M.A.M.E. - 1942 [Set 1] - Points [Single Player Only] - 736,730 - Evan Mcgahey

Is this Performance Claim Valid?

    This poll is closed
This poll is closed
  1. M.A.M.E. - 1942 [Set 1] - Points [Single Player Only] - 736,730 - Evan Mcgahey

    01-15-2021, 12:02 PM

    Points [Single Player Only]
    WolfMame version
    ROMSet: 0.106-0.124: 1942 - "1942 (set 1)"
    0.124u4-0.170: 1942a - "1942 (Revision A)"
    Bonus Life:20,000 80,000, 80,000k+
    Starting lives: 3
    Flip screen: Off
    Difficulty: Normal
    Freeze: Off
    Special Rules: This is a Single Player ONLY Variation! Continues are NOT allowed!
    Submission Message
    Thanks for watching!

    Attached Files Attached Files
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  2. 01-15-2021, 12:53 PM
    Ooh yeah nice score. I had recently been chipping away at the rust on this game. Finally got back up to the 600k range having not played it, then I stopped bc of tourneys, so now I'll have to get it back.

    I'll race you to 1M
  3. 01-15-2021, 02:53 PM
    Nice! Well played. I vote yes.

    This is the arcade game I probably spent most money on back in the days. LOL!
    Thanks evan04 thanked this post
  4. 01-22-2021, 12:15 PM
    The following analysis is neither exhaustive nor conclusive,
    and is not confirmation that this submission is valid.

    Starting check.bat on 22/01/2021 at 19:55:43.34

    ZIP test
    7-Zip 19.00 (x64) : Copyright (c) 1999-2018 Igor Pavlov : 2019-02-21
    Scanning the drive for archives:
    1 file, 349592 bytes (342 KiB)
    Testing archive: C:\Analysis\zip\evz-1942a-736730-w200.zip
    Path = C:\Analysis\zip\evz-1942a-736730-w200.zip
    Type = zip
    Physical Size = 349592
    Everything is OK
    Size:       662496
    Compressed: 349592

    ZIP list
    7-Zip 19.00 (x64) : Copyright (c) 1999-2018 Igor Pavlov : 2019-02-21
    Scanning the drive for archives:
    1 file, 349592 bytes (342 KiB)
    Listing archive: C:\Analysis\zip\evz-1942a-736730-w200.zip
    Path = C:\Analysis\zip\evz-1942a-736730-w200.zip
    Type = zip
    Physical Size = 349592
    Path = evz-1942a-736730-w200.inp
    Folder = -
    Size = 662496
    Packed Size = 349444
    Modified = 2021-01-14 17:18:26
    Created = 
    Accessed = 
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = D33A2618
    Method = Deflate
    Characteristics = 
    Host OS = FAT
    Version = 20
    Volume Index = 0
    Offset = 0

    MAME Major Version 200

    What MAME thinks
    Input file: 1942a.inp
    INP version 3.5
    Created Thu Jan 14 16:43:53 2021
    Recorded using 0.200W (wolf200)
    Total playback frames: 124249
    Average recorded speed: 100%
    Average speed: 331.29% (2083 seconds)

    Source driver

    ROM and TG information
    ROM set changed: yes
    0.106-0.124: 1942 - "1942 (set 1)"
    0.124u4-0.216: 1942a - "1942 (Revision A)"
    MAME History:
    - 0.124u4: Quarterarcade added clone '1942 (Williams Electronics license)'. Changed clone (set 3) to parent '1942 (Revision B)', '1942 (set 1)' to clone '1942 (Revision A)' and (set 2) to '1942 (First Version)'. Renamed (1942b) to (1942), (1942) to (1942a) and (1942a) to (1942b).
    Resolution, 0.106-0.216: 256x224 @ 60.000000Hz
    TG Game Entry: https://www.twingalaxies.com/game/1942-set-1/mame/
    Rules, 1 player: https://www.twingalaxies.com/scores.php?scores=5226
    Rules, 2 player: https://www.twingalaxies.com/scores.php?scores=40873

