M.A.M.E. - D2K: Jumpman Returns (v1.2) - Points [6 Men to Start] - 126,800 - Jeremy Young

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  1. M.A.M.E. - D2K: Jumpman Returns (v1.2) - Points [6 Men to Start] - 126,800 - Jeremy Young

    04-22-2015, 09:09 PM


    Points [6 Men to Start]
    WolfMame version
    149
    Score Track
    https://www.twingalaxies.com/scores.php?scores=132334
    Rules
    ROMset: dkongxLives: 6Bonus: 7,000DK High Score: Player's ChoiceD2K High Score: Player's ChoiceCoinage: Player's ChoiceBoot Timeout: Player's ChoiceStartup Game: D2KAttract Sound: Player's ChoiceNote: D2K was added to MAME in version 0.139u2. Prior versions cannot be used.
    Submission Message
    MARP Scoreboard
    MARP INP
    Original Twitch broadcast (2nd half seems to be corrupted :( )

    INP attached (hopefully) to this submission, and a video of the replay uploaded to TG. Thanks for watching!
    Attached Files Attached Files
  2. 04-23-2015, 03:44 AM
    cool, some interest in d2k.
    I never knew you could jump like that on level 1-1,
    i m gonna try that tonight.
  3. 04-23-2015, 06:02 AM
    Starting check.bat on 17/04/2015 at 1:32:47.69


    Zip test
    Code:
    Zip:
    
    
    7-Zip 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    
    Processing archive: C:\MAME\inp\MARP\jpy-dkongx-126800.zip
    
    
    Testing     JPY-D2K-126800.inp
    
    
    Everything is Ok
    
    
    Size:       984923
    Compressed: 965959
    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\jpy-dkongx-126800.zip
    
    
    --
    Path = C:\MAME\inp\MARP\jpy-dkongx-126800.zip
    Type = zip
    Physical Size = 965959
    
    
    ----------
    Path = JPY-D2K-126800.inp
    Folder = -
    Size = 984923
    Packed Size = 965789
    Modified = 2013-08-25 07:27:39
    Created = 2013-08-25 07:38:33
    Accessed = 2013-08-25 07:38:33
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = B73BE13D
    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 149


    What MAME thinks:
    Code:
    Input file: dkongx.inp
    INP version 3.0
    Created Sun Aug 25 06:54:27 2013
    Recorded using MAME 0.149[W] (Jun 12 2013)
    Total playback frames: 120749 (33:32.48)
    Average recorded speed: 100%



    Source driver:
    dkongx dkong.c
    DIP Info from source:
    Code:
    Resolution, 0.149: 256x224 @60.606061Hz
    
    
    Rules: https://www.twingalaxies.com/scores.php?scores=132334
    ROMset: dkongx
    Lives: 6
    Bonus: 7,000
    DK High Score: Player's Choice
    D2K High Score: Player's Choice
    Coinage: Player's Choice
    Boot Timeout: Player's Choice
    Startup Game: D2K
    Attract Sound: Player's Choice
    Note: D2K was added to MAME in version 0.139u2. Prior versions cannot be used.

    INP dump not relevant




    MAME Info
    dkongx is clone of: dkong
    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, wwtk@mail.com]. 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:
    
    
    - 0.153: Kevin Eshbach changed parent description to 'Donkey Kong Junior (US set F-2)' and corrected some rom names.
    
    
    - 0.152: Chris Psaros added clone Donkey Kong Junior (P kit, bootleg). Changed description of clone (Easy) to 'Donkey 
    
    
    Kong Junior (E kit)'.
    
    
    - 21st October 2012: 3D ARCADE - New Nintendo 3D cabinet model for Donkey King Jr. from Jibmums.
    
    
    - 0.143u2: Guru and Tingoes added clone Donkey King Jr. (bootleg of Donkey Kong Jr.).
    
    
    - 30th June 2011: Guru - After wiring up the Kong Jr. board to JAMMA and testing it I discovered it's an alternative 
    
    
    bootleg called Donkey King Jr. It's not in MAME so it'll be added soon.
    
