Pest Place

Arcade 1983 bootleg Platform Run Jump
North American version. For more information about the game itself, please see the original Japanese version entry; "Mario Bros. [No. TMA1-UP]"
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Pest Place

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Technique

CPU
  • maincpu Z80 (@ 3 Mhz)
  • soundcpu MB8884 (@ 6 Mhz)
Chipset
  • DISCRETE
Affichage
  • Orientation Yoko
  • Résolution 255 x 224
  • Fréquence 60.606061 Hz
Contrôles
  • Nombre de joueurs 2
  • Nombre de boutons 1
  • Type de contrôle joy (4 ways)

Screenshots de Pest Place

Pest Place - Screen 1
Pest Place - Screen 2
Pest Place - Screen 3
Pest Place - Screen 4
Pest Place - Screen 5

Les clones de Pest Place

Si vous avez aimé Pest Place

Vous aimerez peut-être :

Pest Place et M.A.M.E.

0.132u3 [Mr Goodwraith, Smitdogg, Dumping Union]
0.119u1 [Corrado Tomaselli, Stephane Humbert]
0.08 [Mirko Buffoni]

Artwork available

TEST MODE:
- Press F2 for Test-Mode (keep it pressed)

Bugs:
- mario + clones using discrete audio: Walking/Running sound is incorrectly filtered. Tafoid (ID 03679)
- Dip switch titles for bonus life don't match gameplay. gstrain (ID 03321)