    MAME info
    1942a is clone of 1942
    mameinfo.dat entries:
    0.124u4 [Nicola Salmoria]
    0.33b6 [Nicola Salmoria]
    0.19 [Paul Leaman, Nicola Salmoria]
    Artwork available
    - Clone 1942p: [possible] "trash" pixels on the left side. haynor666 (ID 06072)
    - 22nd November 2020: Mr. Do - Updated 1942 LAY file to work with the new artwork system.
    - 0.222: READ/WRITE macros removal [Osso].
    - 0.219: Improved sprite priorities, but not yet perfect and IRQ timing accuracy [Ryan Holtz, David Haywood, smf, Olivier Galibert]. Fixed per-scanline sprite ordering [Ryan Holtz]. Partial updates aren't required and they broke clone 1942 (Tecfri PCB, bootleg?) which has it's own timer and sprite drawing code. Confirmation of title screen sprite effect on Tecfri version is required. Fixed gaps on Capcom logo on title screen to match pictures from real hardware, sprites are rendered to a line buffer one scanline before the are displayed [smf].
    - 29th December 2019: Mr. Do - After being made available on zorg's site for so long, UDb23 put together the artwork for the Williams version of 1942. Thank you to 7146aaron for providing the bezel artwork, and for Andykmv for scanning it. Thank you to TheShanMan for providing and scanning the marquee and instruction card. To fix up the rest of the artwork, I fixed the colors up a bit on the Romstar bezel, and added the Romstar marquee, courtesy of the BYOAC/CAG artwork again. The control panel for both versions will be completed at a later date.
    - 0.209: Removed some more MACHINE_CONFIG macros [Osso].
    - 0.208: Removed MACHINE_CONFIG macros [Osso].
    - 0.207: Removed MCFG macros [Osso].
    - 0.206: Removed TIMER MCFG macros [Osso].
    - 0.204: Removed AY8910 MCFG macros [Osso].
    - 0.200: MCFG macro cleanup [Vinicius Sa].
    - 0.199: Assorted cleanup involving driver_init [AJR].
    - 0.190: Soundlatch modernization for clone 1942 (Tecfri PCB, bootleg?) [AJR].
    - 0.174: Dirkies changed description of clone '42' to 'Supercharger 1942' and year to 1991.
    - 0.167: kazblox corrected the clocks in clone 1942 (Tecfri PCB, bootleg?).
    - 0.164: Mastercello added correct sound rom for clone 1942 (Tecfri PCB, bootleg?). Simplify IRQ logic on 1942 (Tecfri PCB, bootleg?), fixes powerups not moving down the screen - Game now playable. Changed description of clone (prototype) to '1942 (Tecfri PCB, bootleg?)'.
    - 0.154: Osso added clone '42' (hack (Two Bit Score?) 198?). AY8910_RESISTOR_OUTPUT now selects resistance calculation by simple saturation MOSFET model in ay8910.c. Currently only 1942 and Popeye use this. Minimize resampling, optimized netlist parameters in 1942 [Couriersud]. Changed 'Netlist Sound Device' clock speed to 93750 Hz.
    - 0.153: Fixed 1942 colortable [Alex Jackson]. Added and enabled netlist output stage to 1942. The quality is better with netlist. Better dynamics, you can hear the rotors now. No performance impact has been observed [Couriersud]. Added 'Netlist Sound Device' (48000 Hz).
    - 0.152: Unigame added clone 1942 (prototype). Not yet working, different sprites, different sounds, different address map and different I/O. Improvements to the 1942 prototype [David Haywood]: Marked sound rom as bad (looks like it needs a redump). Hooked up paletteram fixing bg colours etc. (yes, paletteram... the release version uses proms). Fixed sprites.
    - 0.149u1: hap fixed possibility to crash MAME if membank was 3 in 1942 and clones.
    - 19th January 2011: Smitdogg - We got two 1943 boards donated. One is a real Capcom board with working 8751 for decapping, the other is a bootleg. It's a bootleg of the Japan version, hacked to not need the 8751 and it changes the game to be an English version. They hacked up the "Battle of Midway" Japan text to be English, and it actually looks better than the title screen on the official English version I think.
    - 0.140: Angelo Salese reworked 1942 interrupts by not using cpu_getiloops() function.
    - 0.135u1: Fabio Priuli added driver data struct to 1942.
    - 0.134u4: Darran added clone 1942 (Revision A, bootleg). This is the same as the 1942a set, but with a different rom arrangement (larger roms), it appears to be a common bootleg.
    -  3rd October 2009: Smitdogg - Andy Conroy dumped unmamed clone of 1942. I haven't looked at them closely and I don't know if they will all be added but... Cool news.
    - 0.124u5: Fixed rom names.
