M.A.M.E. - Spider-Man: The Videogame [World] - Points [Two Player Team] [HARDEST SETTINGS] - 651,410 - Sergio Bucciarelli

Is this Performance Claim Valid?

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  1. M.A.M.E. - Spider-Man: The Videogame [World] - Points [Two Player Team] [HARDEST SETTINGS] - 651,410 - Sergio Bucciarelli

    11-18-2021, 07:37 PM

    Points [Two Player Team] [HARDEST SETTINGS]
    WolfMame version
    ROMSet: SpidManInternalsettings:-----------------Game Difficulty: 8Initial Vitality: 200Monitor Flip: NormalCabinet Type: 4PStart Button: UseHardest internal settings for this title ( Game difficulty 8 + Initial vitality 200 ).This is a Two Player Team Variation! You may freely choose your character.Continues are NOT allowed!--=**FOR POTENTIALLY FASTER VERIFICATION**=--Members of the adjudicating user base who assist the community in MAME INP file analysis have requested that submitters consider the below community recommendations -Submitters should use MAME version 183 or higher, preferably 183 or 220.Submitters should name their inp and zip file in the following manner:xxx_yyy_score_zzzExample:elf_bosco_588800_w 183.inp inpelf_bosco_588800_w183 zip fileso name the inp the same as the zipxxx your initialsyyy rom namezzz version of wolfmame_separatorMore community info on the MAME verification process:Sample MAME Verification ProcessCommunity Wiki Exploring MAME History for the TG Rules:Exploring MAME history for TG rules
    Submission Message
    another record !!
    thanks for analyse and voting!!

  2. 11-19-2021, 02:11 AM
    here INP file
    Attached Files Attached Files
  3. 12-11-2021, 03:44 AM
    Player 1 score is 385,750.
    Player 2 score is 265,660.
    The sum of 385,750 plus 265,660 is 651,410.

    Waiting for MAME analyst.
  4. 12-11-2021, 03:59 AM
    Input file: SGO_ECW_spidman_651410_hardest_w220.inp
    INP version 3.5
    Created Sun Apr 25 08:35:20 2021

    Recorded using 0.220W (wolf220)
    unzip: NUL.zip couldn't find ECD
    un7z: error opening NUL.7z as 7z archive (17)
    Total playback frames: 142101
    Average recorded speed: 99%
    Average speed: 411.08% (2370 seconds)
    Attached Images Attached Images   
  5. 12-12-2021, 09:01 AM
    Thanks you Luigi !!!
  6. 12-12-2021, 09:02 AM
    thanks Evan!
  7. 01-24-2022, 08:38 AM
    The following analysis is neither exhaustive nor conclusive,
    and is not confirmation that this submission is valid.

    Starting check.bat on 24/01/2022 at 15:59:29.99

    ZIP test
    7-Zip 19.00 (x64) : Copyright (c) 1999-2018 Igor Pavlov : 2019-02-21
    Scanning the drive for archives:
    1 file, 486728 bytes (476 KiB)
    Testing archive: F:\Analysis\zip\SGO_ECW_spidman_651410_hardest_w220.zip
    Path = F:\Analysis\zip\SGO_ECW_spidman_651410_hardest_w220.zip
    Type = zip
    Physical Size = 486728
    Everything is OK
    Size:       806910
    Compressed: 486728

    ZIP list
    7-Zip 19.00 (x64) : Copyright (c) 1999-2018 Igor Pavlov : 2019-02-21
    Scanning the drive for archives:
    1 file, 486728 bytes (476 KiB)
    Listing archive: F:\Analysis\zip\SGO_ECW_spidman_651410_hardest_w220.zip
    Path = F:\Analysis\zip\SGO_ECW_spidman_651410_hardest_w220.zip
    Type = zip
    Physical Size = 486728
    Path = SGO_ECW_spidman_651410_hardest_w220.inp
    Folder = -
    Size = 806910
    Packed Size = 486516
    Modified = 2021-04-25 08:14:51
    Created = 2021-04-11 10:00:54
    Accessed = 2021-04-11 10:00:54
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 22E41AD2
    Method = Deflate
    Characteristics = NTFS
    Host OS = FAT
    Version = 20
    Volume Index = 0
    Offset = 0

    MAME Major Version 220

    What MAME thinks
    Input file: spidman.inp
    INP version 3.5
    Created Sun Apr 25 08:35:20 2021
    Recorded using 0.220W (wolf220)
    Total playback frames: 142101
    Average recorded speed: 99%
    Average speed: 127.71% (2384 seconds)

