M.A.M.E. - P-47 Aces - Points [Two Player Team] - 243,710 - Svatopluk Halada-Lukáš Dudek

Is this Performance Claim Valid?

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  1. M.A.M.E. - P-47 Aces - Points [Two Player Team] - 243,710 - Svatopluk Halada-Lukáš Dudek

    06-12-2021, 06:52 AM
    vzaar-player


    Points [Two Player Team]
    WolfMame version
    183
    Track
    https://www.twingalaxies.com/scores.php?scores=78862
    Rank
    1
    Rules
    ROMSet: P47Aces
    Free Play: Off
    Service Mode: Off
    Difficulty: Normal
    Lives: 3
    Unused: Off [All]
    Flip Screen: Off
    Language: English
    FBI Logo: No
    FG/BG X offset: 0/0
    Special Rules: This is a 2 Player Only Variation! Both Players must start at the same time! You may freely choose any available character. The record is the sum of the 2 scores upon game completion. Continues are NOT allowed!
    Submission Message
    P1 CHZ 14760
    P2 HAL 118950
    TOTAL : 243710
    Score written at The Death of The first Player.


    Attached Files Attached Files
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  2. 07-09-2021, 11:10 AM
    Well played
  3. 08-21-2021, 06:32 PM
    Needing MAME INP analyst

    Player 1 score 124,690
    Player 2 score 118,950 +
    243,640
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    P1 CHZ 14760
    P2 HAL 118950
    TOTAL : 243710

    Start :22
    Final
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    JJTJohnnyLightning World #1 Racer on Arcade Game Fast & Furious Super Cars 1,872 Match Wins 52Cities
  4. 09-09-2021, 12:42 PM
    Voting YES !
  5. 09-09-2021, 12:57 PM
    Score uploaded in accordance with the rules. We vote yes.
  6. 10-18-2021, 12:13 AM
    Input file: HAL_CHZ_p47aces_243710_w183.inp
    INP version 3.5
    Created Sun Mar 28 02:09:23 2021

    Recorded using 0.183W (unknown)
    91022-01.ic83 NOT FOUND (NO GOOD DUMP KNOWN) (tried in p47aces p47aces)
    WARNING: the machine might not run correctly.
    Total playback frames: 13707
    Average recorded speed: 99%
    Average speed: 252.11% (230 seconds)
    Attached Images Attached Images   
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  7. 10-18-2021, 12:17 AM
    124,690+118950=243,640
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  8. 10-18-2021, 12:57 AM
    I'm not going to vote on this one, but I don't get why people aren't claiming the total of the 2 scores when the game ends?

    Why only claim the lower total as at the death of the first player?

    The rules seem VERY clear on this: "The record is the sum of the 2 scores upon game completion."

    In this case I think they should have claimed:

    Player 1: 286,650
    Player 2: 118,950
    ------------------------
    Total....... 405,600
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  9. 10-18-2021, 06:48 AM
    Quote Originally Posted by Rev John View Post
    I'm not going to vote on this one, but I don't get why people aren't claiming the total of the 2 scores when the game ends?

    Why only claim the lower total as at the death of the first player?

    The rules seem VERY clear on this: "The record is the sum of the 2 scores upon game completion."

    In this case I think they should have claimed:

    Player 1: 286,650
    Player 2: 118,950
    ------------------------
    Total....... 405,600

    i know, i can't stand that rule. also, even with the ability to play it back frame-by-frame, it's still sometimes hard to define exactly when the 1st player's game is over. just imagine, back in the day without playback, a referee pretending to know exactly what the 1st player's score would've been, it's absurd.

    so glad i'm not interested in submitting 2-player scores, & the rule bothers me so much i won't touch these multi-player submissions. and in the shallow analysis i like to show the final score as often as possible in the screenshots, & with this "rule" pushed by some influential guys, it goes directly against my opinion.
  10. 10-18-2021, 01:59 PM
    The following analysis is neither exhaustive nor conclusive,
    and is not confirmation that this submission is valid.