WIP:
- 21st October 2010: 3D ARCADE - New Nintendo 3D cabinet model for Mario Bros from Jibmums.
- 0.145u8: Phil Bennett fixed missing title/game graphics in Mario Bros.
- 0.141u2: Couriersud fixed a bug in palette_normalize_range which caused color distortion. The luminance normalization now converts r,g,b to y,u,v and normalizes y prior to converting back to r,g,b. This affects e.g. Radar Scope, Donkey Kong and Mario Bros.
- 0.140u1: Discrete Updates [Derrick Renaud]: Removed old DISCRETE_74LS624 code and replaced it with new 74LS629 based code. Updated Mario to use new DISCRETE_74LS624 and DISCRETE_XTIME_logic modules.
- 0.134u4: Derrick Renaud converted final mixing stage to DISCRETE_MIXER. This adds the missing filtering on the Mario Bros walking sounds.
- 0.134u2: Couriersud impromved discrete performance for Mario Bros (pow to exp: 5%, parallel tasks: 45% and minor tweaks). Sped up mario_custom_run() discrete sound. Removed capacitor aging code and assumed range input is gnd for all 74LS624.
- 0.134u1: Derrick Renaud optimized DISCRETE_74LS624 making Mario Bros faster.
- 0.133u4: Discrete work [Couriersud]: Change the way custom modules are handled. Updated drivers mario and dkong accordingly. Minor change to stream input handling. No more linear lists for nodes. All node processing switched to linked lists. Module step and reset now only get a node pointer passed. Added discrete_info * pointer to node. Only nodes with a step routine actually get processed. Fixed discrete logs did not work since some time bug. Preliminary parallel task constants; depending on results these may vanish again. Overall slight performance increase. dkong 940% to 960% and galaxian 740% to 790%.
- 22nd July 2009: Smitdogg - Thanks to MrGoodwraith we have a new version of Mario Bros.! What it appears to be is a US "rev f" set, where the current "mario" set in MAME is a US "rev e" set. That is just a guess according to writing on the program roms, but I'm not 100% sure what it/they will be called in MAME. Also there are a couple of other problems in the rom defs that will get sorted too. I'm also working on extracting some other info to help with the sound emulation but that part is on hold for a few weeks.
- 0.132u3: Mr Goodwraith, Smitdogg and Dumping Union added Mario Bros. (US, Revision F). Changed 'Mario Bros. (US, set 1)' to clone 'Mario Bros. (US, Revision E)' and clone 'Mario Bros. (US, set 2)' to clone 'Mario Bros. (US, Unknown Rev)'. Renamed (mario) to (marioe). Fixed rom names.
- 22nd June 2009: Smitdogg - Thanks to MrGoodwraith we have a new version of Mario Bros.! What it appears to be is a US "rev f" set, where the current "mario" set in MAME is a US "rev e" set. That is just a guess according to writing on the program roms, but I'm not 100% sure what it/they will be called in MAME. Also there are a couple of other problems in the rom defs that will get sorted too. I'm also working on extracting some other info to help with the sound emulation but that part is on hold for a few weeks.
- 0.129u4: Mario Bros update [Couriersud, Smitdogg]: Created custom module for run sounds. Running the discrete sound system at 480KHz was not really optimal. Reviewed parts list, schematics and PCB pictures. Brought mario run sound in line with recordings from Smitdogg. VCO voltage needs to be 0V for this to happen. Verification outstanding. Capacitors needed some ageing applied as well. To be removed once the VCO issue is clarified.
- 0.129u3: Several discrete sound refinements, mainly targeted at Mario Bros [Couriersud]: Use formula derived from figures 2 and 3 in LS624 datasheet. Coefficients were calculated using least square approximation. This approach gives a bit better audible results compared to the prior approach. Fixed energy calculation for LS624. Use energy values as input for XOR. This seems to better reflect the superimposition of the two signals. On the long term, both LS629 and the XOR need to be converted into a custom module to properly model mixing if the two frequencies are close to each other. Adjusted C41 to 60% for skid sound.
- 0.127u4: CPU-internal regions now have priority again. Fixed Mario Bros. by installing a handler in the SOUND_START function [Aaron Giles].
- 0.127u3: Aaron Giles fixed memory bank error in clone Masao and access violation in clones (US, set 2) and (Japan).
- 0.127u2: Couriersud changed MCS-48 core to write p1 and p2 on reset. Use banking to handle EA line. Added MCS48_INTERNAL_ROMBANK define to header. Drivers which need to control the EA line have to initialize banking for internal/external rom. This is not yet optimal but works as expected with existing drivers and modified Mario driver. Changed MCS-48 EA line handling to use an explicit bank for now. Aaron Giles fixed music speed regression in Mario and clones. Fixed audio rom address to $1000. Replaced I8035 CPU2 with MB8884 in clone Pest Place.
- 9th July 2008: Mr. Do - As nice a job as MAMu_ did on the Mario Bros. bezel, I hadn't noticed that it was based on photos rather than a scan until recently. After looking closer at a real bezel, the colors have been adjusted, and the left fireball replaced.
- 0.125u7: Cleaned up Z80DMA interface [Couriersud]: Removed compatibility to old Z80DMA driver. Now uses std. callbacks (READ8_HANDLER, WRITE8_HANDLER). Updated Mario Bros. accordingly.
