Points WolfMame version 106 Score Track https://www.twingalaxies.com/scores.php?scores=7721 Rules ROMSet: DKong
Lives: 3
Bonus life: 7000
Special Rules: NoneSubmission Message Jason Corey Brittain
1,020,800
December 21, 2016
Points WolfMame version 106 Score Track https://www.twingalaxies.com/scores.php?scores=7721 Rules ROMSet: DKong
Lives: 3
Bonus life: 7000
Special Rules: NoneSubmission Message Jason Corey Brittain
1,020,800
December 21, 2016
*** DISCLAIMER ***
The following tests and reports are neither exhaustive nor definitive,
and should not be assumed as such in order to verify authenticity of a submission.
Starting check on Fri 23/12/2016 at 10:54:42.80
Zip test
Zip listCode:Zip:
7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
Scanning the drive for archives:
1 file, 378789 bytes (370 KiB)
Testing archive: C:\MAME\ALLexes\inp\MARP\JCB 1,020,800.zip
--
Path = C:\MAME\ALLexes\inp\MARP\JCB 1,020,800.zip
Type = zip
Physical Size = 378789
Everything is Ok
Files: 2
Size: 62053454
Compressed: 378789
RAR:
7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
Scanning the drive for archives:
MAME Major Version 106Code:
7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
Scanning the drive for archives:
1 file, 378789 bytes (370 KiB)
Listing archive: C:\MAME\ALLexes\inp\MARP\JCB 1,020,800.zip
--
Path = C:\MAME\ALLexes\inp\MARP\JCB 1,020,800.zip
Type = zip
Physical Size = 378789
----------
Path = JCB 1,020,800.inp
Folder = -
Size = 62052856
Packed Size = 378291
Modified = 2016-12-22 09:33:05
Created = 2016-12-04 10:00:45
Accessed = 2016-12-22 07:13:28
Attributes = A
Encrypted = -
Comment =
CRC = A70C2107
Method = Deflate
Host OS = FAT
Version = 20
Path = dkong.wlf
Folder = -
Size = 598
Packed Size = 200
Modified = 2016-12-22 09:33:09
Created = 2016-06-26 11:44:03
Accessed = 2016-06-26 11:44:03
Attributes = A
Encrypted = -
Comment =
CRC = 756838AD
Method = Deflate
Host OS = FAT
Version = 20
7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
Scanning the drive for archives:
What MAME thinks:
Code:Recorded in WolfMAME 0.106
Recorded system's speed = ~2695MHz (AMD)
This recording was made with the C 68k core enabled
Start date of recording: Thu Dec 22 07:13:28 2016
Checks out OK. [e540]
Playing back previously recorded game dkong (Donkey Kong (US set 1)) [press return]
loading c_5et_g.bin
loading c_5ct_g.bin
loading c_5bt_g.bin
loading c_5at_g.bin
loading s_3i_b.bin
loading s_3j_b.bin
loading v_5h_b.bin
loading v_3pt.bin
loading l_4m_b.bin
loading l_4n_b.bin
loading l_4r_b.bin
loading l_4s_b.bin
loading c-2k.bpr
loading c-2j.bpr
loading v-5e.bpr
What wlfview thinks:
Source driver:Code:WLFVIEW 0.3 - Apr 5 2006
Info loaded. WLF rev 9
Recorded for the game 'dkong'
MAME version string: 0.106 (May 16 2006)
-- CPU info --
Vendor: AMD
Processor Family: 15 Processor Model: 0
Approximate clock speed: 2695565552Hz
-- OS info --
Operating System: Windows NT 6.2
-- INP info --
Number of frames: 500426
Average record speed: 99.955524%
System time at start of emulation: Thu Dec 22 07:13:28 2016
Sound: 44100Hz 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
dkong src/drivers/dkong.c
DIP Info from source:
Generic Info for game:Code:# MAME 0.106 source [dkong.c]
GAME( 1981, dkong, 0, dkong, dkong, 0, ROT90, "Nintendo of America", "Donkey Kong (US set 1)", GAME_SUPPORTS_SAVE )
INPUT_PORTS_START( dkong )
PORT_START /* IN0 */
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_4WAY
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_4WAY
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP ) PORT_4WAY
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN ) PORT_4WAY
PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 )
PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_START /* IN1 */
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_4WAY PORT_COCKTAIL
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_4WAY PORT_COCKTAIL
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP ) PORT_4WAY PORT_COCKTAIL
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN ) PORT_4WAY PORT_COCKTAIL
PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_COCKTAIL
PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_START /* IN2 */
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_SERVICE ) PORT_NAME(DEF_STR( Service_Mode )) PORT_CODE(KEYCODE_F2)
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_START1 )
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_START2 )
PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_UNKNOWN )
PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_SPECIAL ) /* status from sound cpu */
PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_COIN1 )
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( Bonus_Life ) )
PORT_DIPSETTING( 0x00, "7000" )
PORT_DIPSETTING( 0x04, "10000" )
PORT_DIPSETTING( 0x08, "15000" )
PORT_DIPSETTING( 0x0c, "20000" )
PORT_DIPNAME( 0x70, 0x00, DEF_STR( Coinage ) )
PORT_DIPSETTING( 0x70, DEF_STR( 5C_1C ) )
PORT_DIPSETTING( 0x50, DEF_STR( 4C_1C ) )
PORT_DIPSETTING( 0x30, DEF_STR( 3C_1C ) )
PORT_DIPSETTING( 0x10, DEF_STR( 2C_1C ) )
PORT_DIPSETTING( 0x00, DEF_STR( 1C_1C ) )
PORT_DIPSETTING( 0x20, DEF_STR( 1C_2C ) )
PORT_DIPSETTING( 0x40, DEF_STR( 1C_3C ) )
PORT_DIPSETTING( 0x60, DEF_STR( 1C_4C ) )
PORT_DIPNAME( 0x80, 0x80, DEF_STR( Cabinet ) )
PORT_DIPSETTING( 0x80, DEF_STR( Upright ) )
PORT_DIPSETTING( 0x00, DEF_STR( Cocktail ) )
INPUT_PORTS_END
Resolution: 256x224 @ 60.000000Hz
TG Game Entry: https://www.twingalaxies.com/scores.php?platformid=46&gamename=Donkey+Kong+%5BUS+Set+1%5D
Rules, Points: https://www.twingalaxies.com/scores.php?scores=7721
Rules, Points [Level 1-1]: https://www.twingalaxies.com/scores.php?scores=37975
Rules, Fastest Kill Screen Activation: https://www.twingalaxies.com/scores.php?scores=132362
Rules, Points [No Hammer Challenge]: https://www.twingalaxies.com/scores.php?scores=10814
Rules, Fastest Start: https://www.twingalaxies.com/scores.php?scores=197163
Rules, No Kill-Screen! (The Real King of Kong): https://www.twingalaxies.com/scores.php?scores=197916
ROMSet: DKong
Lives: 3
Bonus life: 7000
Sample dkong correct TG:
Offset 0x2F, repeat every 0x7C, value 0x80 typical
- DSW0 Lives (0x03) = 0x00 (3 lives)
- DSW0 Bonus_Life (0x0c) = 0x00 (7000)
- DSW0 Coinage (0x70) = [not relevant]
- DSW0 Cabinet (0x80) = [not relevant]
20: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 | ................
