] - Points - 42,470 - Jason Vasiloff

    11-16-2019, 08:03 PM

    WolfMame version
    Score Track
    ROMSet: SpacFury
    Cabinet: Upright
    Lives: 3
    Difficulty: Normal
    Bonus Life: 20000
    Special Rules: None
    Submission Message
    Played for MGL 41.

    Not a fan of this game.

    Thanks for reviewing.

    Attached Files Attached Files
    Likes OOO, evan04, ivanstorm1973, ILLSeaBass liked this post
  2. 11-24-2019, 02:24 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 Mon 25/11/2019 at 10:19:40.11

    Zip test
    7-Zip 18.01 (x64) : Copyright (c) 1999-2018 Igor Pavlov : 2018-01-28
    Scanning the drive for archives:
    1 file, 12077 bytes (12 KiB)
    Testing archive: E:\MAME\ALLexes\inp\MARP\JRV-spacfury-42470.zip
    Path = E:\MAME\ALLexes\inp\MARP\JRV-spacfury-42470.zip
    Type = zip
    Physical Size = 12077
    Everything is Ok
    Size:       33045
    Compressed: 12077
    7-Zip 18.01 (x64) : Copyright (c) 1999-2018 Igor Pavlov : 2018-01-28
    Scanning the drive for archives:

    Zip list
    7-Zip 18.01 (x64) : Copyright (c) 1999-2018 Igor Pavlov : 2018-01-28
    Scanning the drive for archives:
    1 file, 12077 bytes (12 KiB)
    Listing archive: E:\MAME\ALLexes\inp\MARP\JRV-spacfury-42470.zip
    Path = E:\MAME\ALLexes\inp\MARP\JRV-spacfury-42470.zip
    Type = zip
    Physical Size = 12077
    Path = JRV-spacfury-42470.inp
    Folder = -
    Size = 33045
    Packed Size = 11899
    Modified = 2019-11-10 08:17:10
    Created = 2019-11-14 11:15:18
    Accessed = 2019-11-14 11:15:18
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = B6CE62CB
    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 199

    What MAME thinks:
    Input file: spacfury.inp
    INP version 3.5
    Created Sun Nov 10 08:13:53 2019
    Recorded using 0.199W (wolf199)
    Total playback frames: 7866
    Average recorded speed: 100%
    Average speed: 100.00% (29 seconds)

    Source driver:
    spacfury segag80v.cpp
    Generic Info for game:
    ROM set changed: no
    0.106-0.211: spacfury - "Space Fury (revision C)"
    Resolution, 0.106-0.211: vector @ 40.000000Hz
    TG Game Entry: https://www.twingalaxies.com/space-fury-revision-c/mame/
    Rules, Points: https://www.twingalaxies.com/scores.php?scores=10487
    Rules, One Life Only!: https://www.twingalaxies.com/scores.php?scores=212586
    * new track was not set up using existing Game Entry
    TG Game Entry: https://www.twingalaxies.com/space-fury/mame/
    Rules, Space Fury (Revision C)-Points-Easy settings: https://www.twingalaxies.com/scores.php?scores=210485