    ROM and TG information
    ROM set changed: no
    0.106-0.209: spidman - "Spider-Man: The Videogame (World)"
    Resolution, 0.106-0.209: 416x224 @ 60.000000Hz
    TG Game Entry: https://www.twingalaxies.com/game/sp...me-world/mame/
    Rules, Points: https://www.twingalaxies.com/scores.php?scores=110736

    Source driver

    MAME info
    mameinfo.dat entries:
    0.91 [David Haywood]
    0.63 [David Haywood, Olivier Galibert, R. Belmont, Farfetch'd]
    Artwork available
    - 0.216: Fixed broken rendering when using bgfx_screen_chains none (render\drawbgfx.cpp). Fixes 'Spider-Man: The Videogame' crash in few seconds [Ryan Holtz].
    - 0.214: Changed description of clone (US) to 'Spider-Man: The Videogame (US, Rev A)'.
    - 0.210: Bryan McPhail Sega ID# for Spider-Man: The Videogame (World) and clone (Japan).
    - 0.153: ShouTime added clone Spider-Man: The Videogame (Japan). Fixed filename of previous dumps (EPR-14280 shoud be IC7, not IC6).
    - 0.140u2: Fixed rom names.
    -  5th November 2006: Mr. Do - Ad_Enuff optimized Spiderman bezel.
    - 29th October 2006: Mr. Do - Courtesy of ClassicArcadeGrafix, added Spiderman bezel.
    - 0.98u3: Mamesick fixed Spider-Man's input port.
    - 0.97u2: Fixed number of coin slots. Renamed (spidey) to (spidman) and (spideyu) to (spidmanu).
    - 0.91: Changed clone (Japan / World?) to parent 'Spider-Man: The Videogame (World)'. Renamed (spidey) to (spideyu) and (spideyj) to (spidey).
    - 0.89u5: Changed description of clone (Japan) to 'Spider-Man: The Videogame (Japan / World?)'.
    - 0.78: Changed parent and clone descriptions to 'Spider-Man: The Videogame'.
    - 0.64: Added 3rd and 4th coin slots. Renamed (spidey) to (spideyj) and (spideyj) to (spidey).
    - 0.63: David Haywood added 'Spiderman (US)' (Sega 1991) and clone (Japan).
    LEVELS: 4
    Romset: 14.2 MB / 20 files / 5.71 zip
    0.97u5 [Aaron Giles]
    0.89u5 [David Haywood]
    0.67 [Jason Lo, R. Belmont]
    0.56 [David Haywood, Olivier Galibert, R. Belmont, Farfetch'd]
    - All sega32 sets except brival, brivalj: MAME opens window/screen too big. haynor (ID 05337)
    - 0.239: Fixed System 32 Communication Board (machine\s32comm.cpp). This fixes F3 soft reset in F1 Super Lap causes the game to crash if NVRAM is empty. Changing game settings can cause the game to fail [Osso].
    - 0.238: Changed input update method to not use PORT_RESET (machine\upd4701.cpp) [AJR].
    - 0.228: Added save state support and fixed backdrop color fill when screen resolution is changed [cam900].
    - 0.227: Corrected clock divider and clocks for users of YMW-258-F to match schematics [R. Belmont].
    - 0.225: Eliminated auto_alloc and a bizarre comparison between bitmap pointers [AJR].
    - 0.224: Added layout\radr.lay.
    - 0.223: Initialized variables which caused problems in debug DEVNOCLEAR build (machine\s32comm.cpp) [AJR].
    - 0.222: READ/WRITE macros removal [Osso].
    - 0.221: Wrap back layer colors on 512 boundaries, fixes Arabian Fight and Soreike Kokology erratic black pens. Pinpoint transparency pen, more accurate guess wrt Title Fight. Added mixer reading missing from multi32 map. Updated TODO (video\segas32.cpp) [Angelo Salese]. Simplified some handlers (machine\s32comm.cpp) [Osso].
    - 0.220: Make the 4 DIPs selectable singularly and added DIP locations [Osso]. Added 4x 'Unknown' dipswitches.
    - 0.217: Initialized some stuff [Osso].
    - 0.215: RF5C68 needs to be initialized to 0xff, otherwise f1en has bad sound [Tafoid, Osso]. Cleanup driver [Vas Crabb].
    - 0.214: Minor rom label corrections. Added some IC locations [Brian Troha].
    - 0.212: Removed all MCFG defines [Ryan Holtz].
    - 0.206: Removed MACHINE_CONFIG macros [Ryan Holtz].
    - 0.205: Removed SEGA_S32 MCFG macros [Ryan Holtz].
    - 0.204: Reduced code duplication. Cleanup ACCESSING_BITs and naming [cam900].
    - 0.203: Removed UPD4701 MCFG macros [Osso].
    - 0.202: Removed I8255 MCFG macros [Ryan Holtz].
    - 0.201: Removed CXD1095 and EEPROM MCFG macros [Ryan Holtz].
    - 0.200: Removed MCFG_S32COMM macros [Vas Crabb].
    - 0.198: Reduced runtime tag lookups. Fixed bit manipulations [cam900].
    - 0.196: ACCESSING_BITS cleanup [AJR]. S32COMM: updated simulation. Handle connection loss. Use osd_file rather than emu_file for better control (machine\s32comm.cpp) [SailorSat].
