M.A.M.E. - Heavy Barrel [US] - Points [Single Player Only] - 1,495,100 - Pete Hahn

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  1. M.A.M.E. - Heavy Barrel [US] - Points [Single Player Only] - 1,495,100 - Pete Hahn

    01-01-2021, 05:48 PM

    Points [Single Player Only]
    WolfMame version
    ROMset: HBarrel
    Service Mode: Off
    Flip screen: Off
    Unused: Off [All]
    Lives: 3
    Difficulty: Normal
    Bonus Life: 30K, 80K, then 160K
    Allow continue: No
    Special Rules: This is a Single Player ONLY Variation! Continues are NOT allowed!
    Submission Message
    INP originally recorded on 3/29/2018, wolfmame v .195 used

    Thanks for taking a look and adjudicating!

    Attached Files Attached Files
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  2. 01-14-2021, 06:41 PM
    Man I really love this game. This game narrowly missed getting my primary attention over Final Fight when I started out trying to "find my game" in the arcade. Still FF ended up not being my game, but man when I moved back home and the local comic/game/collectible shop got one of these for a quarter a credit I almost believed in God.
  3. 01-16-2021, 06:51 AM
    The following analysis is neither exhaustive nor conclusive,
    and is not confirmation that this submission is valid.

    Starting check.bat on 16/01/2021 at 14:15:48.71

    ZIP test
    7-Zip 19.00 (x64) : Copyright (c) 1999-2018 Igor Pavlov : 2019-02-21
    Scanning the drive for archives:
    1 file, 812279 bytes (794 KiB)
    Testing archive: C:\Analysis\zip\han_hbarrel_1495100_w195.zip
    Path = C:\Analysis\zip\han_hbarrel_1495100_w195.zip
    Type = zip
    Physical Size = 812279
    Everything is OK
    Size:       833211
    Compressed: 812279

    ZIP list
    7-Zip 19.00 (x64) : Copyright (c) 1999-2018 Igor Pavlov : 2019-02-21
    Scanning the drive for archives:
    1 file, 812279 bytes (794 KiB)
    Listing archive: C:\Analysis\zip\han_hbarrel_1495100_w195.zip
    Path = C:\Analysis\zip\han_hbarrel_1495100_w195.zip
    Type = zip
    Physical Size = 812279
    Path = han_hbarrel_1495100_w195.inp
    Folder = -
    Size = 833211
    Packed Size = 812125
    Modified = 2018-03-29 19:45:52
    Created = 
    Accessed = 
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 1B744B02
    Method = Deflate
    Characteristics = 
    Host OS = NTFS
    Version = 20
    Volume Index = 0
    Offset = 0

    MAME Major Version 195

    What MAME thinks
    Input file: hbarrel.inp
    INP version 3.5
    Created Fri Mar 30 01:18:47 2018
    Recorded using 0.195W (wolf195)
    Total playback frames: 93261
    Average recorded speed: 100%
    Average speed: 147.40% (2009 seconds)

    Source driver

    ROM and TG information
    Note: two ROM sets represented here with changeover at 0.213.
    - 0.143u8: Kanikani fixed DIPSW and DIP locations in Heavy Barrel.
    - 0.213: Decapped and dumped actual MCU for Heavy Barrel (World) [TeamEurope, Brian Troha, The Dumping Union]. Clean up Heavy Barrel rom labels. Added DEC0 motherboard proms [Brian Troha]. Changed clone 'Heavy Barrel (World)' to parent. Renamed (hbarrel) to (hbarrelu) and (hbarrelw) to (hbarrel).
    Heavy Barrel (US)
    ROM set changed: yes.
    0.106-0.212: hbarrel - "Heavy Barrel (US)"
    0.213-     : hbarrelu - "Heavy Barrel (US)"
    Resolution, 0.106-0.142: 256x240 @ 57.410000Hz
    Resolution, 0.143-0.155: 256x240 @ 57.392103Hz
    Resolution, 0.156-0.213: 256x240 @ 57.444853Hz
    TG Game Entry: https://www.twingalaxies.com/game/he...rel-us-1/mame/
    Rules, Points [Single Player Only]: https://www.twingalaxies.com/scores.php?scores=16911
    Rules, Points [Two Player Team]: https://www.twingalaxies.com/scores.php?scores=16912
    Heavy Barrel (World)
    Note: not currently represented on TG.
    ROM set changed: yes.
    0.106-0.212: hbarrelw - "Heavy Barrel (World)"
    0.213-     : hbarrel - "Heavy Barrel (World)"
    Resolution, 0.106-0.142: 256x240 @ 57.410000Hz
    Resolution, 0.143-0.155: 256x240 @ 57.392103Hz
    Resolution, 0.156-0.213: 256x240 @ 57.444853Hz
    Rules: [no current tracks]

