M.A.M.E. - Space Firebird [Nintendo] - Points - 62,040

Is this Performance Claim Valid?

    This poll is closed
This poll is closed
  1. M.A.M.E. - Space Firebird [Nintendo] - Points - 62,040

    03-17-2022, 02:34 PM
    Additional Video Evidence:
    vzaar-player
    Points
    WolfMame version
    106
    Track
    https://www.twingalaxies.com/scores.php?scores=9953
    Rank
    2
    Rules
    ROMSet: 0.106-0.140: spacefb - "Space Firebird (Nintendo)"
    0.141-0.145: spacefb - "Space Firebird (Nintendo, set 1)"
    0.146-0.169: spacefbe2 - "Space Firebird (rev. 03-e set 2)"
    Lives: 3
    Bonus Life: 5000
    Cabinet: Upright
    Speical Rules: None
    Submission Message
    Upped my Space Firebird score to 62,040
    Live on twitch stream last night. Recorded video is muted because of Copy righted Music by Twitch.
    Not letting me add Live twitch highlight of game.. Game is recorded using WolfMame 106 . INP is listed also.



    Attached Images Attached Images  
    Attached Files Attached Files
    Thanks JJT_Defender, datagod thanked this post
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  2. 03-22-2022, 05:47 PM
    Awaiting MAME INP analyst before Voting yes
    Start
    Final
    Extra ship at 5k
    Name:  image.png
Views: 155
Size:  550.3 KBName:  image.png
Views: 141
Size:  533.6 KB
    Name:  image.png
Views: 137
Size:  535.5 KB
    JJTJohnnyLightning World #1 Racer on Arcade Game Fast & Furious Super Cars 1,872 Match Wins 52Cities
    Thanks datagod thanked this post
  3. 03-26-2022, 03:20 PM
    Watch INP it's same game from Stream
  4. 03-27-2022, 06:31 PM
    I just got through watching the inp (after digging through my roms to find the right set and version 106) but I did and I did. But Im interested in the firing pattern. I was unable to reproduce your 4 shots in rapid fire consistently. I rarely got 4 shot to fire as you did in the inp. So are you using an auto fire game pad? You fire 4 shots pretty much the entire game with very few variations to the fire pattern. To me this is odd. But if there is no rule against the use of an auto fire game pad then there isn't a problem. I just want to know and how you managed to fire 4 shots in rapid fire for the majority of that run. I have an x-arcade duel stick with upgraded sticks and buttons and I could not get 4 shots off very often.

    Either way it was a great run to watch!

    But need more info before I can vote.

    Cheers!
    Thanks JJT_Defender thanked this post
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  5. 03-27-2022, 07:42 PM
    Only 2 shots in the demo play before Simpsons99
    You are rightMrXanthis 4 shots
    Welcome Simpsons99 and MrXanthis to Twin Galaxies or back
    Name:  image.png
Views: 130
Size:  566.0 KB

    Quote Originally Posted by MrXanthis View Post
    I just got through watching the inp (after digging through my roms to find the right set and version 106) but I did and I did. But Im interested in the firing pattern. I was unable to reproduce your 4 shots in rapid fire consistently. I rarely got 4 shot to fire as you did in the inp. So are you using an auto fire game pad? You fire 4 shots pretty much the entire game with very few variations to the fire pattern. To me this is odd. But if there is no rule against the use of an auto fire game pad then there isn't a problem. I just want to know and how you managed to fire 4 shots in rapid fire for the majority of that run. I have an x-arcade duel stick with upgraded sticks and buttons and I could not get 4 shots off very often.

    Either way it was a great run to watch!

    But need more info before I can vote.

    Cheers!
    JJTJohnnyLightning World #1 Racer on Arcade Game Fast & Furious Super Cars 1,872 Match Wins 52Cities
    Likes datagod liked this post
  6. 03-27-2022, 07:44 PM
    2 shots in the demo
    Name:  image.png
Views: 131
Size:  526.7 KB
    JJTJohnnyLightning World #1 Racer on Arcade Game Fast & Furious Super Cars 1,872 Match Wins 52Cities
  7. 03-29-2022, 02:53 PM
    Space Fire Bird Letting you Shoot 4 times then there is a pause in being able to Fire again. Timing has to be perfect to get this to work right.
    No Auto Firing or anything was used in game.. Pretty much the same game as I had before with 58k
    Likes datagod liked this post
  8. 04-07-2022, 05:13 AM
    *** DISCLAIMER ***
    The following tests and reports are neither exhaustive nor definitive,
    and should not be assumed as such in order to verify authenticity of a submission.



