M.A.M.E. - Mario Bros. [US] - Points [ Single Player: MEDIUM ] - 4260210 - Stephen Boyer

Is the performance claim below valid?

    This poll is closed
This poll is closed
  1. 01-05-2015, 02:59 PM
    Good to go!
    Thanks Ripper thanked this post
    Likes Ripper liked this post
  2. 01-06-2015, 12:05 AM
    I initially dismissed the thread due to the lack of INP but caught on in the end. I would have posted this yesterday but "For anti spam reply, you allowed create 20 threads for each day ". :(

    Nothing to add - only confirming what everyone already knows!


    Starting check.bat on 05/01/2015 at 23:50:19.42

    Zip test
    Code:
     
     
    7-Zip 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18 
     
    Processing archive: T:\LocalMAME\combined\inp\MARP\rip_marioo_4260210_wolf106.zip 
     
    Testing     mario.inp 
    Testing     mario.wlf 
     
    Everything is Ok 
     
    Files: 2 
    Size:       140157830 
    Compressed: 547860
    Zip list
    Code:
     
     
    7-Zip 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18 
     
    Listing archive: T:\LocalMAME\combined\inp\MARP\rip_marioo_4260210_wolf106.zip 
     
    -- 
    Path = T:\LocalMAME\combined\inp\MARP\rip_marioo_4260210_wolf106.zip 
    Type = zip 
    Physical Size = 547860 
     
    ---------- 
    Path = mario.inp 
    Folder = - 
    Size = 140157232 
    Packed Size = 547361 
    Modified = 2014-04-27 02:28:50 
    Created = 2014-04-27 13:18:59 
    Accessed = 2014-04-27 13:18:59 
    Attributes = ....A 
    Encrypted = - 
    Comment =  
    CRC = 00F1A0E8 
    Method = Deflate 
    Host OS = FAT 
    Version = 20 
     
    Path = mario.wlf 
    Folder = - 
    Size = 598 
    Packed Size = 217 
    Modified = 2014-04-27 02:28:56 
    Created = 2014-04-27 13:19:03 
    Accessed = 2014-04-27 13:19:03 
    Attributes = ....A 
    Encrypted = - 
    Comment =  
    CRC = BEC602CE 
    Method = Deflate 
    Host OS = FAT 
    Version = 20
    MAME Major Version 106

    What MAME thinks:
    Code:
     
    Recorded in WolfMAME 0.106 
    Recorded system's speed = ~2500MHz (Intel) 
    This recording was made with the C 68k core enabled 
    Start date of recording: Sat Apr 26 22:14:51 2014 
     
    Checks out OK. [e922] 
    Playing back previously recorded game mario (Mario Bros. (US)) [press return] 
    loading mario.7f     
    loading mario.7e     
    loading mario.7d     
    loading mario.7c     
    loading tma1c-a.6k   
    loading mario.3f     
    loading mario.3j     
    loading mario.7m     
    loading mario.7n     
    loading mario.7p     
    loading mario.7s     
    loading mario.7t     
    loading mario.7u     
    loading mario.4p     
                                   
    Average FPS: 3.110666 (4976 frames) 
    Average recorded speed: 99.999210% (1112089 total frames)

    What wlfview thinks:
    Code:
     
    WLFVIEW 0.3 - Apr  5 2006 
     
    Info loaded.  WLF rev 9 
     
    Recorded for the game 'mario' 
    MAME version string: 0.106 (May 16 2006) 
     
    -- CPU info -- 
    Vendor: Intel 
    Processor Family: 6  Processor Model: 7 
    Approximate clock speed: 2500145252Hz 
     
    -- OS info -- 
    Operating System: Windows NT 6.1 Service Pack 1 
     
    -- INP info -- 
    Number of frames: 1130300 
    Average record speed: 99.998968% 
    System time at start of emulation: Sat Apr 26 22:14:51 2014 
    Sound: 48000Hz     Samples: Enabled 
    GUI: 0    Artwork: 0 
    68000 CPU Core: C 
    NVRAM Usage: Disabled 
    BIOS used (0=default): default 
     