A0: 00 00 00 00 00 00 00 00 00 00 00 80 00 00 00 00 | ................
120: 00 00 00 00 00 00 00 80 00 00 00 00 00 00 00 00 | ................
INP Header:Code:ROM set changed: no
0.106-0.176: dkong - "Donkey Kong (US set 1)"
Resolution, 0.106-0.115: 256x224 @ 60.000000Hz
Resolution, 0.116-0.176: 256x224 @ 60.606061Hz
TG Game Entry: https://www.twingalaxies.com/scores.php?platformid=46&gamename=Donkey+Kong+%5BUS+Set+1%5D
Rules, Points: https://www.twingalaxies.com/scores.php?scores=7721
Rules, Points [Level 1-1]: https://www.twingalaxies.com/scores.php?scores=37975
Rules, Fastest Kill Screen Activation: https://www.twingalaxies.com/scores.php?scores=132362
Rules, Points [No Hammer Challenge]: https://www.twingalaxies.com/scores.php?scores=10814
Rules, Fastest Start: https://www.twingalaxies.com/scores.php?scores=197163
Rules, No Kill-Screen! (The Real King of Kong): https://www.twingalaxies.com/scores.php?scores=197916
INP Mid-section:Code:10: F0 10 AB A0 00 00 00 00 68 E2 5A 58 21 03 40 E5 | ð.« ....hâZX!.@å
20: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 | ................
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 00 00 00 00 80 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 00 00 00 00 80 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 Tail-end:Code:1D96C60: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
1D96C70: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
1D96C80: 00 00 00 00 00 00 00 00 00 00 00 00 A2 82 43 E1 | ............¢.Cá
1D96C90: 00 00 00 02 00 00 00 00 00 00 00 00 00 00 00 80 | ................
1D96CA0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
1D96CB0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
1D96CC0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
1D96CD0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
1D96CE0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
1D96CF0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
1D96D00: 00 00 00 00 00 00 00 00 A2 82 43 E1 00 00 00 02 | ........¢.Cá....
1D96D10: 00 00 00 00 00 00 00 00 00 00 00 80 00 00 00 00 | ................
1D96D20: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
1D96D30: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
1D96D40: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
1D96D50: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
1D96D60: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
1D96D70: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
1D96D80: 00 00 00 00 A2 82 43 E1 00 00 00 02 00 00 00 00 | ....¢.Cá........
1D96D90: 00 00 00 00 00 00 00 80 00 00 00 00 00 00 00 00 | ................
Code:3B2D8C0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
3B2D8D0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
3B2D8E0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
3B2D8F0: 00 00 00 00 00 00 00 00 00 00 00 00 A2 82 43 E1 | ............¢.Cá
3B2D900: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 | ................
3B2D910: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
3B2D920: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
3B2D930: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
3B2D940: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
3B2D950: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
3B2D960: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
3B2D970: 00 00 00 00 00 00 00 00 A2 82 43 E1 00 00 00 00 | ........¢.Cá....
3B2D980: 00 00 00 00 00 00 00 00 00 00 00 80 00 00 00 00 | ................
3B2D990: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
3B2D9A0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
3B2D9B0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
3B2D9C0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
3B2D9D0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
3B2D9E0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................
3B2D9F0: 00 00 00 00 A2 82 43 E1 | ....¢.Cá
MAME Info
MAMEInfo.dat entries: dkong and dkong.c
Attachment 22042Code:MAMEInfo.dat entries for:
dkong
dkong3
dkongjr
dkong.cpp
----
0.03 [Nicola Salmoria, Gary Shepherdson, Brad Thomas, Edward Massey]
Artwork available
Bugs:
- Switching to TKG-02 (Radarscope Conversion) is no longer creating the proper color palette. trebor (ID 05052)
WIP:
- 0.177: Stiletto added notes about the Donkey Kong Speed-up Kit #2.
- 0.167: Robbbert added clone Donkey Kong: Pauline Edition Rev 5 (2013-04-22).
- 0.155: Changed description of clones 'Donkey Kong II - Jumpman Returns (V1.1) (hack)' to 'Donkey Kong II: Jumpman Returns (hack, V1.1)' and 'Donkey Kong II - Jumpman Returns (V1.2) (hack)' to 'Donkey Kong II: Jumpman Returns (hack, V1.2)'.
- 0.153: Matt Ziolkowski and Rob Rings added clone Donkey Kong (hard kit). Note: Donkey Kong "Hard" Kit is a yet "unconfirmed original" rom replacement kit which is a replacement for TKG-03 and -04 boards and greatly increases the speed and amount of fireballs showing on all levels. Such behavior can be seen easily on the Rivet Board, where most of the fireballs have appeared even before removing the first rivet.
- 12th August 2013: Smitdogg - Andrew Welburn dumped a bootleg of Donkey Kong.
- 21st October 2012: 3D ARCADE - New Nintendo 3D cabinet models for Donkey Kong and clone 'Donkey Kong II - Jumpman Returns' from Jibmums.
- 0.147u1: Miodrag Milanovic removed device_memory_interface from driver_device, fixes issues with Donkey Kong clones and various others.
- 0.146u2: No need for custom EEPROM intf in the Donkey Kong II clones [hap].
- 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.
- 6th September 2010: Mr. Do - Donkey Kong II was recently added to official MAME, so that's been removed from the "Other Artwork" page, and added in to the dkong artwork set.
- 0.139u2: Added clones 'Donkey Kong II - Jumpman Returns (V1.1) (hack)' and (V1.2) (hack). This is a DKong/Hack combo using a Braze Technologies High Score Save PCB. This PCB will be placed in the CPU socket and the Z80 together with an additional 64K rom, a 74LS245, an EEPROM and a PAL/GAL. It looks like the "encryption" was a coincidence resulting from an easy PCB layout. The PAL is also used to switch A15 on and off. This is done in locations 6800 and E800.