    Starting check.bat on 18/10/2021 at 21:32:28.98

    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, 56209 bytes (55 KiB)
    
    Testing archive: C:\Analysis\zip\HAL-CHZ_p47aces_243710_w183.zip
    --
    Path = C:\Analysis\zip\HAL-CHZ_p47aces_243710_w183.zip
    Type = zip
    Physical Size = 56209
    
    Everything is OK
    
    Size:       73191
    Compressed: 56209
    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, 56209 bytes (55 KiB)
    
    Listing archive: C:\Analysis\zip\HAL-CHZ_p47aces_243710_w183.zip
    
    --
    Path = C:\Analysis\zip\HAL-CHZ_p47aces_243710_w183.zip
    Type = zip
    Physical Size = 56209
    
    ----------
    Path = HAL-CHZ_p47aces_405600_w183.inp
    Folder = -
    Size = 73191
    Packed Size = 56013
    Modified = 2021-03-28 02:13:13
    Created = 2021-03-28 02:09:23
    Accessed = 2021-03-28 02:09:23
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 31F63320
    Method = Deflate
    Characteristics = NTFS
    Host OS = FAT
    Version = 20
    Volume Index = 0
    Offset = 0


    MAME Major Version 183

    What MAME thinks
    Code:
    Input file: p47aces.inp
    INP version 3.5
    Created Sun Mar 28 02:09:23 2021
    
    Recorded using 0.183W (unknown)
    Total playback frames: 13707
    Average recorded speed: 99%
    Average speed: 129.76% (237 seconds)


    Source driver
    p47aces
    ms32.cpp

    ROM and TG information
    Code:
    Note: two ROM sets are represented here with the changeover at 0.219.
    
    From MAMEINFO.DAT:
    - 0.106u3: Added missing 'Bonus Life' dipswitch.
    - 0.218: Fixed rom names. Changed description to 'P-47 Aces (ver 1.0)'.
    - 0.219: Derick2k, rtw and trap15 added P-47 Aces (ver 1.1). Renamed (p47aces) to (p47acesa).
    
    P-47 Aces (ver 1.0)
    -------------------
    ROM set changed: yes
    0.106-0.217: p47aces - "P-47 Aces"
    0.218-     : p47aces - "P-47 Aces (ver 1.0)"
    0.219-     : p47acesa - "P-47 Aces (ver 1.0)"
    
    Resolution, 0.106-0.219: 320x224 @ 60.000000Hz
    
    TG Game Entry: https://www.twingalaxies.com/game/p-47-aces/mame/
    Rules, Points [Single Player Only]: https://www.twingalaxies.com/scores.php?scores=78861
    Rules, Points [Two Player Team]: https://www.twingalaxies.com/scores.php?scores=78862
    
    
    P-47 Aces (ver 1.1)
    -------------------
    Note: not currently represented on TG.
    ROM set changed: no.  Added in 0.219.
    0.219-     : p47aces - "P-47 Aces (ver 1.1)"
    
    Resolution, 0.219-     : 320x224 @ 60.000000Hz
    
    Rules: [no current tracks]


    MAME info
    Code:
    mameinfo.dat entries:
    p47aces
    ms32.cpp
    ____________________________________________________________________________________________________________________________________________
    
    0.219 [Derick2k, rtw, trap15]
    
    0.63 [Brian Troha]
    
    0.62 [Testdriver]
    
    
    Artwork available
    
    
    WIP:
    
    - 0.219: Derick2k, rtw and trap15 added P-47 Aces (ver 1.1). Renamed (p47aces) to (p47acesa).
    
    - 0.218: Fixed rom names. Changed description to 'P-47 Aces (ver 1.0)'.
    
    - 0.209: cam900 added note about P-47 Aces brightness are disabled sometimes, see https://youtu.be/PQsefFtqAwA.
    
    - 26th July 2008: Mr. Do - Guru sent me a bunch of scans of instruction cards he did a while ago. For today, we have JPN version of P-47 Aces.
    
    - 0.120u4: Added buttons 3-5.
    
    - 0.106u3: Added missing 'Bonus Life' dipswitch.
    
    - 0.65: Added dipswitches 'Difficulty', 'Lives', 'Demo Sounds', 'Flip Screen', 'Language', 'FBI Logo', 'FG/BG X offset' and 6x 'Unused'. Changed input to 2x buttons.
    
    - 0.63: Brian Troha added 'P-47 Aces' (Jaleco 1995).
    
    -  6th January 2003: Nicola Salmoria decrypted the text layer in P-47 Aces, decrypted the background graphics in all games and emulated the background layer, though the scroll register is not yet emulated.
    
    -  5th January 2003: Brian Troha got P-47 Aces working with redumped ROMs, but it suffers from some graphics glitches like the other Jaleco Mega System 32 games.
    