    -- Validity -- 
    Check 1:  INP header:  OK 
    Check 2:  INP file:  OK 
    Check 3:  WLF file:  OK
    Source driver:
    mario src/drivers/mario.c
    DIP Info from source:
    Code:
     
    INPUT_PORTS_START( mario ) 
        PORT_START      /* IN0 */ 
        PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_2WAY 
        PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_2WAY 
        PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_UNKNOWN ) 
        PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_UNKNOWN ) 
        PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 ) 
        PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_START1 ) 
        PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_START2 ) 
        PORT_BIT(0x80, IP_ACTIVE_HIGH, IPT_SERVICE ) PORT_NAME( DEF_STR( Service_Mode )) PORT_CODE(KEYCODE_F2) 
     
        PORT_START      /* IN1 */ 
        PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_2WAY PORT_PLAYER(2) 
        PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_2WAY PORT_PLAYER(2) 
        PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_UNKNOWN ) 
        PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_UNKNOWN ) 
        PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_PLAYER(2) 
        PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_COIN2 ) 
        PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_COIN1 ) 
        PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN ) 
     
        PORT_START      /* DSW0 */ 
        PORT_DIPNAME( 0x03, 0x00, DEF_STR( Lives ) ) 
        PORT_DIPSETTING(    0x00, "3" ) 
        PORT_DIPSETTING(    0x01, "4" ) 
        PORT_DIPSETTING(    0x02, "5" ) 
        PORT_DIPSETTING(    0x03, "6" ) 
        PORT_DIPNAME( 0x0c, 0x00, DEF_STR( Coinage ) ) 
        PORT_DIPSETTING(    0x04, DEF_STR( 2C_1C ) ) 
        PORT_DIPSETTING(    0x00, DEF_STR( 1C_1C ) ) 
        PORT_DIPSETTING(    0x08, DEF_STR( 1C_2C ) ) 
        PORT_DIPSETTING(    0x0c, DEF_STR( 1C_3C ) ) 
        PORT_DIPNAME( 0x30, 0x00, DEF_STR( Bonus_Life ) ) 
        PORT_DIPSETTING(    0x00, "20000" ) 
        PORT_DIPSETTING(    0x10, "30000" ) 
        PORT_DIPSETTING(    0x20, "40000" ) 
        PORT_DIPSETTING(    0x30, DEF_STR( None ) ) 
        PORT_DIPNAME( 0xc0, 0x00, DEF_STR( Difficulty ) ) 
        PORT_DIPSETTING(    0x00, DEF_STR( Easy ) ) 
        PORT_DIPSETTING(    0x40, DEF_STR( Medium ) ) 
        PORT_DIPSETTING(    0x80, DEF_STR( Hard ) ) 
        PORT_DIPSETTING(    0xc0, DEF_STR( Hardest ) ) 
    INPUT_PORTS_END 
     
    Sample correct TG: 
    Offset 0x2A (0x40 value), repeat every 0x7C 
    - DSW0: 0x03 (Lives): 0x00 (3) 
    - DSW0: 0x0c (Coinage): 0x00 typically but also 0x04/0x08/0x0c valid 
    - DSW0: 0x30 (Bonus_Life): 0x00 (20000) 
    - DSW0: 0xc0 (Difficulty): 0x40 (Medium) 
        20: 00 00 00 00 00 00 00 00  00 00 00 40 00 00 00 00 | ...........@.... 
        A0: 00 00 00 00 00 00 00 40  00 00 00 00 00 00 00 00 | .......@........ 
       120: 00 00 00 40 00 00 00 00  00 00 00 00 00 00 00 00 | ...@............
    INP Header:
    Code:
     
