Hey Scott. Thanks. I've updated the compatibility check in my forked version.
Glad to assist.

I have a few questions about changing the frameskip value to 11 then back to 0 to speed up the plugin.
1. Some of the values in ssf.txt need to be exactly accurate so the game starts after the bootup video and before attract mode sound starts playing.
- Can changing frameskip to 11 cause the exact starting frame to be different than leaving frameskip at 0?
2. Some people use a non-zero frameskip value to get full speed emulation for a game/system that would otherwise be too demanding for their computer.
- I assume it is possible to read/use that frameskip value from MAME or the .ini files for each game, right?
- Maybe have the plugin set a variable when starting a game/system that holds the correct frameskip for that game/system.
3. Shouldn't frameskip also be set back to default when the ssf plugin is in debug mode so it is easier to find accurate values for ssf.txt?
Scott
EDIT: Thinking more about question #1.
The frameskip value equals how many frames per group of 12 frames will be skipped.
If frameskip = 11
does cause a problem with starting on the correct frame because MAME is rendering one frame then skipping the next eleven (1 rendered + 11 skipped = 12), the starting frame accuracy could be increased by using smaller frameskip values.
If frameskip = 10 (2 rendered + 10 skipped = 12), you'd get 1 rendered then 5 skipped -- doubles the accuracy with only a slight decrease in speed.
If frameskip = 9 (3 rendered + 9 skipped = 12), you'd get 1 rendered then 3 skipped.
If frameskip = 8 (4 rendered + 8 skipped = 12), you'd get 1 rendered then 2 skipped.
If frameskip = 6 (6 rendered + 6 skipped = 12), you'd get 1 rendered then 1 skipped -- the lowest value that makes sense and accuracy is always either the target frame or target plus 1 frame.