    - 0.62: Added (Testdriver) P47-Aces.
    
    - 28th June 1999: MetalMan dumped P-47 Aces.
    
    
    LEVELS: 8
    
    
    Romset: 28.8 MB / 20 files / 7.74 zip
    ____________________________________________________________________________________________________________________________________________
    
    0.62 [David Haywood, Paul Priest, Stephane Humbert]
    
    
    Bugs:
    
    - desertwar, p47aces: [possible] The palettes in the object, scroll and rotate test have incorrect palettes. AFruitaDay10122 (ID 07045)
    
    - p47aces, gametngk, hayaosi3, suchie2, kirarast: MegaSystem 32 - Brightness control issues. Haze (ID 03524)
    
    - kirarast, bbbxing, f1superb, suchie2: MegaSystem 32 - Remaining layer problems. Haze (ID 03523)
    
    - gametngk, gratia: MegaSystem 32 - Remaining priority / shadow problems. Haze (ID 03522)
    
    
    WIP:
    
    - 0.230: Added missing save item (machine\jaleco_ms32_sysctrl.cpp) [Osso].
    
    - 0.227: Added machine\jaleco_ms32_sysctrl.cpp/h, mame\etc\gen_device_defs.py and layout\f1superb.lay. Wrote a Jaleco MS32 System Control Unit device [Angelo Salese, Alex Marshall]. Fixed sprite transfer direction bit, removes an ugly per-game table. Fixed drawing honoring the wrong variable and causing a segmentation fault. Correct palette size. Move optional features (YUV, zooming) at init time (video\ms32_sprite.cpp) [Angelo Salese]. Changed VSync to 59.410646 7Hz.
    
    - 0.226: Extend ROZ notes (video\ms32.cpp) [Angelo Salese].
    
    - 0.222: READ/WRITE macros removal [Osso].
    
    - 0.217: Added video\ms32_sprite.cpp/h. Device-fied sprite hardware. Fixed zooming algorithm. Use shorter/correct type values. Verify clock related to XTAL. Fixed sprite delaying [cam900].
    
    - 0.210: Moved sprite gfx rearrange function from machine\jalcrpt.cpp into gfxdecode [cam900].
    
    - 0.208: Removed MACHINE_CONFIG macros [Osso].
    
    - 0.207: Removed QUANTUM_TIME MCFG macro [Osso].
    
    - 0.206: Removed GFXDECODE MCFG macros [Vas Crabb]. Removed TIMER MCFG macros [Osso].
    
    - 0.204: Removed GENERIC_LATCH MCFG macros [Osso].
    
    - 0.199: Identified CPU types and fixed audio CPU clock [cam900]. Changed Z80 CPU2 clock speed to 8MHz.
    
    - 0.195: Minor bankswitching cleanup. Real arcade board can output stereo sound (http://www.nicovideo.jp/watch/sm23743949), it has a second stereo sound connector. Added notes. Allow YMF271 4 channel output. Converted external memory handler to address space. Moved global imperfect_sound tags to device imperfect_features [cam900]. Massive rom name correction for the Jaleco MegaSystem 32 system [Brian Troha, Smitdogg, The Dumping Union].
    
    - 0.194: Improved and cleaned up tile-tile priorities. Fixes title screen in 'Idol Janshi Suchie-Pai II', 'Gratia - Second Earth' intermissions and 'Hayaoshi Quiz Nettou Namahousou' flame screen during attract [Angelo Salese].
    
    - 0.159: Misc cleanup/modernization [Alex Jackson].
    
    - 0.153: Fixed save states in Jaleco Mega System 32 driver and also in Game Paradise [Osso].
    
    - 0.146u1: Unknown primask is not worth a fatalerror [hap].
    
    - 0.143u6: Angelo Salese fixed Jaleco Mega System 32 sound. The actual Mega System 32 PCB mobo only outputs mono sound. There is a connector on the PCB for a second speaker but it is still only in mono (no stereo effects in the music).
    
    - 0.141u4: Added machine\jalcrpt.c/h. Removed machine\ms32crpt.c/h. Breaks some driver entanglements to simplify future driver_device conversion efforts [Atari Ace]: Jaleco decryption code is moved to jalcrpt.c.
    
    - 0.141u3: Added machine\ms32crpt.c/h. Atari Ace moved code to a new file/include to be referenced in multiple drivers (ms32crpt.c/h).
    
