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Upload and naming process?

Posted: Wed Sep 16, 2009 12:57 pm
by q_rogue
Hello all, hopefully someone can answer a few questions for me so I can upload some imps correctly. After downing some imps, I’ve noticed that the zips are named in the following format: Player-initials_Rom-name_Score_Mame-version.

Is this naming an out come of entering details into the form on the submit page: Prefix name / short name of game / score / version of MAME used for the recording :?:

Or will I need to edit the name of the zipped folder to: Player-initials_Rom-name_Score_Mame-version. Before I upload zipped imps :?:


I’ve noticed that some games have clones that are named: “bootleg” “bootleg set 1”, “bootleg set 2” etc but the version of mane those replays were recorded on don’t seem to support that rom set name. Although later versions of mame do support them. I’m not sure how this works or is possible, can someone explain please :?:

Thanks

:)

Re: Upload and naming process?

Posted: Wed Sep 16, 2009 1:31 pm
by Chad
The zip file you upload will always be renamed to initials_shortNameOfGame[-split]_score_mameVersion

each value is saved when the initial upload is made, so if you change the short name or the score or the mame Version after it is uploaded the original name score and version is preserved in the filename but changed on the uploads page. This is the main reason why notes should mention that a score was changed from one value to another, or changed from one mame version to another to reiterate the filename may not reflect the accurate information of the recording, looking at the notes is good.

You do not need to edit the zip filename, marp will rename the file for you every time.

You might see many uploads on a mame version that does not support the game name, this is because mame changes game names over time and versions, and we (P.L.) moves recordings from one short name to another to reflect the game they originated on. This is going to become more prevalent now that mame will change 20% of the game names just to feel like they can break the 8 character barrier :) If you find that you are playing back a game with the correct version and it is no longer supported, it's probably due to a mame gamename change and it's best to look at the filename to see which gamename to use. A last effort is to open up the inp file in binary mode to check out the gamename used during recording, when that fails you may have to look at an old mame database to find the correct name to use. But most of the time, newer mames will playback the game if you just give it the inp.

Re: Upload and naming process?

Posted: Wed Sep 16, 2009 1:44 pm
by q_rogue
Thanks for the fast reply and your help. I uploaded the files.

http://replay.marpirc.net/r/blktigerb1

http://replay.marpirc.net/r/blktiger

Re: Upload and naming process?

Posted: Thu Sep 17, 2009 3:32 am
by Phil Lamat
To get infos for previous renaming, MAWS is very precious.
For example for blktiger :
http://maws.mameworld.info/maws/romset/blktiger

You can see there that since m131u1 :
Renamed (bktigrb1) to (blktigerb1), (bktigrb2) to (blktigerb2) and (blkdrgnb) to (blkdrgonb)

That explains why you had to record with wolf106 with short name=bktigrb1, but upload on Marp with short name = blktigerb1

Re: Upload and naming process?

Posted: Thu Sep 17, 2009 1:26 pm
by Chad
maws is a great database. Phil, how did you find the versions of this game so quickly, i see links to the mame versions that changed the game name

Code: Select all

version added  	.029
last change(s) 	.131u3 .131u1 .079
This only lists all of the games on each version. So, how do you get this list

Code: Select all

Renamed (bktigrb1) to (blktigerb1), (bktigrb2) to (blktigerb2) and (blkdrgnb) to (blkdrgonb)
from that? (I'm thinking this information needs to be linked to maws from marp at each upload entry to make this simpler, but i don't think it's that simple yet.)

Re: Upload and naming process?

Posted: Thu Sep 17, 2009 1:39 pm
by Phil Lamat
Info --> WIP
and you get that :

WIP:

0.131u1: Dr. Decapitator, Guru and Angelo Salese added proper MCU dump for Black Tiger. Renamed (bktigrb1) to (blktigerb1), (bktigrb2) to (blktigerb2) and (blkdrgnb) to (blkdrgonb). Added I8751 (6MHz) CPU3 and 4k MCU rom.
6th May 2009: Chip 8751 found on Black Tiger has just been decapped and dumped.
13th January 2009: Guru - Black Tiger arrived yesterday, thanks to Smitdogg. Seems nobody except me noticed MAME is missing the 8751 MCU!
0.128u5: MAMEitalia added clone Black Tiger (bootleg set 2). Renamed (bktigerb) to (bktigrb1).
21st October 2008: NibblerWorldChampion dumped Black Tiger (bootleg set 2).
0.125u1: Corrado Tomaselli changed Black Tiger main Z80 clock to 6MHz and sound Z80 clock to 3.579545MHz as verified on PCB.
0.122u7: Black Tiger update [Couriersud]: Combines memory maps. Input ports were tagged. All reads use input port tags. Added dipswitch locations from Romstar manual. Couriersud fixed also game can't receive coins during play, only in continue screen.
0.122u5: Robiza fixed tile priority table in Black Tiger.
0.104u3: Adam Bousley added save states support to the Black Tiger driver.
0.79: Chaneman fixed rom filenames in Black Tiger and clones.
27th December 2003: Stefan Jokisch added the fixed Black Dragon (bootleg) ROMs to the Black Tiger driver.
23rd August 2000: Nicola Salmoria fixed graphics priority (sprite/tile) problems in Black Tiger.
0.36b9: Changed clock speed of the 2x YM2203 to 3579545 Hz.
0.35b1: Nicola Salmoria added clone Black Dragon (bootleg, hacked). Added missing proms ($0, 100, 200, 300 - function unknown).
0.34b5: Marco Cassili added clone Black Tiger (bootleg).
6th September 1998: Malcor dumped Black Dragon (bootleg).
0.33b4: Nicola Salmoria fixed Black Tiger hiscore save. Dynamic palette support for games with >256 colors, not complete yet but good for many cases. Drivers who want to use it must first of all set up like the static palette ones (put the real number of colors in MachineDriver-> total_colors, etc.), and call palette_recalc() in vh_screenrefresh() before drawing anything. A color uage table must be passed to palette_recalc() so that the function knows which colors are needed. Drivers which use the new system, and therefore no longer run in 16-bit video modes: Black Tiger, City Connection, Gun Dealer and Ninja Gai Den [Nicola Salmoria].
0.31: Aaron Giles added 16 bit color support for games which need it (e.g. Rastan, Gauntlet, Black Tiger, and many others).
0.30: Mirko Buffoni added Black Dragon (Japan). Michael Appolo fixed character colors in Black Tiger and Juan Carlos Lorente added hiscore save.
0.29: Paul Leaman added Black Tiger (Capcom 1987). Colors are pretty close, but the color space is downgraded from 4x4x4 to 3x3x2. Thanks to Ishmair for providing information about the screen layout on level 3.