M.A.M.E. - Donkey Kong [US Set 1] - Fastest Start - 08:56.733 milliseconds - Craig Gallant

Is the performance claim below valid?

    This poll is closed
This poll is closed
  1. M.A.M.E. - Donkey Kong [US Set 1] - Fastest Start - 08:56.733 milliseconds - Craig Gallant

    09-01-2015, 09:19 PM
    Fastest Start
    WolfMame version
    106
    Score Track
    https://www.twingalaxies.com/scores.php?scores=197163
    Rules
    ROMset: dkongLives: 3Bonus life: 7000Note: Using older WolfMAME versions may result in slower overall times. Since TG technically allows all WolfMAME versions for competition, there will be no restriction hereSpecial rules:1) Timer starts with the first movement of Jumpman at the beginning of the game.2) The timer stops the instant the last rivet is pulled on 4-5. This is considered to be when Jumpman passes over the rivet and the rivet disappears3) MUST be obtained on your first life. Any death will result in immediate disqualification4) Can be part of any game, provided it adheres to the rules of this particular track5) Only a 1 Player game using 1UP will be acceptedAccurate timings can be determined using frame advance while playing back the INP, and the refresh rate of the specific MAME version that was used.Definition of a "start": Reaching Level 5 WITHOUT the loss of a life. As to maintain consistency, this track is a first-life only track.
    Submission Message
    Inaugural submission one shot attempt. INP + WLF attached. Hoping I calculated the time right!

    Frame start (first jumpman movement): 1083
    Frame end (cleared last rivet): 33287


    Total frames: 32204 frames / 60 frames/s = 536.7333 seconds


    8 minutes 56 seconds 733 milliseconds
    Attached Files Attached Files
  2. 09-01-2015, 09:19 PM
    Craig Rout Gallant

    Current verified TG WRs: 58

    My Youtube channel: http://www.youtube.com/CraigARG
    MAME World Records channel: http://www.youtube.com/MAMEWorldRecords
  3. 09-02-2015, 05:45 AM
    Looks all good to me. Calculation checks out
    WolfMAME 0.106 has refresh rate of 60.00000Hz. So all is good here

    Nice work :)
  4. 09-02-2015, 09:50 AM
    So has to be mame and not cabinet eh? :D
  5. 09-02-2015, 09:51 AM
    Could make a track with cabinet if you wanted
  6. 09-02-2015, 09:52 AM
    Yeah just mimic the rules obviously omitting the parts about INP and frame advance
  7. 09-04-2015, 05:02 AM
    Starting check.bat on 04/09/2015 at 13:48:12.57

    Zip test
    Code:
    Zip:
    
    7-Zip 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    Processing archive: T:\LocalMAME\combined\inp\MARP\CRG-DkongStart.zip
    
    Testing     cdk.wlf
    Testing     cdk.inp
    
    Everything is Ok
    
    Files: 2
    Size:       4255070
    Compressed: 25851
    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: T:\LocalMAME\combined\inp\MARP\CRG-DkongStart.zip
    
    --
    Path = T:\LocalMAME\combined\inp\MARP\CRG-DkongStart.zip
    Type = zip
    Physical Size = 25851
    
    ----------
    Path = cdk.wlf
    Folder = -
    Size = 598
    Packed Size = 208
    Modified = 2015-09-01 18:29:29
    Created = 2015-08-10 04:43:06
    Accessed = 2015-08-10 04:43:06
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = 083899F8
    Method = Deflate
    Host OS = FAT
    Version = 20
    
    Path = cdk.inp
    Folder = -
    Size = 4254472
    Packed Size = 25369
    Modified = 2015-09-01 18:29:29
    Created = 2015-08-10 04:41:45
    Accessed = 2015-08-10 04:41:45
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = B13BE713
    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 = ~3400MHz (Intel)
    This recording was made with the C 68k core enabled
    Start date of recording: Tue Sep 01 18:19:57 2015
    
