M.A.M.E. - The King of Dragons [World 910711] - Points [Single Player Only] - 4,142,800 - Salim Farhat

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  1. M.A.M.E. - The King of Dragons [World 910711] - Points [Single Player Only] - 4,142,800 - Salim Farhat

    01-12-2022, 09:28 PM

    Points [Single Player Only]
    WolfMame version

    ROMSet: 0.106 - 0.140u1: 'kod' (The King of Dragons [World 910711])
    0.140u2 - 0.227: 'kodr1' (The King of Dragons [World 910711])
    Play Mode: 3 Players
    Unused: Off [All]
    Difficulty: 3 (Normal)
    Lives: 2
    Bonus Life: 100k and every 450k
    Free Play: Off
    Freeze: Off
    Flip Screen: Off
    Allow Continue: No
    Game Mode: Game
    Special Rules: This is a Single Player ONLY Variation! You may freely choose your character. Continues are NOT allowed!

    Submission Message
    I decided to see if I can points press at the beach section again... I learned what to do (I think) but I realized that I may have progressed to a point (by accident and unknowingly) where the werewolf crossbowmen seemed to reset in how fast they come. This cost me dearly as I did not get enough points for that extra life.

    Still... I did break my previous record then and there and am back in 2nd place. I'll be making more attempts to get back to number 1!

    Attached Files Attached Files
    Thanks JJT_Defender thanked this post
    Likes JJT_Defender liked this post
  2. 01-13-2022, 10:34 AM
    At least you've tried your best! :) I'll be looking forward to break that 14 million soon at MARP.
    Undisputed Champ on Kicker, XmvSF and Mario Bros on NES Mini and Multi-Cade of 4.3 Million.
  3. 01-19-2022, 10:42 PM
    Giving an update. I made an attempt at 6.22 million. one million less than what is needed... but holy molly, this is REALLY hard to make it to that score. I decided to abort at one point to get more practice to make sure that I could at least handle the rest of the game... which was fine, because I sure did beat the game with relative ease (still got it! HA!).

    I will need to make WolfMame-106 work on my computer (it is incredibly hard to get it to run!) so I can run the INP file of the 14 million score and dissect what they did.
    Thanks JJT_Defender thanked this post
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  4. 01-19-2022, 10:51 PM
    Bah! I cannot edit my messages still.

    OK. I FINALLY got Mame 0.106 to work and I appear to be running the correct recording (albiet I am using KOD and not KODR1. But that is accurate as the KODR1 was not required for MAME 0.106). The INP file is running. So far I am seeing the first level and some rather unconventional gameplay (to be expected).

    Also apparently the elf can moonwalk...
  5. 01-21-2022, 10:57 AM
    The following analysis is neither exhaustive nor conclusive,
    and is not confirmation that this submission is valid.

    Starting check.bat on 21/01/2022 at 19:30:26.09

    ZIP test
    7-Zip 19.00 (x64) : Copyright (c) 1999-2018 Igor Pavlov : 2019-02-21
    Scanning the drive for archives:
    1 file, 984056 bytes (961 KiB)
    Testing archive: F:\Analysis\zip\_kodr1_4142800_w234.zip
    Path = F:\Analysis\zip\_kodr1_4142800_w234.zip
    Type = zip
    Physical Size = 984056
    Everything is OK
    Size:       1012803
    Compressed: 984056

    ZIP list
    7-Zip 19.00 (x64) : Copyright (c) 1999-2018 Igor Pavlov : 2019-02-21
    Scanning the drive for archives:
    1 file, 984056 bytes (961 KiB)
    Listing archive: F:\Analysis\zip\_kodr1_4142800_w234.zip
    Path = F:\Analysis\zip\_kodr1_4142800_w234.zip
    Type = zip
    Physical Size = 984056
    Path = _kodr1_4142800_w234.inp
    Folder = -
    Size = 1012803
    Packed Size = 983876
    Modified = 2022-01-13 05:29:57
    Created = 2022-01-12 23:09:00
    Accessed = 2022-01-13 06:11:24
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 44103E5F
    Method = Deflate
    Characteristics = NTFS
    Host OS = FAT
    Version = 20
    Volume Index = 0
    Offset = 0