    - 0.136u2: David Haywood ensure that RAM and bitmaps are cleared when the Mega System 32 driver is started to avoid 64-bit build crashes. Fixed assertion with Debug Build.
    
    - 0.135u1: Jaleco Mega System 32 update [David Haywood]: Added correct RAM sizes as per Charles McDonald's notes. Implemented priority in the same manner as tetrisp2. Added shadows via custom mixing (gametngk and tetrisp / tp2m32 are much improved). Added the alt tilemap layout used by f1superb for the backgrounds. Added f1superb notes and IRQ generation code from nuapete. Changed palettesize from 32768 to 65536 colors.
    
    -  8th November 2009: David Haywood - I decided to take another look at Jaleco Megasystem 32 because the long-standing priority and shadow bugs were annoying me. I started off by cleaning up the memory map based on notes from Charles MacDonald and adapting the video rendering to use the same priority system as the Tetris Plus 2 driver which at least makes some use of the priority ram (although, not all of it). Using the Tetris Plus 2 priority system at least allowed the shadows to be hidden which made things more playable, however, I wanted to actually render some form of shadows so that they wouldn't be forgotten about completely. From what I was observing it seemed clear that the shadows must somehow be connected to the priority system. My best theory was that they get used if a sprite is placed under the tilemap. I implemented things this way, and found that Game Paradise and the two Tetris games were greatly improved (nothing else actually seems to use Shadows). I don't consider the implemention to be perfect however, as a large amount of the priority RAM still isn't being used, and there are some things being shadowed which probably shouldn't be. Overall it seems like a good improvement, and with a better understanding of the priority RAM I Imagine things could be fixed further. Gratia still has various priority bugs, whch again probably come down to the understanding of the priority RAM. I haven't been able to fix these. While working on this I came to the conclusion that I don't think the standalone Tetris Plus 2 hardware actually supports shadows, only the Megasystem 32 version. If you look at the standalone verison they fake shadow effects by colouring things grey (the 'shadows' on the mode select screen) If the hardware natively supported shadowing they wouldn't need to do this, and the fact that they use proper shadows in the MS32 version suggests the cheaper hardware can't do them. Anyway... some screenshots of how things look post-improvements. There are still many things left to understand about this hardware, the brightness control still bugs me, I believe that's also tied to the priority somehow. There should also be flags to disable tilemaps, disable wrapping on the ROZ layer, change the tilemap dimensions, and various other things. F1 Super Blast still needs an extra ROZ layer hooking up, and simulation of some maths chip that appears to have been added (either to boost performance or for protection) I don't know how to tackle that one.
    
    - 0.131u1: Angelo Salese merged memory maps in the Jaleco Mega System 32 driver.
    
    - 0.129u1: Aaron Giles added new function gfx_element_set_source_clip() to specify a source clipping rectangle for any element. This replaces the nasty hacks that were being used in Mega System 32 driver to achieve similar behaviors.
    
    - 0.129: Kevin Eshbach added placeholders for various PALs on the Jaleco Mega System 32.
    
    - 0.125u4: Added includes\ms32.h.
    
    - 0.120u4: Sonikos cleaned up inputs and added DIP locations in the Jaleco Mega System 32.
    
    -  8th November 2007: Charles MacDonald - 16-bit EPROM Emulator: I've been interested in doing some research on the Jaleco Mega System 32 hardware, which is emulated in MAME but has a few remaining issues. Guru generously donated a "Desert War" board for testing, and now I had to figure out the best way to run my own programs on it. Being a 32-bit system, the two 8-bit EPROM emulators that were developed for the Gaelco "Master Boy" dumping project wouldn't be enough as Desert War uses four 8-bit ROMs. I decided to make a new EPROM emulator based around the IDT7025, a 16K dual-port RAM. What makes this device useful is that it allows control of the individual byte lanes for both ports. This allows the RAM to be interfaced with CPUs of varying bus widths and endianness without any glue logic. On the PCB the left port connects to a FT2232 chip in Host Bus Emulation mode (an 8051-alike bus) and the right port is buffered and goes to headers for DIP cables to plug into two 8-bit ROM sockets of the target board. The real challenge with this project was assembly; the IDT7025 chips I had came in an 84-pin PLCC package. I used a Mill-Max SMT socket to attach the RAM to the board, but this meant soldering the socket to the board using a regular iron. To simplify this process, I increased the pad size of the LCC footprint inward so there was more surface area leading up to the pin pad. This greatly simplified tacking the socket in place, kept solder from bridging with adjacent pins, and made soldering all 84 pins in place a snap. I've tested the first one on a Sega Model 1 board and it works as expected, I was able to re-use the 8-bit ROM emulator code to control it so the software is done. I'll make another and that should be all that's needed to start running test programs on the Jaleco Mega System 32 hardware. I'll also put up the project files (schematic, source code, and instructions) for it soon.
    
