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Thread: M.A.M.E. - Donkey Kong Junior [US] - Points - 1,323,200 - Corey Chambers

  1. #1
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    M.A.M.E. - Donkey Kong Junior [US] - Points - 1,323,200 - Corey Chambers

    Points
    RulesROMSet: DKongJr
    Lives: 3
    Bonus Life: 10000
    Cabinet: Upright
    Special Rules: This is a 1 Player ONLY variation!
    Submission MessageI did this World Record several months ago but submitting it now that TG is accepting submissions.

    I had a problem with uploading the attachment so I am adding these links in the hopes it will valid:

    Donkey Kong Forum: http://donkeykongforum.com/index.php....0;attach=1496

    MARP: http://replay.marpirc.net/inp/5/5/2/...00_wolf106.zip

    For those wanting to see the actual game play without having to watch it by replaying it through an emulator I have had the content on youtube:

  2. #2
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    Here is a version of me playing the game live uploaded to hitbox.tv which shows me, my expressions, and you can hear me speak and the keyboard inputs.

    It has music but as I understand it we are not to upload videos to TG that have third-party content, so since this is on a different site it is fine.

    Part 1: http://www.hitbox.tv/video/202528
    Part 2: http://www.hitbox.tv/video/202543

  3. #3
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    I've watched this game in its entirety. Easy accept. Congrats.
    Thanks DonkeyKongGenius thanked for this post

  4. #4
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    Thanks for the YT link !! I'm going to watch half today, half tomorrow.
    Likes DonkeyKongGenius liked this post

  5. #5
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    I remember seeing this live. Thumbs up & Nice score!
    Stephen K. Boyer
    Former Twin Galaxies Sr. Referee
    ~~~~~~~~~~~~~~~~~~~~~~~~
    Mario Bros. 2-Player Team: 1,517,380 ( Arcade Medium World Record )
    Mario Bros. 2-Player Team: 788,970 ( Arcade Medium NO POW World Record )
    Mario Bros. Single Player MEDIUM 4,260,210 ( MAME World Record )

  6. #6
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    Starting check.bat on 13/01/2015 at 0:54:27.93


    Zip test
    Code:
    
    7-Zip 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    
    Processing archive: C:\MAME\inp\MARP\dkg_dkongjr_1323200_wolf106.zip
    
    
    Testing     DonkeyKongJuniorWorldRecord1323200.wlf
    Testing     DonkeyKongJuniorWorldRecord1323200.inp
    
    
    Everything is Ok
    
    
    Files: 2
    Size:       91269714
    Compressed: 551395

    Zip list
    Code:
    
    7-Zip 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    
    Listing archive: C:\MAME\inp\MARP\dkg_dkongjr_1323200_wolf106.zip
    
    
    --
    Path = C:\MAME\inp\MARP\dkg_dkongjr_1323200_wolf106.zip
    Type = zip
    Physical Size = 551395
    
    
    ----------
    Path = DonkeyKongJuniorWorldRecord1323200.wlf
    Folder = -
    Size = 598
    Packed Size = 204
    Modified = 2014-08-06 12:50:53
    Created = 2014-08-06 05:53:22
    Accessed = 2014-08-06 05:53:22
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = 87214773
    Method = Deflate
    Host OS = FAT
    Version = 20
    
    
    Path = DonkeyKongJuniorWorldRecord1323200.inp
    Folder = -
    Size = 91269116
    Packed Size = 550793
    Modified = 2014-08-06 12:50:51
    Created = 2014-08-06 05:52:37
    Accessed = 2014-08-06 05:52:37
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = 3D42A9C8
    Method = Deflate
    Host OS = FAT
    Version = 20

    MAME Major Version 106


    What MAME thinks:
    Code:
    Recorded in WolfMAME 0.106
    Recorded system's speed = ~2196MHz (Intel)
    This recording was made with the C 68k core enabled
    Start date of recording: Wed Aug 06 10:21:54 2014
    
    
    Checks out OK. [cfb6]
    Playing back previously recorded game dkongjr (Donkey Kong Junior (US)) [press return]
    loading dkj.5b      
    loading dkj.5c      
    loading dkj.5e      
    loading c_3h.bin    
    loading 
    
    
    dkj.3n      
    loading dkj.3p      
    loading v_7c.bin    
    loading v_7d.bin    
    loading v_7e.bin    
    loading 
    
    
    v_7f.bin    
    loading c-2e.bpr    
    loading c-2f.bpr    
    loading v-2n.bpr    
                                 
    
    
     
    Average FPS: 1355.603781 (750332 frames)



    What wlfview thinks:
    Code:
    WLFVIEW 0.3 - Apr  5 2006
    
    
    Info loaded.  WLF rev 9
    
    
    Recorded for the game 'dkongjr'
    MAME version string: 0.106 (May 16 2006)
    
    
    -- CPU info --
    Vendor: Intel
    Processor Family: 6  Processor Model: 10
    Approximate clock speed: 2196484020Hz
    
    
    -- OS info --
    Operating System: Windows NT 6.2 
    
    
    -- INP info --
    Number of frames: 736041
    Average record speed: 99.999663%
    System time at start of emulation: Wed Aug 06 10:21:54 2014
    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

    Source driver:
    dkongjr src/drivers/dkong.c
    DIP Info from source:
    Code:
    Dkongjr uses dkong input (fifth parameter):
    GAME( 1982, dkongjr,  0,        dkongjr,  dkong,    0,        ROT90, "Nintendo of America", "Donkey Kong 
    