    Starting C_106 on Thu 07/04/2022 at 21:30:57.56


    Zip test
    Code:
    Zip:
    
    
    7-Zip 18.01 (x86) : Copyright (c) 1999-2018 Igor Pavlov : 2018-01-28
    
    
    Scanning the drive for archives:
    1 file, 323706 bytes (317 KiB)
    
    
    Testing archive: C:\ZZ\Index\NI\mamewolf145MsPacman\inp\MARP\Space FireBird score 62,040.zip
    --
    Path = C:\ZZ\Index\NI\mamewolf145MsPacman\inp\MARP\Space FireBird score 62,040.zip
    Type = zip
    Physical Size = 323706
    
    
    Everything is Ok
    
    
    Files: 2
    Size:       22825558
    Compressed: 323706
    RAR:

    Zip list
    Code:
    
    7-Zip 18.01 (x86) : Copyright (c) 1999-2018 Igor Pavlov : 2018-01-28
    
    
    Scanning the drive for archives:
    1 file, 323706 bytes (317 KiB)
    
    
    Listing archive: C:\ZZ\Index\NI\mamewolf145MsPacman\inp\MARP\Space FireBird score 62,040.zip
    
    
    --
    Path = C:\ZZ\Index\NI\mamewolf145MsPacman\inp\MARP\Space FireBird score 62,040.zip
    Type = zip
    Physical Size = 323706
    
    
    ----------
    Path = spacefb.inp
    Folder = -
    Size = 22824960
    Packed Size = 323283
    Modified = 2022-03-16 17:08:32
    Created = 
    Accessed = 
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = EB120E6A
    Method = Deflate
    Characteristics = 
    Host OS = FAT
    Version = 20
    Volume Index = 0
    Offset = 0
    
    
    Path = spacefb.wlf
    Folder = -
    Size = 598
    Packed Size = 205
    Modified = 2022-03-16 17:08:32
    Created = 
    Accessed = 
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = DE416477
    Method = Deflate
    Characteristics = 
    Host OS = FAT
    Version = 20
    Volume Index = 0
    Offset = 323324

    MAME Major Version 106


    What MAME thinks:
    Code:
    Recorded in WolfMAME 0.106
    Recorded system's speed = ~3991MHz (AMD)
    This recording was made with the C 68k core enabled
    Start date of recording: Thu Mar 17 10:17:20 2022
    
    
    Checks out OK. [59be]
    Playing back previously recorded game spacefb (Space Firebird (Nintendo)) [press return]
    loading 5e.cpu      
    loading 5f.cpu      
    loading 5h.cpu      
    loading 5i.cpu      
    loading 5j.cpu      
    loading 5k.cpu      
    loading 5m.cpu      
    loading 5n.cpu      
    loading ic20.snd    
    loading 5k.vid      
    loading 6k.vid      
    loading 4i.vid      
    loading mb7051.3n   
                                  
    Average FPS: 1.728772 (303 frames)



    What wlfview thinks:
    Code:
    WLFVIEW 0.3 - Apr  5 2006
    
    
    Info loaded.  WLF rev 9
    
    
    Recorded for the game 'spacefb'
    MAME version string: 0.106 (May 16 2006)
    
    
    -- CPU info --
    Vendor: AMD
    Processor Family: 15  Processor Model: 2
    Approximate clock speed: 3991197652Hz
    
    
    -- OS info --
    Operating System: Windows NT 6.2 
    
    
    -- INP info --
    Number of frames: 184072
    Average record speed: 99.998256%
    System time at start of emulation: Thu Mar 17 10:17:20 2022
    Sound: 44100Hz     Samples: Enabled
    GUI: 0    Artwork: 0
    68000 CPU Core: C
    NVRAM Usage: Disabled
    BIOS used (0=default): default
    
