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M.A.M.E. - Donkey Kong [US Set 1] - Points - 1,045,900 - Graham Hawkins

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    M.A.M.E. - Donkey Kong [US Set 1] - Points - 1,045,900 - Graham Hawkins

    Points
    WolfMame version153
    Score Trackhttp://www.twingalaxies.com/scores.php?scores=7721
    RulesROMSet: DKong
    Lives: 3
    Bonus life: 7000
    Special Rules: None
    Submission MessageHi, I achieved this score on M.A.M.E. in the Donkey Kong Online Open #2, July 7, 2015.

    Replay of game viewable here:
    (part 1)
    (part 2)

    Partial live stream (cuts off towards game end):

    INP also downloadable from MARP
    http://replay.marpirc.net/r/dkong
    Attached Files Attached Files
    Likes Barra, d3scride liked this post
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    Starting check.bat on 27/07/2015 at 13:55:13.06


    Zip test
    Code:
    Zip:
    
    
    7-Zip 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    
    Processing archive: C:\MAME\inp\MARP\dk150707_1045900_KS.zip
    
    
    Testing     dk150707_1045900_KS.inp
    
    
    Everything is Ok
    
    
    Size:       4486704
    Compressed: 4395585
    RAR:
    
    
    7-Zip 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    
    
    
    Error:
    there is no such archive

    Zip list
    Code:
    7-Zip 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    
    Listing archive: C:\MAME\inp\MARP\dk150707_1045900_KS.zip
    
    
    --
    Path = C:\MAME\inp\MARP\dk150707_1045900_KS.zip
    Type = zip
    Physical Size = 4395585
    
    
    ----------
    Path = dk150707_1045900_KS.inp
    Folder = -
    Size = 4486704
    Packed Size = 4395405
    Modified = 2015-07-07 05:39:50
    Created = 2015-07-07 05:40:02
    Accessed = 2015-07-07 05:51:45
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = 285FA430
    Method = Deflate
    Host OS = FAT
    Version = 20
    
    
    
    
    7-Zip 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    
    
    
    Error:
    there is no such archive

    MAME Major Version 153


    What MAME thinks:
    Code:
    Input file: dkong.inp
    INP version 3.5
    Created Tue Jul 07 03:09:35 2015
    Recorded using W/MAME 0.153 07/04/14
    Total playback frames: 546192 (02:31:43.20)
    Average recorded speed: 99%
    Average speed: 490.76% (14516 seconds)



    Source driver:
    dkong dkong.c
    Generic Info for game:
    Code:
    ROM Changes: none
    0.106-0.163: dkong - "Donkey Kong (US set 1)"
    
    
    Resolution, 0.153: 256x224 @ 60.606061 Hz
    
    
    Rules, Points: http://www.twingalaxies.com/scores.php?scores=7721
    Rules, Kill Screen Activation: http://www.twingalaxies.com/scores.php?scores=132362
    Rules, No Hammer Challenge: http://www.twingalaxies.com/scores.php?scores=10814
    Rules, Level 1-1: http://www.twingalaxies.com/scores.php?scores=37975

    INP dump not relevant




    MAME Info
    MAMEInfo.dat entries: dkong and dkong.c
    Code:
    MAMEInfo.dat entries for:
    dkong
    dkong3
    dkongjr
    dkong.c
    ----
    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:
    
    
    - 0.155: 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: Removed device_memory_interface from driver_device, fixes issues with Donkey Kong clones, and various others [Miodrag Milanovic].
    
    
    - 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 Donkey Kong (Japan set 2). Renamed (dkongjpo) to (dkongjo1). Added color proms ($0, 100, 200) from (Japan set 2) to (Japan set 1+3). Fixed rom names.
    
    
    - 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 '(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 to '(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?
    
    
    - 0.21: Added 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 for the extensive information on Donkey Kong.
    
    
    - 0.03: Nicola Salmoria added Donkey Kong (US version) (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 Gary Shepherdson (Kong emulator), Brad Thomas (hardware info) and Edward Massey (MageX emulator).
    
    
    - 17th January 1996: Dumped Donkey Kong (US set 1).
    
    
    
    
    LEVELS: 4
    
    
    
    
    Other Emulators:
    
    
    * CottAGE
    
    
    * FB Alpha
    
    
    * HiVE
    
    
    * JAE
    
    
    * JEmu
    
    
    * JEmu2
    
    
    * Mimic
    
    
    * Raine
    
    
    * 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: 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) and 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 provided a driver for 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
    
    
    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: 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)' 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:
    
    
    - 0.158: 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 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: 1045900
    WolfMAME used: W/MAME 0.153 07/04/14
    Recorded speed: 99%
    DIP-switches: good
    Time calc: 03:09:35 + 546192 frames @ 60.606061 Hz (MAME: 02:31:43.20, Calc: 150.2027 min) ~= 5:39 vs. zip mod: 05:39:50
    Dates: good
    Autofire used?: no
    ROM set changed?: no
    Name:  dkong.jpg
Views: 247
Size:  44.0 KB

    Are you on my radar?
    I'd rather be last on every game than throw my time away chasing only one score.
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  3. VERIFIED Senior Member Credibility: 5,522
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    Haha...beat me by about 5 minutes. So, I'll just post the other stats:

    DKF Submission
    DKF Verification

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    Quote Originally Posted by xelnia View Post
    Haha...beat me by about 5 minutes.
    It's Monday - catching up with MAME after my usual MAME-free weekend (well, if it weren't for IGBY2, that is). ;)

    Are you on my radar?
    I'd rather be last on every game than throw my time away chasing only one score.
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    Hi, as a Junior trying to build submission points, how detailed am I expected to be in verifying others' submissions? The final score & method of gameplay can be seen from video (where provided) &/or the .inp, but am I also expected to check things like DIP switches (easier in some versions than others), button mapping, enabled cheats etc?
    And if so, is there documentation and a repository of tools for this purpose? I'd hate to do the wrong thing for a 1M+ dkong score!
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    Quote Originally Posted by terencew View Post
    Hi, as a Junior trying to build submission points, how detailed am I expected to be in verifying others' submissions? The final score & method of gameplay can be seen from video (where provided) &/or the .inp, but am I also expected to check things like DIP switches (easier in some versions than others), button mapping, enabled cheats etc?
    And if so, is there documentation and a repository of tools for this purpose? I'd hate to do the wrong thing for a 1M+ dkong score!
    The idea is that you achieve a level of understanding to which you are comfortable. Comments can be helpful but arguments ensue occasionally so a pinch of salt is worthwhile. In terms of the detail above, there aren't many (2-3) that do so - if you're at all interested (I understand if you're not) you can begin at http://www.twingalaxies.com/showthre...AME-batch-file

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


    Aweome score!



    Accepted
    PS.....Is what the alphabet would look like if Q and R were eliminated
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    Hi


    The INP play backwards. Game play looks fine for me. Accepted.

    Regards
    Francois
    streaming mspacman normal and turbo speed at:

    Francois du Toit
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