    Checks out OK. [60d0]
    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: Intel
    Processor Family: 6  Processor Model: 10
    Approximate clock speed: 3400229760Hz
    
    -- OS info --
    Operating System: Windows NT 6.1 Service Pack 1
    
    -- INP info --
    Number of frames: 34310
    Average record speed: 99.994521%
    System time at start of emulation: Tue Sep 01 18:19:57 2015
    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: https://www.twingalaxies.com/scores.php?scores=7721
    Rules, Points, No Hammer: https://www.twingalaxies.com/scores.php?scores=10814
    Rules, Points, Level 1-1: https://www.twingalaxies.com/scores.php?scores=37975
    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
    0.106-0.163: dkong - "Donkey Kong (US set 1)"
    
    Resolution, 0.153: 256x224 @ 60.606061 Hz
    
    Rules, Points: https://www.twingalaxies.com/scores.php?scores=7721
    Rules, Kill Screen Activation: https://www.twingalaxies.com/scores.php?scores=132362
    Rules, No Hammer Challenge: https://www.twingalaxies.com/scores.php?scores=10814
    Rules, Level 1-1: https://www.twingalaxies.com/scores.php?scores=37975
    INP Header:
    Code:
        10: 80 63 AB CA 00 00 00 00  3D DE E5 55 79 E0 D0 60 | .c....=Uy`
        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 | ........>.C....
        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 | ....>.C........
       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:
    2074E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2074F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    207500: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    207510: 00 00 00 00 A2 82 43 E1  00 00 00 00 00 00 00 00 | .....C........
    207520: 00 00 00 00 00 00 00 80  00 00 00 00 00 00 00 00 | ................
    207530: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    207540: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    207550: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    207560: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    207570: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    207580: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    207590: A2 82 43 E1 00 00 00 04  00 00 00 00 00 00 00 00 | .C............
    2075A0: 00 00 00 80 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2075B0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2075C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2075D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2075E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    2075F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    207600: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | .............C
    207610: 00 00 00 04 00 00 00 00  00 00 00 00 00 00 00 80 | ................
    INP Tail-end:
    Code:
    40E9D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40E9E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40E9F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40EA00: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | .............C
    40EA10: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 80 | ................
    40EA20: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40EA30: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40EA40: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40EA50: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40EA60: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40EA70: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40EA80: 00 00 00 00 00 00 00 00  A2 82 43 E1 00 00 00 00 | .........C....
    40EA90: 00 00 00 00 00 00 00 00  00 00 00 80 00 00 00 00 | ................
    40EAA0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40EAB0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40EAC0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40EAD0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40EAE0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40EAF0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    40EB00: 00 00 00 00 A2 82 43 E1                          | .....C

    MAME Info
    MAMEInfo.dat entries: dkong and dkong.c
    Code:
    MAMEInfo.dat entries for:
    dkong
    dkong3
    dkongjr
    dkong.c
    ----
    0.03 [Nicola Salmoria, Gary Shepherdson, Brad Thomas, Edward Massey]
    
    
    Artwork available
    
    
    Bugs:
    
    - Switching to TKG-02 (Radarscope Conversion) is no longer creating the proper color palette. trebor (ID 05052)
    
    
    WIP:
    
    - 0.155: Changed description of clones 'Donkey Kong II - Jumpman Returns (V1.1) (hack)' to 'Donkey Kong II: Jumpman Returns (hack, V1.1)' and 'Donkey Kong II - Jumpman Returns (V1.2) (hack)' to 'Donkey Kong II: Jumpman Returns (hack, V1.2)'.
    
    - 0.153: Matt Ziolkowski and Rob Rings added clone Donkey Kong (hard kit). Note: Donkey Kong "Hard" Kit is a yet "unconfirmed original" rom replacement kit which is a replacement for TKG-03 and -04 boards and greatly increases the speed and amount of fireballs showing on all levels. Such behavior can be seen easily on the Rivet Board, where most of the fireballs have appeared even before removing the first rivet.
    