    
    -- Validity --
    Check 1:  INP header:  OK
    Check 2:  INP file:  OK
    Check 3:  WLF file:  OK

    Source driver:
    spacefb src/drivers/spacefb.c
    DIP Info from source:
    Code:
    INPUT_PORTS_START( spacefb )
        PORT_START      /* IN0 */
        PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_2WAY
        PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_2WAY
        PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_UNKNOWN )
        PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_UNKNOWN )
        PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON2 )
        PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_UNKNOWN )
        PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_UNKNOWN )
        PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_BUTTON1 )
    
    
        PORT_START      /* IN1 */
        PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_2WAY PORT_COCKTAIL
        PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_2WAY PORT_COCKTAIL
        PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_UNKNOWN )
        PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_UNKNOWN )
        PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON2 ) PORT_COCKTAIL
        PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_UNKNOWN )
        PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_UNKNOWN )
        PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_COCKTAIL
    
    
        PORT_START      /* Coin - Start */
        PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_UNKNOWN )
        PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_UNKNOWN )
        PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_START1 )
        PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_START2 )
        PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_UNKNOWN )
        PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_UNKNOWN )
        PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* Test ? */
        PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_COIN1 )
    
    
        PORT_START      /* DSW0 */
        PORT_DIPNAME( 0x03, 0x00, DEF_STR( Lives ) )
        PORT_DIPSETTING(    0x00, "3" )
        PORT_DIPSETTING(    0x01, "4" )
        PORT_DIPSETTING(    0x02, "5" )
        PORT_DIPSETTING(    0x03, "6" )
        PORT_DIPNAME( 0x0c, 0x00, DEF_STR( Coinage ) )
        PORT_DIPSETTING(    0x04, DEF_STR( 2C_1C ) )
        PORT_DIPSETTING(    0x00, DEF_STR( 1C_1C ) )
        PORT_DIPSETTING(    0x0c, DEF_STR( 1C_2C ) )
        PORT_DIPSETTING(    0x08, DEF_STR( 1C_3C ) )
        PORT_DIPNAME( 0x10, 0x00, DEF_STR( Bonus_Life ) )
        PORT_DIPSETTING(    0x00, "5000" )
        PORT_DIPSETTING(    0x10, "8000" )
        PORT_DIPNAME( 0x20, 0x20, DEF_STR( Cabinet ) )
        PORT_DIPSETTING(    0x20, DEF_STR( Upright ) )
        PORT_DIPSETTING(    0x00, DEF_STR( Cocktail ) )
        PORT_BIT( 0xc0, IP_ACTIVE_HIGH, IPT_UNKNOWN )
    INPUT_PORTS_END
    
    
    Resolution: 264x232 @ 60Hz
    
    
    Rules: https://www.twingalaxies.com/scores.php?scores=9953
    ROMSet: SpaceFb
    Lives: 3
    Bonus Life: 5000
    Cabinet: Upright
    
    
    Sample correct TG:
    DSW0: offset 0x2F, repeat every 0x7C, typical value 0x20
    - DSW0: 0x03 (Lives): 0x00 (3)
    - DSW0: 0x0c (Coinage): [not relevant]
    - DSW0: 0x10 (Bonus_Life): 0x00 (5000)
    - DSW0: 0x20 (Cabinet): 0x20 (Upright)
    - DSW0: 0xc0 (unused): [not relevant]
    
    
        20: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 20 | ...............
        A0: 00 00 00 00 00 00 00 00  00 00 00 20 00 00 00 00 | ........... ....
       120: 00 00 00 00 00 00 00 20  00 00 00 00 00 00 00 00 | ....... ........

    Generic Info for game:
    Code:
    Note: two ROM sets represented here with changeover at 0.145u8.
    
    
    From MAMEINFO.DAT:
    - 0.141: Andrew Welburn added clones Space Firebird (Nintendo, set 2) and (Nintendo, set 3). Changed parent description to 'Space Firebird (Nintendo, set 1)'. Fixed rom names.
    - 0.145u8: Andy Welburn added clone Space Firebird (rev. 02-a). Dumped mb7051 prom, I8035 audio and gfx2 rom. Changed clones '(Nintendo, set 2)' to parent 'Space Firebird (rev. 04-u)', '(Nintendo, set 3)' to '(rev. 03-e set 1)' and '(Nintendo, set 1)' to clone '(rev. 03-e set 2)'. Renamed (spacefb) to (spacefbe2) and (spacefbu) to (spacefb).
    
