The official awesome replay thread

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

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mahlemiut
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Post 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. :)
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Post 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.
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Post 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
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Post by BBH »

ummm... oops. disregard this.
Last edited by BBH on Wed Nov 03, 2004 5:03 am, edited 1 time in total.
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Post by Chad »

i didn't even try wolfmame, it worked for me with official mame 83 (plus sucks! :)
-skito
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Post 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
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Post by zlk »

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Post 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. :)
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Post 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. ;)
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Post 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.
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Post 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:
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Post 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.
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Post 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!
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Post 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)
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Post by MJS »

Whoa!!!
That's good to know, thanks a lot!
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