M.A.M.E. - Star Hawk - Points - 19,700 - Darren Mcgahey

Is this Performance Claim Valid?

    This poll is closed
This poll is closed
  1. M.A.M.E. - Star Hawk - Points - 19,700 - Darren Mcgahey

    12-16-2020, 12:23 PM
    vzaar-player


    Points
    WolfMame version
    183
    Track
    https://www.twingalaxies.com/scores.php?scores=10435
    Rank
    8
    Rules
    ROMSet: StarHawk
    Game Time: 1:30/3:00
    Unknown: Off
    Special Rules: None
    Submission Message
    Thanks for watching


    Attached Files Attached Files
    Likes Luigi Ruffolo, evan04, wwdkong, Doron liked this post
  2. 12-16-2020, 01:45 PM
    The following analysis is neither exhaustive nor conclusive,
    and is not confirmation that this submission is valid.



    Starting check.bat on 16/12/2020 at 21:29:13.55

    ZIP test
    Code:
    Zip:
    
    7-Zip 19.00 (x64) : Copyright (c) 1999-2018 Igor Pavlov : 2019-02-21
    
    Scanning the drive for archives:
    1 file, 21586 bytes (22 KiB)
    
    Testing archive: C:\Analysis\zip\daz_starhawk_19700_w183.zip
    --
    Path = C:\Analysis\zip\daz_starhawk_19700_w183.zip
    Type = zip
    Physical Size = 21586
    
    Everything is OK
    
    Size:       38539
    Compressed: 21586
    RAR:


    ZIP list
    Code:
    7-Zip 19.00 (x64) : Copyright (c) 1999-2018 Igor Pavlov : 2019-02-21
    
    Scanning the drive for archives:
    1 file, 21586 bytes (22 KiB)
    
    Listing archive: C:\Analysis\zip\daz_starhawk_19700_w183.zip
    
    --
    Path = C:\Analysis\zip\daz_starhawk_19700_w183.zip
    Type = zip
    Physical Size = 21586
    
    ----------
    Path = daz_starhawk_19700_w183.inp
    Folder = -
    Size = 38539
    Packed Size = 21434
    Modified = 2020-11-06 19:31:26
    Created = 
    Accessed = 
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 9955173C
    Method = Deflate
    Characteristics = 
    Host OS = FAT
    Version = 20
    Volume Index = 0
    Offset = 0


    MAME Major Version 183

    What MAME thinks
    Code:
    Input file: StarHawk.inp
    INP version 3.5
    Created Fri Nov 06 19:27:48 2020
    
    Recorded using 0.183W (unknown)
    Total playback frames: 8207
    Average recorded speed: 100%
    Average speed: 579.37% (259 seconds)


    Source driver
    starhawk
    cinemat.cpp

    Generic game information
    Code:
    ROM set changed: no
    0.106-0.175: starhawk - "Star Hawk"
    
    Resolution, 0.106-0.175: vector @ 38.000000Hz
    
    TG Game Entry: https://www.twingalaxies.com/scores....&gamename=Star Hawk


    INP dump not relevant

    MAME info
    Code:
    mameinfo.dat entries:
    starhawk
    cinemat.cpp
    __________________________________________________________________________________________________________________
    
    0.35b6 [Aaron Giles, Zonn Moore, Jeff Mitchell, Neil Bradley]
    
    
    Artwork available
    
    
    WIP:
    
    - 0.226: Added 'Star Hawk Sound Board'.
    
    - 0.223: Added netlist simulations for the following games: Armor Attack, Barrier, Boxing Bugs, Rip Off, Solar Quest, Space Wars, Speed Freak, Star Castle, Star Hawk, Sundance, Tail Gunner, War of the Worlds and Warrior. Removed previous samples-based sound [Aaron Giles, Couriersud]. Removed Samples. Added 2085.5e8e sound prom.
    
    - 29th January 2012: Mr. Do - Nightvoice did a lot of work on marquees and control panels for the last year and a half. It's about time I start adding this stuff. For today, we have the control panels for Star Hawk. With the artwork now, the game are a bit easier to understand.
    
    - 0.87u3: Aaron Giles added sound to Barrier, Star Hawk, War of the Worlds and Boxing Bugs (note that samples don't exist yet, but I'm working with Zonn Moore to get them for everything except Barrier). Added Samples sound (explode, k, kexit, llaser, master and rlaser.wav).
    
    - 0.35: Changed 4-way Joystick to 8-way.
    
    - 0.35b6: Aaron Giles, Zonn Moore, Jeff Mitchell and Neil Bradley added 'Star Hawk' (Cinematronics 1981). TODO: Fix controls.
    
    -  7th March 1999: Brad Oliver has finally sent in the Cinematronics vector games driver with working support for Space Wars, Barrier, Star Castle, Tailgunner, Rip Off, Armor Attack, War of the Worlds, Warrior, Star Hawk and Solar Quest.
    