    MAME info
    mameinfo.dat entries:
    0.213 [Bryan McPhail]
    0.36b5 [Bryan McPhail]
    0.36b1 [Bryan McPhail]
    0.33b2 [Bryan McPhail]
    0.31 [Bryan McPhail]
    Artwork available
    - Clone hbarrelw: [possible] No sound voices. Augusto (ID 06354)
    - 0.213: Decapped and dumped actual MCU for Heavy Barrel (World) [TeamEurope, Brian Troha, The Dumping Union]. Clean up Heavy Barrel rom labels. Added DEC0 motherboard proms [Brian Troha]. Changed clone 'Heavy Barrel (World)' to parent. Renamed (hbarrel) to (hbarrelu) and (hbarrelw) to (hbarrel).
    - 22nd August 2019: TeamEurope - More MCU's... I just decapped three MCU's, which i got sent from Brian: Bad Dudes, Heavy Barrel (World) and Last Mission.
    - 13th May 2018: Smitdogg - Layer sent us a dump of Heavy Barrel (US).
    - 0.191: Angelo Salese updated positional rotary for Heavy Barrel to use remap table. Added buttons for 'Fire' and 'Bomb'.
    - 0.143u8: Kanikani fixed DIPSW and DIP locations in Heavy Barrel.
    -  6th September 2010: Mr. Do - Bezel for Heavy Barrel is done, thanks to Kiltron for cleaning.
    - 0.138u3: Bryan McPhail and Dr. Decapitator hooked up Heavy Barrel I8751 MCU.
    - 23rd June 2010: Guru - The 8751 MCU for Heavy Barrel just received and has now been successfully processed (decap, de-protect & read).
    - 0.136u2: Changed OKI6295 clock speed to 1MHz.
    - 0.130u4: Derrick Renaud converted Heavy Barrel use IPT_POSITIONAL. Removed Dial control.
    - 30th July 2008: Guru - Heavy Barrel chips arrived to be decapped, thanks to Dox.
    - 11th June 2008: Guru - Heavy Barrel 1989 bootleg joystick version arrived a few days ago, thanks to gplee.
    - 21st April 2006: Roberto Fresca - Removed the default dec0 coinage (wrong) for Heavy Barrel and rewrote the complete coinage. Fixed 'Difficulty' dipswitch.
    - 0.57: SSG EG type support added to YM2203 emulation (which is now complete). This fixes Heavy Barrel wave sound on start of level 1 [Jarek Burczynski].
    - 21st December 2001: Jarek Burczynski added SSG EG type support to the YM2203 emulation, which fixes sounds in Heavy Barrel and Dark Seal.
    - 0.37b1: Added 'Service Mode' dipswitch.
    - 0.36b5: Bryan McPhail extracted all the data from the Heavy Barrel microcontroller, so all special weapons and powerups appear correctly. Also a lot of other fixes to Data East games. Renamed (hbarrel) to (hbarrelw) and (hbarrelu) to (hbarrel).
    - 0.36b1: Changed clone (Japan) to parent 'Heavy Barrel (World)'. Renamed (hbarrel) to (hbarrelu) and (hbarrelj) to (hbarrel).
    - 0.35b12: Changed M6502 CPU2 clock speed to 1.5MHz.
    - 0.35b9: Changed description to 'Heavy Barrel (US)'.
    - 0.34b6: Changed description to 'Heavy Barrel'.
    - 0.34b3: Dani Portillo added high score saving to Heavy Barrel.
    - 0.33b7: Changed description to 'Heavy Barrel (US)' and clone (alternate) to 'Heavy Barrel (Japan)'. Renamed (hbarrel2) to (hbarrelj).
    - 0.33b4: Many improvements to the DECO games, especially Heavy Barrel [Bryan McPhail].
    - 0.33b5: Games which use the dynamic palette system and no longer need 16-bit modes. The new code is also used by drivers which were previously doing the palette reduction by themselves, but couldn't handle well color cycling and fades: Bad Dudes, Robocop, Hippodrome, Heavy Barrel, Sly Spy and Midnight Resistance [Nicola Salmoria].
    - 0.33b2: Bryan McPhail added 'Heavy Barrel'. A new complete set. The old one has been renamed & modified to include 4 ROMs which were missing. Known issues: The game is playable to the end, however there are some problems due to copy protection. For example, the demo doesn't work, and you can't collect pieces of the "supergun". Changed 'Heavy Barrel' to clone 'Heavy Barrel (alternate)'. Renamed (hbarrel) to (hbarrel2).
    - 0.31: Bryan McPhail added 'Heavy Barrel' (Data East 1987). Preliminary.
    LEVELS: 1
    Other Emulators:
    * FB Alpha
    Romset: 1.85 MB / 33 files / 499.8 zip