- 0.133u5: Removed 2nd Discrete sound in Donkey Kong.
- 0.133u4: Added 2nd Discrete sound to Donkey Kong.
- 0.133u1: Renamed (dkongjp) to (dkongj).
- 0.129u3: Fabio Priuli added 'Free_Play' dipswitch to clone Donkey Kong Foundry (hack) and changed year to 2004.
- 0.129: Added clone Donkey Kong Foundry (hack) (1981).
- 0.128u2: More Discrete module optimizations [Derrick Renaud]: Added optimized custom mixer to Donkey Kong. The custom mixer just optimizes the code that creates the voltage on the 555s. It is also a test case for the new DISCRETE_CUSTOM module. This speeds up Donkey Kong 17%.
- 0.127u8: Aaron Giles fixed Donkey Kong crashes after quiting and artwork/gameplay area are getting squished/distorted.
- 0.127u5: Couriersud moved dkong memory_region calls into initialization routines.
- 0.127u2: Replaced I8035 CPU2 with MB8884, verified on schematics [Couriersud]. Optimized DISCRETE_RCDISC_MODULATED. Added X_TALs to circus. Optimized DISCRETE_RCINTEGRATE and DISCRETE_555_ASTABLE. Optimized DISCRETE_555_ASTABLE_CV and DISCRETE_MIXER. Optimized DISCRETE_555_CC. The 555 and mixer changes also speed up just about every current discrete game [Derrick Renaud].
- 0.126u4: Scanline exact rendering for Donkey Kong and clones [Couriersud]: Sprite limit of 16 sprites per scanline implemented from schematics. Proper wrap around from bottom to top. Added some notes about sprite limits and hardware to DKong driver (thanks to R. Belmont).
- 0.123u4: Updated DKong driver to use two discrete structs which were previously not being used [Couriersud]: Donkey Kong walk using a jump struct.
- 0.122: Fixed cpu2 rom address to $1000.
- 30th September 2007: Mr. Do - I brought home a Donkey Kong bezel, as that game has always bugged me a little. Once I had it sitting at home, I could see the difference between the old version and the real thing: Richer browns, both the light and dark. The brown on Jumpman's shirt in three of the four spots should be dark brown, not the light brown that matches the circle background. Oddly enough, which looks like a Nintendo printing error, the brown on the Jumpman in the upper-right corner actually is light brown. The alignment on a few of the characters was slightly off. It looks a lot nicer now.
- 0.116: Couriersud implemented discrete sound from schematics in Donkey Kong. Color generation from schematics (resistor mixer). Replaced DAC/Samples sound with Discrete. Removed all samples. Changed VSync to 60.606061 Hz.
- 6th May 2007: Mr. Do - Added the "under bezel" instruction card for Donkey Kong, plus the cocktail instructions, thanks to MikesArcade.
- 0.86u3: Donkey Kong sample improvements [Peter Rittwage, Derrick Renaud]. Added samples (run01, run02, run03, jump and dkstomp.wav).
- 18th July 2004: Andrea Mazzoleni fixed an invalid GfxLayout in Donkey Kong.
- 12th July 2004: 3D ARCADE - New 3D cabinet model for Donkey Kong from Baraka.
- 21st January 2003: Derrick Renaud modifyed the Donkey Kong sounds a little.
- 0.62: Added clone Donkey Kong (US set 2). Changed parent description to 'Donkey Kong (US set 1)'.
- 17th June 2002: Mike Haaland added the original US ROM set of Donkey Kong which includes the ladder trick.
- 0.53: Added clone Donkey Kong (Japan set 2). Added color proms ($0, 100, 200) from (Japan set 2) to (Japan set 1/3). Fixed rom names. Changed description of clone (Japan set 2) to 'Donkey Kong (Japan set 3) (bad dump?)'. Renamed (dkongjpo) to (dkongjo1).
- 0.37b14: Replaced 8-way Joystick with 4-way.
- 17th April 2000: Zsolt Vasvari fixed a Donkey Kong graphics bug.
- 0.36b13: Added clone Donkey Kong (Japan set 2). Changed description of clone (Japan) to 'Donkey Kong (Japan set 1)'.
- 23rd August 1999: Mike Coates fixed Donkey Kong sounds.
- 0.35b6: Replaced I8039 CPU2 with I8035.
- 0.34b6: Andrew Scott added sound decay to Donkey Kong.
- 0.34b4: Mirko Buffoni fixed sound pitch and tempo in Donkey Kong.
- 0.34b1: Added color proms ($0, 100, 200 - palette low, palette high 4 bits (inverted) and character color codes on a per-column basis).
- 0.33b7: Changed description to 'Donkey Kong (US)' and clone (Japanese version) to 'Donkey Kong (Japan)'.
- 0.31: Howie Cohen and Brad Oliver fixed sound pitch and Mario jump in Donkey Kong. Wiebo de Wit fixed scores over 100000 in Donkey Kong/Donkey Kong Jr.
- 0.30: 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 [Ron Fries, Dan Boris, Mirko Buffoni].
- 0.29: Minor fix to Donkey Kong colors (black was dark blue) [Nicola Salmoria]. Added Gamma correction controls. Use Shift + Numeric pad +/- to change it. There are some games which are too dark on the default setting, instead of using the monitor settings use these controls to brighten the picture. Gamma correction also affects colors, like the girders in Donkey Kong [Nicola Salmoria].
- 0.28: Colors in Donkey Kong are now 100% accurate [Nicola Salmoria]: Several people complained that girders should be pink instead of red, but to the best of my knowledge the current colors are an accurate conversion of the color PROMs, and this has been confirmed by some people. There might be two different versions of Donkey Kong, with slightly different colors. If someone has a "pink" board and wants to read the PROMs from there, I'll be happy to include them.
- 0.27: Donkey Kong has better colors [Nicola Salmoria]. Are they entirely accurate?
- 0.24: Changed parent description to 'Donkey Kong (US version)'.
- 0.21: Added clone Donkey Kong (Japanese version). This version has the bug that barrels do not come down when at the top of a ladder, but the levels play in the order barrels-pies-elevators-girders instead of barrels-girders-barrels-elevators-girders.