    
    - 12th June 2011: Guru - I received a Falcon Kong Junior PCB thanks to Tingoes.
    
    
    - 0.141u2: Derrick Renaud fixed DISCRETE_WAVLOG & DISCRETE_RCFILTER, fixing dkongjr and likely other sounds.
    
    
    - 0.140u1: Derrick Renaud added DISCRETE_XTIME_xxx logic modules. These allow you to do logic operations on nodes 
    
    
    that use x_time anti-alias info. Added the ability to decode x_time to the DISCRETE_BIT_DECODE module. This means you 
    
    
    can have an oscillator pass x_time onto a counter, get the counter bits decoded, pass that through the new logic 
    
    
    modules and also have them convert the x_time to energy/anti-alaised voltage. Updated Donkey Kong Jr. to use these 
    
    
    new modules.
    
    
    - 0.140: Derrick Renaud fixed discrete audio output is lower pitched than normal in Donkey Kong Junior and clones.
    
    
    - 0.136u3: Stephane Humbert fixed dipswitches and inputs (after verification of the Z80 code) for clone Donkey Kong 
    
    
    Jr. (bootleg on Moon Cresta hardware). Changed description of clone 'Donkey Kong Jr. (Moon Cresta hardware)' to 
    
    
    'Donkey Kong Jr. (bootleg on Moon Cresta hardware)'.
    
    
    - 0.134u4: Derrick Renaud set Donkey Kong Junior noise clock to a fixed measured frequency (speed optimization).
    
    
    - 0.134u1: Derrick Renaud optimized DISCRETE_74LS624 making Donkey Kong Junior faster. Couriersud changed dkongjr to 
    
    
    uses parallel discrete tasks now.
    
    
    - 0.133u1: Renamed (dkngjnrj) to (dkongjnrj).
    
    
    - 0.127u2: Replaced I8035 CPU2 with MB8884, verified on schematics [Couriersud]. Aaron Giles fixed music speed 
    
    
    regression in Donkey Kong Jr. and clones.
    
    
    - 0.124u1: Added clone Junior King (bootleg of Donkey Kong Jr.). Only the graphic roms differ from dkongjrb but it's 
    
    
    a common bootleg.
    
    
    - 12th March 2008: Corrado Tomaselli dumped Junior King (bootleg of Donkey Kong Jr.).
    
    
    - 0.123u4: Changed description of clone '(bootleg?)' to 'Donkey Kong Junior (Easy)'. Renamed (dkngjnrb) to 
    
    
    (dkongjre).
    
    
    - 0.122u2: Couriersud added discrete sound and DISCRETE_74LS624 VCO to Donkey Kong Junior. Supports Logic, Energy and 
    
    
    Count outputs. Added proper Z80 / I8035 interface for Donkey Kong Junior and removed samples support. Replaced 
    
    
    DAC/Samples sound with Discrete.
    
    
    - 0.122: Couriersud mapped more interface lines between sound and cpu boards in Donkey Kong Junior (US).
    
    
    - 0.116u4: Couriersud fixed regressions in Donkey Kong Junior due to incorrect memory map and rendering too many 
    
    
    sprites.
    
    
    - 0.116u3: Changed VSync to 60.606061 Hz.
    
    
    - 0.116: Color generation from schematics (resistor mixer) for Donkey Kong Jr [Couriersud].
    
    
    - 26th November 2006: Mr. Do - We have a Donkey Kong Jr. bezel, thanks to the loan by Vintage Arcade Superstore and 
    
    
    cleanup by Ad_Enuff.
    
    
    - 0.86u3: Peter Rittwage and Derrick Renaud replaced the old climb and walk sample with three different samples. 
    
    
    Replaced climb- and walk.wav with climb0, climb1 and climb2.wav and walk0, walk1 and walk2.wav.
    
    
    - 12th July 2004: 3D ARCADE - New 3D cabinet model for Donkey Kong Jr. from Baraka.
    
