Yep! Always good to post a log, and a copy of the mame.ini along too !
I use a .bat script someone here gave me and add delay so it begins to 'record' during the attract mode.
Some
FREE BONUS RANT about the 'garegga' trio of games lag since this is an ages old popular topic; I read that it's irregular, in MAME sometimes the ship reacts on the 4th frame, sometimes on the 3rd.
Which means it oscillates between 2~3 frames of delay, and that's how it is on the real hardware too afaik.
Why so is not confirmed but theorized that instead of a late polling case, it could be because the games program itself seems to use a buffer for sprites which cause that additional frame to be present and delay the moment the ship's effectively seen reacting by the player.
Other games on that pcb hardware are not affected, but they're all graphically lighter ones.
Have to admit I struggle to remember other pure 2D games (not polys w/ prerendered gfx or modern 2Dengine) displaying a similiar or greater amount of simultaneously animated sprites on screen, so we could forgive Raizing for using that 'trick'.
Some argue that it's MAME's fault because allegedly mamedev used that same method to sync sprites with the backgrounds in some if not most drivers (that was the logic behind ShmupMAME hacks), but what I think I understand is that sometimes it's really mamedev - meaning an actual increase of delay compared to the real game on pcb could be a thing - and sometimes it's not, that's just how the game's developers made the game, and the 'garegga trio' of games looks like one of those cases, meaning the emulation in MAME is probably correct delay-wise.
Yet again, this is all matter that can only be 100% confirmed with hard pcb measurements, and confronting mamedev if results don't match MAME's.
PS: also I've always had that weird impression that when you activate the game's extras, or cheats in mame, a sprite layer loses sync, just like when you hack-kill the buffer.