- 0.20: Paul Berberich fixed some colors of Donkey Kong that is now quite close to original arcade. Ron Fries created a new set of Donkey Kong samples, using Mike Cuddy's 8039 emulator. The new samples no longer have static, they are aliased and louder. All names are now generic, so the same name can be used across Nintendo line (DK, DKjr, DK3, Mario).
- 0.14: Ron Fries added preliminary sound support to Donkey Kong! It uses some very bad samples for now. The samples are distributed in a separate archive - put them in the dkong subdirectory.
- 0.13: Nicola Salmoria added high score saving to Donkey Kong.
- 0.08: Maybe I understood how the character colors are selected in Donkey Kong, at least in part, but I'm not sure [Nicola Salmoria]. Anyway, I started fixing them. Colors for Donkey Kong derived from Kong emulator by Gary Shepherdson.
- 0.05: Special thanks to Brad Thomas and Gary Shepherdson (Kong emulator) for the extensive information on Donkey Kong.
- 0.03: Nicola Salmoria added 'Donkey Kong' (Nintendo 1981). Game is playable with wrong colors and no sound. Known issues: I can't find the color RAM! Some information on Donkey Kong gathered from MageX by Edward Massey.
- 17th January 1996: Dumped Donkey Kong (US set 1).
LEVELS: 4
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* JEmu2
* Mimic
* Raine
* Retrocade
* VAntAGE
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Number Crash
Roc'n Rope
Konami 80's AC Special (Roc'n Rope)
Super Glob
Ben Bero Beh
Complex X
Jumping Jack
Lode Runner
Lode Runner II - The Bungeling Strikes Back
Lode Runner III - The Golden Labyrinth
Lode Runner IV - Teikoku Karano Dasshutsu
Lode Runner - The Dig Fight
Mr. Do's Wild Ride
Pandora's Palace
Peter Pack-Rat
Vs. Ice Climber
Vs. Ice Climber Dual
Vs. Wrecking Crew
Baluba-louk no Densetsu
Pig Out: Dine Like a Swine!
Sea Hunter Penguin
Multi 5 (Tong Boy)
Recommended Games (Monkeys):
Tranquillizer Gun
Crazy Kong
Crazy Kong Part II
Donkey Kong
Donkey Kong Junior
Donkey Kong 3
Super Donkey Kong (Super Famicom Box)
Sky Skipper
Treasure Island
Dazzler
Kangaroo
Mighty Monkey
Minky Monkey
Triple Punch
Congo Bongo
Jumping Jack
FamicomBox
Rampage
Rampage: World Tour
Toki
Monkey Mole Panic
Itazura Monkey
Crazy Monkey
Crazy Monkey 2
Romset: 33 kb / 15 files / 21.5 zip
----
0.11 [Mirko Buffoni]
Artwork available
TEST MODE:
- Press F2 + F3 for Test-Mode
WIP:
- 0.155: Tirino73 added clone Donkey Kong 3 (bootleg with 2xAY8910).
- 21st October 2012: 3D ARCADE - New Nintendo 3D cabinet model for Donkey Kong 3 from Jibmums.
- 0.147u1: hap fixed Donkey Kong 3 crash.
- 0.127u2: Replaced I8035 CPU2 with MB8884 in clone Donkey Kong 3 (bootleg on Donkey Kong Jr. hardware).
- 0.127: Couriersud added address decode prom (dkc1-v.5e 18S030) to Donkey Kong 3 and clone (Japan).
- 0.125u7: Cleaned up Z80DMA interface [Couriersud]: Removed compatibility to old Z80DMA driver. Now uses std. callbacks (READ8_HANDLER, WRITE8_HANDLER). Updated Donkey Kong 3 accordingly.
- 0.125u3: Added 2x 'Unknown' dipswitches.
- 0.122u4: Added Z80 DMA chip [Couriersud]: Only implements intelligence to emulate Donkey Kong 3.
- 0.122u2: Couriersud added DIP locations to clone (bootleg on Donkey Kong Jr. hardware). Replaced DAC/Samples sound with Discrete.
- 0.121u3: Couriersud fixed bug in clone (bootleg on Donkey Kong Jr. hardware) memory map.
- 0.120u4: Added 'Service Mode' dipswitch.
- 0.116u3: Changed VSync to 60.606061 Hz. Fixed proms loading.
- 0.116: Color generation from schematics (resistor mixer) for Donkey Kong 3 [Couriersud].
- 12th November 2006: Mr. Do - Donkey Kong 3 artwork has been "optimized" by Ad_Enuff; much smaller file size (up to 80%) with no loss in quality.
- 13th October 2005: Guru - Donkey Kong 3 on Galaxian h/w arrived a few days ago. Thanks to Tingoes.
- 0.97u1: Pierpaolo Prazzoli fixed clone Donkey Kong 3 (bootleg) colors.
- 0.93: Added clock parameter to NES sound (1789772 Hz).
- 12th July 2004: 3D ARCADE - New 3D cabinet model for Donkey Kong 3 from Baraka.
- 0.74u2: Pierpaolo Prazzoli added clone Donkey Kong 3 (bootleg on Donkey Kong Jr. hardware).
- 1st October 2003: Pierpaolo Prazzoli added Donkey Kong 3 bootleg to the dkong driver.
- 0.37b14: Replaced 8-way Joystick with 4-way.
- 0.36b13: New NES sound emulation for Punch Out and Donkey Kong 3 [Matthew Conte, [email protected]]. Replaced 2x NES and DAC sound with 2x Nintendo. Changed N2A03 CPU1/2 clock speeds to 1789772 Hz.
- 0.36b12: Added 'Coinage' dipswitch.
- 0.36b9: Added clone Donkey Kong 3 (Japan). Changed parent description to 'Donkey Kong 3 (US)'.
- 0.36b5: Replaced the M6502 CPU2/3 with 2x N2A03 CPUs.
- 0.34b1: Added color proms ($0, 100, 200 - red & green, palette blue component and character color codes on a per-column basis).
- 0.31: A first attempt at sound in Donkey Kong 3 / Punch Out. These two Nintendo games use the same sound hardware as the NES console [Nicola Salmoria]. Tim Lindquist added accurate colors to Donkey Kong 3.
- 0.29: Accurate colors in Donkey Kong 3 (well, not really) [Tim Lindquist, Nicola Salmoria]. Nicola Salmoria fixed high score saving in Donkey Kong 3. Known issues: The colors come from a bootleg board. They might not be the same as the original version.
- 0.16: Matthew Hillmer submitted a new palette for Donkey Kong 3. It is not intended to be correct, but at least it gets rid of the annoying checkerboard effect.