    
    - 0.63: Added clone Donkey Kong Jr. (Moon Cresta hardware).
    
    
    - 11th December 2002: Zsolt Vasvari added a Donkey Kong Junior bootleg on Galaxian hardware and Stephane Humbert 
    
    
    fixed a slight dipswitch error in it.
    
    
    - 0.53: Added clone Donkey Kong Jr. (Japan). Changed description of clones '(Original Japanese)' to '(bootleg)' and 
    
    
    '(Japan)' to '(Japan?)'. Renamed (dkngjrjp) to (dkongjrb), (dkjrjp) to (dkngjnrj) and (dkjrbl) to (dkngjnrb). Fixed 
    
    
    rom names.
    
    
    -  1st June 2001: Mike Haaland added a Donkey Kong Jr. clone called Junior King.
    
    
    - 0.37b14: Replaced 8-way Joystick with 4-way.
    
    
    - 0.36b2: Added sample (snapjaw.wav).
    
    
    - 0.35b6: Replaced I8039 CPU2 with I8035.
    
    
    - 0.33b7: Changed description to 'Donkey Kong Junior (US)' and clones to 'Donkey Kong Junior (Japan)' and 'Donkey 
    
    
    Kong Junior (bootleg?)'.
    
    
    - 0.33b6: Changed description of clone '(Japanese)' to 'Donkey Kong Jr. (Japan)'.
    
    
    - 0.31: Howie Cohen added support for missing samples to Donkey Kong Jr. Wiebo de Wit fixed scores over 100000 in 
    
    
    Donkey Kong/Donkey Kong Jr.
    
    
    - 0.30: Mirko Buffoni added clone Donkey Kong Jr. (Original Japanese) (bootleg? 1982). 8039 emulator, and emulated 
    
    
    sound in Donkey Kong, Donkey Kong Jr. and Mario Bros. Since the boards also use discrete circuits to generate sound, 
    
    
    some samples are still needed to get complete sound support. Also partial sound in Radarscope [Ron Fries, Dan Boris, 
    
    
    Mirko Buffoni].
    
    
    - 0.29: Nicola Salmoria added clone Donkey Kong Jr. (Japanese) and clone (bootleg), with levels playing in the order 
    
    
    1-2-3-4 instead of 1-4-1-3-4-1-2-3-4 and bootleg version of Donkey Kong Jr., with levels playing in the order 1-2-3-4 
    
    
    instead of 1-4-1-3-4-1-2-3-4. Accurate colors in Donkey Kong Jr [Tim Lindquist, Nicola Salmoria]. Changed parent 
    
    
    description to 'Donkey Kong Jr. (US)'.
    
    
    - 24th September 1997: Dumped Donkey Donkey Kong Junior (Japan?).
    
    
    - 16th September 1997: Dumped Donkey Kong Junior (Easy).
    
    
    - 0.20: Donkey Kong Jr. has better colors now [Paul Berberich].
    
    
    - 0.13: Nicola Salmoria added high score saving to Donkey Kong Jr.
    
    
    - 0.10: I received no less than three different palettes for Donkey Kong Jr., from Brad Oliver, Marc Vergoossen and 
    
    
    Richard Davies. The one included is from Marc [Nicola Salmoria].
    
    
    - 0.09: Better colors in Donkey Kong Jr [Nicola Salmoria]. Thanks to Brad Oliver, Marc Vergoossen and Richard Davies 
    
    
    for help with Donky Kong Jr. colors.
    
    
    - 0.081: Sorry about screwing Donkey Kong Jr. colors... it's playable again. Colors are still way off though: anyone 
    
    
    volunteers to fix them? [Nicola Salmoria].
    
    
    - 0.08: Colors for Donkey Kong Jr. derived from Kong emulator by Gary Shepherdson.
    
    
    - 0.05: Nicola Salmoria added Donkey Kong Jr. (Nintendo 1982). Game is playable, has wrong colors and no sound. 
    