    MAME Major Version 234

    What MAME thinks
    Input file: kodr1.inp
    INP version 3.5
    Created Thu Jan 13 04:53:03 2022
    Recorded using 0.234W (wolf234)
    Total playback frames: 131985
    Average recorded speed: 99%
    Average speed: 281.62% (2233 seconds)

    Source driver

    ROM and TG information
    ROM set changed: yes
    0.106-0.140u1: kod - "The King of Dragons (World 910711)"
    0.140u2-0.205: kodr1 - "The King of Dragons (World 910711)"
    - 0.140u2: cacis, Smitdogg and The Dumping Union (Team CPS-1) added The King of Dragons (World 910805). Renamed (kod) to (kodr1).
    [from cps1.c]
    - 0.148u5: Andrew Gardner added QSound internal DSP ROM to the device. Added DSP16 (4MHz) CPU3. Sonikos fixed 'Difficulty' dipswitch which has in the tab menu values from 1 (easiest) to 8 (hardest) but in the game's menu it's from 0 to 7.
    Resolution, 0.106-0.126: 384x224 @ 60.000000Hz
    Resolution, 0.127-0.147: 384x224 @ 59.610000Hz
    Resolution, 0.148-0.152: 384x224 @ 59.629403Hz
    Resolution, 0.153-0.205: 384x224 @ 59.637405Hz
    TG Game Entry: https://www.twingalaxies.com/game/th...d-910711/mame/
    Rules, Points [Single Player Only]: https://www.twingalaxies.com/scores.php?scores=14460
    Rules, Points [Two Player Team]: https://www.twingalaxies.com/scores.php?scores=14461
    Rules, Points [Three Player Team]: https://www.twingalaxies.com/scores.php?scores=14462
    NOTE: from 0.148u5 onwards, Difficulty settings have been relabelled. Verify with caution.