    - 0.194: Fixed MultiPCM banking (chip doesn't have panning-related bankswitching). Added configured banking and notes [cam900].
    - 0.189: Confirmed Sega/Yamaha 315-5560 MultiPCM as Yamaha YMW-258-F [ANY, R. Belmont].
    - 0.186: Converted classes in Sega System 32 driver to device_add_mconfig [AJR].
    - 0.185: Input modernization: Use I8255 or MSM6253 devices for most non-JAMMA inputs. Separate service and test inputs in Multi-32 and twin-unit sets. Use Sega 315-5296 device for primary I/O. Identified onboard service inputs and restore them to practically all games. Disabled some (probably strictly unnecessary) address mirroring due to memory init thrashing when combined with DEVREADWRITE8(0x00ff). Removed device clocks for 315-5296 (not used by the emulation) where not verified [AJR]. Removed timer_set() [Osso].
    - 0.169: Added option to clear with value for arrays (util\coretmpl.h and video\segas32.cpp) [Miodrag Milanovic].
    - 0.165: Added PCB layout for S32 Multi network/link PCB [Guru].
    - 0.164: Added machine\s32comm.c/h. Documented PALs (machine\s32comm.c). S32COMM initial commit. Fixed S32COMM link to Stadium Cross [SailorSat]. Fixed EEPROM names in radm and radr [David Haywood].
    - 0.159: Added/fixed rom locations [Guru].
    - 0.155: Minor doc update [Brian Troha]. Small cleanup (driver and includes\segas32.h) [Osso].
    - 0.153: Guru added Alien3 and Dark Edge PCB READMEs [Guru]. Fixed rom names.
    - 0.147u1: Added the ROM board Sega ID# to Jurassic Park [Brian Troha].
    - 0.146u1: Documentation update. Updated Sega game ID codes & PCB #'s, for Alien 3: The Gun, F1 Exhaust Note, Outrunners, Rad Mobile and Rad Rally. Documented known Rad Mobile Upright versions listed from manuals currently not dumped. Minor doc update, added more game & romboard ID #s [Brian Troha].
    - 0.145u7: Miodrag Milanovic fixed segas32_common_init. Brian Troha added Sega game ID# & rom board ID# to Holosseum.
    - 0.141u3: hap fixed crash: "Called save_item on a non-fundamental type!" in all sets using Sega/Yamaha 315-5560 (MultiPCM).
    - 0.140u2: The Dumping Union corrected several rom names in the Sega System32 driver. Most notably the correct revision for Spider-man & Golden Axe II US sets.
    - 0.137u4: Howard Casto hooked up all System 32 digital outputs for all games (radm, alien3, radr, f1en, arescue, f1lap, jpark, slipstrm, orunners, harddunk, scross and titlef). Emulation needs to progress more on the analog output data before those outputs can be hooked up.
    - 0.129u6: Mr. Do added layout\radr.lay.
    - 0.125: Aaron Giles fixed space_map_range error.
    - 0.118u3: Changed NEC V30 CPU core to use a 16-bit data bus [Aaron Giles, Phil Bennett, Pierpaolo Prazzoli].
    - 0.114u1: Derrick Renaud fixed analog pedal input in the System 32 drive games (f1en, orunners, radr, slipstrm and radm).
    - 0.111u1: Roberto Zandona fixed EEPROM saving in OutRunners (same problem for all multi32 games).
    - 0.106u8: Added layout\dualhsxs.lay.
    - 0.106u6: Updated Sega multi-32 driver to support multiple screens (2x 416x224) [Aaron Giles].
    - 0.104u7: Anonymous fixed indirect palettes in the System 32 driver. This fixes SegaSonic The Hedgehog graphics finally.
    - 0.102u2: Some minor cleanups to the System 32 driver. Air Rescue and F1 Exhaust Note now share common multi-PCB faking logic [Anonymous].
    - 0.98u3: Some more minor fixes to System 32 sprites [Aaron Giles].
    - 0.97u5: Merged multi32.c with segas32.c driver. Added includes\segas32.h. Removed vidhrdw\system32.c. Aaron Giles connected Sega Multi 32 games up using the new System 32 code. Replaced V60 with V70 CPU. Fixed cpu2 rom address. Changed visible area to 832x224. Removed 'Monitors' dipswitch in all Multi32 games.
    - 0.97u4: Rewrote the System 32 sprite mixer layer to support accurate implementation of the alpha blending modes. Sprite shadows and several other effects are still not yet implemented. And it's much slower than before [Aaron Giles].
    - 0.97u3: Fixed System 32 cpu2/gfx2 rom loading.