    - 12th August 2013: Smitdogg - Andrew Welburn dumped a bootleg of Donkey Kong.
    
    - 21st October 2012: 3D ARCADE - New Nintendo 3D cabinet models for Donkey Kong and clone 'Donkey Kong II - Jumpman Returns' from Jibmums.
    
    - 0.147u1: Removed device_memory_interface from driver_device, fixes issues with Donkey Kong clones, and various others [Miodrag Milanovic].
    
    - 0.146u2: No need for custom EEPROM intf in the Donkey Kong II clones [hap].
    
    - 0.141u2: Couriersud fixed a bug in palette_normalize_range which caused color distortion. The luminance normalization now converts r,g,b to y,u,v and normalizes y prior to converting back to r,g,b. This affects e.g. Radar Scope, Donkey Kong and Mario Bros.
    
    -  6th September 2010: Mr. Do - Donkey Kong II was recently added to official MAME, so that's been removed from the "Other Artwork" page, and added in to the dkong artwork set.
    
    - 0.139u2: Added clones Donkey Kong II - Jumpman Returns (V1.1) (hack) and (V1.2) (hack). This is a DKong/Hack combo using a Braze Technologies High Score Save PCB. This PCB will be placed in the CPU socket and the Z80 together with an additional 64K rom, a 74LS245, an EEPROM and a PAL/GAL. It looks like the "encryption" was a coincidence resulting from an easy PCB layout. The PAL is also used to switch A15 on and off. This is done in locations 6800 and E800.
    
    - 0.133u5: Removed 2nd Discrete sound in Donkey Kong.
    
    - 0.133u4: Added 2nd Discrete sound to Donkey Kong.
    
    - 0.133u1: Renamed (dkongjp) to (dkongj).
    
    - 0.129u3: Fabio Priuli added 'Free_Play' dipswitch to clone Donkey Kong Foundry (hack) and changed year to 2004.
    
    - 0.129: Added clone Donkey Kong Foundry (hack) (1981).
    
    - 0.128u2: More Discrete module optimizations [Derrick Renaud]: Added optimized custom mixer to Donkey Kong. The custom mixer just optimizes the code that creates the voltage on the 555s. It is also a test case for the new DISCRETE_CUSTOM module. This speeds up Donkey Kong 17%.
    
    - 0.127u8: Aaron Giles fixed Donkey Kong crashes after quiting and artwork/gameplay area are getting squished/distorted.
    
    - 0.127u5: Couriersud moved dkong memory_region calls into initialization routines.
    
    - 0.127u2: Replaced I8035 CPU2 with MB8884, verified on schematics [Couriersud]. Optimized DISCRETE_RCDISC_MODULATED. Added X_TALs to circus. Optimized DISCRETE_RCINTEGRATE and DISCRETE_555_ASTABLE. Optimized DISCRETE_555_ASTABLE_CV and DISCRETE_MIXER. Optimized DISCRETE_555_CC. The 555 and mixer changes also speed up just about every current discrete game [Derrick Renaud].
    
    - 0.126u4: Scanline exact rendering for Donkey Kong and clones [Couriersud]: Sprite limit of 16 sprites per scanline implemented from schematics. Proper wrap around from bottom to top. Added some notes about sprite limits and hardware to DKong driver (thanks to R. Belmont).
    
    - 0.123u4: Updated DKong driver to use two discrete structs which were previously not being used [Couriersud]: Donkey Kong walk using a jump struct.
    
    - 0.122: Fixed cpu2 rom address to $1000.
    
    - 30th September 2007: Mr. Do - I brought home a Donkey Kong bezel, as that game has always bugged me a little. Once I had it sitting at home, I could see the difference between the old version and the real thing: Richer browns, both the light and dark. The brown on Jumpman's shirt in three of the four spots should be dark brown, not the light brown that matches the circle background. Oddly enough, which looks like a Nintendo printing error, the brown on the Jumpman in the upper-right corner actually is light brown. The alignment on a few of the characters was slightly off. It looks a lot nicer now.
    
