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M.A.M.E. - Donkey Kong [US Set 1] - Points - 120,000 - Daniel Rodriguez

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    M.A.M.E. - Donkey Kong [US Set 1] - Points - 120,000 - Daniel Rodriguez

    Points
    WolfMame version106
    Score Trackhttp://www.twingalaxies.com/scores.php?scores=7721
    RulesROMSet: DKong
    Lives: 3
    Bonus life: 7000
    Special Rules: None
    Submission MessageDonkey Kong
    Attached Files Attached Files
  2. VERIFIED FORMER MEMBER Credibility: 2,034
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    Accepted.


    Great job Daniel! On your way to a higher score now that you've made it past the 3rd elevators!
    - Stephen "The Galaga King" Krogman - [U]Galaga Credentials[/U]: Arcade - Marathon - 15,999,990 Arcade - 5-Men - 3,276,030 [live @ Free-Play Florida 2015] Arcade - Fast Fire - Marathon - 11,999,990 [unofficial] MAME - Marathon - 5,679,450 MAME - Fast Fire - Marathon - 20,518,900 MAME - No Dual Ship - 5-Men - 453,470 MAME - No Dual Ship - Marathon - 1,112,520 MAME (Class of '81 Reunion) - Fast Fire - 5-Men - 10,000,160 DS (Namco MuseumDS) - Marathon - 3,499,980
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    *** DISCLAIMER ***
    The following tests and reports are neither exhaustive nor definitive,
    and should not be assumed as such in order to verify authenticity of a submission.



    Starting check on 28/01/2016 at 13:59:36.02


    Zip test
    Code:
    Zip:
    
    
    7-Zip 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    
    Processing archive: C:\MAME\inp\MARP\DonkeyKongDAN120,000.zip
    
    
    Testing     dkong.inp
    Testing     dkong.wlf
    
    
    Everything is Ok
    
    
    Files: 2
    Size:       6531090
    Compressed: 25889
    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\DonkeyKongDAN120,000.zip
    
    
    --
    Path = C:\MAME\inp\MARP\DonkeyKongDAN120,000.zip
    Type = zip
    Physical Size = 25889
    
    
    ----------
    Path = dkong.inp
    Folder = -
    Size = 6530492
    Packed Size = 25468
    Modified = 2016-01-20 01:52:42
    Created = 
    Accessed = 
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = 30F1EE94
    Method = Deflate
    Host OS = FAT
    Version = 20
    
    
    Path = dkong.wlf
    Folder = -
    Size = 598
    Packed Size = 211
    Modified = 2016-01-20 01:52:42
    Created = 
    Accessed = 
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = A3CF546C
    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 106


    What MAME thinks:
    Code:
    Recorded in WolfMAME 0.106
    Recorded system's speed = ~1059MHz (AMD)
    This recording was made with the C 68k core enabled
    Start date of recording: Wed Jan 20 06:37:59 2016
    
    
    Checks out OK. [263a]
    Playing back previously recorded game dkong (Donkey Kong (US set 1)) [press return]
    loading c_5et_g.bin 
    loading c_5ct_g.bin 
    loading c_5bt_g.bin 
    loading c_5at_g.bin 
    loading s_3i_b.bin  
    loading s_3j_b.bin  
    loading v_5h_b.bin  
    loading v_3pt.bin   
    loading l_4m_b.bin  
    loading l_4n_b.bin  
    loading l_4r_b.bin  
    loading l_4s_b.bin  
    loading c-2k.bpr    
    loading c-2j.bpr    
    loading v-5e.bpr



    What wlfview thinks:
    Code:
    WLFVIEW 0.3 - Apr  5 2006
    
    
    Info loaded.  WLF rev 9
    
    
    Recorded for the game 'dkong'
    MAME version string: 0.106 (May 16 2006)
    
    
    -- CPU info --
    Vendor: AMD
    Processor Family: 6  Processor Model: 6
    Approximate clock speed: 1059435376Hz
    
    
    -- OS info --
    Operating System: Windows NT 5.1 Service Pack 2
    
    
    -- INP info --
    Number of frames: 52665
    Average record speed: 99.996202%
    System time at start of emulation: Wed Jan 20 06:37:59 2016
    Sound: 44100Hz     Samples: Enabled
    GUI: 0    Artwork: 0
    68000 CPU Core: C
    NVRAM Usage: Disabled
    BIOS used (0=default): default
    
    
    -- Validity --
    Check 1:  INP header:  OK
    Check 2:  INP file:  OK
    Check 3:  WLF file:  OK