    
    Junior (US)", 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
    
    
    Rules:
    Lives: 3
    Bonus Life: 10000
    Cabinet: Upright
    
    
    Sample dkongjr correct TG:
    DSW0: offset 0x2F, repeat every 0x7C, value 0x84 typical
    - DSW0 Lives (0x03): 0x00 (3)
    - DSW0 Bonus_Life (0x0c): 0x04 (10000)
    - DSW0 Coinage (0x70): [not relevant]
    - DSW0 Cabinet (0x80): 0x80 (Upright)
    
    
        20: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 84 | ................
        A0: 00 00 00 00 00 00 00 00  00 00 00 84 00 00 00 00 | ................
       120: 00 00 00 00 00 00 00 84  00 00 00 00 00 00 00 00 | ................

    INP Header:
    Code:
        10: B4 AF EB 82 00 00 00 00  B2 F3 E1 53 AB 24 B6 CF | ´¯ë.....²óáS«$¶Ï
        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 Mid-section:
    Code:
    2B85360: 00 00 00 80 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B85370: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B85380: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B85390: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B853A0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B853B0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B853C0: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | ............¢.Cá
    2B853D0: 00 00 00 04 00 00 00 00  00 00 00 00 00 00 00 80 | ................
    2B853E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B853F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B85400: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B85410: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B85420: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B85430: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B85440: 00 00 00 00 00 00 00 00  A2 82 43 E1 00 00 00 04 | ........¢.Cá....
    2B85450: 00 00 00 00 00 00 00 00  00 00 00 80 00 00 00 00 | ................
    2B85460: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B85470: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B85480: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2B85490: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................

    INP Tail-end:
    Code:
    570A6C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    570A6D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    570A6E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    570A6F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    570A700: A2 82 43 E1 00 00 00 00  00 00 00 00 00 00 00 00 | ¢.Cá............
    570A710: 00 00 00 80 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    570A720: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    570A730: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    570A740: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    570A750: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    570A760: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    570A770: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | ............¢.Cá
    570A780: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 80 | ................
    570A790: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    570A7A0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    570A7B0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    570A7C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    570A7D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    570A7E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    570A7F0: 00 00 00 00 00 00 00 00  A2 82 43 E1             | ........¢.Cá



    MAME Info
    MAMEInfo.dat entries: dkongjr and dkong.c
    Code:
    MAMEInfo.dat entries for:
    dkongjr
    dkong.c
    ----
    0.05 [Nicola Salmoria, Gary Shepherdson, Brad Thomas, Edward Massey]
    
    
    
    
    Artwork available
    
    
    
    
    WIP:
    
    
    - 0.153: Kevin Eshbach changed parent description to 'Donkey Kong Junior (US set F-2)' and 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 'Donkey Kong Jr. (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.
    
    
    - 0.53: Added clone Donkey Kong Jr. (Japan). Changed description of clones '(Original Japanese)' to 
    
    
    '(bootleg)' and '(Japan)' to '(Japan?)'. Renamed (dkngjrjp) to (dkongjrb), (dkjrjp) to (dkngjnrj) and 
    
    
    (dkjrbl) to (dkngjnrb). Fixed rom names.
    
    
    -  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 to 'Donkey Kong Junior (Japan)' 
    
    
    and '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
    
    
    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
    
    
    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 Pengui
    
    
    Multi 5 (Tong Boy)
    
    
    
    
    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:
    
    
    - 0.154: 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 Stöneberg].
    
    
    - 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.[ch]. 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 IO 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.
    
    
    - 0.03: Added dkong.c driver and vidhrdw\dkong.c.
    
    
    ----

    Human interpretation:
    Achievement accomplished: 1,323,200 - 1 rollover
    Recorded speed: 99.999663%
    DIP-switches: something wrong in my analysis for lives setting: visual confirmation confirms bonus at


    10,000. Otherwise dips are good.
    Date calc: Start at 10:21:54 + 736041 frames @ 60Hz (204.4558 mins) = 13:45 vs. zip mod: 12:50:53.
    Dates: Reasonble drift over 3 hours: look good with a zone offset.
    Autofire used?: n/a

    Are you on my radar?
    I'd rather be last on every game than throw my time away chasing only one score.

  7. #7
    VERIFIED Senior Member Credibility: 16,254

    starcrytas's Avatar
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    Awesome score!
    Accepted!

  8. #8
    VERIFIED Legendary Member Credibility: 2,674


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    Just finished watching the final 2 hours...awesome game !!

  9. #9
    VERIFIED Senior Member Credibility: 2,775

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    Hi Genius

    Nice score. I like this game play and your strategies. Score accepted

    Regards
    Francois du Toit
    streaming mspacman normal and turbo speed at:

    Francois du Toit

  10. #10
    VERIFIED Senior Member Credibility: 15,929

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    Great run Genius! Accepted.
    Greg Degeneffe

    Frogger ------ 294,150 (1982) - Galaga ----- 4,800,000 (1983) - Pac-man -- 3,166,150 (1983) Reached Split Screen
    Q*Bert ----- 8,000,000 (1983) 16 hours - Gauntlet - 25,100,000 (1986) 36 hours
    Pictured in the December 1982 Activision Newsletter http://bit.ly/1AjazwY

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