    - 0.116: Couriersud implemented discrete sound from schematics in Donkey Kong. Color generation from schematics (resistor mixer). Replaced DAC/Samples sound with Discrete. Removed all samples. Changed VSync to 60.606061 Hz.
    
    -  6th May 2007: Mr. Do - Added the "under bezel" instruction card for Donkey Kong, plus the cocktail instructions, thanks to MikesArcade.
    
    - 0.86u3: Donkey Kong sample improvements [Peter Rittwage, Derrick Renaud]. Added samples (run01, run02, run03, jump and dkstomp.wav).
    
    - 18th July 2004: Andrea Mazzoleni fixed an invalid GfxLayout in Donkey Kong.
    
    - 12th July 2004: 3D ARCADE - New 3D cabinet model for Donkey Kong from Baraka.
    
    - 21st January 2003: Derrick Renaud modifyed the Donkey Kong sounds a little.
    
    - 0.62: Added clone Donkey Kong (US set 2). Changed parent description to 'Donkey Kong (US set 1)'.
    
    - 17th June 2002: Mike Haaland added the original US ROM set of Donkey Kong which includes the ladder trick.
    
    - 0.53: Added Donkey Kong (Japan set 2). Renamed (dkongjpo) to (dkongjo1). Added color proms ($0, 100, 200) from (Japan set 2) to (Japan set 1+3). Fixed rom names.
    
    - 0.37b14: Replaced 8-way Joystick with 4-way.
    
    - 17th April 2000: Zsolt Vasvari fixed a Donkey Kong graphics bug.
    
    - 0.36b13: Added clone Donkey Kong (Japan set 2). Changed description of clone '(Japan)' to '(Japan set 1)'.
    
    - 23rd August 1999: Mike Coates fixed Donkey Kong sounds.
    
    - 0.35b6: Replaced I8039 CPU2 with I8035.
    
    - 0.34b6: Andrew Scott added sound decay to Donkey Kong.
    
    - 0.34b4: Mirko Buffoni fixed sound pitch and tempo in Donkey Kong.
    
    - 0.34b1: Added color proms ($0, 100, 200 - palette low, palette high 4 bits (inverted) and character color codes on a per-column basis).
    
    - 0.33b7: Changed description to 'Donkey Kong (US)' and clone to '(Japan)'.
    
    - 0.31: Howie Cohen and Brad Oliver fixed sound pitch and Mario jump in Donkey Kong. Wiebo de Wit fixed scores over 100000 in Donkey Kong/Donkey Kong Jr.
    
    - 0.30: 8039 emulator, and emulated sound in Donkey Kong, Donkey Kong Jr. and Mario Bros. Since the boards also use discrete circuits to generate sound, some samples are still needed to get complete sound support. Also partial sound in Radarscope [Ron Fries, Dan Boris, Mirko Buffoni].
    
    - 0.29: Minor fix to Donkey Kong colors (black was dark blue) [Nicola Salmoria]. Added Gamma correction controls. Use Shift + Numeric pad +/- to change it. There are some games which are too dark on the default setting, instead of using the monitor settings use these controls to brighten the picture. Gamma correction also affects colors, like the girders in Donkey Kong [Nicola Salmoria].
    
    - 0.28: Colors in Donkey Kong are now 100% accurate [Nicola Salmoria]: Several people complained that girders should be pink instead of red, but to the best of my knowledge the current colors are an accurate conversion of the color PROMs, and this has been confirmed by some people. There might be two different versions of Donkey Kong, with slightly different colors. If someone has a "pink" board and wants to read the PROMs from there, I'll be happy to include them.
    
    - 0.27: Donkey Kong has better colors [Nicola Salmoria]. Are they entirely accurate?
    
    - 0.21: Added Donkey Kong (Japanese version). This version has the bug that barrels do not come down when at the top of a ladder, but the levels play in the order barrels-pies-elevators-girders instead of barrels-girders-barrels-elevators-girders.
    