    Source driver:
    dkong src/drivers/dkong.c
    DIP Info from source:
    Code:
    # MAME 0.106 source
    
    
    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, Points: http://www.twingalaxies.com/scores.php?scores=7721
    Rules, Points, No Hammer: http://www.twingalaxies.com/scores.php?scores=10814
    Rules, Points, Level 1-1: http://www.twingalaxies.com/scores.php?scores=37975
    Rules, Fastest Start: http://www.twingalaxies.com/scores.php?scores=197163
    Rules, Kill Screen Activation: http://www.twingalaxies.com/scores.php?scores=132362
    ROMSet: DKong
    Lives: 3
    Bonus life: 7000
    
    
    Sample dkong correct TG:
    Offset 0x2F, repeat every 0x7C, value 0x80 typical
    - DSW0 Lives (0x03) = 0x00 (3 lives)
    - DSW0 Bonus_Life (0x0c) = 0x00 (7000)
    - DSW0 Coinage (0x70) = [not relevant]
    - DSW0 Cabinet (0x80) = [not relevant]
    
    
        20: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 80 | ................
        A0: 00 00 00 00 00 00 00 00  00 00 00 80 00 00 00 00 | ................
       120: 00 00 00 00 00 00 00 80  00 00 00 00 00 00 00 00 | ................

    Generic Info for game:
    Code:
    ROM Changes: none
    0.106-0.168: dkong - "Donkey Kong (US set 1)"
    
    
    Resolution, 0.106-0.115: 256x224 @ 60.000000Hz
    Resolution, 0.116-0.168: 256x224 @ 60.606061Hz
    
    
    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
    Rules, Fastest Start: http://www.twingalaxies.com/scores.php?scores=197163

    INP Header:
    Code:
        10: 70 B3 25 3F 00 00 00 00  47 2B 9F 56 B8 2E 3A 26 | p³%?....G+.V¸.:&
        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:
    31D240: 00 00 00 80 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    31D250: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    31D260: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    31D270: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    31D280: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    31D290: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    31D2A0: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | ............¢.Cá
    31D2B0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 80 | ................
    31D2C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    31D2D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    31D2E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    31D2F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    31D300: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    31D310: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    31D320: 00 00 00 00 00 00 00 00  A2 82 43 E1 00 00 00 00 | ........¢.Cá....
    31D330: 00 00 00 00 00 00 00 00  00 00 00 80 00 00 00 00 | ................
    31D340: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    31D350: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    31D360: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    31D370: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................

    INP Tail-end:
    Code:
    63A480: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    63A490: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    63A4A0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    63A4B0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    63A4C0: A2 82 43 E1 00 00 00 00  00 00 00 00 00 00 00 00 | ¢.Cá............
    63A4D0: 00 00 00 80 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    63A4E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    63A4F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    63A500: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    63A510: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    63A520: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    63A530: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | ............¢.Cá
    63A540: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 80 | ................
    63A550: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    63A560: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    63A570: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    63A580: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    63A590: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    63A5A0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    63A5B0: 00 00 00 00 00 00 00 00  A2 82 43 E1             | ........¢.Cá



    MAME Info
    MAMEInfo.dat entries: dkong and dkong.c
    Code:
    MAMEInfo.dat entries for:
    dkong
    dkong3
    dkongjr
    dkong.cpp
    ----
    0.03 [Nicola Salmoria, Gary Shepherdson, Brad Thomas, Edward Massey]
    
    
    
    
    Artwork available
    
    
    
    
    Bugs:
    
    
    - Switching to TKG-02 (Radarscope Conversion) is no longer creating the proper color palette. trebor (ID 05052)
    
    
    
    
    WIP:
    
    
    - 0.167: Robbbert added clone Donkey Kong: Pauline Edition Rev 5 (2013-04-22).
    
    
    - 0.155: Changed description of clones 'Donkey Kong II - Jumpman Returns (V1.1) (hack)' to 'Donkey Kong II: Jumpman Returns (hack, V1.1)' and 'Donkey Kong II - Jumpman Returns (V1.2) (hack)' to 'Donkey Kong II: Jumpman Returns (hack, V1.2)'.
    
    
    - 0.153: Matt Ziolkowski and Rob Rings added clone Donkey Kong (hard kit). Note: Donkey Kong "Hard" Kit is a yet "unconfirmed original" rom replacement kit which is a replacement for TKG-03 and -04 boards and greatly increases the speed and amount of fireballs showing on all levels. Such behavior can be seen easily on the Rivet Board, where most of the fireballs have appeared even before removing the first rivet.
    