- 0.14: Donkey Kong 3 now also preserve the score distributions (use F1 to see them) [Nicola Salmoria].
- 0.13: Nicola Salmoria added high score saving to Donkey Kong 3.
- 0.11: Mirko Buffoni added 'Donkey Kong 3' (Nintendo of America 1983). Runs on hardware similar to Donkey Kong. Game is playable with wrong colors and no sound. Control: Arrows = Move around, CTRL = Fire and F1 = Test (keep it pressed - very nice, try it!).
- 18th July 1996: Dumped Donkey Kong 3 (US).
LEVELS: 4
Other Emulators:
* CottAGE
* FB Alpha
* JAE
* JEmu2
Recommended Games (Platform):
Space Panic
Steel Worker
Donkey Kong
FamicomBox (Donkey Kong)
Crazy Kong
Crazy Kong Part II
Kong (Donkey Kong conversion on Galaxian hardware)
Donkey Kong Junior
FamicomBox (Donkey Kong Jr.)
Donkey Kong 3
Super Donkey Kong (Super Famicom Box)
Logger
Naughty Mouse
Treasure Island
Treasure Island (DECO Cassette)
Woodpecker
Dock Man
Kangaroo
Minky Monkey
Ponpoko
Pop Flamer
Popeye
FamicomBox (Popeye)
Springer
Arabian
Boggy '84
Bristles (Max-A-Flex)
Congo Bongo
Dr. Micro
Hopper Robo
Jump Coaster
Mappy
Namco Classic Collection Vol.1 (Mappy)
Mouser
Mr. Do's Castle
Number Crash
Roc'n Rope
Konami 80's AC Special (Roc'n Rope)
Super Glob
Ben Bero Beh
Complex X
Jumping Jack
Lode Runner
Lode Runner II - The Bungeling Strikes Back
Lode Runner III - The Golden Labyrinth
Lode Runner IV - Teikoku Karano Dasshutsu
Lode Runner - The Dig Fight
Mr. Do's Wild Ride
Pandora's Palace
Peter Pack-Rat
Vs. Ice Climber
Vs. Ice Climber Dual
Vs. Wrecking Crew
Baluba-louk no Densetsu
Pig Out: Dine Like a Swine!
Sea Hunter Penguin
Multi 5 (Tong Boy)
Recommended Games (Monkeys):
Tranquillizer Gun
Crazy Kong
Crazy Kong Part II
Donkey Kong
Donkey Kong Junior
Donkey Kong 3
Super Donkey Kong (Super Famicom Box)
Sky Skipper
Treasure Island
Dazzler
Kangaroo
Mighty Monkey
Minky Monkey
Triple Punch
Congo Bongo
Jumping Jack
FamicomBox
Rampage
Rampage: World Tour
Toki
Monkey Mole Panic
Itazura Monkey
Crazy Monkey
Crazy Monkey 2
Romset: 74 kb / 16 files / 40.8 zip
----
0.05 [Nicola Salmoria, Gary Shepherdson, Brad Thomas, Edward Massey]
Artwork available
WIP:
- 0.161: Tafoid fixed incorrect dipswitches in Donkey Kong Junior.
- 0.153: Kevin Eshbach changed parent description to 'Donkey Kong Junior (US set F-2)'. Corrected some rom names.
- 0.152: Chris Psaros added clone Donkey Kong Junior (P kit, bootleg). Changed description of clone (Easy) to 'Donkey Kong Junior (E kit)'.
- 21st October 2012: 3D ARCADE - New Nintendo 3D cabinet model for Donkey King Jr. from Jibmums.
- 0.143u2: Guru and Tingoes added clone Donkey King Jr. (bootleg of Donkey Kong Jr.).
- 30th June 2011: Guru - After wiring up the Kong Jr. board to JAMMA and testing it I discovered it's an alternative bootleg called Donkey King Jr. It's not in MAME so it'll be added soon.
- 12th June 2011: Guru - I received a Falcon Kong Junior PCB thanks to Tingoes.
- 0.141u2: Derrick Renaud fixed DISCRETE_WAVLOG & DISCRETE_RCFILTER, fixing dkongjr and likely other sounds.
- 0.140u1: Derrick Renaud added DISCRETE_XTIME_xxx logic modules. These allow you to do logic operations on nodes that use x_time anti-alias info. Added the ability to decode x_time to the DISCRETE_BIT_DECODE module. This means you can have an oscillator pass x_time onto a counter, get the counter bits decoded, pass that through the new logic modules and also have them convert the x_time to energy/anti-alaised voltage. Updated Donkey Kong Jr. to use these new modules.
- 0.140: Derrick Renaud fixed discrete audio output is lower pitched than normal in Donkey Kong Junior and clones.
- 0.136u3: Stephane Humbert fixed dipswitches and inputs (after verification of the Z80 code) for clone Donkey Kong Jr. (bootleg on Moon Cresta hardware). Changed description of clone (Moon Cresta hardware) to 'Donkey Kong Jr. (bootleg on Moon Cresta hardware)'.
- 0.134u4: Derrick Renaud set Donkey Kong Junior noise clock to a fixed measured frequency (speed optimization).
- 0.134u1: Derrick Renaud optimized DISCRETE_74LS624 making Donkey Kong Junior faster. Couriersud changed dkongjr to uses parallel discrete tasks now.
- 0.133u1: Renamed (dkngjnrj) to (dkongjnrj).
- 0.127u2: Replaced I8035 CPU2 with MB8884, verified on schematics [Couriersud]. Aaron Giles fixed music speed regression in Donkey Kong Jr. and clones.
- 0.124u1: Added clone Junior King (bootleg of Donkey Kong Jr.). Only the graphic roms differ from dkongjrb but it's a common bootleg.
- 12th March 2008: Corrado Tomaselli dumped Junior King (bootleg of Donkey Kong Jr.).
- 0.123u4: Changed description of clone (bootleg?) to 'Donkey Kong Junior (Easy)'. Renamed (dkngjnrb) to (dkongjre).
- 0.122u2: Couriersud added discrete sound and DISCRETE_74LS624 VCO to Donkey Kong Junior. Supports Logic, Energy and Count outputs. Added proper Z80 / I8035 interface for Donkey Kong Junior and removed samples support. Replaced DAC/Samples sound with Discrete.
- 0.122: Couriersud mapped more interface lines between sound and cpu boards in Donkey Kong Junior (US).