    
    Control: Arrows = Move around and CTRL = Jump. Known issues: I can't find the color RAM! Changed readroms() to allow 
    
    
    scatter loading of a single ROM. This was needed for Donkey Kong Jr. Now the end of the RomModule array is marked by 
    
    
    a size==0, while name==0 means "continue loading the previous ROM at this address". Special thanks to Brad Thomas and 
    
    
    Gary Shepherdson for the extensive information on Donkey Kong Jr.
    
    
    -  8th April 1993: Dumped Donkey Kong Junior (US).
    
    
    
    
    LEVELS: 4
    
    
    
    
    Other Emulators:
    
    
    * CottAGE
    
    
    * FB Alpha
    
    
    * HiVE
    
    
    * JAE
    
    
    * JEmu
    
    
    * JEmu2
    
    
    * Retrocade
    
    
    * VAntAGE
    
    
    
    
    Recommended Games (Platform):
    
    
    Space Panic
    
    
    Steel Worker
    
    
    Donkey Kong
    
    
    FamicomBox (Donkey Kong)
    
    
    Crazy Kong
    
    
    Crazy Kong Part II
    
    
    Kong (Donkey Kong conversion on Galaxian hardware)
    
    
    Donkey Kong Junior
    
    
    FamicomBox (Donkey Kong Jr.)
    
    
    Donkey Kong 3
    
    
    Super Donkey Kong (Super Famicom Box)
    
    
    Logger
    
    
    Naughty Mouse
    
    
    Treasure Island
    
    
    Treasure Island (DECO Cassette)
    
    
    Woodpecker
    
    
    Dock Man
    
    
    Kangaroo
    
    
    Minky Monkey
    
    
    Ponpoko
    
    
    Pop Flamer
    
    
    Popeye
    
    
    FamicomBox (Popeye)
    
    
    Springer
    
    
    Arabian
    
    
    Boggy '84
    
    
    Bristles (Max-A-Flex)
    
    
    Congo Bongo
    
    
    Dr. Micro
    
    
    Hopper Robo
    
    
    Jump Coaster
    
    
    Mappy
    
    
    Namco Classic Collection Vol.1 (Mappy)
    
    
    Mouser
    
    
    Roc'n Rope
    
    
    Super Glob
    
    
    Ben Bero Beh
    
    
    Complex X
    
    
    Jumping Jack
    
    
    Lode Runner
    
    
    Lode Runner II - The Bungeling Strikes Back
    
    
    Lode Runner III - The Golden Labyrinth
    
    
    Lode Runner IV - Teikoku Karano Dasshutsu
    
    
    Lode Runner - The Dig Fight
    
    
    Pandora's Palace
    
    
    Peter Pack-Rat
    
    
    Vs. Ice Climber
    
    
    Vs. Ice Climber Dual
    
    
    Vs. Wrecking Crew
    
    
    Baluba-louk no Densetsu
    
    
    Pig Out: Dine Like a Swine!
    
    
    Sea Hunter Pengui
    
    
    Multi 5 (Tong Boy)
    
    
    
    
    Romset: 45 kb / 13 files / 29.5 zip
    
    
    ----
    0.03 [Nicola Salmoria, Gary Shepherdson, Brad Thomas, Edward Massey]
    
    
    
    
    TODO:
    
    
    - Write a shootgal palette_init
    
    
    - Pestplce colors and origin
    
    
    - Shooting Gallery: Shootgal.txt mentions speech PCB, mikesarcade.com dk conversion - Clarify
    
    
    - 8ballact: Read 1507 no mapped
    
    
    - Implement 74LS259 (**** addressable latches), 74LS175 (QUAD D FlipFlop) and 74LS373 (Octal transparent latch).
    
    
    
    
    WIP:
    
    
    - 0.154: Removed machine\8257dma.c/h. Added machine\i8257.c/h. Replaced machine\8257dma with i8257 in dkong and kill 
    
    
    it [Carl]. Include missing members in save state in DKong driver [Couriersud].
    