    
    
    
    Space Firebird (rev. 03-e set 2) / (Nintendo, set 1)
    ----------------------------------------------------
    ROM set changed: yes
    0.106-0.140: spacefb - "Space Firebird (Nintendo)"
    0.141-0.145: spacefb - "Space Firebird (Nintendo, set 1)"   (minor description change only)
    0.146-0.202: spacefbe2 - "Space Firebird (rev. 03-e set 2)"
    
    
    Resolution, 0.106-0.115: 264x232 @ 60.000000Hz
    Resolution, 0.116-0.202: 512x224 @ 61.523438Hz
    
    
    TG Game Entry: https://www.twingalaxies.com/game/sp...nintendo/mame/
    Rules, Points: https://www.twingalaxies.com/scores.php?scores=9953
    
    
    
    
    Space Firebird (rev. 04-u)
    --------------------------
    Note: not currently represented at TG.
    ROM set changed: no.  Added in 0.145u8
    0.145u8-0.202: spacefb - "Space Firebird (rev. 04-u)"
    
    
    Resolution, 0.146-0.202: 512x224 @ 61.523438Hz
    
    
    Rules: [no current tracks]

    INP Header:
    Code:
    000010  d4 d7 e4 ed 00 00 00 00 00 70 32 62 fe 7b be 59    .........p2b.{.Y
    000020  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 20    ............... 
    000030  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    000040  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    000050  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    000060  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    000070  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    000080  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    000090  00 00 00 00 00 00 00 00 3e 82 43 e1 00 00 00 00    ........>.C.....
    0000a0  00 00 00 00 00 00 00 00 00 00 00 20 00 00 00 00    ........... ....
    0000b0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    0000c0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    0000d0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    0000e0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    0000f0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    000100  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    000110  00 00 00 00 3e 82 43 e1 00 00 00 00 00 00 00 00    ....>.C.........
    000120  00 00 00 00 00 00 00 20 00 00 00 00 00 00 00 00    ....... ........
    000130  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    000140  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................

    INP Mid-section:
    Code:
    ae2360  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    ae2370  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    ae2380  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    ae2390  a2 82 43 e1 00 00 00 82 00 00 00 00 00 00 00 00    ..C.............
    ae23a0  00 00 00 20 00 00 00 00 00 00 00 00 00 00 00 00    ... ............
    ae23b0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    ae23c0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    ae23d0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    ae23e0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    ae23f0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    ae2400  00 00 00 00 00 00 00 00 00 00 00 00 a2 82 43 e1    ..............C.
    ae2410  00 00 00 82 00 00 00 00 00 00 00 00 00 00 00 20    ............... 
    ae2420  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    ae2430  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    ae2440  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    ae2450  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    ae2460  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    ae2470  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    ae2480  00 00 00 00 00 00 00 00 a2 82 43 e1 00 00 00 82    ..........C.....
    ae2490  00 00 00 00 00 00 00 00 00 00 00 20 00 00 00 00    ........... ....

    INP Tail-end:
    Code:
    15c46c0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    15c46d0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    15c46e0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    15c46f0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    15c4700  00 00 00 00 a2 82 43 e1 00 00 00 00 00 00 00 00    ......C.........
    15c4710  00 00 00 00 00 00 00 20 00 00 00 00 00 00 00 00    ....... ........
    15c4720  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    15c4730  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    15c4740  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    15c4750  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    15c4760  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    15c4770  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    15c4780  a2 82 43 e1 00 00 00 00 00 00 00 00 00 00 00 00    ..C.............
    15c4790  00 00 00 20 00 00 00 00 00 00 00 00 00 00 00 00    ... ............
    15c47a0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    15c47b0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    15c47c0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    15c47d0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    15c47e0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
    15c47f0  00 00 00 00 00 00 00 00 00 00 00 00 a2 82 43 e1    ..............C.