    0.31 [Bryan McPhail]
    - Driver: Thanks to Gouky & Richard Bush for information along the way, especially Gouky's patch for Bad Dudes & YM3812 information! JC Alexander for fix to Robocop ending!
    - slyspy, bouldash: Sound randomly speeds up and eventually dies. Kale (ID 06740)
    - 0.222: Simplified some handlers (includes\dec0.h). READ/WRITE macros removal [Osso].
    - 0.221: Reduced duplicates. Moved shared video_start under protected section [cam900].
    - 0.217: Restored comment that was removed [AJR].
    - 0.210: Added priority values for future use (priority mixing) [cam900].
    - 0.208: Use PORT_RESET for trackball inputs [Angelo Salese]. Use uPD4701A device for trackballs [AJR]. Fixed problem with DECO BAC06 Tilemap. The previous emulation logic change was correct, however Sly Spy, Hippodrome and Birdie Try suffered from an ordering bug - tilemap.cpp in the core cached the tile indices before the game updated the dynamic colmun/row major bit. It seems the correct fix is to make sure tilemap::mappings_update() should be called when the column/row bit changes, however this is currently a private function. I've put in a hack at line 396 so that mappings_update() is called as a side effect of a flip. The better fix would be just to expose mappings_update for general driver use, but I didn't want to make that larger change without approval [Bryan McPhail].
    - 0.207: Implemented trackball inputs [Angelo Salese].
    - 0.206: Removed MACHINE_CONFIG macros [Ryan Holtz].
    - 0.205: Removed DECO_BAC06 and DECO_MXC06 MCFG macros [Osso]. Removed MCS51 MCFG macros [Ryan Holtz].
    - 0.204: Converted sprite RAM to buffered_spriteram16_device. Cleanup gfxdecode and improved member names [cam900]. Removed GENERIC_LATCH MCFG macros [Osso].
    - 0.201: Reduced code duplication. Removed some MCFG macros [cam900]. Removed 74157 and ADDRESS_MAP_BANK MCFG and old DEVCB macros [Ryan Holtz].
    - 0.192: Added DECO CRTC (12MHz/2) and screen raw params for DEC0 driver [Angelo Salese].
    - 0.191: Updated inputs in all games. Added input labels for most games in the driver and removed unused buttons [Angelo Salese].
    - 0.189: Soundlatch partial modernization [AJR].
    - 0.183: DEC0 latch cleanup: 'LS374 senses positive edge, others are educted guesses [Vas Crabb]. New and improved PCB README for the DEC0 based games [Guru].
    - 0.182: New callback for generic_latch_8/16_device: Added MCFG_GENERIC_LATCH_DATA_PENDING_CB to raise and lower a line automatically as the latch is written and read. This should make sound IRQs easier to deliver and reduce the incidence of HOLD_LINE in drivers. Updated a few drivers to use this new callback (e.g. dec0.cpp) [AJR].
    - 0.167: Looking at some bootlegs a bit. Improved clones Midnight Resistance (bootleg with 68705) and (Joystick bootleg) (video\decbac06.c) [David Haywood].
    - 0.158: Added save state support to DEC0 driver [Osso].
    - 0.156: More sane values for DEC0 screen raw parameters [Angelo Salese]. Changed VSync to 57.444853 Hz.
    - 0.154: Fixed generic_paletteram regression and clean up MCFGs. Added SCREEN_RAW_PARAMS [Alex Jackson].
    - 0.153: Added a workaround to fixed flipscreen in DEC0 driver, until all drivers are updated to use RAW_PARAMS [Osso].
    - 0.152: Save priority register (video\dec0.c) [David Haywood].
    - 0.150: Added assert to machine\dec0.c to indicate array out-of-bounds access [Oliver Stoeneberg]. Fixed hippo assert [hap].
    - 0.148: Save ram properly (video\decbac06.c), added a note about flipscreen behavior as a reminder for reimplementing flips on some of these games later [David Haywood].
    - 0.142u1: Angelo Salese added screen raw params and irq ack to the DEC0 driver, fixing hole 1 hang in Birdie Try and improving fade in/out effects for Boulder Dash. Changed VSync to 57.392103 Hz.
