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Posted: Sun Oct 24, 2004 6:46 pm
by mahlemiut
http://kotttre.web.infoseek.co.jp/s1945 ... _omega.rar

Strikers 1945 III / Strikers 1999

All clear, no miss. 3,236,700 (3 lives remaining, 8 bombs remaining)

...all we need now is a 200+ chain. :)

Posted: Sun Oct 31, 2004 4:45 am
by zlk
These guys are good at racing games:

http://www.marubaku.com/

The videos are in wmv format and are generally around 100 megs. They are well worth the download in my opinion.

Posted: Sun Oct 31, 2004 5:21 pm
by mahlemiut
http://kotttre.web.infoseek.co.jp/sbomberbplus83.zip

Space Bomber (ver. B)
8,569,800 - 1 miss, all clear.
MAME Plus 0.83

Posted: Mon Nov 01, 2004 8:39 am
by BBH
ummm... oops. disregard this.

Posted: Mon Nov 01, 2004 2:19 pm
by Chad
i didn't even try wolfmame, it worked for me with official mame 83 (plus sucks! :)

Posted: Sun Nov 14, 2004 7:24 pm
by mahlemiut
A couple for the insomniacs...

http://mog-web.web.infoseek.co.jp/up_re ... 00_8-8.zip
Kyukyoku Tiger (Japan)
20,165,630 area 8-8.
MAME32jp 0.58 (works with MAME 0.58.)
...and just in case you don't think this player can score this high on a real arcade...
http://mog-web.web.infoseek.co.jp/KTIGER_SCORE.JPG

http://mog-web.web.infoseek.co.jp/up_re ... 999990.zip
Kyukyoku Tiger (Japan)
Counter stop. (99,999,990)
MAME32jp 0.58 (works with MAME 0.58.)
A 695MB inp. 8O

Posted: Fri Jan 28, 2005 1:20 pm
by zlk

Posted: Fri Jan 28, 2005 7:15 pm
by mahlemiut
only 77 million? What a scrub. :)

http://mog-web.web.infoseek.co.jp/up_re ... S_ZONE.zip

Night Striker
S Zone all clear all pacifist.
92 million
ThunderMAME32jp 0.68 ( works in MAME 0.68 )
Hi BBH. :)

Posted: Fri Jan 28, 2005 8:53 pm
by BBH
mahlemiut wrote:Hi BBH. :)
yeah, zlk mentioned on #marp the Progear inp at Mog's like a few minutes after you went to sleep, so I went there too and saw the Night Striker recording in the new section. Yay. ;)

Posted: Mon Jan 31, 2005 7:24 pm
by mahlemiut
http://up2web.at.infoseek.co.jp/replay/ ... %5D.36.zip

Pac-Land (set 2)
25,482,540 round 912
MAME 0.36
Game hangs after the player gets too many extends.

This is what you do when you have a spare 14 hours or so.

Posted: Mon Jan 31, 2005 8:26 pm
by MJS
mahlemiut wrote:Pac-Land (set 2)
25,482,540 round 912
Holy sh**!!!
Who did it???

BTW you need a little more than just spare 14h, don't you think? :wink:

Posted: Tue Feb 01, 2005 2:49 am
by mahlemiut
My calculations may be wrong, but I figured, based on the INP size, that it ran for touch over 14 hours 45 minutes.

Posted: Tue Feb 01, 2005 8:46 pm
by MJS
I was trying to point out that you need not only 14h, but also skill and endurance, heh.

And how did you do that calculation Barry?
More specifically, how do you calculate the amount of frames from the file size?

I find that very useful!

Posted: Tue Feb 01, 2005 10:50 pm
by mahlemiut
The size of the INP changed over the years, but basically a set amount of bytes are read or written for each frame. This varies from version to version.

Prior to 0.35b1 (I think) frames were 16 bytes.
From 0.35b1 to 0.36b15, frames were 32 bytes.
From 0.36b15 to 0.72, frames were 40 bytes.
From 0.72 to 0.84u3, frames were 60 bytes.
From 0.84u4 to 0.87, frame size cannot be determined, due a bug in the input port "rewrite" (should be 120 bytes)
From 0.87u1 on, frame size is 120 bytes.
Add 2 bytes per frame for TGMAME or WolfMAME Plus 0.84 or earlier.
Add 4 bytes per frame for WolfMAME Plus 0.84u4 or later.

Also, remember to subtract 32 bytes for the header, unless the INP is older 0.35b1 (the header was added somewhere around there), or if it was made using MacMAME.

And also note that games that use analogue controls will read/write extra ports as and when the game requests it. This means that for analogue games (including lightgun games) the framesize may vary from frame to frame.

So, using the listed framerate (not all games run at exactly 60Hz):
INP file size is 127,442,080 bytes (minus the header)
divide by 40 = 3,186,052 (number or frame in the recording)
divide by 60 (game's framerate) = 53,100.86666... (seconds in the recording, at 60.00Hz)

Posted: Tue Feb 01, 2005 11:02 pm
by MJS
Whoa!!!
That's good to know, thanks a lot!