- 0.116u4: Couriersud fixed regressions in Donkey Kong Junior due to incorrect memory map and rendering too many sprites.
- 0.116u3: Changed VSync to 60.606061 Hz.
- 0.116: Color generation from schematics (resistor mixer) for Donkey Kong Jr [Couriersud].
- 26th November 2006: Mr. Do - We have a Donkey Kong Jr. bezel, thanks to the loan by Vintage Arcade Superstore and cleanup by Ad_Enuff.
- 0.86u3: Peter Rittwage and Derrick Renaud replaced the old climb and walk sample with three different samples. Replaced climb- and walk.wav with climb0, climb1 and climb2.wav and walk0, walk1 and walk2.wav.
- 12th July 2004: 3D ARCADE - New 3D cabinet model for Donkey Kong Jr. from Baraka.
- 0.63: Added clone Donkey Kong Jr. (Moon Cresta hardware).
- 11th December 2002: Zsolt Vasvari added a Donkey Kong Junior bootleg on Galaxian hardware and Stephane Humbert fixed a slight dipswitch error in it.
- 31st October 2002: Phil Morris dumped Donkey Kong Jr. (Moon Cresta hardware).
- 0.53: Added clone Donkey Kong Jr. (Japan). Fixed rom names. Changed description of clones (Original Japanese) to 'Donkey Kong Jr. (bootleg)' and (Japan) to 'Donkey Kong Junior (Japan?)'. Renamed (dkngjrjp) to (dkongjrb), (dkjrjp) to (dkngjnrj) and (dkjrbl) to (dkngjnrb).
- 1st June 2001: Mike Haaland added a Donkey Kong Jr. clone called Junior King.
- 0.37b14: Replaced 8-way Joystick with 4-way.
- 0.36b2: Added sample (snapjaw.wav).
- 0.35b6: Replaced I8039 CPU2 with I8035.
- 0.33b7: Changed description to 'Donkey Kong Junior (US)' and clones (Japan) to 'Donkey Kong Junior (Japan)' and (bootleg) to 'Donkey Kong Junior (bootleg?)'.
- 0.33b6: Changed description of clone (Japanese) to 'Donkey Kong Jr. (Japan)'.
- 0.31: Howie Cohen added support for missing samples to Donkey Kong Jr. Wiebo de Wit fixed scores over 100000 in Donkey Kong/Donkey Kong Jr.
- 0.30: Mirko Buffoni added clone Donkey Kong Jr. (Original Japanese) (bootleg? 1982). 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 [Ron Fries, Dan Boris, Mirko Buffoni].
- 0.29: Nicola Salmoria added clone Donkey Kong Jr. (Japanese) and clone (bootleg), with levels playing in the order 1-2-3-4 instead of 1-4-1-3-4-1-2-3-4 and bootleg version of Donkey Kong Jr., with levels playing in the order 1-2-3-4 instead of 1-4-1-3-4-1-2-3-4. Accurate colors in Donkey Kong Jr [Tim Lindquist, Nicola Salmoria]. Changed parent description to 'Donkey Kong Jr. (US)'.
- 24th September 1997: Dumped Donkey Donkey Kong Junior (Japan?).
- 16th September 1997: Dumped Donkey Kong Junior (Easy).
- 0.20: Donkey Kong Jr. has better colors now [Paul Berberich].
- 0.13: Nicola Salmoria added high score saving to Donkey Kong Jr.
- 0.10: I received no less than three different palettes for Donkey Kong Jr., from Brad Oliver, Marc Vergoossen and Richard Davies. The one included is from Marc [Nicola Salmoria].
- 0.09: Better colors in Donkey Kong Jr [Nicola Salmoria]. Thanks to Brad Oliver, Marc Vergoossen and Richard Davies for help with Donky Kong Jr. colors.
- 0.081: Sorry about screwing Donkey Kong Jr. colors... it's playable again. Colors are still way off though: anyone volunteers to fix them? [Nicola Salmoria].
- 0.08: Colors for Donkey Kong Jr. derived from Kong emulator by Gary Shepherdson.
- 0.05: Nicola Salmoria added 'Donkey Kong Jr.' (Nintendo 1982). Game is playable, has wrong colors and no sound. Control: Arrows = Move around and CTRL = Jump. Known issues: I can't find the color RAM! Changed readroms() to allow scatter loading of a single ROM. This was needed for Donkey Kong Jr. Now the end of the RomModule array is marked by a size==0, while name==0 means "continue loading the previous ROM at this address". Special thanks to Brad Thomas and Gary Shepherdson for the extensive information on Donkey Kong Jr.
- 8th April 1993: Dumped Donkey Kong Junior (US).
LEVELS: 4
Other Emulators:
* CottAGE
* FB Alpha
* HiVE
* JAE
* JEmu
* JEmu2
* Retrocade
* VAntAGE
Recommended Games (Platform):
Space Panic
Steel Worker
Donkey Kong
FamicomBox (Donkey Kong)
Crazy Kong
Crazy Kong Part II
Kong (Donkey Kong conversion on Galaxian hardware)
Donkey Kong Junior
FamicomBox (Donkey Kong Jr.)
Donkey Kong 3
Super Donkey Kong (Super Famicom Box)
Logger
Naughty Mouse
Treasure Island
Treasure Island (DECO Cassette)
Woodpecker
Dock Man
Kangaroo
Minky Monkey
Ponpoko
Pop Flamer
Popeye
FamicomBox (Popeye)
Springer
Arabian
Boggy '84
Bristles (Max-A-Flex)
Congo Bongo
Dr. Micro
Hopper Robo
Jump Coaster
Mappy
Namco Classic Collection Vol.1 (Mappy)
Mouser
Mr. Do's Castle
Number Crash
Roc'n Rope
Konami 80's AC Special (Roc'n Rope)
Super Glob
Ben Bero Beh
Complex X
Jumping Jack
Lode Runner
Lode Runner II - The Bungeling Strikes Back
Lode Runner III - The Golden Labyrinth
Lode Runner IV - Teikoku Karano Dasshutsu
Lode Runner - The Dig Fight
Mr. Do's Wild Ride
Pandora's Palace
Peter Pack-Rat
Vs. Ice Climber
Vs. Ice Climber Dual
Vs. Wrecking Crew
Baluba-louk no Densetsu
Pig Out: Dine Like a Swine!