    MAME info
    'kodr1' is clone of 'kod'
    mameinfo.dat entries:
    0.140u2 [cacis, Smitdogg, The Dumping Union]
    0.34b6 [Paul Leaman]
    0.34b4 [Testdriver]
    Artwork available
    - Original PCB videos. Smitdogg (ID 04017)
    - 0.221: TwistedTom added KD29B pld dump to kod and KR22B pld dump and gfx mapper to clone kodja.
    - 30th June 2019: Mr. Do - We have King of Dragons, with complete artwork for the marquee, bezel and control panel, thanks to Lord Hiryu from Arcade Forever. Much of this was thanks to pencil drawings contributed by Buyatari at KLOV, which were then traced and colored in. Very amazing work on this one. We still do not have the instruction sticker that goes with this version of the bezel today; hopefully it will turn up later at some point.
    -  8th June 2018: Smitdogg - Bonky dumped PALs from The King of Dragons.
    - 0.198: Sergio Galiano and Recreativos Piscis added clone The King of Dragons (World 910731).
    - 0.147u4: Barry Harris fixed sound in clone 'The King of Dragons (bootleg)'. Added notes and fixed flashing when hit instead of disappearing.
    - 0.140u2: cacis, Smitdogg and The Dumping Union (Team CPS-1) added The King of Dragons (World 910805). Renamed (kod) to (kodr1).
    - 12th November 2010: Smitdogg - Thanks to cacis we dumped The King of Dragons (World 910805).
    - 0.139u2: Kevin Eshbach, takearushfan, M. De Pasquale, Smitdogg and The Dumping Union added clone The King of Dragons (Japan 910805, B-Board 89625B-1), using split roms and fixed labels and confirmed PCB infos (an old PCB rev). Changed description of clone (Japan 910805) to 'The King of Dragons (Japan 910805, B-Board 90629B-3)'.
    - 0.139: Changed description of clone (US 910910) to 'The King of Dragons (USA 910910)'.
    - 0.126u5: Added A-board plds (buf1, ioa1, prg1, rom1 and sou1).
    - 0.126u1: David Haywood moved clone The King of Dragons (bootleg) to Final Crash driver (which will probably end up being the home of the CPS1 bootlegs).
    - 0.126: David Haywood replaced The King of Dragons (bootleg) (kodb) set with complete dump from known bootleg board (different gfx rom layout).
    - 24th September 2007: Mr. Do - Some more instruction cards courtesy of Tormod: The King of Dragons.
    - 11th November 2006: f205v dumped The King of Dragons (bootleg).
    - 0.73: Changed 'Unknown' dipswitches to 'Unused'.
    - 0.70u5: Inigo Luja fixed 'Bonus Life' dipswitch in clone The King of Dragons (US 910910).
    - 0.63: Added 'Game Mode' dipswitch. Removed 3rd button. Changed description to 'The King of Dragons (World 910711)' and clones (US) to 'The King of Dragons (US 910910)' and (Japan) to 'The King of Dragons (Japan 910805)'.
    - 0.37b9: Added clone The King of Dragons (US).
    - 28th December 1999: Nicola Salmoria fixed the colors in clone The King of Dragons (bootleg).
    - 0.35b2: Nathan Barber added clone The King of Dragons (Japan). Changed parent descriptions to 'The King of Dragons (World)' and clone (bootleg) to 'The King of Dragons (bootleg)'. The King of Dragons is now playable.
    - 0.34b6: Paul Leaman added 'King Of Dragons (World)' (Capcom 1991) and clone (bootleg).
    - 0.34b4: Paul Leaman added (Testdriver) King Of Dragons.
    LEVELS: 16
    Other Emulators:
    * Calice
    * Callus
    * FB Alpha
    * HBMAME
    * Kawaks
    * Nebula
    * RAINE
    Romset: 5.31 MB / 28 files / 2.19 zip
    0.31 [Paul Leaman]
    - CPS1/CPS2 Street Fighter series: Background graphic glitch. wuemura (ID 06986)
    - 0.238: Fixed small issue with stars palette cycling (video\cps1.cpp) [Loic Petit]. Changed input update method to not use PORT_RESET (machine\upd4701.cpp) [AJR].
    - 0.229: Initialized some variables which were causing incorrect behaviors in DRVNOCLEAR debug builds [Osso].
    - 0.227: Removed usage of octal literals, probably a typo (video\cps1.cpp) [hap].
    - 0.222: Fixed scroll offset for various SF2 bootleg sets (video\cps1.cpp) [TwistedTom]. READ/WRITE macros removal [Osso].