        10: 64 30 05 95 00 00 00 00  CB 21 5C 53 62 6B 22 E9 | d0......Ë!\Sbk"é 
        20: 00 00 00 00 00 00 00 00  00 00 00 80 00 00 00 00 | ................ 
        30: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
        40: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
        50: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
        60: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
        70: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
        80: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
        90: 00 00 00 00 00 00 00 00  3E 82 43 E1 00 00 00 00 | ........>.Cá.... 
        A0: 00 00 00 00 00 00 00 80  00 00 00 00 00 00 00 00 | ................ 
        B0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
        C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
        D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
        E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
        F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
       100: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
       110: 00 00 00 00 3E 82 43 E1  00 00 00 00 00 00 00 00 | ....>.Cá........ 
       120: 00 00 00 80 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
       130: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
       140: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    INP Mid-section:
    Code:
     
    42D4FF0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    42D5000: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    42D5010: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    42D5020: 00 00 00 00 00 00 00 00  A2 82 43 E1 00 00 00 01 | ........¢.Cá.... 
    42D5030: 00 00 00 00 00 00 00 80  00 00 00 00 00 00 00 00 | ................ 
    42D5040: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    42D5050: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    42D5060: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    42D5070: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    42D5080: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    42D5090: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    42D50A0: 00 00 00 00 A2 82 43 E1  00 00 00 01 00 00 00 00 | ....¢.Cá........ 
    42D50B0: 00 00 00 80 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    42D50C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    42D50D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    42D50E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    42D50F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    42D5100: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    42D5110: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    42D5120: A2 82 43 E1 00 00 00 01  00 00 00 00 00 00 00 80 | ¢.Cá............
    INP Tail-end:
    Code:
     
    85A9FF0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    85AA000: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    85AA010: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    85AA020: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    85AA030: 00 00 00 00 A2 82 43 E1  00 00 00 00 00 00 00 00 | ....¢.Cá........ 
    85AA040: 00 00 00 80 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    85AA050: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    85AA060: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    85AA070: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    85AA080: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    85AA090: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    85AA0A0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    85AA0B0: A2 82 43 E1 00 00 00 00  00 00 00 00 00 00 00 80 | ¢.Cá............ 
    85AA0C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    85AA0D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    85AA0E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    85AA0F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    85AA100: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    85AA110: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................ 
    85AA120: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | ............¢.Cá

    MAME Info
    MAMEInfo.dat entries: mario and mario.c
    MAMEInfo.dat entries for:
    mario
    mario.c
    Code:
     
    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) 
     
    - Dipswitch titles for bonus life don't match gameplay. gstrain (ID 03321) 
     
     
    WIP: 
     
    - 0.155: Tirino73 added clone Mario Bros. (Japan, bootleg). David Haywood added inputs, further improvements + bl scroll to Mario Bros. (Japan, bootleg). 
     
    - 21st October 2012: 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 '(US, set 1)' to clone 'Mario Bros. (US, Revision E)' and clone '(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). 
     
    - 12th July 2004: 3D ARCADE - New 3D cabinet model for Mario Bros. from Baraka. 
     
    - 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) 
     
     
    Other Emulators: 
     
    * CottAGE 
     
    * FB Alpha 
     
    * HiVE 
     
    * JAE 
     
    * Retrocade 
     
     
    Recommended Games: 
     
    Mario Bros. 
     
    Mario Bros. (PlayChoice-10) 
     
    Super Mario Bros. (PlayChoice-10) 
     
    Super Mario Bros. 2 (PlayChoice-10) 
     
    Super Mario Bros. 3 (PlayChoice-10) 
     
    Vs. Super Mario Bros 
     
    Vs. Dr. Mario 
     
    Dr. Mario (PlayChoice-10) 
     
    Mario's Open Golf (PlayChoice-10) 
     
    Super Mario World 
     
    Super Mario Kart (Super Famicom Box) 
     
    Super Mario Collection (Super Famicom Box) 
     
    Mario Kart Arcade GP 
     
    Mario Kart Arcade GP 2 
     
     
    Recommended Games (Pipes): 
     
    Frisky Tom 
     
    Moguchan 
     
    Mario Bros. 
     