Sea Hunter Penguin
Multi 5 (Tong Boy)
Recommended Games (Monkeys):
Tranquillizer Gun
Crazy Kong
Crazy Kong Part II
Donkey Kong
Donkey Kong Junior
Donkey Kong 3
Super Donkey Kong (Super Famicom Box)
Sky Skipper
Treasure Island
Dazzler
Kangaroo
Mighty Monkey
Minky Monkey
Triple Punch
Congo Bongo
Jumping Jack
FamicomBox
Rampage
Rampage: World Tour
Toki
Monkey Mole Panic
Itazura Monkey
Crazy Monkey
Crazy Monkey 2
Romset: 45 kb / 13 files / 29.5 zip
----
0.03 [Nicola Salmoria, Gary Shepherdson, Brad Thomas, Edward Massey]
TODO:
- Write a shootgal palette_init
- Pestplce colors and origin
- Shooting Gallery: Shootgal.txt mentions speech PCB, mikesarcade.com dk conversion - Clarify
- 8ballact: Read 1507 no mapped
- Implement 74LS259 (**** addressable latches), 74LS175 (QUAD D FlipFlop) and 74LS373 (Octal transparent latch).
WIP:
- 0.170: Rewroted TMS6100 command handling [hap].
- 0.169: Added 4bit read support to TMS6100 (memory controller). (MESS) Mr. Challenger expects reads from TMS6100 to be valid after setting indirect address [hap].
- 0.167: Fixed horizontal partial updates in DKong driver [David Haywood].
- 0.158: Tafoid added some documentation and confirmations on upgrade kits.
- 0.154: Removed machine\8257dma.c/h. Added machine\i8257.c/h. Replaced machine\8257dma with i8257 in dkong and kill it [Carl]. Include missing members in save state in DKong driver [Couriersud].
- 0.153: Converted machine\latch8.c (8 bit latch interface) to modern and DEVCB2 [Miodrag Milanovic].
- 0.152: Lop sided gamelist as always [hap].
- 0.151: Changed two devices (n2a03 and latch8) in DKong driver to be optional devices [Couriersud].
- 0.150: Small PALETTE_INIT cleanup in video\dkong.c [Oliver Stoeneberg].
- 0.149: Modernized the TMS6100 and M58819 devices (audio\dkong.c) [Osso].
- 0.148u5: Started to modernise TMS5110 (audio\dkong and includes\dkong.h) [smf].
- 0.147u3: Rewrite M6502 to modern device, cycle-exact and interruptible (audio\dkong.c) [O. Galibert].
- 0.147u1: Fixed DKong driver (space.read_byte -> prog_space->read_byte) [Miodrag Milanovic].
- 0.146: hap fixed DKong driver ioport regression.
- 0.145: hap added sprites wraparound to Donkey Kong HW (eg. Donkey Kong 3 when clearing stage 1).
- 0.142u1: Curt Coder fixed the I/O address in Intel 8257 DMA operations.
- 0.139u3: Fixed all games doesn't start in DKong driver (debug build).
- 0.139u2: Harmony updated the i8257 DMA device to no longer be legacy.
- 0.135u1: Curt Coder refactored i8257 DMA to use DEVCB.
- 0.134u2: Couriersud removed capacitor aging code and assumed range input is gnd for all 74LS624.
- 0.134u1: Couriersud made some progress with protection emulation for herbiedk and 8ballact. No more game specific program counter checks.
- 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%.
- 0.133u2: More NES work [Robert Bohms]: Fixed bug in nes_apu that caused errors reading $4015. Added length counter status bits to $4015. Fixed 4-screen mirroring (PPU regression). Improved Sprite Overflow emulation of NES PPU (this fixes the first of blargg's Sprite Overflow tests). This fixed Chameleon 24 doesn't start correctly.
- 0.132u1: Kef Schecter adjusted sound command descriptions for DKong to be closer to the other drivers, and added a missing command description.
- 0.127u5: Couriersud moved dkong memory_region calls (video\dkong.c) into initialization routines.
- 0.127u2: Donkey Kong/Donkey Kong Junior use MB8884 as sound CPU / verified on schematics [Couriersud]. S2650 based games: Consolidated memory maps for S2650 based games. Renamed handlers to s2650_*. Joined protection handlers.
- 0.127u1: Added machine\latch8.c/h. dkong & friends use new latch device [Couriersud]: Added new latch device where appropriate. Increased accuracy since now all main/sound cpu communications are properly latched. Removed quite some code as a consequence. Minor cosmetic edits. Couriersud added a new generic latch device. Generic emulation of 74LS174/175, 74LS259 and other latches. Apart from providing synched latch operation, these latches can be configured to read their input bitwise from other devices as well and individual bits can be connected to discrete nodes. Please see audio\dkong.c for examples.
- 0.126u4: 8257DMA device now require device callback handlers instead of machine handlers. Updated affected drivers accordingly [Couriersud].
- 0.126u2: Miodrag Milanovic fixed 8257 DMA terminal count stop for autoload mode and added callback function existance check.
- 0.125u7: Removed machine\drakton.c and machine\strtheat.c. Merged driver init code for drakton and strtheat [Couriersud]: Made decryption for drakton and strtheat more compact. Moved decryption and driver init code into dkong.c. Implemented 8257 DMA controller as proper device [Couriersud]: Rewrote 8257dma.c/h. Updated dkong.c accordingly.
- 0.125u3: Couriersud fixed duplicate input port bits in DKong driver. Implemented autoload mode in 8257 DMA [Miodrag Milanovic]: Added support for autoload mode. Fixed bug in calculating count.
- 0.123u4: Updated DKong driver to use two discrete structs which were previously not being used [Couriersud]: dkong walk using a jump struct. radarscp using a dkong 555 struct. Changed Z80DMA to new device interface, updated dkong.c 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: audio\dkong.c [Couriersud]: Fixed dkong audio over-modulation issue with DAC sound. Surround the fix with a DK_REVIEW define for later review.
- 0.122u7: DKong updates [Couriersud]: Fixed dkong sound following Clock Divider update. Updated to use XTAL_*. Revert a change after sound regression in dkong. Couriersud added all known variants of the TMS5110 as proper chips. Updated the DKong driver to use the new chips. Changed I8035 CPU2 clock speed to 6MHz.
- 0.122u6: DKong changes [Couriersud]: Added equivalence circuit for Sanyo EZV audio amplifier. Set DK_C159 = 0 to avoid over-aggressive high-pass filter. Solely based on observations. Added comment on above to source. Added define DK_NO_FILTERS to turn of DAC filters and post-mixer filters for debugging.
- 0.122u5: Couriersud fixed LS123 constant to match TI datasheet diode circuit constant (audio\dkong.c).