    
    - 12th August 2013: Smitdogg - Andrew Welburn dumped a bootleg of Donkey Kong.
    
    
    - 21st October 2012: 3D ARCADE - New Nintendo 3D cabinet models for Donkey Kong and clone 'Donkey Kong II - Jumpman Returns' from Jibmums.
    
    
    - 0.147u1: 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 clone Donkey Kong (Japan set 2). Changed description of clone (Japan set 2) to 'Donkey Kong (Japan set 3) (bad dump?)'. 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 'Donkey Kong (Japan set 1)'.
    
    
    - 23rd August 1999: Mike Coates fixed Donkey Kong sounds.
    
    
    - 0.35b6: Replaced I8039 CPU2 with I8035.
    
    
    - 0.34b6: Andrew Scott added sound decay to Donkey Kong.
    
    
    - 0.34b4: Mirko Buffoni fixed sound pitch and tempo in Donkey Kong.
    
    
    - 0.34b1: Added color proms ($0, 100, 200 - palette low, palette high 4 bits (inverted) and character color codes on a per-column basis).
    
    
    - 0.33b7: Changed description to 'Donkey Kong (US)' and clone 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
    
    
    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)
    
    
    Sky Skipper
    
    
    Treasure Island
    
    
    Dazzler
    
    
    Kangaroo
    
    
    Mighty Monkey
    
    
    Minky Monkey
    
    
    Triple Punch
    
    
    Congo Bongo
    
    
    Jumping Jack
    
    
    FamicomBox
    
    
    Rampage
    
    
    Rampage: World Tour
    
    
    Toki
    
    
    Monkey Mole Panic
    
    
    Crazy Monkey
    
    
    Crazy Monkey 2
    
    
    
    
    Romset: 33 kb / 15 files / 21.5 zip
    
    
    ----
    0.11 [Mirko Buffoni]
    
    
    
    
    Artwork available
    
    
    
    
    TEST MODE:
    
    
    - Press F2 + F3 for Test-Mode
    
    
    
    
    WIP:
    
    
    - 0.155: Tirino73 added clone Donkey Kong 3 (bootleg with 2xAY8910).
    
    
    - 21st October 2012: 3D ARCADE - New Nintendo 3D cabinet model for Donkey Kong 3 from Jibmums.
    
    
    - 0.147u1: hap fixed Donkey Kong 3 crash.
    
    
    - 0.127u2: Replaced I8035 CPU2 with MB8884 in clone Donkey Kong 3 (bootleg on Donkey Kong Jr. hardware).
    
    
    - 0.127: Couriersud added address decode prom (dkc1-v.5e 18S030) to Donkey Kong 3 and clone (Japan).
    
    
    - 0.125u7: Cleaned up Z80DMA interface [Couriersud]: Removed compatibility to old Z80DMA driver. Now uses std. callbacks (READ8_HANDLER, WRITE8_HANDLER). Updated Donkey Kong 3 accordingly.
    
    
    - 0.125u3: Added 2x 'Unknown' dipswitches.
    
    
    - 0.122u4: Added Z80 DMA chip [Couriersud]: Only implements intelligence to emulate Donkey Kong 3.
    
    
    - 0.122u2: Couriersud added DIP locations to clone (bootleg on Donkey Kong Jr. hardware) 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
    
    
    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)
    
    
    Sky Skipper
    
    
    Treasure Island
    
    
    Dazzler
    
    
    Kangaroo
    
    
    Mighty Monkey
    
    
    Minky Monkey
    
    
    Triple Punch
    
    
    Congo Bongo
    
    
    Jumping Jack
    
    
    FamicomBox
    
    
    Rampage
    
    
    Rampage: World Tour
    
    
    Toki
    
    
    Monkey Mole Panic
    
    
    Crazy Monkey
    
    
    Crazy Monkey 2
    
    
    
    
    Romset: 74 kb / 16 files / 40.8 zip
    
    
    ----
    0.05 [Nicola Salmoria, Gary Shepherdson, Brad Thomas, Edward Massey]
    
    
    
    
    Artwork available
    
    
    
    
    WIP:
    
    
    - 0.161: Tafoid fixed incorrect dipswitches in Donkey Kong Junior.
    
    
    - 0.153: Kevin Eshbach changed parent description to 'Donkey Kong Junior (US set F-2)' 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)
    
    
    Sky Skipper
    
    
    Treasure Island
    
    
    Dazzler
    
    
    Kangaroo
    
    
    Mighty Monkey
    
    
    Minky Monkey
    
    
    Triple Punch
    
    
    Congo Bongo
    
    
    Jumping Jack
    
    
    FamicomBox
    
    
    Rampage
    
    
    Rampage: World Tour
    
    
    Toki
    
    
    Monkey Mole Panic
    
    
    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:
    
    
    - 0.167: Fixed horizontal partial updates in DKong driver [David Haywood].
    