    INP dump not relevant

    MAME Info
    MAMEInfo.dat entries: spacfury and segag80v.cpp
    MAMEInfo.dat entries for:
    0.33b7 [Brad Oliver]
    0.30 [Brad Oliver]
    0.27 [Al Kossow, Brad Oliver]
    Artwork available
    Samples required
    - Sound plays too fast. MAMEBase (ID 02684)
    - 0.142u1: Added 'Sega Speech Sound Board'.
    - 0.133u1: Renamed (spacfura) to (spacfurya) and (spacfurb) to (spacfuryb).
    - 0.122u6: Changed I8035 CPU2 clock speed to 3120000 Hz.
    - 13th January 2008: Mr. Do - Thanks to Tom M. from Ionpool for scanning in cocktail instruction cards for Space Fury.
    - 25th March 2007: Mr. Do - Space Fury bezel was done this week; thanks to the scan from Timothy at Outerworld Arcade.
    - 0.107u3: Changed region cpu2 to sound1. Fixed rom names.
    - 0.106u6: Highwayman added clone Space Fury (revision B).
    - 0.104u6: Changed Z80 CPU1 clock speed to 4MHz and I8035 CPU2 to 208000 Hz. Added proms ($0, 400, 420 - Sine table, CPU- and Speech board addressing).
    - 0.85u3: Removed 3rd coin slot.
    - 12th July 2004: 3D ARCADE - New 3D cabinet model for Space Fury from Pariah.
    - 0.71u3: SP0250 sound / G80 speech board emulation [Olivier Galibert]. Changed I8035 CPU2 clock speed to 3.12MHz. Replaced Custom sound with GI_SP0250. Removed speech samples (sf01 - sf15.wav). New sample set is required.
    - 27th July 2003: Olivier Galibert sent in support for SP0250 sound chip and Sega G80 speech board, adding emulated speech to Astro Blaster, Space Fury, Star Trek and Zektor.
    - 0.60: Added I8035 (208000 Hz) CPU2 and cpu2 roms ($0, 800, 1800, 2800 - 64k for speech code).
    - 0.56: Fixed player 2 control in Space Fury cocktail mode.
    - 16th October 2001: Ian Patterson fixed cocktail mode in Space Fury.
    - 0.33b7: Renamed (spacfury) to (spacfura) and (spacfurc) to (spacfury).
    - 0.30: Brad Oliver added Space Fury (revision A) and clone (revision C). These are the original, security chip versions of the Sega G-80 vector games. Note that the version previously supported have all been removed.
    - 0.27: Added 'Space Fury' (Sega 1981). Al Kossow and Brad Oliver provided a driver for the Sega vector games Eliminator, Space Fury, Star Trek, Tac-Scan and Zektor. Partial sound support (speech) is available through samples for some of them. Control: Arrows = Left and Right rotate ship, CTRL = Fire and ALT = Thrust.
    -  8th December 1997: Dumped Space Fury (revision C).
    -  1st April 1997: Dumped Space Fury (revision A).
    - Enemy ships will be formed by four craft coming together.
    - Only complete enemy ships can launch fireballs.
    - Partial enemy ships will try to ram the Player ship.
    - Between rounds the Player ship can dock for mre firepower.
    - To dock destroy enemy fleet before reinforcements arrive.
    Other Emulators:
    * AAE
    Recommended Games (Asteroids):
    Asteroids Deluxe
    Dai San Wakusei Meteor
    Space Duel
    Space Force
    Star Trek (Head On hardware)
    Zero Hour
    Moon Shuttle
    Moon War
    Space Fortress
    Space Fury
    Astro Chase
    Radar Zone (Asteroid Stage)
    Mad Planets
    Galaxy Force 2
    Galactic Storm
    Space Lords
    Star Wars Arcade
    Solar Assault
    Recommended Games (Starfighter):
    Galaxy Game
    Space Wars
    Star Cruiser
    Asteroids Deluxe
    Space Duel
    Space Force
    Star Castle
    Star Trek
    Laser Battle
    Moon War
    Omega Race
    Solar Quest
    Space Dungeon
    Space Fury
    Azurian Attack
    Dark Planet
    Cosmic Chasm
    Mad Planets
    Revenger '84
    Romset: 35.1 kb / 17 files / 27.3 zip
    0.27 [Al Kossow, Brad Oliver]
    - The games seem to run too fast. This is most noticable with the speech samples in Zektor - they don't match the mouth. Slowing down the Z80 doesn't help and in fact hurts performance.
    - Cocktail mode isn't implemented.
    - 0.205: Removed MACHINE_CONFIG macros [Ryan Holtz].
    - 0.204: Removed AY8912 MCFG macros [Osso].
    - 0.199: Removed machine().device from segag80v.cpp and audio\segasnd.cpp [Ryan Holtz].
    - 0.195: Fixed G80 vector opcode handling. This fixes Tac/Scan hangs or resets beyond the second phase [AJR].
    - 0.186: Removed timer_pulse (sound\sp0250.cpp) [Osso].
    - 0.173: Fixed Sega G80 vector clocks [Frank Palazzolo]. Changed Z80 CPU1 clock speed to 3867120 Hz.
    - 0.151: Modernized Sega Speech and Sega USB devices (audio\segasnd.c) [Osso].
    - 0.143u8: Kanikani fixed DIPSW in Sega G80 vector driver.
    - 0.141u3: Added machine\segag80.h. Split part of the driver include into a separate multi-driver include file (machine\segag80.h) [Atari Ace].
    - 0.125u9: Couriersud fixed assertions in Sega G80 vector driver.
    - 0.125u7: Couriersud fixed duplicate P1 + P2 Starts mapped in tar Trek, Tac/Scan and Zektor.
    - 0.121: Vas Crabb updated the DIP locations for all games in the Sega G80 vector driver, fixed switch ordering.
    - 0.118u3: Atari Ace added new AM_READ_PORT() macro which lets you define an input port read callback based on a port tag. This is now preferred over the previous technique of calling port_tag_to_handler() within an AM_READ() macro. Updated Sega G-80 vector driver that uses the latter pattern to the new system.