    - 24th June 2005: Charles MacDonald - I've been making a lot of progress with the System 32 hardware. Most everything has been documented at this point, currently I'm working on the mixer chip. It's responsible for combining all the display layers (five tilemaps, a bitmap, and sprites) based on priority and applying special effects such as blurring and alpha blending. I've also looked at the random number generator, which I'll discuss here. The random number generator is a 16-bit register mapped throughout the $D80000-$DFFFFF range. Writing to it sets the seed value. It is clocked asynchronously rather than by access from the V60, so continually reading it does not produce an exact dump of the values it generates. Furthermore things like the V60's prefetch queue make it difficult to synchronize the CPU with running instruction sequences, so even the same code that reads the random number generator several times will have slightly different values depending on how quickly the V60 processes it. For example, you could assume the mov.d (64-bit) and mov.w (32-bit) transfer instructions issue four or two back-to-back memory read bus cycles, respectively. If the random number generator was clocked at a slower rate, mov.d would capture more data than mov.w does when they are used repeatedly to dump the output. However the data read does not resemble any part of the data captured using mov.w, meaning that the random number generator is updated faster than the V60 can access in a best case situation. One possible solution would be to cut the trace to the clock input (there are two of them, 16 and 8 MHz) on the custom chip that contains the random number generator hardware and connect it to a spare I/O port pin, allowing it to be manually clocked through software. I had done a similar thing on System 24 to determine how the timers were implemented, so it can work in the right circumstances. But the same chip also controls many other aspects of the hardware and this might prevent the system from running. It would only work if one of the clock inputs was used for non-critical functions as well as the random number generator. I've got two spare boards and may try this eventually. Perhaps it is possible to determine how the random numbers are generated without having a sample of every possible state. I wouldn't mind hearing from people with some experience on this subject.
    - 0.97u2: Added vidhrdw\segas32.c. System 32 and Multi System 32 games are seriously under construction now. Do not report any bugs against them [Aaron Giles].
    - 15th June 2005: Charles MacDonald - I've been using Aaron's V60 assembler to develop test programs for the Sega System 32 platform. The video hardware seems to be a precursor of what's in the Sega Saturn's VDP1/2 chips, which makes it interesting to study but also quite complex. Thankfully I've done a lot of work with the Saturn in the past. I picked up some related PCBs as well; two DBZ V.R.V.S boards (I can confirm that it is a terrible game, ironically these were conversions from Arabian Fight and Dark Edge) and I'm expecting a System Multi 32 "Title Fight" board to arrive soon.
    - 0.97u1: Began cleanup of the Sega System 32 driver [Aaron Giles]: Things may not work as well as before; this will be fixed over time. Do not report bugs on it. Also changed V60 CPU to clock multiple cycles per instruction instead of requiring every driver to divide the clock; updated all drivers to use the correct clock speed. Changed V60 CPU1 clock speed to 16107950 Hz and Z80 CPU2 and the 2x YM3438 to 8053975 Hz. Changed visible area to 416x224 and user1 roms to cpu1 (100000/100001). Aaron Giles changed V60 CPU to clock multiple cycles per instruction instead of requiring every driver to divide the clock; updated all drivers to use the correct clock speed. Changed V60 CPU1 clock speed to 16107950 Hz, Z80 CPU2 to 8053975 Hz and the 2x YM3438 to 8053975 Hz. Changed visible area to 416x224. Changed V60 CPU1 clock speed to 20MHz in the Multi32 games.
    - 0.96u4: Aaron Giles rewrote the RF5C68 sound emulator from the specs, improving sound in the System 18/32 games. Changed RF5C68 sound clock speed to 12.5MHz.
    - 0.96: Brad Oliver fixed endianness problems in the Sega System 32 games rom loading.
    - 0.93: Added clock parameter to RF5C68 sound (9MHz) and to MultiPCM sound (8053975 Hz).
