The official awesome replay thread
Moderators: mahlemiut, seymour, QRS
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.
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.
http://kotttre.web.infoseek.co.jp/sbomberbplus83.zip
Space Bomber (ver. B)
8,569,800 - 1 miss, all clear.
MAME Plus 0.83
Space Bomber (ver. B)
8,569,800 - 1 miss, all clear.
MAME Plus 0.83
- Barry Rodewald
MARP Assistant Web Maintainer
MARP Assistant Web Maintainer
ummm... oops. disregard this.
Last edited by BBH on Wed Nov 03, 2004 5:03 am, edited 1 time in total.
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.
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.
- Barry Rodewald
MARP Assistant Web Maintainer
MARP Assistant Web Maintainer
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.
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.
- Barry Rodewald
MARP Assistant Web Maintainer
MARP Assistant Web Maintainer
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.
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.
- Barry Rodewald
MARP Assistant Web Maintainer
MARP Assistant Web Maintainer
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)
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)
- Barry Rodewald
MARP Assistant Web Maintainer
MARP Assistant Web Maintainer