    MAME Info
    MAMEInfo.dat entries: spacefb and spacefb.c
    Code:
    MAMEInfo.dat entries for:
    spacefb
    spacefb.cpp
    ----
    0.25 [Chris Hardy, Andy Clark, Paul Johnson]
    
    
    
    
    Artwork available
    
    
    Samples required
    
    
    
    
    Bugs:
    
    
    - Missing left border. The left side of game (aka uppermost scanlines) is part of the screen. Stars in that area should be visible, and sprites should be cut off. hap (ID 04927)
    
    
    - Clone spacedem: Missing starfield scroll and in-game blackground change. hap (ID 04928)
    
    
    
    
    WIP:
    
    
    - 29th December 2019: Mr. Do - Back to variations on the Radar Scope bezel, both the Nintendo upright version of Space Firebird, and a clone of that game, Space Demon, use different color variations of that same bezel. Both have now been added.
    
    
    - 0.207: Removed QUANTUM_TIME and other MCFG macros [Osso].
    
    
    - 0.205: Removed MCS48 MCFG macros [Ryan Holtz].
    
    
    - 0.192: Tafoid fixed DAC sound in Space Firebird.
    
    
    - 0.167: David Haywood fixed horizontal partial updates in Space Firebird.
    
    
    - 0.163: Osso added save state support to Space Firebird.
    
    
    - 0.148: Cowering added clone Star Warrior. This is the Potomac Mortage version of Space Firebird.
    
    
    - 21st October 2012: 3D ARCADE - New Nintendo 3D cabinet model for Space Firebird from Jibmums.
    
    
    - 0.146u2: Verified dips for Space Firebird and clones [Tafoid].
    
    
    - 0.145u8: Andy Welburn added clone Space Firebird (rev. 02-a). Dumped mb7051 prom, I8035 audio and gfx2 rom. Changed clones (Nintendo, set 2) to parent 'Space Firebird (rev. 04-u)', (Nintendo, set 1) to clone 'Space Firebird (rev. 03-e set 2)' and (Nintendo, set 3) to 'Space Firebird (rev. 03-e set 1)'. Renamed (spacefb) to (spacefbe2) and (spacefbu) to (spacefb).
    
    
    - 0.141: Andrew Welburn added clones Space Firebird (Nintendo, set 2) and (Nintendo, set 3). Changed parent description to 'Space Firebird (Nintendo, set 1)'. Fixed rom names.
    
    
    - 25th December 2010: Smitdogg - Andrew Welburn dumped 2 undumped Nintendo Space Firebird boards.
    
    
    - 0.122u6: Changed I8035 CPU2 clock speed to 6MHz.
    
    
    -  3rd June 2007: Mr. Do - Scanned instruction cards for Space Firebird provided by Tormod.
    
    
    - 0.115u3: Zsolt Vasvari fixed Space Firebird so that the sprites are opaque with respect to each other and bullets, but transparent with respect to the star field.
    
    
    - 0.115u1: Rewrote the Space Firebird driver [Zsolt Vasvari]: Added star field, matches with the screen shot perfectly. Video timings/memory map/interrupts from schematics. Added support for the color fade effect. Changed Z80 CPU1 clock speed to 3MHz, visible area to 224x512 and VSync to 61.523438 Hz.
    
    
    - 0.114u1: Justin Szczap added DIP locations to Space Firebird.
    
    
    - 0.78u1: Samples in Space Firebird [Chris Hardy]. Added Samples sound (ekilled, explode1, explode2 and shipfire.wav). Changed palettesize from 32 to 36 colors.
    
    
    -  4th January 2004: Chris Hardy added sound support to Space Firebird with samples and fixed the background color changes.
    
    
    - 0.37b12: Added missing cpu2/gfx2/prom roms to clone Space Demon.
    
    
    - 0.36b16: Added clone Space Firebird (bootleg).
    
    
    - 29th January 2000: Zsolt Vasvari added a Space Firebird bootleg.
    
    
    - 0.35b6: Replaced I8039 CPU2 with I8035.
    
    
    - 0.35b2: Thierry Lescot added clones Space Firebird (Gremlin) and Space Bird (bootleg). Zsolt Vasvari added clone Space Demon. Changed parent description to 'Space Firebird (Nintendo)'. Changed visible area to 232x264. Known issues: The bullet color is wrong.
    
    
    -  2nd January 1999: Thierry and Gerald dumped Space Bird (bootleg).
    