    
    - 0.153: Converted machine\latch8.c (8 bit latch interface) to modern and DEVCB2 [Miodrag Milanovic].
    
    
    - 0.152: Lop sided gamelist as always [hap].
    
    
    - 0.151: Changed two devices (n2a03 and latch8) in DKong driver to be optional devices [Couriersud].
    
    
    - 0.150: Small PALETTE_INIT cleanup in video\dkong.c [Oliver Stöneberg].
    
    
    - 0.149: Modernized the TMS6100 and M58819 devices (audio\dkong.c) [Osso].
    
    
    - 0.148u5: Started to modernise TMS5110 (audio\dkong and includes\dkong.h) [smf].
    
    
    - 0.147u3: Rewrite M6502 to modern device, cycle-exact and interruptible (audio\dkong.c) [O. Galibert].
    
    
    - 0.147u1: Fixed DKong driver (space.read_byte -> prog_space->read_byte) [Miodrag Milanovic].
    
    
    - 0.146: hap fixed DKong driver ioport regression.
    
    
    - 0.145: hap added sprites wraparound to Donkey Kong HW (eg. Donkey Kong 3 when clearing stage 1).
    
    
    - 0.142u1: Curt Coder fixed the I/O address in Intel 8257 DMA operations.
    
    
    - 0.139u3: Fixed all games doesn't start in DKong driver (debug build).
    
    
    - 0.139u2: Harmony updated the i8257 DMA device to no longer be legacy.
    
    
    - 0.135u1: Curt Coder refactored i8257 DMA to use DEVCB.
    
    
    - 0.134u2: Couriersud removed capacitor aging code and assumed range input is gnd for all 74LS624.
    
    
    - 0.134u1: Couriersud made some progress with protection emulation for herbiedk and 8ballact. No more game specific 
    
    
    program counter checks.
    
    
    - 0.133u4: Discrete work [Couriersud]: Change the way custom modules are handled. Updated drivers mario and dkong 
    
    
    accordingly. Minor change to stream input handling. No more linear lists for nodes. All node processing switched to 
    
    
    linked lists. Module step and reset now only get a node pointer passed. Added discrete_info * pointer to node. Only 
    
    
    nodes with a step routine actually get processed. Fixed discrete logs did not work since some time bug. Preliminary 
    
    
    parallel task constants; depending on results these may vanish again. Overall slight performance increase. dkong 940% 
    
    
    to 960% and galaxian 740% to 790%.
    
    
    - 0.133u2: More NES work [Robert Bohms]: Fixed bug in nes_apu that caused errors reading $4015. Added length counter 
    
    
    status bits to $4015. Fixed 4-screen mirroring (PPU regression). Improved Sprite Overflow emulation of NES PPU (this 
    
    
    fixes the first of blargg's Sprite Overflow tests). This fixed Chameleon 24 doesn't start correctly.
    
    
    - 0.132u1: Kef Schecter adjusted sound command descriptions for DKong to be closer to the other drivers, and added a 
    
    
    missing command description.
    
    
    - 0.127u5: Couriersud moved dkong memory_region calls (video\dkong.c) into initialization routines.
    
    
    - 0.127u2: Donkey Kong/Donkey Kong Junior use MB8884 as sound CPU / verified on schematics [Couriersud]. S2650 based 
    
    
    games: Consolidated memory maps for S2650 based games. Renamed handlers to s2650_*. Joined protection handlers.
    
    
    - 0.127u1: Added machine\latch8.c/h. dkong & friends use new latch device [Couriersud]: Added new latch device where 
    
    
    appropriate. Increased accuracy since now all main/sound cpu communications are properly latched. Removed quite some 
    
    
    code as a consequence. Minor cosmetic edits. Couriersud added a new generic latch device. Generic emulation of 
    
    
    74LS174/175, 74LS259 and other latches. Apart from providing synched latch operation, these latches can be configured 
    
    
    to read their input bitwise from other devices as well and individual bits can be connected to discrete nodes. Please 
    
    
    see audio\dkong.c for examples.
    