    - 0.104u2: Nathan Woods added state save support to the Jaleco MegaSystem 32 and YMF271 sound core.
    
    - 0.97u1: Changed V70 CPU1 clock speed to 20MHz.
    
    - 0.84: Toshiaki Nijiura improved YMF271C sound quality.
    
    - 0.78: More MS32 sound improvements [Tomasz Slanina]. Fixed sound1 rom address to $200000.
    
    - 19th December 2003: Tomasz Slanina improved the sound in Jaleco Mega System 32.
    
    - 13th December 2003: Tomasz Slanina fixed a few things in the Jaleco Mega System 32 driver so that it produces some sound now and partially correct music in most MS32 games (the explosions etc in p47aces and gametngk are fine, which is good because silent shmups suck).
    
    - 12th December 2003: R. Belmont sent in a YMF271 sound core and added it to the Jaleco Mega System 32 driver, but sound doesn't work in it yet.
    
    - 0.77u3: R. Belmont added YMF271 sound core plus very preliminary hook up in Jaleco MegaSystem 32 (only Desert War makes any sound at all and it doesn't really seem to be anytihng like correct, this is probably due to a combination of Z80 communication and banking issues). Added Z80 (4MHz) CPU2 and YMF271 stereo sound.
    
    - 0.75: Fixed another V60 bug introduced in 0.74u2 which broke the V70 games [Kobat, Olivier Galibert].
    
    - 0.65: Major improvements to the Jaleco Mega System 32 games [Nicola Salmoria]. Fixed gfx1 roms addresses.
    
    -  8th February 2003: Nicola Salmoria sent in a update to the Jaleco Mega System 32 driver, adding the ROZ layer and fixing a lot of problems in the graphics emulation.
    
    -  7th February 2003: Stephane Humbert and David Haywood improved the inputs and dipswitches in the Jaleco Mega System 32 driver.
    
    -  7th January 2003: R. Belmont added scrolling to the background graphics in the Jaleco Mega System 32 driver but it doesn't work perfectly yet.
    
    - 0.62: Added ms32.c driver and vidhrdw\ms32.c. TODO: Decrypt BG graphics. Hook up other layers (Doing Point 1. will help), hooked up roz layer pjp / dh, isn't 100% right, can be split into two tilemaps? There is a hack which shows most of the bg's in gratia, bbbxing still has problems with the bg's as does gametngk etc. Z80 + sound bits. Sprite zooming, partly done pjp, needs some gaps fixing. Re-add priorities. Get other games working. Fix anything else (Palette etc.). Replace CPU divider with Idle skip since we don't know how fast the v70 really is (cpu timing is ignored)... Mirror Ram addresses? Game Paradise seems to need some kind of shadow sprites but the only difference in the sprite attributes is one of the priority bits, forcing sprites of that priority to be shadows doesn't work.
    
    -  6th October 2002: Stephane Humbert fixed the dipswitch settings in the working games in the Jaleco Mega System 32 driver.
    
    -  5th October 2002: Additionally, the foreground layer in the Jaleco Mega System 32 driver was completely fixed two days ago but the screenshots were from an earlier version of the driver. Ryuusei Janshi Kirara Star was also added to the Jaleco Mega System 32 driver but it crashes fairly quickly in the game.
    
    -  3rd October 2002: Small progress was reported on the Jaleco Mega System 32 graphics emulation, another graphics layer is now partially emulated.
    
    - 28th September 2002: Paul Priest added sprite and background zooming to the Jaleco Mega System 32 driver, Stephane Humbert fixed the dipswitches in Desert War and David Haywood cleaned up the driver.
    
    - 25th September 2002: David Haywood sent in a preliminary Jaleco Mega System 32 driver with support for Desert War, Gratia, Game Tengoku - The Game Paradise, Tetris Plus, Best Bout Boxing and F1 Super Battle, although the graphics emulation is incomplete and there is no sound.


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