    
    LEVELS: 1 (endless)
    
    
    Other Emulators:
    
    * AAE
    
    * Cinelator
    
    * CINEMU
    
    * Retrocade
    
    Romset: 4.66 kb / 9 files / 4.34 zip
    __________________________________________________________________________________________________________________
    
    0.35b6 [Aaron Giles]
    
    
    NOTES:
    
    - Driver by Aaron Giles and special thanks to Neil Bradley, Zonn Moore, and Jeff Mitchell of the Retrocade Alliance
    
    
    Bugs:
    
    - All games in cinemat.c: Game watchdog resets when stepping through code in debug mode. outerworld (ID 03099)
    
    
    WIP:
    
    - 0.226: Removed redundant code and move speakers to game drivers [Aaron Giles].
    
    - 0.225: Small cleanup/safety improvement (audio\cinemat.cpp) [Vas Crabb].
    
    - 0.224: Added layout\speedfrk.lay.
    
    - 0.223: Added layout\warrior.lay, audio\cinemat.h, nl_armora.cpp/h, nl_barrier.cpp/h, nl_boxingb.cpp/h, nl_cinemat_common.h, nl_ripoff.cpp/h, nl_solarq.cpp/h, nl_spacewar.cpp/h, nl_speedfrk.cpp/h, nl_starcas.cpp/h, nl_starhawk.cpp/h, nl_sundance.cpp/h, nl_tailg.cpp/h and nl_warrior.cpp/h. Added 'Netlist Sound Device' (48000 Hz).
    
    - 0.222: Simplified some handlers. READ/WRITE macros removal [Osso].
    
    - 0.205: Removed CCPU, VECTOR and SCREEN MCFG macros [Ryan Holtz].
    
    - 0.203: Fixed save state regression [Osso].
    
    - 0.202: Removed Z80CTC and Z80DAISY MCFG macros (audio\cinemat.cpp) [Osso].
    
    - 0.201: Removed 74259 MCFG macros [Ryan Holtz].
    
    - 0.198: Splitted out stuff unique to Demon and QB-3 (prototype), use virtual methods a bit more. Cleanup/separation - no longer needs a selector member or start overrides [Vas Crabb].
    
    - 0.197: Removed legacy output accessors from Cinematronics driver [Ryan Holtz].
    
    - 0.189: Added new 74LS259 device [AJR].
    
    - 0.155: Moved audio functions to the driver class [Osso].
    
    - 0.152: Added layout\wotw.lay.
    
    - 0.151: Removed SOUND_RESET legacy MACRO (audio\cinemat.c) [Osso].
    
    - 0.149u1: Modernized 'Cinematronics CPU' core [Wilbert Pol].
    
    - 0.147u2: Changed layout\ho20ffff.lay to tailg.lay and layout\voffff20.lay to sundance.lay. Added layout\barrier.lay.
    
    - 0.147: Use SOUND_START/RESET instead of MACHINE_START/RESET [Miodrag Milanovic].
    
    -  3rd September 2012: Atariscott - Here is a little piece of arcade history that I picked up recently. It is a complete miracle that this thing has survived. The story is slightly complicated but here it goes. A friend of mine was looking for a Tektronix 8560 to help someone read some data from an 8 inch floppy of arcade source code from 1980. He needed this unit, because the game was developed with this hardware. He searched eBay and he eventually found a selling, with a lot of 5 units for sale. In the pictures of the auctions were lots of vintage computer parts and floppy discs. He won the auction and paid the seller. He had a friend that was local to the seller pick up the items and they delivered it to him a couple months later. When he started going through the boxes, he noticed some floppy discs with familiar names on them. Solar Quest, Space Wars, Hovercraft, and a whole bunch of others. He had stumbled upon one of the Cinematronics development systems and a floppy disc archive. There are hundreds of 8 inch floppy discs in 4 bankers boxes. What is truly amazing, is that this pickup was was a complete fluke. The eBay seller had picked up these items at a storage unit auction in the San Diego area. He had no idea what he had stumbled upon. The original auction never mentioned the Terak system and did not have any pictures of it either. Also, if my friend had not been looking for a Tektronix 8560, during the week that this auction ran, this stuff may have ended up in a non-arcade collectors hands. It may have even ended up in a dumpster if the auction had ended with no bidders. Not many people are looking for a Tektronix 8560... I have just started going through the discs, but there are some amazing things on the few I have looked at.
    
    - 0.124u1: Added layout\armora.lay.
    
    - 0.123u4: Aaron Giles fixed CCPU and QB-3 to no longer rely on cpu_scalebyfcount(). Fixed busted timing in the CCPU core. Changed watchdog to count internally rather than using external watchdog support. Altered CCPU to accept interrupt signals from the driver. Updated clocks in the cinemat driver to be derived from the clock crystal. Zsolt Vasvari updated Cinematronics driver to use PORT_CHANGED. Combined memory maps where applicable. Changed CCPU CPU1 clock speed to 4980750 Hz.
    