    
    - 0.126u4: 8257DMA device now require device callback handlers instead of machine handlers. Updated affected drivers 
    
    
    accordingly [Couriersud].
    
    
    - 0.126u2: Miodrag Milanovic fixed 8257 DMA terminal count stop for autoload mode and added callback function 
    
    
    existance check.
    
    
    - 0.125u7: Removed machine\drakton.c and machine\strtheat.c. Merged driver init code for drakton and strtheat 
    
    
    [Couriersud]: Made decryption for drakton and strtheat more compact. Moved decryption and driver init code into 
    
    
    dkong.c. Implemented 8257 DMA controller as proper device [Couriersud]: Rewrote 8257dma.[ch]. Updated dkong.c 
    
    
    accordingly.
    
    
    - 0.125u3: Couriersud fixed duplicate input port bits in DKong driver. Implemented autoload mode in 8257 DMA [Miodrag 
    
    
    Milanovic]: Added support for autoload mode. Fixed bug in calculating count.
    
    
    - 0.123u4: Updated DKong driver to use two discrete structs which were previously not being used [Couriersud]: dkong 
    
    
    walk using a jump struct. radarscp using a dkong 555 struct. Changed Z80DMA to new device interface, updated dkong.c 
    
    
    to use new interface. Illustrates how to keep existing memory read/write handlers. This is slower than caching the 
    
    
    device interface, but does not have an impact on devices accessed at a low frequency like in this case [Couriersud].
    
    
    - 0.123u1: audio\dkong.c [Couriersud]: Fixed dkong audio over-modulation issue with DAC sound. Surround the fix with 
    
    
    a DK_REVIEW define for later review.
    
    
    - 0.122u7: DKong updates [Couriersud]: Fixed dkong sound following Clock Divider update. Updated to use XTAL_*. 
    
    
    Revert a change after sound regression in dkong. Couriersud added all known variants of the TMS5110 as proper chips. 
    
    
    Updated the DKong driver to use the new chips. Changed I8035 CPU2 clock speed to 6MHz.
    
    
    - 0.122u6: DKong changes [Couriersud]: Added equivalence circuit for Sanyo EZV audio amplifier. Set DK_C159 = 0 to 
    
    
    avoid over-aggressive high-pass filter. Solely based on observations. Added comment on above to source. Added define 
    
    
    DK_NO_FILTERS to turn of DAC filters and post-mixer filters for debugging.
    
    
    - 0.122u5: Couriersud fixed LS123 constant to match TI datasheet diode circuit constant (audio\dkong.c).
    
    
    - 0.122u4: DKong driver improvements [Couriersud]: Hooked up Z80 DMA. Removed 2nd player inputs from sbdk 
    
    
    input_ports. Fixed some dump "copy/paste" bugs in DIP locations.
    
    
    - 0.122u2: DKong updates [Couriersud]: Added dkongjr discrete sound. Proper interface Z80 - I8035 for dkongjr. 
    
    
    Changed discrete sound output factors. Removed samples support for dkongjr. Cosmetic changes. Fixed regression in 
    
    
    radarscp sound. Added DIP locations to dkong3b. Added discrete 74LS624(56789) implementation [Couriersud]: 
    
    
    DISCRETE_74LS624 is a VCO needed for dkongjr. Supports Logic, Energy and Count outputs.
    
    
    - 0.122: Another big DKong driver update [Couriersud]: Wrote M58817 sound driver and hooked it up. Uses TMS5110 
    
    
    speech synthesis. LPC format is identical, however coefficients seem to be different. Until coefficients are known, 
    
    
    samples are used. Changed dkong/radarscp based games to use hardware-conformant I8035 memory maps. Added drakton 
    
    
    clone drktnjr on dkongjr hardware. Moved address remapping proms to REGION_USER1 (hunchbkd & co). Service now adds 
    
    
    credit. Hooked up coin_counters. Remove GAME_NOT_WORKING GAME_WRONG_COLORS from hunchbkd. Mapped more interface lines 
    
    
    between sound and cpu boards in dkongjr. Tagged all inputs, all reads use tag names. Moved more static vars into 
    
    
    dkong_state.
    