    
    - 0.158: Tafoid added some documentation and confirmations on upgrade kits.
    
    
    - 0.154: Removed machine\8257dma.c/h. Added machine\i8257.c/h. Replaced machine\8257dma with i8257 in dkong and kill it [Carl]. Include missing members in save state in DKong driver [Couriersud].
    
    
    - 0.153: Converted machine\latch8.c (8 bit latch interface) to modern and DEVCB2 [Miodrag Milanovic].
    
    
    - 0.152: Lop sided gamelist as always [hap].
    
    
    - 0.151: Changed two devices (n2a03 and latch8) in DKong driver to be optional devices [Couriersud].
    
    
    - 0.150: Small PALETTE_INIT cleanup in video\dkong.c [Oliver Stoeneberg].
    
    
    - 0.149: Modernized the TMS6100 and M58819 devices (audio\dkong.c) [Osso].
    
    
    - 0.148u5: Started to modernise TMS5110 (audio\dkong and includes\dkong.h) [smf].
    
    
    - 0.147u3: Rewrite M6502 to modern device, cycle-exact and interruptible (audio\dkong.c) [O. Galibert].
    
    
    - 0.147u1: Fixed DKong driver (space.read_byte -> prog_space->read_byte) [Miodrag Milanovic].
    
    
    - 0.146: hap fixed DKong driver ioport regression.
    
    
    - 0.145: hap added sprites wraparound to Donkey Kong HW (eg. Donkey Kong 3 when clearing stage 1).
    
    
    - 0.142u1: Curt Coder fixed the I/O address in Intel 8257 DMA operations.
    
    
    - 0.139u3: Fixed all games doesn't start in DKong driver (debug build).
    
    
    - 0.139u2: Harmony updated the i8257 DMA device to no longer be legacy.
    
    
    - 0.135u1: Curt Coder refactored i8257 DMA to use DEVCB.
    
    
    - 0.134u2: Couriersud removed capacitor aging code and assumed range input is gnd for all 74LS624.
    
    
    - 0.134u1: Couriersud made some progress with protection emulation for herbiedk and 8ballact. No more game specific program counter checks.
    
    
    - 0.133u4: Discrete work [Couriersud]: Change the way custom modules are handled. Updated drivers mario and dkong accordingly. Minor change to stream input handling. No more linear lists for nodes. All node processing switched to linked lists. Module step and reset now only get a node pointer passed. Added discrete_info * pointer to node. Only nodes with a step routine actually get processed. Fixed discrete logs did not work since some time bug. Preliminary parallel task constants; depending on results these may vanish again. Overall slight performance increase. dkong 940% to 960% and galaxian 740% to 790%.
    
    
    - 0.133u2: More NES work [Robert Bohms]: Fixed bug in nes_apu that caused errors reading $4015. Added length counter status bits to $4015. Fixed 4-screen mirroring (PPU regression). Improved Sprite Overflow emulation of NES PPU (this fixes the first of blargg's Sprite Overflow tests). This fixed Chameleon 24 doesn't start correctly.
    
    
    - 0.132u1: Kef Schecter adjusted sound command descriptions for DKong to be closer to the other drivers, and added a missing command description.
    
    
    - 0.127u5: Couriersud moved dkong memory_region calls (video\dkong.c) into initialization routines.
    
    
    - 0.127u2: Donkey Kong/Donkey Kong Junior use MB8884 as sound CPU / verified on schematics [Couriersud]. S2650 based games: Consolidated memory maps for S2650 based games. Renamed handlers to s2650_*. Joined protection handlers.
    
    
    - 0.127u1: Added machine\latch8.c/h. dkong & friends use new latch device [Couriersud]: Added new latch device where appropriate. Increased accuracy since now all main/sound cpu communications are properly latched. Removed quite some code as a consequence. Minor cosmetic edits. Couriersud added a new generic latch device. Generic emulation of 74LS174/175, 74LS259 and other latches. Apart from providing synched latch operation, these latches can be configured to read their input bitwise from other devices as well and individual bits can be connected to discrete nodes. Please see audio\dkong.c for examples.
    
    
    - 0.126u4: 8257DMA device now require device callback handlers instead of machine handlers. Updated affected drivers accordingly [Couriersud].
    
