thread

M.A.M.E. - Donkey Kong Junior [US] - Points - 739,400 - Andrew Barrow

User Tag List

Is the performance claim below valid?

This poll is closed
    This poll is closed
Results 1 to 9 of 9
  1. VERIFIED Senior Member Credibility: 5,371
    Join Date
    Jul 2004
    Location
    Dunedin, New Zealand
    Posts
    2,328
    Thanks (Received)
    389
    Likes (Received)
    840
    Live Streaming Channel(s)
    View Channel: BarraNZ
    Mentioned
    5 Post(s)
    Tagged
    1 Thread(s)
    Follows
    25
    Following
    16

    M.A.M.E. - Donkey Kong Junior [US] - Points - 739,400 - Andrew Barrow

    Points
    WolfMame version164
    Score Trackhttp://www.twingalaxies.com/scores.php?scores=7723
    RulesROMSet: DKongJr
    Lives: 3
    Bonus Life: 10000
    Cabinet: Upright
    Special Rules: This is a 1 Player ONLY variation!
    Submission MessageAchieved 8th October 2015
    Kill screen. No point pressing
    WolfMAME 0.164

    Likes Max liked this post
  2. VERIFIED Senior Member Credibility: 5,467
    Join Date
    Feb 2010
    Location
    Australia
    Posts
    1,741
    Thanks (Received)
    1883
    Likes (Received)
    1491
    Mentioned
    63 Post(s)
    Tagged
    3 Thread(s)
    Follows
    24
    Following
    8
    Starting check on Thu 08/10/2015 at 1:55:51.01

    Zip test
    Code:
    Zip:
    
    7-Zip [64] 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    Processing archive: C:\MAME\ALLexes\inp\MARP\DKongJR-739400-164-Barra.zip
    
    Testing     DKongJR-739400-164-Barra.inp
    
    Everything is Ok
    
    Size:       2202627
    Compressed: 2164797
    RAR:
    
    7-Zip [64] 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    
    Error:
    there is no such archive
    Zip list
    Code:
    7-Zip [64] 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    Listing archive: C:\MAME\ALLexes\inp\MARP\DKongJR-739400-164-Barra.zip
    
    --
    Path = C:\MAME\ALLexes\inp\MARP\DKongJR-739400-164-Barra.zip
    Type = zip
    Physical Size = 2164797
    
    ----------
    Path = DKongJR-739400-164-Barra.inp
    Folder = -
    Size = 2202627
    Packed Size = 2164643
    Modified = 2015-10-08 02:48:50
    Created = 
    Accessed = 
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = E6B51E9C
    Method = Deflate
    Host OS = FAT
    Version = 20
    
    
    7-Zip [64] 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    
    Error:
    there is no such archive
    MAME Major Version 164

    What MAME thinks:
    Code:
    Input file: dkongjr.inp
    INP version 3.5
    Created Wed Oct 07 23:34:52 2015
    
    Recorded using MAME 0.164/W 29/7/15
    Total playback frames: 268849 (01:13:56.00)
    Average recorded speed: 100%
    Average speed: 344.72% (4436 seconds)

    Source driver:
    dkongjr dkong.c
    Generic Info for game:
    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
    
    Resolution: 256x224 @ 60Hz
    
    Rules: http://www.twingalaxies.com/scores.php?scores=7723
    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 dump not relevant


    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:
    
    - 0.161: 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 'Donkey Kong Jr. (bootleg)' and (Japan) to 'Donkey Kong Junior (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
    
    Mr. Do's Castle
    
    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 Pengui
    
    Multi 5 (Tong Boy)
    
    
    Recommended Games (Monkeys):
    
    Tranquilizer Gun
    
    Crazy Kong
    
    Crazy Kong Part II
    
    Donkey Kong
    
    Donkey Kong Junior
    
    Donkey Kong 3
    
    Super Donkey Kong (Super Famicom Box)
    
    Treasure Island
    
    Dazzler
    
    Kangaroo
    
    Mighty Monkey
    
    Minky Monkey
    
    Triple Punch
    
    Congo Bongo
    
    Jumping Jack
    
    FamicomBox
    
    Rampage
    
    Rampage: World Tour
    
    Toki
    
    Monkey Mole Panic
    
    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:
    
    - 0.158: 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.[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 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.
    
    - 0.03: Added dkong.c driver and vidhrdw\dkong.c.
    
    ----
    Human interpretation:
    Achievement accomplished: 739400
    WolfMAME used: MAME 0.164/W 29/7/15
    Recorded speed: 100%
    DIP-switches: OK (see screenshot)
    Time calc: 23:34:52 + (268849 frames ÷ 60.606061Hz [1:13:56]) ~= 0:48:48 vs zip mod 02:48:50 OK assuming TZ offset
    Dates: OK assuming TZ offset
    Autofire used?: No
    ROM set changed?: No... description change only at 0.153?