    - 0.221: Added cps-b-03 id register. Added PAL dumps and PAL verification etc [TwistedTom].
    - 0.215: Fixed some unsafe bitmap usage in video update routines causing tilemap asserts in debug builds and segmentation faults in some non-debug builds [AJR].
    - 0.212: Moved palette init into machine_config [cam900]. Made use of the standard romentry.h macros [Osso].
    - 0.209: Don't access extra I/O ports if they're not configured (video\cps1.cpp) [hap].
    - 0.207: Removed MCFG macros [Osso]. Removed unnecessary arguments in handlers [cam900].
    - 0.206: Removed TIMER MCFG macros [Osso].
    - 0.204: Removed YM2151 and GENERIC_LATCH MCFG macros [Osso].
    - 0.203: Removed UPD4701 MCFG macros [Osso].
    - 0.201: Q-Sound: Added device_clock_changed [smf]. Saturate ROM offsets (sound\qsoundhle.cpp). Apply ADPCM sample bank (sound\qsound.cpp) [superctr]. Added improved qsound_hle core. Use ROM lookups instead of copying tables at init and use enums for most DSP ROM addresses. Replacing memset at the cost of legibility (sound\qsoundhle.cpp) [Lord Nightmare]. Removed EEPROM MCFG macros [Ryan Holtz].
    - 0.198: Separated state class for CPS2 [AJR].
    - 0.196: Improved DSP16 disassembler - less ambiguous, more like the manual (cpu\dsp16\dsp16dis.cpp). Cycle-accurate DSP16 core (disabled in QSound for performance reasons) [Vas Crabb]. Changed QSound (HLE) sound clock speed to 60MHz. Removed DSP16A CPU3.
    - 0.193: Substituted IOC1 PAL logically equivalent replacement with real dump from an unprotected device [Porchy, The Dumping Union].
    - 23rd December 2017: Smitdogg - We got huge load of CPS1 hardware sent to Phil B. to improve the emulation.
    - 0.187: Interrupt acknowledge routine based on schematics [AJR].
    - 0.186: Updated QSound/DL-1425 ROM and comments with corrections from recent decap [Lord Nightmare, Siliconpr0n, superctr, Quench].
    - 0.180: Changed the DSP16A disassembler to use 'std::ostream &' internally [Nathan Woods]. Fixed a bug in DSP16 caused by incorrect use of macro [Vas Crabb].
    - 0.160: Documentation update [Brian Troha].
    - 0.159: Added video measurements notes by Charles MacDonald (includes\cps1.h) [hap].
    - 0.153: Cleanup (includes\cps1.h) [Osso]. Willow, Strider and Ghouls'n Ghosts have some changed factory setting defaults as stated from manual. Also noted differences in bonus live coverage where applicable [Tafoid]. Cleanup QSound. No practical changes here except that i removed support for LOG_WAVE raw sound filewriting. Updated soundstream before writing (tsk). Reg 3 is key on. Small fix to sample start and loop. Guru measured qsound music timing. Modified CPS1 video params [hap]. Eliminate pointless planar-to-chunky conversion of gfx ROMs, just decode them as-is [Alex Jackson]. Changed VSync to 59.637405 Hz.
    - 0.148u5: Andrew Gardner added QSound internal DSP ROM to the device. Added DSP16 (4MHz) CPU3. Sonikos fixed 'Difficulty' dipswitch which has in the tab menu values from 1 (easiest) to 8 (hardest) but in the game's menu it's from 0 to 7.
    - 0.148u3: CPS1 cleanup and notes. Fixed crash in debug build [Robbbert].
    - 0.148u2: Fixed missing line (sf2dongb) in cps1_config_table [David Haywood]. CPS1 [Team CPS-1]: Documented several games which have roms that have one a 1-byte difference, now known to be confirmed good and simply an older revision. Thanks goto Bonkey0013, Kold666, Stefan Lindberg and others for the cooperation and board investigations. Restored back the rom parts removed in previous updates because they needed to be documented and added the missing ones of the recently dumped 3wondersr1.
    - 0.148u1: Added machine\kabuki.h. CPS1 modernisation. Splitted kabuki (decoding functions) from cps1.h [Robbbert].
    - 0.148: Modernize the QSound device. Added DSP16 registers and implemented the goto opcode. Added DSP16 16-bit immediate load opcode. Fixed reset behavior. Code reorganization [Andrew Gardner].
    - 0.147u4: CPS-1 update [Team CPS-1]: Updated and realigned games table in the CPS1 video driver. Minor fixes. Small cleanup [hap].