    - 0.20: Paul Berberich fixed some colors of Donkey Kong that is now quite close to original arcade. Ron Fries created a new set of Donkey Kong samples, using Mike Cuddy's 8039 emulator. The new samples no longer have static, they are aliased and louder. All names are now generic, so the same name can be used across Nintendo line (DK, DKjr, DK3, Mario).
    
    - 0.14: Ron Fries added preliminary sound support to Donkey Kong! It uses some very bad samples for now. The samples are distributed in a separate archive - put them in the dkong subdirectory.
    
    - 0.13: Nicola Salmoria added high score saving to Donkey Kong.
    
    - 0.08: Maybe I understood how the character colors are selected in Donkey Kong, at least in part, but I'm not sure [Nicola Salmoria]. Anyway, I started fixing them. Colors for Donkey Kong derived from Kong emulator by Gary Shepherdson.
    
    - 0.05: Special thanks to Brad Thomas and Gary Shepherdson for the extensive information on Donkey Kong.
    
    - 0.03: Nicola Salmoria added Donkey Kong (US version) (Nintendo 1981). Game is playable with wrong colors and no sound. Known issues: I can't find the color RAM! Some information on Donkey Kong gathered from Gary Shepherdson (Kong emulator), Brad Thomas (hardware info) and Edward Massey (MageX emulator).
    
    - 17th January 1996: Dumped Donkey Kong (US set 1).
    
    
    LEVELS: 4
    
    
    Other Emulators:
    
    * CottAGE
    
    * FB Alpha
    
    * HiVE
    
    * JAE
    
    * JEmu
    
    * JEmu2
    
    * Mimic
    
    * Raine
    
    * Retrocade
    
    * VAntAGE
    
    
    Recommended Games (Platform):
    
    Space Panic
    
    Steel Worker
    
    Donkey Kong
    
    FamicomBox (Donkey Kong)
    
    Crazy Kong
    
    Crazy Kong Part II
    
    Kong (Donkey Kong conversion on Galaxian hardware)
    
    Donkey Kong Junior
    
    FamicomBox (Donkey Kong Jr.)
    
    Donkey Kong 3
    
    Super Donkey Kong (Super Famicom Box)
    
    Logger
    
    Naughty Mouse
    
    Treasure Island
    
    Treasure Island (DECO Cassette)
    
    Woodpecker
    
    Dock Man
    
    Kangaroo
    
    Minky Monkey
    
    Ponpoko
    
    Pop Flamer
    
    Popeye
    
    FamicomBox (Popeye)
    
    Springer
    
    Arabian
    
    Boggy '84
    
    Bristles (Max-A-Flex)
    
    Congo Bongo
    
    Dr. Micro
    
    Hopper Robo
    
    Jump Coaster
    
    Mappy
    
    Namco Classic Collection Vol.1 (Mappy)
    
    Mouser
    
    Roc'n Rope
    
    Super Glob
    
    Ben Bero Beh
    
    Complex X
    
    Jumping Jack
    
    Lode Runner
    
    Lode Runner II - The Bungeling Strikes Back
    
    Lode Runner III - The Golden Labyrinth
    
    Lode Runner IV - Teikoku Karano Dasshutsu
    
    Lode Runner - The Dig Fight
    
    Pandora's Palace
    
    Peter Pack-Rat
    
    Vs. Ice Climber
    
    Vs. Ice Climber Dual
    
    Vs. Wrecking Crew
    
    Baluba-louk no Densetsu
    
    Pig Out: Dine Like a Swine!
    
    Sea Hunter Pengui
    
    Multi 5 (Tong Boy)
    
    
    Romset: 33 kb / 15 files / 21.5 zip
    
    ----
    0.11 [Mirko Buffoni]
    
    
    Artwork available
    
    
    TEST MODE:
    
    - Press F2 + F3 for Test-Mode
    
    
    WIP:
    
    - 0.155: Tirino73 added clone Donkey Kong 3 (bootleg with 2xAY8910).
    