- 0.123u4: Changed Z80DMA to new device interface, updated Mario and Donkey Kong driver to use new interface. Illustrates how to keep existing memory read/write handlers. This is slower than caching the device interface, but does not have an impact on devices accessed at a low frequency like in this case [Couriersud].
- 0.123u1: Stephane Humbert fixed 'mario' and 'masao' memory maps to match the dipswitches port name.
- 0.122u8: Couriersud fixed crash in clone Masao.
- 0.122u7: Mario driver changes [Couriersud]: Removed all traces to video\generic.h. Fix flipscreen issue with autosave. On a hires PCB picture, verified resistor and capacitor values.
- 0.122u6: i8039.c/Mario driver updates [Couriersud]: Fixed I8039 movd instructions. Added MB8884 and M58715 cpu types. Moved timer hack to M58715. Added ram_mask for internal ram access. Added R.A11 as 'M' to DASM flags. Added EA "IO" port. mario now uses M58715 as sound CPU. Hooked up EA line for M58715. Fixed portA startup value. Documented hardware changes to use a I8039 on a mario board. Replaced I8039 CPU2 with M58715 (11MHz).
- 0.122u5: Mario driver improvements [Couriersud]: Discrete sound. Hooked up Z80DMA. Combined memory maps. Statics in mario_state struct. Fixed save state issues. Combine sh_* writes into one routine. Replaced Samples/DAC sound with Discrete.
- 0.122u4: Mario driver improvements [Couriersud]: Hooked up flipscreen. Changed monitor orientation to ROT0.
- 0.122u3: Rewrote Mario driver [Couriersud]: Rewrote driver, separate MACHINE_DRIVER(mario_audio). Palette from schematics. Video timing from schematics. Driver configuration switch Nintendo/Std Monitor. Got rid of COLORTABLE. Fixed mario0110u1gre (no extra space between the platform and objects). Couriersud fixed clone Pest Place which crashes in debug build (pestplce0122red). Changed I8039 CPU2 clock speed to 733333 Hz, palettesize to 512 colors and VSync to 59.185606 Hz.
- 0.122u2: Changed Z80 CPU1 clock speed to 4MHz in Mario Bros. Replaced DAC/Samples sound with Discrete in clone Pest Place.
- 0.121u3: Added Donkey Kong Junior samples to clone Pest Place.
- 0.121: Vas Crabb updated the DIP locations in Mario Bros, marked all as active high (confirmed from manuals).
- 0.119u1: Stephane Humbert added Mario Bros. (US, set 1). Fixed dipswitches. Changed 'Mario Bros. (US)' to clone '(US, set 2)'. Renamed (mario) to (marioo) and (mariojp) to (marioj).
- 20th August 2007: Corrado Tomaselli dumped Mario Bros. (US, set 1). This dump is coming from an original (and working) PCB.
- 0.116u4: Couriersud fixed regressions in clone Pest Place due to incorrect memory map and rendering too many sprites.
- 0.114u1: Justin Szczap added DIP locations to Mario Bros.
- 0.110u3: Derrick Renaud reverted Mario Bros graphics offset since it caused issues elsewhere.
- 0.110u2: Derrick Renaud fixed tilemap y-scrolly in Mario Bros.
- 30th July 2006: Mr. Do - Changed artwork .lay for Mario Bros (from RF).
- 0.104u4: Adam Bousley added save state support to Mario Bros.
- 0.97u5: David Haywood fixed scrolling (POW button hitting) in Mario Bros.
- 0.97u1: Pierpaolo Prazzoli hooked up redumped roms to clone Pest Place and fixed spritelayout.
- 0.88: Added save state support to Mario Bros (thanks to Mame32Plus).
- 0.71u2: Added clone Pest Place (bootleg 1983). Bad colours, some bad gfx etc.
- 9th July 2003: Pierpaolo Prazzoli added Pest Place, a bootleg of Mario Bros, to the Donkey Kong driver.
- 19th July 1999: Jim Hernandez fixed some sound issues in Mario Bros.
- 0.36b1: Nicola Salmoria added clone Mario Bros. (Japan). Changed parent description to 'Mario Bros. (US)'.
- 2nd March 1999: Nicola fixed Mario Bros. death sound with information from Brian Stern.
- 0.35b5: Brian Stern emulated the death sound in Mario Bros, the sample is no longer used.
- 0.34b1: In Mario Bros, the screen bounces when you hit POW [Brad Oliver]. Added color prom mario.4p.
- 0.33b6: Known issues: Masao locks up at level 16?
- 0.33b5: Hugh McLenaghan added clone Masao (bootleg 1983). The game uses a Z80 instead of 8039 for sound. Known issues: Masao locks up at level 16 ?
- 0.30: Ron Fries, Dan Boris and Mirko Buffoni support a 8039 emulator and emulated sound in Donkey Kong, Donkey Kong Jr. and Mario Bros. Since the boards also use discrete circuits to generate sound, some samples are still needed to get complete sound support. Also partial sound in Radarscope.
- 0.29: Brad Oliver and Shane Monroe supported partial sound (through samples) in Mario Bros. Accurate colors in Mario Bros [Tim Lindquist, Nicola Salmoria].
- 0.26a: Mirko Buffoni worked with the wrong source, now everything is back to normality in Mario Bros.
- 0.16: Stefano Mozzi provided a much better palette for Mario Bros.
- 0.14: Nicola Salmoria fixed bug in Mario Bros. high score loading: It was recovering the high score table, but the high score at the top of the screen was not set accordingly. Mario Bros. now also preserve the score distributions (use F1 to see them).
- 0.13: Nicola Salmoria added high score saving to Mario Bros.
- 0.08: Mirko Buffoni added support for Mario Bros (Nintendo 1983). Game is playable with wrong colors and no sound. Control: Arrows = Move around player 1, CTRL = Jump player 1, Z,X = Move around player 2, SPACE = Jump player 2 and F1 = Test (keep it pressed - very nice, try it!). Colors for Mario Bros. derived from Kong emulator by Gary Shepherdson.

LEVELS: 255 (endless)

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Romset: 65 kb / 15 files / 35.1 zip
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