    - 0.147u1: Changed CPS-1 video timings to SCREEN_RAW_PARAMS [Angelo Salese]. Changed VSync to 59.629403 Hz.
    - 0.145u5: CPS-1 update [Team CPS-1]: Fixed some labels in various sets to match real PCBs, added some documentation notes and confirmed PCB infos. Reordered sf2cejx sets.
    - 0.145u4: CPS-1 update [Team CPS-1]: Added some notes and done some documentation fixes. Expanded and updated games table in video\cps1.c. Removed the notes about LW-13.10D ROM in forgottnu and RT_23.13B ROM in wonder3, since current dumps are confirmed as good. Fixed qad labels and confirmed PCB infos.
    - 0.144u7: Aaron Giles fixed U.N. Squadron and other CPS1 games with OOB tiles and strange behavior while single frame stepping.
    - 0.144u3: CPS-1 update [Team CPS-1]: Added LWCHR.3A, ST22B.1A, STF29.1A, TK22B.1A, VA24B.1A and YI24B.1A PALs. Minor cleanups and fixes.
    - 0.144u2: CPS-1 update [Team CPS-1]: Minor cleanups and fixes.
    - 0.144u1: CPS-1 update [Team CPS-1]: Added PCB infos to video\cps1.c. Added some documentation notes to various sets. Minor cleanups and fixes.
    - 0.142u4: Joe Caporale gave labels to many inputs in CPS1 games.
    - 0.141u2: CPS-1 update [Team CPS-1]: Added Tenchi wo Kurau (Japan Resale Ver.). Confirmed B-Board # for chikij, added ROMs positions, PALs and some PCB infos to video\cps1.c. Fixed sf2uk labels and added PCB infos. Identified and documented willowje as an early and genuine USA release, added a note and renamed willowje -> willowo. Verified and fixed XTALs of Japan Resale Versions to work at 12MHz, they all use DASH A-Boards. Minor cleanups and fixes. A new WE DSP16A CPU disassembler [Andrew Gardner].
    - 24th January 2011: Dr. Decapitator - The Capcom DSP16A (#17 on the status page) has been decapped.
    - 0.140u2: CPS-1 updates [Team CPS-1]: Confirmed B-Board # for forgottnua, willowje, cawingu, fixed their labels where wrong and added PCB infos to video\cps1.c. Minor cleanups and fixes.
    - 0.139u2: CPS-1 update [Team CPS-1]: Minor cleanups and fixes.
    - 18th August 2010: Smitdogg - The box of Capcom goodies arrived today from Japan. They are Japanese versions of Knights of the Round, Willow, and King of Dragons. In Willow's case we got it to correct the current set using incorrect roms. But for the other 2, yet again, the program rom labels indicated new versions we don't have dumped and so far look to be matching currently dumped sets, or at least doing some mixmatching with program roms and different sizes on graphics roms. I'm not really sure yet to be honest, they aren't fully dumped yet. You'll see why when you see how many roms they use. I'll finish dumping them all tomorrow.
    - 10th August 2010: Smitdogg - We won the Capcom games that I was raising money for a few days ago. They should arrive in about a week. There is other oldschool Capcom news on the way as well.
    - 0.139u1: CPS-1 update [Team CPS-1]: Expanded and updated games table in video\cps1.c. Confirmed B-Board # for 3wondersu and varth. Fixed labels in ghouls, ghoulsu to match real PCBs. Removed 14.bin in dynwarj, it was a bad dump. Marked nm_23.12b in nemoj BAD_DUMP. Removed knightsj set (roms were split & hacked to work on a suicided board). Added roms relationship between parent/clones where missing. Fixed some incorrect notes added in previous update. Reordered some sets. Minor cleanups. Fixed sf2ceua labels and added PCB infos. Fixed sf2ceub labels and added PCB infos, removed 1 incorrect rom and replaced with proper redump done by Dumping Union. Fixed punisher and punisheru Q-Sound labels and added D-Board PALs. Brian Troha set correct B-Board mapper for "resale" kits. This fixes missing graphics in Area 88 (Japan Resale). Documentation update for some CPS1 sets (B-Board chip information) verified via Team Japump PCB photos [Brian Troha].
    -  1st August 2010: Smitdogg - Team Japump are dumping/fixing some CPS1 revisions. I got our bids in for the other needed Capcom revisions.