    - 0.89u5: Changed system32.c to segas32.c driver. Added machine\segas32.c. Started minor cleanup of System 32 driver (some things are probably broken for now) [David Haywood]. Changed V60 CPU1 clock speed to 1.6MHz and Z80 CPU2 to 8MHz and region cpu1 ($100000/100001) to user1 in all games. TODO: There are still MANY issues with the system 32 driver, mostly video related. Bitmap enable is not understood (rad mobile, rad rally 'Winners Don't Use Drugs' and rad rally title screen). Background pen / solid tilemap not understood (rad rally course select *many* other places). Clipping windows not fully understood for tilemaps or sprites. Flip bits for tilemaps unknown (svf uses a kludge). Priorities are wrong (needs full priority buffer rendering). Protection is also a serious problem in several games. Readd code for jpark cabinet (it was never right anyway). Which I/O ports should be considered custom? Move alien3 / jpark to custom io. Readd random number generator.
    - 0.75: Fixed another V60 bug introduced in 0.74u2 which broke the v70 games (and further broke Outrunners) [Kobat, Olivier Galibert].
    - 0.68: Various System 32 updates (priority, SVF pitch etc.) [Acho A. Tang, Jason Lo, David Haywood]. Note, theres a chance some things may be broken.
    -  7th May 2003: Acho A. Tang submitted a small sprite drawing speedup to the Sega System 32 driver.
    - 22nd April 2003: Jason Lo added dual screen support, added sprite shadows and improved the graphics priorities in the Sega System Multi 32 driver.
    -  9th April 2003: David Haywood fixed the rowscroll / rowselect in Sega System 32 graphics emulation, fixing the title screen in Outrunners, playfield in Super Visual Football, floors in Arabian Fight and Burning Rival and mirror view in Rad Rally.
    - 0.67: Added multi32.c driver. Sega 315-5560 "MultiPCM" sound chip emulation [R. Belmont]. TODO: I/O bits including controls. Fix remaining Gfx problems convert from using the 16-bit V60 to the 32-bit V70 (I'm doing this later as I couldn't get it to boot with the V70 for now and the gfx hardware is easier to work with this way). Support both monitors.
    -  4th April 2003: Jason Lo submitted major improvements to the Sega System Multi 32 driver, Hard Dunk and Outrunners are playable though they have a few graphics glitches. David Haywood fixed the row scroll / row select in Outrunners.
    - 0.65: Added machine\random.c/h.
    -  2nd February 2003: David Haywood converted the Sega System 32 driver for the tilemap system and added preliminary alpha blending emulation.
    - 31st January 2003: R. Belmont sent in a very preliminary System 32 Multi driver in which basically only the MultiPCM sound works, nothing else.
    - 21st January 2003: David Haywood added the RGB brightness control to the Sega System 32 driver, fixing colored light effects in Alien 3 and lightning effects in Jurassic Park.
    - 19th January 2003: David Haywood further improved the Sega System 32 driver background graphics emulation, adding support for changing resolution on demand.
    - 18th January 2003: David Haywood improved the Sega System 32 driver background graphics emulation, though it's still far from perfect.
    - 0.63: Added vidhrdw\system32.c.
    -  1st December 2002: Stephane Humbert fixed various parts of the inputs in the Sega System 32 driver.
    - 29th November 2002: David Haywood fixed the controls in Alien3 in the Sega System 32 driver, and it's completely playable now although missing some background graphics.
    - 28th November 2002: David Haywood sent in another update to the Sega System 32 driver with protection fixes for Burning Rivals, Arabian Fight and Golden Axe 2 from R. Belmont, improved inputs from Stephane Humbert and various improvements to the graphics emulation, making Super Visual Football, Burning Rivals, Rad Mobile, Rad Rally and F1 Exhaust Note playable.
    - 27th November 2002: David Haywood sent in an updated Sega System 32 driver with improved palette handling thanks to R. Belmont.
    - 24th November 2002: David Haywood fixed a small sprite placement bug in the Sega System 32 driver.
    - 23rd November 2002: David Haywood added preliminary sprite support to the Sega System 32 driver, making Holosseum fully playable.
    - 14th November 2002: R. Belmont added inputs and sound emulation to the Sega System 32 driver, but it's still missing graphics emulation.
    - 0.56: Added system32.c driver.

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