    - 0.113u1: Zsolt Vasvari fixed the Cinematronics CCPU games to use the newer video timing system.
    
    - 0.106u10: Replaced layout\sundance.lay with voffff20.lay and layout\tailg.lay with ho20ffff.lay.
    
    - 0.106u8: Added layout\solarq.lay, starcas.lay, sundance.lay and tailg.lay.
    
    - 0.101: Aaron Giles added new generic macros to state.h to make it simpler to do save states. Use state_save_register_global(var) to register a driver-related global variable. Use state_save_register_item(module, instance, var) to register other variables with specific module and instance names. Converted the MCR and Cinematronics vector saves over to this. As a result, save states for games will be incompatible with prior versions of MAME.
    
    - 0.100u4: Aaron Giles added save state support to the Cinematronics vector sound hardware. Marked all the games in cinemat.c with GAME_SUPPORTS_SAVE. Converted the Cinematronics driver over to using the new memory_configure_bank calls.
    
    - 0.99u5: Buddabing added save state support to the Cinematronics vector games.
    
    - 0.87u3: Cinematronics Vector driver update [Aaron Giles]. Completely rewrote the CCPU core to be much simpler and follow MAME semantics. Rewrote the CCPU disassembler to use the "official" syntax. Now require the CCPU PROMs for all the games. Rewrote sound routines for all the games based on schematics and Zonn's documentation. Added star twinkle effects (not really visible without my future update to vector.c). Cleaned up and fixed input ports for all the games. Added CCPU proms ($0, 100, 120, 140, 160 and 180).
    
    - 11th October 2004: Aaron Giles - I started looking into adding QB-3 to the Cinematronics vector game driver when I realized that I was going to have to make changes to the CCPU core to actually get the game up and running. I went to do that and remembered what a horrible hack the existing code was, so I decided to rewrite it (and the disassembler) from scratch. Once that was done, I went back and rewrote pretty much the entire Cinematronics vector driver as well, fixing several input issues, colors in several of the games, and adding sound hooks for most of the remaining games that don't already have sample support. Right now we don't have samples for these games, but I'm working with Zonn Moore to get them for as many games as we can.
    
    - 0.78u2: Fixed cpu1 rom loading.
    
    - 0.61: Changed palettesize to 32768 colors.
    
    - 24th April 2002: Mathis Rosenhauer added several new ROM sets to the Cinematronics vector hardware driver.
    
    - 0.58: Added includes\cinemat.h.
    
    - 0.54: Fixed access violation in tailg, starcas, starcas1, sundance and solarq.
    
    - 0.37b9: The CCPU core is now a full 16-bit core. Appropriate changes to the drivers that use them have already been made. This fixes the input ports on the Cinematronics games [Aaron Giles].
    
    - 0.37b6: Fixed cpu1 rom loading in all games.
    
    - 0.37b2: Changed palettesize from 256 to 33024 colors.
    
    - 17th April 2000: Zsolt Vasvari did some cleanups to the Cinematronics driver, fixed a 16-bit bug in the artwork functions.
    
    - 0.36b14: Fixed the internal orientation of the Cinematronics games, if you use artwork files for those games you'll have to manually flip them (or redownload).
    
    - 0.36b5: The Cinematronics driver now can handle games with backdrop + overlay. The pngs have to be renamed: backdrop: drivername + b.png and overlay: drivername + o.png [Mathis Rosenhauer].
    
    - 0.35: Added sndhrdw\cinemat.c.
    
    - 0.35b8: Changed CCPU clock speed to 5MHz in all Cinematronics games. Note: The CPU speed is somewhat arbitrary as the cycle timings in the core are fixed at 1 cycle per opcode, which is probably wrong.
    
    - 20th March 1999: Brad Oliver has updated the Cinematronics driver, for example Solar Quest now loads an overlay if present.
    
    - 19th March 1999: Nicola has fixed Cinematronics games from locking up.
    
    -  7th March 1999: Brad Oliver has finally sent in the Cinematronics vector games driver with working support for Space Wars, Barrier, Star Castle, Tailgunner, Rip Off, Armor Attack, War of the Worlds, Warrior, Star Hawk and Solar Quest.
    
    - 10th January 2000: Mathis Rosenhauer fixed the Cinematronics games' mirroring.
    
    - 0.35b6: Added cinemat.c driver and vidhrdw\cinemat.c. Aaron Giles (MAME Driver). Special thanks to Neil Bradley, Zonn Moore, and Jeff Mitchell of the Retrocade Alliance.


    Name:  1.png
Views: 31
Size:  32.6 KB
    Thanks ivanstorm1973, evan04, Doron thanked this post
  3. 12-17-2020, 02:35 AM
    Hi Darren

    Great shooting!
    Accepted!

    btw,you can add sound samples to this game which will make playing it much more fun..
    Cheers
    Thanks ivanstorm1973 thanked this post
    Likes ivanstorm1973 liked this post
Results 1 to 3 of 3
Join us