    - 0.139: CPS-1 update [Team CPS-1]: Added missing PALs as reference to most of remaining sets. Dumped and added TK24B1.1A to Dynasty Wars [Corrado Tomaselli]. Fixed LW-13.10D rom loading in Forgotten Worlds to match real PCB. Identified, verified and documented a ton of PCBs, adding/fixing missing/wrong infos as ROMs labels and positions, B-Board, C-Board and CPSB IDs and PALs [Stefan Lindberg, dlfrsilver, MKL]. Reordered all sets per release date in cps1.c and video\cps1.c. Updated games table in video\cps1.c and added some notes on PALs table. Minor cleanups.
    - 0.136u1: Fabio Priuli fixed NVRAM for dino, punisher, wof and clones.
    - 0.135u4: Fabio Priuli added driver data struct and save states to CPS1 driver.
    - 0.133u3: Corrado Tomaselli verified and added correct xtals values for CPS1 boards. Added correct xtal and divisor for OKI6295 taken from Forgotten Worlds schematics.
    - 0.129u4: Nicola Salmoria fixed a contact MAMEDEV messasfbonus.cge in the CPS1 driver.
    - 0.128u4: Updated CPS1 documentation [Nicola Salmoria].
    - 0.127u1: Additional input port cleanups in the CPS1 driver [Fabio Priuli].
    - 0.127: Nicola Salmoria updated CPS1 to use proper gfx ROMs (+ PALs) for Varth (Japan 920714), and to load correct A-Board PALs for QSound games.
    - 0.126u5: Corrado Tomaselli and Charles MacDonald added reverse engineered PLD images to CPS1 games (A-board to all and B-board and C-board to many).
    - 0.126u4: Corrado Tomaselli verified and corrected CPS1 refresh rate. Changed VSync to 59.610000 Hz.
    - 0.125u6: Corrado Tomaselli changed all games after Street Fighter 2 CE to have a 12MHz clock. Verified on Mega Man and Quiz & Dragons (original kits with plastic case). I am resonably sure all the other games after ST2CE have the DASH CPS1 board with 12MHz clock.
    - 0.125u3: David Haywood fixed duplicate input port bits in CPS1 driver.
    - 0.124u5: Massive update to ROM naming in the CPS1 driver, also loading smaller EPROMs for Japanese sets instead of the larger mask ROMs where possible. Added information about B-Board revisions where possible. There is still work to do on this regard but this is a first step in untangling the mess [Nicola Salmoria]. Nicola Salmoria and Corrado Tomaselli verified more CPS1 gfx ROM mappings against PALs. Fixed rom names in all games.
    - 0.124u4: Further CPS1 improvements [Nicola Salmoria, Corrado Tomaselli, Charles MacDonald]: Fixed layer enable at the end of stage 4 in Varth. Increased Varth CPU clock to 12MHz to reduce slowdowns (the game was released after sf2ce so the faster A-board was available). Verified more gfx rom mappings against PAL dumps (thanks to Corrado). Verified memory maps using A-board PAL dumps (thanks to Charles). Separated the address ranges for CPS-A and CPS-B customs. This finally clarifies why some registers are fixed and some change with every game. Identified three new unknown registers in the CPS-B-21 custom. Their purpose is unknown. All unhandled accesses to CPS-A/CPS-B registers will now be reported. There shouldn't be any left. Look out for "contact MAMEDEV" popups. Cleaned memory maps. Moved Forgotten Worlds special input memory handlers to DRIVER_INIT. Moved extra input handlers to video\cps1.c since the extra connectors are on the C-board. Added sound to Final Crash. Lowered SF2 clock speed to 10MHz. This is on the assumption that, since the 12MHz A-Board is called "89626A-4 DASH", it should have started to be used with SF2 DASH--that is, sf2ce.
    - 0.124u3: Nicola Salmoria and Corrado Tomaselli fixed CPS1 palette control register to match tests on Magic Sword PCB. Nicola Salmoria verified several CPS1 graphics ROM mappings against PAL dumps. Nicola Salmoria merged CPS1, CPS2 memory maps and some tweaks from schematics, though to get perfect memory maps dumps of the A-board PALs would be needed.