    - 0.108u1: Aaron Giles fixed inputs in the Sega G80 vector games which were broken in the last release cycle.
    - 0.107u3: Changed sega.c to segag80v.c driver. Added vidhrdw\segag80v.c, sndhrdw\segag80v.c and includes\segag80v.h. Removed includes\sega.h, sndhrdw\sega.c and vidhrdw\sega.c. Complete memory maps derived from schematics.
    - 14th April 2006: Aaron Giles - I decided to completely rewrite the Sega vector generator according to the schematics. Turns out I was right. The Sega vector generator lets you specify an angle and length for each vector in a shape, and an overall angle and size for each shape as a whole. This is done by adding the vector and shape angles, computing the sine/cosine, and multiplying them by the vector length and shape size. In MAME, this was done to high precision, using a sine/cosine lookup table with full accuracy, and 32-bit math. On the actual hardware, the sine/cosine lookup table was sigificantly smaller with less resolution, and only the top 9 bits were used out of the multiplcation result. So now if you play any of the Sega vector games, you may notice some jerkiness that wasn't there before. It's most noticeable in the lower window in Star Trek and during the previously mentioned shrinking effect in Zektor. But back to the Universal Sound Board. I figured this wouldn't be too difficult because it had some similarities to the Exidy sound board (used in Venture-era games), and I had already conquered that one many years ago. But the Sega board had its own share of interesting surprises. It is really a hybrid digital/analog system, so I ended up having to emulate a number of RC and CR filters along the various paths. It also used a digital noise source which produced white noise, but then ran it through an interesting series of filters that I just couldn't figure out. Luckily Frank Palazzolo had the insight that it was filtering the white noise into pink noise, and from there I was able to generate a pretty reasonable facsimile of the correct effect. In fact, if I run the sound self-test in Star Trek using the old samples and the new emulation, they are very close to identical apart from volume (maybe not as good as Derrick's stuff, but pretty good). Unfortunately Tac/Scan doesn't quite match up as well as I'd like, but it's actually pretty close. Hopefully with some more advice from the analog experts, I can nail that one soon. After I did that, someone pointed out to me that Pig Newton also used the Universal Sound Board. Sweet! Plugging that it did indeed confirm that the main CPU uploads the sound code to the USB and plays some sound effects at the appropriate time. I love it when a plan comes together.
    - 0.104u7: More improvements to the Sega Universal Sound board. Star Trek is almost identical to the samples. Tac/Scan is not that far off, surprisingly. Added new PORT_DIPLOCATION() macro which allows you to specify the physical PCB location of a dipswitch and the switches that correspond to the bits in the DIPSETTING. See sega.c for an example. Added new PORT_CUSTOM() macro which allows you to specify a callback to return the value of bits in an input port. This saves you from needing to intercept the port read and modify the bits there. See sega.c for an example [Aaron Giles]. Added new function input_port_set_changed_callback() which lets you receive a change notification when certain bits in an input port have changed. See sega.c for an example [Nathan Woods, Aaron Giles].
    - 0.104u6: Removed machine\sega.c. Sega vector game updates [Aaron Giles]: Rewrote vector generator from schematics. Yes, it is supposed to be that jumpy on zooms! Corrected CPU speeds and cleaned up memory maps. Connected AY-8912 to Zektor for missing sound effects. Added emulation of the Universal Sound Board - not yet perfected, but gets rid of the need for samples in Star Trek and Tac/Scan. Tac/Scan sounds pretty wretched now, but Star Trek is close. Fixed CPU clock speed on the speech board, but it appears to be a bit too slow now. This is still work-in-progress. Don't report bugs yet.
    - 0.101u4: Mathis Rosenhauer fixed corrupt graphics or game freeze in elim2, startrek, tacscan and zektor.
    - 0.72: Added sndhrdw\segasnd.c.
    - 0.71u3: Frank Palazzolo added clipping to Sega vector games per the schematics.
    - 27th July 2003: Olivier Galibert sent in support for SP0250 sound chip and Sega G80 speech board, adding emulated speech to Astro Blaster, Space Fury, Star Trek and Zektor.
    - 0.70u2: Some sega.c dipswitch / input fixes [Curt Coder].
    - 0.58: Added includes\sega.h.
    - 0.36b7: Added Custom sound to all games.
    - 10th April 1999: Jim Hernandez added some more samples to the Sega vector games.
    - 31st March 1999: Marco Cassili fixed and rearranged the dips of Sega vector games.
    - 0.31: Added vidhrdw\vector.c/h.
    - 0.29: Removed vidhrdw\vector.c/h. Added vidhrdw\avgdvg.c/h.
    - 0.27: Added sega.c driver, machine\sega.c, vidhrdw\sega.c and sndhrdw\sega.c. Aaron Giles fixed the scaling in the Sega vektor games.

    Human interpretation:
    Time calc: 08:13:53 + (7866 frames ÷ 40Hz @ 100% [3:16.65]) = 08:17:10 vs zip mod 08:17:10 [please allow for timezone differences]

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