    - 0.124u4: Quarterarcade added clone '1942 (Williams Electronics license)'. Changed clone (set 3) to parent '1942 (Revision B)', (set 1) to clone '1942 (Revision A)' and (set 2) to '1942 (First Version)'. Renamed (1942b) to (1942), (1942) to (1942a) and (1942a) to (1942b).
    - 0.122u8: RansAckeR made some minor improvements to 1942 DIPs.
    - 0.116: Aaron Giles flattened colormap and palette in 1942. Changed palettesize to 1536 colors.
    -  6th May 2007: Mr. Do - Cleaned up 1942 bezel, thanks to the BYOAC/CAG artwork.
    - 0.111u2: Brian Oberholtzer corrected some incorrect dipswitch information in the 1942 driver.
    - 0.106u3: Lee Mitchell added save state support to 1942.
    - 0.100u4: Aaron Giles converted 1942 driver over to using the new memory_configure_bank calls.
    - 0.88u1: Curt Coder merged memory maps and fixed inputs/dips per manual.
    - 12th July 2004: 3D ARCADE - New 3D cabinet model for 1942 from Pariah.
    - 26th November 2000: Guru added a hacked romset to the 1942 driver.
    - 23rd August 2000: Zsolt Vasvari converted 1942, Commando and Vulgus to the tilemap system.
    - 0.37b6: Added proms ($600, 700, 800, 900 - 2x tile palette selector?, interrupt/video timing?).
    -  1st April 2000: Guru - Dumped 1942 (Bootleg).
    - 22nd October 1999: Dumped Supercharger 1942.
    - 0.34b4: Nicola Salmoria added clone 1942 (set 3).
    - 0.33b7: Changed description to '1942 (set 1)' and clone (alternate) to '1942 (set 2)'. Renamed (1942) to (1942a).
    - 0.33b6: Nicola Salmoria added 1942. Changed '1942' to clone '1942 (alternate)'. Known issues: Sometimes the alternate version ends in an endless loop over the sea, and the end of level boss doesn't appear. It hasn't been verified whether "1942" does the same; that version might be a later release which fixes this bug.
    - 0.28: Fixed gfx rom loading.
    - 0.21: Nicola Salmoria introduced changes to the Z80 emulator code that intercept some sorts of tight loop used during an interrupt waitstate. Normal games should not be affected, while Galaga and 1942 are now very fast!! Fixed tempo speed in 1942. It was playing at half speed. Should be correct now. Also fixed a bug in noise volume of PSG. Noise was playing at half volume.
    - 0.20: Brad Oliver found a lot of bugs around the code, fixed 1942 background scroll. 1942 has correct colours [Nicola Salmoria]. Paul Leaman providing us the correct color proms. Also fixed rom paging, so now it has no more slowdowns. Fixed jerkiness. Sound is better, too. How about the tempo? How about the pitch? Are they right? Nicola Salmoria changed GENERIC.C to add sound_command_latch_r(): This always return the last command, instead of 0, if there are no more pending commands. This was required by 1942.
    - 0.19: Added '1942' (Capcom 1984). Paul Leaman (author of the 1942 emulator) provided exhaustive information on (guess what) 1942, which is now supported. Game is playable with wrong colors and sound.
    -  6th July 1996: Dumped 1942 (Revision B) and (First Version).
    LEVELS: 32
    Other Emulators:
    * CottAGE
    * FB Alpha
    * HBMAME
    * JEmu
    * JEmu2
    * Retrocade
    * VAntAGE
    Romset: 210.5 kb / 27 files / 101.1 zip
    0.19 [Paul Leaman]
    - Game runs in interrupt mode 0 (the devices supply the interrupt number).
    - Two interrupts must be triggered per refresh for the game to function correctly.
    - 0x10 is the video retrace. This controls the speed of the game and generally drives the code. This must be triggered for each video retrace. 0x08 is the sound card service interrupt. The game uses this to throw sounds at the sound CPU.
    - 0.215: Added audio\nl_1942.cpp/h.
    - 0.135u1: Added includes\1942.h.
    - 0.31: Removed machine\1942.c and sndhrdw\capcom.c.
    - 0.28: Changed sndhrdw\1942.c to sndhrdw\capcom.c.
    - 0.19: Added 1942.c driver, machine\1942.c, vidhrdw\1942.c and sndhrdw\1942.c. Note: 1942 is a two board system. Board 1 contains 2 Z80A CPUs. One is used for the sound, the other for the game. The sound system uses 2 YM-2203 synth chips. These are compatible with the AY-8910. Michael Cuddy has information (and source code) for these chips on his Web page. The second board contains the custom graphics hardware. There are three graphics planes. The test screen refers to them as Scroll, Sprite and Tile. The scroll and sprites are arranged in 16*16 blocks. The graphics ROMS are not memory mapped. They are accessed directly by the hardware. Early Capcom games seem to have similar hardware.

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