    
    - 0.126u2: Miodrag Milanovic fixed 8257 DMA terminal count stop for autoload mode and added callback function existance check.
    
    
    - 0.125u7: Removed machine\drakton.c and machine\strtheat.c. Merged driver init code for drakton and strtheat [Couriersud]: Made decryption for drakton and strtheat more compact. Moved decryption and driver init code into dkong.c. Implemented 8257 DMA controller as proper device [Couriersud]: Rewrote 8257dma.[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.
    
    
    ----
    Name:  dkong.png
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    Are you on my radar?
    I'd rather be last on every game than throw my time away chasing only one score.
    Thanks terencew thanked for this post
  4. BANNED FOR CHEATING Credibility: 3,032
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    Thank you Barthax.
  5. Just a courtesy reminder to anyone voting on Daniel's submissions. About a month ago, Daniel starting requesting that his legitimate submissions be rejected after many had already accepted them. He also said that he was going to remove all video evidence for previously accepted submissions so that they would be challenged once the challenge system came online and removed. Both of these things would hurt the credibility rating of anyone voting to accept his submissions.


    Since that time, the credibility penalty was increased to 5% of your total credibility. So if you want to risk 5% of your credibility on this guy who has threatened to remove evidence, requested that legitimate submissions be rejected, and won't even summon up the moxie to apologize to the people he's trolled - well... don't say that you weren't warned.


    There's a full list of his behavior in the Tribunal forum.
    [CENTER] [/CENTER]
    Thanks pat33999, creech, ssdninja thanked for this post
    Likes creech liked this post
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    Quote Originally Posted by smkrogman View Post
    Accepted.


    Great job Daniel! On your way to a higher score now that you've made it past the 3rd elevators!
    Thanks Stephen.
    First a few kill screen then a 1M+ score
  7. VERIFIED Senior Member Credibility: 4,846
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    Quote Originally Posted by Don Atreides View Post
    Just a courtesy reminder to anyone voting on Daniel's submissions. About a month ago, Daniel starting requesting that his legitimate submissions be rejected after many had already accepted them. He also said that he was going to remove all video evidence for previously accepted submissions so that they would be challenged once the challenge system came online and removed. Both of these things would hurt the credibility rating of anyone voting to accept his submissions.


    Since that time, the credibility penalty was increased to 5% of your total credibility. So if you want to risk 5% of your credibility on this guy who has threatened to remove evidence, requested that legitimate submissions be rejected, and won't even summon up the moxie to apologize to the people he's trolled - well... don't say that you weren't warned.


    There's a full list of his behavior in the Tribunal forum.
    I hope that Daniel is back and happy and ready to play games and have fun and all that. Until I've seen a positive pattern of behavior though, I plan to abstain from voting on his submissions. Good luck everyone!
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    Quote Originally Posted by Aieoiue View Post
    Thanks Stephen.
    First a few kill screen then a 1M+ score
    After mame ill ask Neil Hernandez to play on The Enzo machine, maybe the ape is still scared of Billy Mitchell and be nice to me.
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    Quote Originally Posted by Don Atreides View Post
    Just a courtesy reminder to anyone voting on Daniel's submissions. About a month ago, Daniel starting requesting that his legitimate submissions be rejected after many had already accepted them. He also said that he was going to remove all video evidence for previously accepted submissions so that they would be challenged once the challenge system came online and removed. Both of these things would hurt the credibility rating of anyone voting to accept his submissions.


    Since that time, the credibility penalty was increased to 5% of your total credibility. So if you want to risk 5% of your credibility on this guy who has threatened to remove evidence, requested that legitimate submissions be rejected, and won't even summon up the moxie to apologize to the people he's trolled - well... don't say that you weren't warned.


    There's a full list of his behavior in the Tribunal forum.
    Courtesy reminder ? Seriously ? Your picking on the guy. Straight up bullying. Come on man get your foot off the accelerator. You made your point on the other thread. Lets MOVE FORWARD !
    I wanted to be a hero, I wanted to be the center of attention,
    I wanted the glory , I wanted the fame,
    I wanted the pretty girls to come up to me and say "hi I see that you're good in centipede"
    - Walter Day -
  10. Quote Originally Posted by Neilhdz View Post
    Courtesy reminder ? Seriously ? Your picking on the guy. Straight up bullying. Come on man get your foot off the accelerator. You made your point on the other thread. Lets MOVE FORWARD !
    Apparently asking people to apologize for their terrible behavior is "bullying" now. WTF is wrong with the world.
    [CENTER] [/CENTER]
    Likes creech, pat33999 liked this post
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