    - 0.124u2: Verified some CPS-1 GFX rom mapping tables against PAL dumps. Improved understanding and emulation of palette related registers [Nicola Salmoria, Corrado Tomaselli]. Nicola Salmoria removed CPS1 tile kludges and replaced with per-game ROM mapping tables. Ideally, the ROM mapping should be derived from mapping of the PALs found on the B board. Note that this is a significant change and some new bugs might be caused by it. Unlike previous bugs, where extra garbage tiles would appear in the games, the new bugs would be tiles or sprites MISSING--so they will be harder to notice. This would happen because in some cases the 16x16 regions of the gfx ROMs can be used by both scroll2 and sprites, while in other cases they must be separated.
    - 0.124u1: Nicola Salmoria fixed CPS1 background color. This fixes 3wonders (game start) and mtwins (explosion during attract). It seems to break Varth, however and has dubious effects on the boot sscreens of avsp, sfa3 and possibly other CPS2 games. Changed palettesize to 3072 colors.
    - 0.122u8: David Haywood fixed the CPS driver to at least display the correct clock in the driver info, by degrading the clock through alternate means.
    - 0.121: Vas Crabb updated the DIP locations for all games in the CPS-1 driver.
    - 0.114u2: Couriersud fixed crash if you attempt to view graphics page 4.
    - 0.114: Aaron Giles fixed MAME crashed if you do a hardware reset in CPS-1.
    - 0.112u3: MAME Italia forum connected brightness support on the CPS1 board (not just CPS2) after verifying that the real board does support it.
    - 0.109: Input port cleanup and additional comments in the CPS1 driver [Stephane Humbert].
    - 0.105u1: David Haywood updated CPS-1 driver to more accurately draw tilemaps, based on evidence from a board with mixed ROMs.
    -  5th April 2006: David Haywood - A guy called Murray posted on the MAME.net and neo-geo.com forums about a problem he was having with his Final Fight PCB. The problem looked like it might be due to a mix of Japanese and US roms as the Japanese roms don't contain a full Winners Don't Use Drugs Logo. He got a friend to dump the socketed roms on the PCB and sure enough the socketed graphic roms matched the Japanese set in MAME. This set, being a newer US revision was then plugged into MAME (ffightua in 0.105) but there was something wrong. MAME displayed the Winners Don't Use Drugs screen perfectly with this mixed set of roms. At this point I wondered if maybe one or both of his Mask Roms were also from a Japanese revision so I loaded the US set with an entire set of Japanese GFX. The logo was broken, but not in the same way as the PCB. For a while this was rather confusing, it must be getting the Japanese characters from somewhere, but the only place they exist are in the Japanese roms, and it would appear the text layer graphics aren't used in them when running the US set. No matter what I tried to change in terms of the roms I couldn't reproduce the exact problem shown. Then I remembered, MAME had some code to force the 8x8 text layer characters to always be drawn from the Left Hand Side of each 16x16 tile (apparently for Carrier Air Wing...) but the left and right sides of almost every 16x16 character used for the 8x8 layer were identical. The screenshot made it quite obvious that the real hardware does not always draw the left hand side of the tile, but instead alternates from left side to right side for every column on the display. By implementing this behavior in MAME I was able to reproduce the same glitch shown on the real PCB when mixed roms are used. I suspect the problem with Carrier Air Wing which resulted in the left hand side always being used is another problem, the CPS video hardware is full of strange little hacks for the early CPS games anyway. The change will hopefully be in 105u1, I can't see anything broken by it, but some testing would be helpful.
    - 0.101u1: Phil Bennett corrected CPS1 frequencies based on measurements from a real PCB. Changed Z80 CPU2 clock speed to 3579545 Hz and YM2151 to 3579545 Hz. Changed 68000 CPU1 clock speed to 12MHz and Z80 CPU2 to 8MHz in games with Q-Sound.
    - 0.94u2: Aaron Giles fixed CPS1 QSound routing.