    Mario Bros. (PlayChoice-10) 
     
    Wily Tower 
     
    Pipe Dream 
     
    Pipeline 
     
     
    Recommended Games (Men at Work): 
     
    Inferno (Meadows) 
     
    Steel Worker 
     
    Frisky Tom 
     
    Blue Print 
     
    Dock Man 
     
    Bristles (Max-A-Flex) 
     
    Mario Bros. 
     
    Kamikaze Cabbie 
     
    Paperboy 
     
    Taxi Driver 
     
    Timber 
     
    Vs. Wrecking Crew 
     
    Fire Trap 
     
    Hammerin' Harry 
     
    Crazy Taxi 
     
    Crazy Taxi High Roller 
     
    Power Shovel ni Norou!! - Power Shovel Simulator 
     
    18 Wheeler Deluxe 
     
     
    Recommended Games (Platform 2): 
     
    Joust 
     
    Joust 2 - Survival of the Fittest 
     
    Q*bert 
     
    Faster, Harder, More Challenging Q*bert 
     
    Q*bert's Qubes 
     
    Chack'n Pop 
     
    Mario Bros. 
     
    Mario Bros. (PlayChoice-10) 
     
    Popper 
     
    Bomb Jack 
     
    Vs. Mighty Bomb Jack 
     
    Bombjack Twin 
     
    The FairyLand Story 
     
    TeddyBoy Blues 
     
    Bubble Bobble 
     
    Bubble Bobble II 
     
    Bubble Memories: The Story Of Bubble Bobble III 
     
    Rainbow Islands 
     
    Don Doko Don 
     
    Rod-Land 
     
    Snow Bros. - Nick & Tom 
     
    Snow Bros. 2 - With New Elves / Otenki Paradise 
     
    Snow Brothers 3 - Magical Adventure 
     
    The Berlin Wall 
     
    Tumble Pop 
     
    Dark Tower 
     
    Diet Go Go 
     
    Funky Jet 
     
    Saboten Bombers 
     
    Jump Kids 
     
    Little Robin 
     
    Gun Master 
     
    Joe & Mac Returns 
     
    Metal Saver 
     
    Pang Pang 
     
    Fancy World - Earth of Crisis 
     
    Miss Bubble II 
     
    Toppy & Rappy 
     
    Ultra Balloon 
     
    Bomb Kick 
     
    Raccoon World 
     
    Dream World 
     
    Dynamite Bomber 
     
    Head Panic 
     
    Penguin Brothers 
     
    Tang Tang 
     
    Jumping Pop 
     
    Toy Land Adventure 
     
    Zupapa! 
     
    Super Bubble 2003 
     
    Tower & Shaft 
     
     
    Romset: 65 kb / 15 files / 35.1 zip 
     
    ---- 
    0.08 [Mirko Buffoni] 
     
     
    TODO: 
     
    - Start up sound (Sound #2 should play but does not). 
     
     
    WIP: 
     
    - 0.147u1: Fixed regressions (includes\mario.h) [Miodrag Milanovic]. 
     
    - 0.122u3: Added includes\mario.h. 
     
    - 0.29: Added sndhrdw\mario.c. 
     
    - 0.12: Added vidhrdw\generic.c/h. 
     
    - 0.08: Added mario.c driver and vidhrdw\mario.c. 
     
    ----
    Human interpretation:
    Achievement accomplished: 4260210 - four rollovers.
    DIP-switches checked: yep.
    Dates checked: The zip file has creation time which is ahead of the modified time. Assuming a small time zone offset (some 5h23m+ play time based on #frames@60FPS with some frames dropped indicated in the 99% recorded speed), the modified time matches the play time so this is a curious zip anomaly and nothing to question the recording with.
    Autofire checked: n/a
    I'd rather be last on every game than throw my time away chasing only one score.
  3. 01-08-2015, 04:52 AM
    Watched this run back when it was first published. No doubts about it here. Great game!
    Tom Votava
    http://rdrunner0077.blogspot.com/
    Thanks Ripper thanked this post
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