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Re: K7 - Round 3 - Chase H. Q. + Magical Drop III (bios japan 3)
Posted: Wed Oct 29, 2008 2:57 pm
by The_Pro
Can't even play that one back, version is too old for XP it seems. Hopefully someone will upload something similar.
Re: K7 - Round 3 - Chase H. Q. + Magical Drop III (bios japan 3)
Posted: Wed Oct 29, 2008 3:22 pm
by destructor
The_Pro wrote:Can't even play that one back, version is too old for XP it seems. Hopefully someone will upload something similar.
I playback it on WinXP, after 4 stages recording crashes.
Re: K7 - Round 3 - Don't Pull + Magical Drop III (bios japan 3)
Posted: Wed Oct 29, 2008 4:13 pm
by GHEMANT
Chase H.Q. is deleted (

), new game is Don't Pull in the wonder3 romset, maze game.
Re: K7 - Round 3 - Chase H. Q. + Magical Drop III (bios japan 3)
Posted: Wed Oct 29, 2008 4:16 pm
by sawys
GHEMANT wrote:Pat's replaty desync... 636.000
If everybody can't playback at the good score, are you sure that pat has a constant frameskip ? In those kind of games, frameskip must be constant and not automatic. I think that it could be the reason why you can't playback pat's inp.
Re: K7 - Round 3 - Don't Pull + Magical Drop III (bios japan 3)
Posted: Wed Oct 29, 2008 6:30 pm
by The_Pro
Maze game, blargggg. Incidently, I've had no problems playing back any Chase HQ inp on multiple systems.
Re: K7 - Round 3 - Don't Pull + Magical Drop III (bios japan 3)
Posted: Wed Oct 29, 2008 9:40 pm
by The_Pro
Since Chase HQ is down, can we get an explanation of the scoring technique for 30 million?
Re: K7 - Round 3 - Don't Pull + Magical Drop III (bios japan 3)
Posted: Wed Oct 29, 2008 10:03 pm
by flutotal
Please, let us play magical drop 3 in US bios
I hate japanese symbols...
Re: K7 - Round 3 - Don't Pull + Magical Drop III (bios japan 3)
Posted: Thu Oct 30, 2008 1:44 am
by mahlemiut
flutotal wrote:Please, let us play magical drop 3 in US bios
I hate japanese symbols...
Which is still not the default. Not that the language of the text matters, gameplay does not rely on it.
I've written a MESS driver for a Japanese computer system over the past couple of years, trust me, you get used to it, even if you don't understand it.
Re: K7 - Round 3 - Don't Pull + Magical Drop III (bios japan 3)
Posted: Thu Oct 30, 2008 3:29 am
by BBH
so instead of a puzzle game and a driving game, we're playing two puzzle games now
doesn't seem like a very balanced round to me
(don't tell me Don't Pull isn't a puzzle game when the game itself even refers to it as one)
Re: K7 - Round 3 - Don't Pull + Magical Drop III (bios japan 3)
Posted: Thu Oct 30, 2008 3:35 am
by GHEMANT
The_Pro wrote:Since Chase HQ is down, can we get an explanation of the scoring technique for 30 million?
I think is necessary use a SPECIAL COMMAND at the beginning of each round. But maybe this is possible on original arcade cabinet only. About the "bug" from Sawys, I don't know.
Re: K7 - Round 3 - Don't Pull + Magical Drop III (bios japan 3)
Posted: Thu Oct 30, 2008 3:40 am
by GHEMANT
BBH wrote:so instead of a puzzle game and a driving game, we're playing two puzzle games now
doesn't seem like a very balanced round to me
(don't tell me Don't Pull isn't a puzzle game when the game itself even refers to it as one)
drop 3 is a puzzle game, but don't pull is a MAZE game. 2 genre different even if are similar. I know Isn't good maze+puzzle in the same match but unexpected problem with chase hq.....

Re: K7 - Round 3 - Don't Pull + Magical Drop III (bios japan 3)
Posted: Thu Oct 30, 2008 4:40 am
by destructor
Dont pull is maze/puzzle game. Two non dynamic games, blah.
Re: K7 - Round 3 - Don't Pull + Magical Drop III (bios japan 3)
Posted: Thu Oct 30, 2008 9:16 am
by Haze
There have been significant changes made to MAME since .106 including audio / video system rewrites. (Not specific to TaitoZ, but across the whole of MAME)
Newer versions are more accurate, and shouldn't go out of sync unless people are doing 'bad' things with random numbers, although I suspect using the various refresh speed matching options may cause problems as they're essentially hacks to the running speed of the game.
There are known and well documented reasons why things will go out of sync on certain games in older versions such as .106. A lot of people don't like the changes that were made, but they are of overall benefit to the emulation.
It can't be guaranteed that there won't be any issues with the latest versions, but it can be guaranteed that there WILL be issues with the older ones.
Using .106 for replays is a bad idea. If problems exist in newer versions we can fix them, older versions are unfixable.
Re: K7 - Round 3 - Don't Pull + Magical Drop III (bios japan 3)
Posted: Thu Oct 30, 2008 9:38 am
by verty
My Chase HQ demo still has problems when played back with frameskip 0 (which I'll always use from now on just in case), so it is more substantial than just that.
Don't pull = Sokoban + Dig Dug
Re: K7 - Round 3 - Don't Pull + Magical Drop III (bios japan 3)
Posted: Thu Oct 30, 2008 6:02 pm
by sawys
Try to playback this inp and you'll see what i mean about the chase hq scoring "bug" (or not).