- 0.122u4: DKong driver improvements [Couriersud]: Hooked up Z80 DMA. Removed 2nd player inputs from sbdk input_ports. Fixed some dump "copy/paste" bugs in DIP locations.
- 0.122u2: DKong updates [Couriersud]: Added dkongjr discrete sound. Proper interface Z80 - I8035 for dkongjr. Changed discrete sound output factors. Removed samples support for dkongjr. Cosmetic changes. Fixed regression in radarscp sound. Added DIP locations to dkong3b. Added discrete 74LS624(56789) implementation [Couriersud]: DISCRETE_74LS624 is a VCO needed for dkongjr. Supports Logic, Energy and Count outputs.
- 0.122: Another big DKong driver update [Couriersud]: Wrote M58817 sound driver and hooked it up. Uses TMS5110 speech synthesis. LPC format is identical, however coefficients seem to be different. Until coefficients are known, samples are used. Changed dkong/radarscp based games to use hardware-conformant I8035 memory maps. Added drakton clone drktnjr on dkongjr hardware. Moved address remapping proms to REGION_USER1 (hunchbkd & co). Service now adds credit. Hooked up coin_counters. Remove GAME_NOT_WORKING GAME_WRONG_COLORS from hunchbkd. Mapped more interface lines between sound and cpu boards in dkongjr. Tagged all inputs, all reads use tag names. Moved more static vars into dkong_state.
- 0.121u3: DKong driver updates [Couriersud]: Added configuration switch to change palette between TKG02 (radarscp conversion) and TKG04 (dkong 2board). Added speech support (samples) to radarsc1. Fixed sound for drakton and strtheat. Hooked up and written 8257 DMA controller. All dkong and dkongjr based games now use the 8257. All epos and 2650 based games now use the 8257. Fixed 2650 games to use dkong audio as well - only cpu replaced by addon board... Updated game flags and added missing rom entries. Straightened memory maps. Fixed bug in dkong3b memory map. Externalized sound drivers to MACHINE_START in audio\dkong.c. DAC Filter now uses lowpass sallen key filter. Reorganized INPUT_PORTS. Added DIP locations to 8ballact. Fixed 8ballact according to conversion manual. Reorganized code. Changed palettesize to 521 colors.
- 0.120u4: Vas Crabb added DIP locations for the Nintendo Donkey Kong series.
- 0.116u3: DKong driver update [Couriersud]: Added sprite ram bank switching from schematics. Combined memory maps. First attempts on decoding m58815. radarsc1 driver for radarscope trs01 hardware. All drivers use VIDEO_RAW now. Fixed cocktail issues. Combined I/O and sound memory maps. Implemented background handling (disable prom /CS line) in all DKong sets. Created a new resistor network interface for computing palettes from color PROMs and component values on the PCB. Fixed several issues with the previous implementation.
- 0.104u4: Aaron Giles fixed missing save state data in the DKong driver.
- 0.104u3: Aaron Giles added save state support to the DKong driver.
- 0.111u5: Added includes\dkong.h.
- 0.89u6: Changed clock speed of all games with a S2650 CPU to 1536000 Hz.
- 0.86u1: Added machine\drakton.c.
- 0.84u5: Andrea Mazzoleni fixed incorrect graphics decode in the DKong driver.
- 0.72u1: Added machine\strtheat.c.
- 19th August 1999: Mike Coates fixed a bug in S2650 which made Hunchback miscalculate things, and sent in a driver for Hunchback running on Donkey Kong hardware.
- 0.31: Added sndhrdw\nes.c/h and nesintf.c/h.
- 0.28: Merged dkong3.c with dkong.c driver [Nicola Salmoria]. Removed vidhrdw\dkong3.c.
- 0.14: Added sndhrdw\dkong.c.
- 0.12: Added vidhrdw\generic.c/h.
- 0.11: Added dkong3.c driver and vidhrdw\dkong3.c.
- 0.06: Changed dkong\driver.c and dkong\vidhrdw.c to drivers\dkong.c and vidhrdw\dkong.c.
- 0.03: Added dkong\driver.c and dkong\vidhrdw.c.
----
Accepted
Donkey Kong [US Set 1] Game Starts atDonkey Kong [US Set 1] Game Settings & MAME ANALYST by terencew
Rules
ROMSet: DKong
Lives: 3
Bonus life: 7000
M.A.M.E. - Donkey Kong [US Set 1] - Points - 1,020,800 - Jason Brittain Final Score is at Game Initials JCB
I been Trying to get it to it will not play for me. My Computer or something else love to see it.
The Twitch video will not play
M.A.M.E. - Donkey Kong [US Set 1] - Points - 1,020,800 - Jason Brittain
Accepted looks good wtg Jason ! Oh Canada
ACCEPTED Congratulations Jason on getting a MILLION POINTS ON DONKEY KONG & Welcome to Twin Galaxy Merry Christmas to All
M.A.M.E. - Donkey Kong [US Set 1] Game Starts at 1:14 of the video
M.A.M.E. - Donkey Kong [US Set 1] & MAME ANALYST by terencew
Rules ALL GOOD A OK
ROM Set: DKong
Lives: 3 at 1:17 of the video You Can Clearly See 2 in Reserve at the TOP LEFT CORNER just below the Score and the 1 Jason is Playing.
Bonus life: 7000 At 2:46-48 of the video
Special Rules: NoneM.A.M.E. - Donkey Kong [US Set 1] - Points - 1,020,800 - Jason Brittain Final Score is at
https://upload.wikimedia.org/wikiped...keCon_2005.png
Game Initials JCB
DONKEY KONG MILLION POINTS at 2:09:09-10 of the video
1st Deaf at 22:21-25 of the video Score->158,300 Level 5-5 Barrel 125 Meter
2nd Deaf at 55:48-52 of the video Score->409,900 Level 10-3 Barrel 75 Meter
3rd Deaf at 1:32:08-12 of the video Score->687,600 Level 15-4 Elevator 100 Meter
Last Deaf KILL SCREEN at 2:12:21 of the video Level 22-1 Barrel 25 Meter Final Score 1,020,800
DONKEY KONG MILLION POINTS at 2:09:09-10 of the video Level 21-4 Elevator Score->1,000,000pts
I JJT Johnny Love the Music
https://www.youtube.com/watch?v=pSp0xQD6t2I
YES ~~~ 1,020,800
Awesome job, especially on the last man.
You have a solid technique, and you have mastered it.
Congratulations on the kill screen, and the great score!