    Name:  dips.png
Views: 120
Size:  26.6 KBName:  0000.png
Views: 119
Size:  4.3 KB
    Thanks Barra, Cthulhu thanked for this post
    Likes d3scride liked this post
  3. VERIFIED Senior Member Credibility: 5,467
    Join Date
    Feb 2010
    Location
    Australia
    Posts
    1,741
    Thanks (Received)
    1883
    Likes (Received)
    1491
    Mentioned
    63 Post(s)
    Tagged
    3 Thread(s)
    Follows
    24
    Following
    8
    Could probably use a more concise dips file... meh, one for the to-do list.
    More importantly, well played!
    Thanks Barra thanked for this post
  4. VERIFIED Senior Member Credibility: 5,467
    Join Date
    Feb 2010
    Location
    Australia
    Posts
    1,741
    Thanks (Received)
    1883
    Likes (Received)
    1491
    Mentioned
    63 Post(s)
    Tagged
    3 Thread(s)
    Follows
    24
    Following
    8
    Maybe something like this, for those who care...?
    Code:
    ROM Changes: none
    0.106-0.152: dkongjr - "Donkey Kong Junior (US)"
    0.153->    : dkongjr - "Donkey Kong Junior (US set F-2)" (description change only)
    
    Resolution, 0.106-0.116: 256x224 @ 60 Hz
    Resolution, 0.117:       256x224 @ 60.606061 Hz
    
    Rules, Points: http://www.twingalaxies.com/scores.php?scores=7723
    Likes Barthax liked this post
  5. VERIFIED Honored Veteran Credibility: 32,423


    Join Date
    Nov 2002
    Location
    No' 'ere
    Posts
    18,635
    Thanks (Received)
    5379
    Likes (Received)
    4994
    Blog Entries
    109
    Live Streaming Channel(s)
    View Channel: barthax
    Mentioned
    57 Post(s)
    Tagged
    24 Thread(s)
    Follows
    73
    Following
    70
    Quote Originally Posted by terencew View Post
    Maybe something like this, for those who care...?
    Will PM. :)

    Are you on my radar?
    I'd rather be last on every game than throw my time away chasing only one score.
  6. VERIFIED Honored Veteran Credibility: 32,423


    Join Date
    Nov 2002
    Location
    No' 'ere
    Posts
    18,635
    Thanks (Received)
    5379
    Likes (Received)
    4994
    Blog Entries
    109
    Live Streaming Channel(s)
    View Channel: barthax
    Mentioned
    57 Post(s)
    Tagged
    24 Thread(s)
    Follows
    73
    Following
    70
    Hehe, I confirmed this one on MARP yesterday thinking it odd that Barra hadn't posted to TG too. :)

    Are you on my radar?
    I'd rather be last on every game than throw my time away chasing only one score.
    Likes Barra, Max liked this post
  7. VERIFIED Senior Member Credibility: 2,391
    Join Date
    May 2014
    Location
    South Africa
    Posts
    667
    Thanks (Received)
    148
    Likes (Received)
    194
    Blog Entries
    6
    Live Streaming Channel(s)
    View Channel: francoisadt
    Mentioned
    3 Post(s)
    Tagged
    48 Thread(s)
    Follows
    29
    Following
    27
    Confirm the score and playback, accepted, Fdt
    streaming mspacman normal and turbo speed at:

    Francois du Toit
    Thanks Barra thanked for this post
  8. VERIFIED Honored Veteran Credibility: 22,931
    Join Date
    Nov 2002
    Location
    Austin, Texas
    Posts
    19,319
    Thanks (Received)
    8920
    Likes (Received)
    4492
    Mentioned
    23 Post(s)
    Tagged
    51 Thread(s)
    Follows
    159
    Following
    421
    It won't play on the computer anybody know what I can do to play the Zip file of the Mame donkey Kong Jr.
  9. VERIFIED Senior Member Credibility: 1,969
    Join Date
    Oct 2015
    Location
    Purgatory
    Posts
    1,049
    Thanks (Received)
    189
    Likes (Received)
    303
    Blog Entries
    1
    Mentioned
    2 Post(s)
    Tagged
    11 Thread(s)
    Follows
    35
    Following
    19
    It won't play on the computer anybody know what I can do to play the Zip file of the Mame donkey Kong Jr.
    You'll need wolfmame v164 to play this back. (and the right ROM set)
    Are you using v106?
    I wanted the pretty girls to come up and say, "Hi, I see that you're good at Centipede." -Walter Day

    I want the pretty girls to come up and say, "Hi, I see you're good at Rod-Land." -Conjured
    Thanks Barra thanked for this post