    
    - 0.121u3: DKong driver updates [Couriersud]: Added configuration switch to change palette between TKG02 (radarscp 
    
    
    conversion) and TKG04 (dkong 2board). Added speech support (samples) to radarsc1. Fixed sound for drakton and 
    
    
    strtheat. Hooked up and written 8257 DMA controller. All dkong and dkongjr based games now use the 8257. All epos and 
    
    
    2650 based games now use the 8257. Fixed 2650 games to use dkong audio as well - only cpu replaced by addon board... 
    
    
    Updated game flags and added missing rom entries. Straightened memory maps. Fixed bug in dkong3b memory map. 
    
    
    Externalized sound drivers to MACHINE_START in audio\dkong.c. DAC Filter now uses lowpass sallen key filter. 
    
    
    Reorganized INPUT_PORTS. Added DIP locations to 8ballact. Fixed 8ballact according to conversion manual. Reorganized 
    
    
    code. Changed palettesize to 521 colors.
    
    
    - 0.120u4: Vas Crabb added DIP locations for the Nintendo Donkey Kong series.
    
    
    - 0.116u3: DKong driver update [Couriersud]: Added sprite ram bank switching from schematics. Combined memory maps. 
    
    
    First attempts on decoding m58815. radarsc1 driver for radarscope trs01 hardware. All drivers use VIDEO_RAW now. 
    
    
    Fixed cocktail issues. Combined IO and sound memory maps. Implemented background handling (disable prom /CS line) in 
    
    
    all DKong sets. Created a new resistor network interface for computing palettes from color PROMs and component values 
    
    
    on the PCB. Fixed several issues with the previous implementation.
    
    
    - 0.104u4: Aaron Giles fixed missing save state data in the DKong driver.
    
    
    - 0.104u3: Aaron Giles added save state support to the DKong driver.
    
    
    - 0.111u5: Added includes\dkong.h.
    
    
    - 0.89u6: Changed clock speed of all games with a S2650 CPU to 1536000 Hz.
    
    
    - 0.86u1: Added machine\drakton.c.
    
    
    - 0.84u5: Andrea Mazzoleni fixed incorrect graphics decode in the DKong driver.
    
    
    - 0.72u1: Added machine\strtheat.c.
    
    
    - 19th August 1999: Mike Coates fixed a bug in S2650 which made Hunchback miscalculate things, and sent in a driver 
    
    
    for Hunchback running on Donkey Kong hardware.
    
    
    - 0.31: Added sndhrdw\nes.c/h and nesintf.c/h.
    
    
    - 0.28: Merged dkong3.c with dkong.c driver [Nicola Salmoria]. Removed vidhrdw\dkong3.c.
    
    
    - 0.14: Added sndhrdw\dkong.c.
    
    
    - 0.12: Added vidhrdw\generic.c/h.
    
    
    - 0.11: Added dkong3.c driver and vidhrdw\dkong3.c.
    
    
    - 0.03: Added dkong.c driver and vidhrdw\dkong.c.
    
    
    ----

    Human interpretation:
    Achievement accomplished: 126800
    Recorded speed: 100%
    DIP-switches: good - confirmed visually on the first level (including bonus life)
    Time calc: 06:54:27 + 120749 frames @ 60.606061Hz (33.2059 min / MAME timer: 33:32.48) ~= 07:27 vs. zip mod: 07:27:39
    Dates: good
    Autofire used?: no
    ROM set changed?: no
    Name:  dkongx dips.jpg
Views: 155
Size:  43.0 KBName:  dkongx highs.jpg
Views: 132
Size:  28.2 KB
    I'd rather be last on every game than throw my time away chasing only one score.
    Thanks xelnia, Cthulhu thanked this post
    Likes d3scride, xelnia liked this post
  4. 04-23-2015, 01:35 PM
    Man, what a freaky game. Nice work!
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