    - 0.142: Added video\decbac06.c/h and video\decmxc06.c/h. David Haywood converted DECO BAC06 tilemap (used by dec0.c) to be a device, reducing code duplication. Started moving common DECO MXC06 sprite controller code to it's own device files, reducing code duplication. Fixed multiwidth sprites in decmxc06.c, removed code which appeared to serve no purpose other than to break the Birdie Try gfxdecode in machine\dec0.c.
    - 0.136u2: Guru added MEC-M1 PCB layout to the DEC0 driver and updated some clocks and ROM names.
    - 0.135u1: Oliver Stoeneberg fixed possible NULL pointer dereference in video\dec0.c.
    - 0.131u2: Angelo Salese fixed missing sound in baddudes, hbarrel, birdtry, robocop, hippodrm and ffantasa.
    - 0.131u1: MooglyGuy merged memory maps in the DEC0 driver.
    - 0.127u4: Tafoid added DIP locations to the DEC0 driver. Changed 'Unknown' dipswitch to 'Unused'.
    - 0.127u1: Additional input port cleanups in the DEC0 driver [Fabio Priuli]. Added buttons 3 or 3-5.
    - 0.105u3: Roberto Fresca fixed and cleaned up the dipswitches in the DEC0 driver.
    -  8th January 2006: Bryan McPhail - There has been a long-standing known bug in DEC0 driver for some time (checking my notes, it's been there for 7 years!), in that row & column scroll could not be applied to a tilemap simultaneously. The reason for this limitation is that MAME's tilemap system did not support this. Anyway... I've re-implemented the rendering of this sytem by providing a new tilemap draw function that correctly implements simultaneous row & column scroll. I also verified the rendering of all video modes using a trojan on a Birdie Try board. This finally fixes the waterfalls in Midnight Resistance! (It doesn't really affect any other games, but the source code is much cleaner now). Whilst working on this driver I noticed there are several revisions of games that are still not dumped, eg, Japanese Heavy Barrel, World Fighting Fantasy, USA Boulderdash. If you have any games on this hardware please check the revision/rom-code ID against MAME to see if you have an unsupported set.
    - 25th January 2003: Stephane Humbert fixed some small things in yesterday's DECO16 update to make it compile in DOS.
    - 24th January 2003: Bryan McPhail sent in a large DECO16 drivers update, adding Edward Randy and Mutant Fighter / Death Brade, added support for raster effects used in Edward Randy and Robocop 2 road levels and abstracted the Data East video chips emulation.
    - 0.53: Added includes\dec0.h. Changed VSync to 57.410000 Hz.
    - 23rd July 2001: Bryan McPhail added cocktail mode support to the Deco16 driver.
    - 24th March 2001: Bryan McPhail added another version of Fighting Fantasy to the DEC0 driver.
    -  4th April 2000: Karl Stenerud fixed the longstanding bug in C 68k core which caused Hippodrome to crash.
    - 0.36RC1: Struct GfxLayout can now be parametric on the size of the memory region it refers to. This way the same gfx definition can be used for games with the same layout but different number of tiles. See M72 and DEC0 driver for usage examples [Nicola Salmoria].
    - 0.36b13: Changed OKI6295 clock speed to 7757 Hz.
    - 0.36b5: A lot of fixes to Data East games [Bryan McPhail]. Changed YM3812 clock speed to 3MHz and VSync to 60Hz.
    - 0.35b5: H6280 emulator, used by several DECO games [Bryan McPhail].
    -  1st March 1999: Bryan McPhail has sent in his DEC0 driver, with Boulder Dash support added and Sly Spy and Midnight Resistance now have full sound and music.
    - 0.34RC2: Several improvements and bug fixes to the Data East 68000 games (Midnight Resistance, Bad Dudes, Robocop, etc.) [Bryan McPhail].
    - 0.33b4: Bryan McPhail did many improvements to the DECO games, especially Heavy Barrel.
    - 0.31: Added dec0.c driver, machine\dec0.c and vidhrdw\dec0.c.

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  4. 01-23-2021, 12:09 PM
    Voting yes
    Game starts at :14 on the video
    Final score is at 26:39 on the videoName:  Screenshot_20210123-140843.png
Views: 5
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