    
    - 0.34b1: Added color prom.
    
    
    - 0.33b5: Dan Boris added sound to Space Firebird. Chris Hardy fixed colors in Space Firebird. Added I8039 CPU2, DAC sound and IC20.SND sound rom. Fixed gfx rom loading.
    
    
    - 0.31: Chris Moore added high score saving to Space Firebird.
    
    
    - 0.25: Chris Hardy added 'Space Firebird' (Nintendo 1980). Thanks to Chris and to all Sage Staff. Memory map figured out by Chris Hardy, Paul Johnson and Andy Clark. Schematics scanned and provided by James Twine. Thanks to Gary Walton for lending his REAL Space Firebird. Game is playable with accurate colors and no sound. Control: Arrows = Move around, ALT = Fire and CTRL = Escape. Known issues: Red screen "flash" when you die is not supported. Background Starfield not supported. It is NOT a Galaxians type starfield. Bugs which aren't: The sprites/characters don't use transparency in the real game. This is not a bug.
    
    
    - 23rd July 1997: Gary Walton dumped Space Firebird (rev. 03-e set 2).
    
    
    
    
    Recommended Games (Space Shooter):
    
    
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    Ozma Wars
    
    
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    Battle Cross
    
    
    Sky Base
    
    
    Space Raider
    
    
    Gyruss
    
    
    Konami 80's AC Special (Gyruss)
    
    
    Saturn
    
    
    Space Warp?
    
    
    Imago
    
    
    Poly-Play (ZRE-PP) (Ufo)
    
    
    Mega Phoenix
    
    
    
    
    Romset: 21.3 kb / 13 files / 13.9 zip
    
    
    ----
    0.25 [Chris Hardy, Andy Clark, Paul Johnson]
    
    
    
    
    TODO:
    
    
    - Bullet colors are incorrect. The schematics cannot be right, so I am using pure red for now. MAME has the bullets and missiles as red, the real PCB shows them as yellow with red tinges, they are overal yellow/orange in appearance.
    
    
    - Analog sounds
    
    
    
    
    NOTES:
    
    
    - Memory map figured out by Chris Hardy, Paul Johnson and Andy Clark. Schematics scanned and provided by James Twine. Thanks to Gary Walton for lending me his REAL Space Firebird.
    
    
    - The way the sprites are drawn ARE correct. They are identical to the real PCB.
    
    
    
    
    WIP:
    
    
    - 0.115u1: Added audio\spacefb.c and includes\spacefb.h.
    
    
    - 0.37b1: Removed sndhrdw\spacefb.c.
    
    
    - 0.33b5: Added sndhrdw\spacefb.c.
    
    
    - 0.35b2: Removed machine\spacefb.c.
    
    
    - 0.25: Added spacefb.c driver, machine\spacefb.c and vidhrdw\spacefb.c.
    
    
    ----
    Attached Images Attached Images  
    MGL53 - 3RD DOWN AND ARCADE

    https://www.twingalaxies.com/ooo
    Likes JJT_Defender liked this post
  9. 04-08-2022, 10:06 AM
    Needing more votes and input from Twin Galaxies members
    JJTJohnnyLightning World #1 Racer on Arcade Game Fast & Furious Super Cars 1,872 Match Wins 52Cities
  10. 04-10-2022, 01:24 PM
    I understand that the game only allows for 4 shots on screen at one time. Even knowing this, which I did, I could not reproduce your shooting pattern for even a few rounds let alone for 40 mins. Nobody's timing is that perfect for that long. But that just my opinion. I have doubts about this game play not being done with human timing. Now you could prove me wrong and show and over the shoulder recording of you playing a game with your joystick showing you doing what you claim you can do, and Id happily eat humble pie. But from the tests I did, I believe an auto fire gamepad, macro, or autofire mame plugin was used to get that firing pattern.

    Are there any other people on here able to reproduce even a fraction of what you did?

    Not an accusation by any means nor a personal attack against you. I'm simply stating that I have a huge issue with this submission.

    Until I see more feedback from other members I will not vote on this. But if I had to vote on what I see currently it would be a no. Sry.

    Cheers!
    Thanks JJT_Defender, datagod thanked this post
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