    - 0.93u1: Aaron Giles changed OKI frequency to 7576Hz in the CPS1 games. Properly removed YM2151 in the QSound games.
    - 0.93: Changed OKI6295 clock speed to 6061 Hz.
    - 0.73: Fixed some dipswitches in all games.
    - 0.70u2: Some CPS1 dipswitch / input fixes [El Condor].
    - 13th December 2002: Stephane Humbert fixed the inputs in the CPS-1 driver.
    - 0.57: Fixed missing 'MAGIC SWORD...OTHER COUNTRY' and 'INSERT COIN' text in Magic Sword and Varth.
    - 0.53: Moved drivers\cps1.h to includes\.
    -  7th May 2001: Chack'n cleaned up the CPS-1 driver romset definitions a little.
    - 21st February 2001: Nicola Salmoria added buffering to the keyboard input code, allowing more than two keypresses at the same time. This fixes Zangief's spin in Street Fighter 2.
    - 10th January 2001: Paul Leaman added the necessary modifications to the CPS-1 driver to allow CPS-2 emulation.
    - 30th September 2000: Darren Olafson fixed a bug that prevented sf2accp2 from working.
    - 0.37b6: Changed palettesize from 2048 to 4096 colors.
    - 27th August 2000: Nicola Salmoria perfected the CPS-1 starfield graphics emulation (used in Forgotten World and Strider).
    - 21st August 2000: Nicola Salmoria added preliminary starfield emulation to the CPS-1 driver.
    - 10th August 2000: Nicola Salmoria fixed the protection bugs in Slam Masters.
    - 0.37b5: Removed vidhrdw\cps1draw.c.
    - 14th July 2000: Nicola Salmoria fixed some CPS-1 graphics problems.
    - 10th July 2000: Nicola Salmoria fixed the protection problems in Slam Masters.
    -  5th June 2000: Paul Leaman added Warriors of Fate to the CPS-1 driver.
    - 28th December 1999: Paul Leaman removed another kludge from the CPS-1 video driver.
    - 27th December 1999: Paul Leaman added protection work-around to Slam Masters and did some other CPS1 fixes.
    - 19th November 1999: CAB fixed some sound related things in CPS-1 driver.
    - 0.36b12: Changed Z80 CPU2 clock speed to 6MHz.
    - 0.36b11: Changed sndhrdw\cpsq.c to sound\qsound.c/h.
    - 0.36b8: Bryan McPhail fixed sprite lag in CPS1. Nicola Salmoria added vh_eof_callback to the MachineDriver structure. See cps1 for usage examples.
    - 18th October 1999: Bryan McPhail sent in a general sprite lag fix, helping CPS-1 games at least.
    - 0.36b1: Added vidhrdw\cps1draw.c. Paul Leaman fixed bad tiles in some CPS1 games.
    -  8th July 1999: Paul Leaman sent another CPS1 video driver update with all the garbage hopefully gone.
    - 0.35: Added sndhrdw\cpsq.c.
    -  3rd July 1999: Paul Leaman fixed several CPS-1 graphics problems such as the missing van in Punisher and some others.
    - 30th June 1999: Paul Leaman sent a new CPS-1 driver with stub functions for the Qsound system. It doesn't play anything yet, but simple sample playing shouldn't be far off.
    - 0.35RC1: Brian Lewis and Andrea Mazzoleni added new tweaked VGA modes: 384x240 (for CPS1, Pang etc.), 384x256 (for Lode Runner etc.), 336x240 (for Gauntlet and other Atari games) and 320x240 (for NeoGeo and others).
    - 0.35b13: Removed machine\cps1.c.
    - 0.35b4: Added machine\kabuki.c.
    - 23rd February 1999: The CPS1 driver should now have mostly correct row scrollings and priorities.
    - 0.35b3: CPS1 games are being worked on, they are temporarily slower but accuracy is improved.
    - 13th February 1999: More progress on the CPS1 driver. Some of the later CPS1 games utilizing the Q-sound system are now working (such as Cadillacs & Dinosaurs, Punisher and Warriors of Fate), and a few minor bugs have been fixed. No sound though, because the Q-sound roms are encrypted.
    - 0.35b2: Sound fade timer ports in the CPS1 games (see Willow's Test mode for an example). Improved row scrolling in Street Fighter 2, plus several other fixes to the CPS1 games [Paul Leaman].
    - 0.33b7: The CPS1 games use the dynamic palette system [Aaron Giles].
    - 0.33b2: Paul Leaman improved speed in the CPS1 games.
    - 0.31: Added cps1.c/h driver, machine\cps1.c and vidhrdw\cps1.c.

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