FINALLY - someone please verify :)

General discussion on MAME, MARP, or whatever else that doesn't belong in any of the other forums

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Weehawk
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Post by Weehawk »

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Post by mahlemiut »

LN2 wrote:it seems like MARP needs to make a special rule now saying TG settings for HS at MARP are not allowed.
TG Settings have nothing to do with NVRAM. And on default settings, NVRAM isn't even used.
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Post by LN2 »

mahlemiut wrote:TG Settings have nothing to do with NVRAM. And on default settings, NVRAM isn't even used.
hmm Barry, I guess you didn't read my posts that closely at all.

The whole thing with me here recently started with my asking master HS players about their thoughts on nvram.

...cuz at this point I am leaning toward allowing nvram use for the TG settings. I think it needs to be standardized/normalized though so all are using the same nvram.

Discussion among TG refs is required at this point...as well as potentially polling them to see which side they are leaning on.

There are good and valid points for both sides.

So, if/when these TG settings take hold, then it definitely applies.

oh, just play using TG settings...then according to the "other" MARP rule you are allowed to use nvram.

I was pointing that out as a conflict within MARP's rules. I also gave the case that already has existed for quite a long time... Crush Brush.

TG settings for this rom set have 5 start men. default MAME settings are 3 start men.

hmmmm...do I play using mame default/MARP and thus 3 start men...or use TGTS and have 5 start men.

it's not a difficult decision as a gamer. With 5 start men I likely will end up with much higher scores.

MARP rules currently allow this. It's a flaw in the MARP rules I have previously pointed out.

How does MARP currently handle a case like Crush Brush?
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Post by QRS »

I will bring up the TG issue on the editors board now. I planned to do that a long time ago, but I completly forgot about it. Games like Pengo, Scramble etc falls into that category too.
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Post by Weehawk »

QRS wrote:I will bring up the TG issue on the editors board now. I planned to do that a long time ago, but I completly forgot about it. Games like Pengo, Scramble etc falls into that category too.
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Post by The TJT »

At Scramble mame default is ummm....3+1?
Mark's TG settings(scrambls) say 5+1
TG site says 5 and no extras(konami)

It would be too late to start changing rules at these. There are so many games played that say "TG".

Marp policy has been that if TG settings are easier than mame default, you can still use them. If they are harder than mame default, and you still use them...you get more "cool dude" points.

Notice that sometimes mamedevs don't have a clue what were the common arcade defaults.
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Post by QRS »

Weehawk wrote: Pac-Man
Who is that? A relative to He-Man? ;)
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Post by mahlemiut »

Current TG settings don't mention NVRAM, or the DIP switch that allows its use (which by default makes the game ignore it anyway).
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Post by LN2 »

mahlemiut wrote:Current TG settings don't mention NVRAM, or the DIP switch that allows its use (which by default makes the game ignore it anyway).
...and I am reopening that discussion among TG referees...based on input from elite players.

Many TG-MAME settings were set by Mark to try and just keep things simple for contests at TG events...thus no nvram. There were no in-depth discussions etc. for most of those settings. It was just whatever sounded great for that day of play in MAME at that TG event. For a competition since several PCs were likely used it made more sense for a level playing field for that direct competition versus having different nvram files on each system.

Other than that and the playbackability issue, I don't think he had any reasons behind it. I don't think the score of HS and the mole points using vs not using nvram never was a part of that discussion to not use nvram.

...therefore, my reopening this at TG.
There are a few other games I will reopen for discussion at TG also.

...to try and make the TG-MAME "experience" as close to the arcade settings as reasonable.

ie. for a game like Crystal Castles...potentially allowing the 1 quick game so you can use a continue warp tunnel...but it likely would only allow for 1 game just to set that...then the 2nd game counts for score.

This would only be specific for this game. Millipede, Food Fight, Tempest, and others that have a starting score "warp" based on previous games aren't quite the same...as there is no real change in potential score for a master player.

That is different for Crystal Castles. Masters will score higher warping a to level 2 or level 8 using the continuation tunnel...versus being stuck only playing the 1 game.

It means with current settings the TG-MAME scores for Crystal Castles all look like "crappy" score just because of the rules for it. They actually aren't that great(hehe) cuz I have gotten well over 700k using the current settings.

However, if allowed to use the continuation tunnel I could get 860+k.
It makes quite a bit of difference.

I don't think masterful scores should be overlooked just because different settings were used. In comparing arcade scores to MAME scores or those in MAME playing the game to honestly try and set a WR on the game...should not have scoring obstacles that are in some cases impossible to hurdle over just beacuse of the game settings.

How can they then compete with the arcade scores? They can't. Something is lost there IMHO.
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Post by dskys »

Is there any news on the TG side of things? I don't really look over there, is it being discussed in a forum or something?

Getting very close to the TG record now, failed at 5th skeets on 477k with 3 crap scores - but normally I'd hit a couple of perfect archerys (extra 10k) and I'm getting better at moles hehe ;) ... an extra 60k by there is very within reach too ;)
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Post by The TJT »

Wow! :P
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Post by dskys »

I sense sarcasm ;)

Normally, when you hit a good vault, I'm sure if you do the same immediately after you get a .05 increase in score? Below pic is 2 x 9.55, both 11 spins, both perfect landings, both perfect board.. Is this a perculiarity on round 5?
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re....

Post by AL »

Tsk tsk !!

After all these years?


Right, here is your answer:

It is imperative that you get a first legal jump. No foul.

On your 2nd jump,if you get a good board, 12 turns will do for 9.60.

On third attempt, with good board , 11 spins should do.

It is not a peculuarity for round 5. It's just that it's mega-hard to qualify for 9.60 on your FIRST jump. Accept this. Go for it on 2nd+3rd jumps.

But make sure you have a FIRST LEGAL jump, no matter what.


I'm amazed you don't know this.

Anyhow, good luck.


Cheers,

AL
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Post by AL »

Whoops, forgot to mention. Don't foul 2nd jump :-)

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Post by dskys »

I didn't know that, guess I've never noticed...

I'm still not entirely convinced tho that 11 won't do on the second jump. After all, 9 is good enough for 9.50 (and 10 for 9.55) on second attempt (after a good first)... :!:
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