    - 21st October 2012: 3D ARCADE - New Nintendo 3D cabinet model for Donkey Kong 3 from Jibmums.
    
    - 0.147u1: hap fixed Donkey Kong 3 crash.
    
    - 0.127u2: Replaced I8035 CPU2 with MB8884 in clone Donkey Kong 3 (bootleg on Donkey Kong Jr. hardware).
    
    - 0.127: Couriersud added address decode prom (dkc1-v.5e 18S030) to Donkey Kong 3 and clone (Japan).
    
    - 0.125u7: Cleaned up Z80DMA interface [Couriersud]: Removed compatibility to old Z80DMA driver. Now uses std. callbacks (READ8_HANDLER, WRITE8_HANDLER). Updated Donkey Kong 3 accordingly.
    
    - 0.125u3: Added 2x 'Unknown' dipswitches.
    
    - 0.122u4: Added Z80 DMA chip [Couriersud]: Only implements intelligence to emulate Donkey Kong 3.
    
    - 0.122u2: Couriersud added DIP locations to clone (bootleg on Donkey Kong Jr. hardware) and replaced DAC/Samples sound with Discrete.
    
    - 0.121u3: Couriersud fixed bug in clone (bootleg on Donkey Kong Jr. hardware) memory map.
    
    - 0.120u4: Added 'Service Mode' dipswitch.
    
    - 0.116u3: Changed VSync to 60.606061 Hz. Fixed proms loading.
    
    - 0.116: Color generation from schematics (resistor mixer) for Donkey Kong 3 [Couriersud].
    
    - 12th November 2006: Mr. Do - Donkey Kong 3 artwork has been "optimized" by Ad_Enuff; much smaller file size (up to 80%) with no loss in quality.
    
    - 13th October 2005: Guru - Donkey Kong 3 on Galaxian h/w arrived a few days ago. Thanks to Tingoes.
    
    - 0.97u1: Pierpaolo Prazzoli fixed clone Donkey Kong 3 (bootleg) colors.
    
    - 0.93: Added clock parameter to NES sound (1789772 Hz).
    
    - 12th July 2004: 3D ARCADE - New 3D cabinet model for Donkey Kong 3 from Baraka.
    
    - 0.74u2: Pierpaolo Prazzoli added clone Donkey Kong 3 (bootleg on Donkey Kong Jr. hardware).
    
    -  1st October 2003: Pierpaolo Prazzoli added Donkey Kong 3 bootleg to the dkong driver.
    
    - 0.37b14: Replaced 8-way Joystick with 4-way.
    
    - 0.36b13: New NES sound emulation for Punch Out and Donkey Kong 3 [Matthew Conte, 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
    
    ----
    ----
    Human interpretation:
    Achievement accomplished: NOT adjudicated due to issue with my set up. Technical details posted only.
    WolfMAME used: WolfMAME 0.106 + valid WLF
    Recorded speed: 99.994521%
    DIP-switches: good
    Time calc: 18:19:57 + 34310 frames @ 60Hz (9.5305 min) ~= 18:29 vs. zip mod: 18:29:29
    Dates: good
    Autofire used?: no
    ROM set changed?: n/a - this is 0.106
    Lots of 1sts to be surpassed: what are you waiting for? Play the game, submit the score...
  8. 09-04-2015, 06:47 AM
    Fixed my setup. Start up: frames 1083 is the first movement of the character.
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    Lots of 1sts to be surpassed: what are you waiting for? Play the game, submit the score...
  9. 09-04-2015, 06:48 AM
    End sequence: frame 33287 is first frame without the final rivet.
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    Lots of 1sts to be surpassed: what are you waiting for? Play the game, submit the score...
  10. 09-04-2015, 10:22 AM
    So it seems that my frame calculations were off by 1 which would affect the time by approximate 16.6 milliseconds. I'm okay with resubmitting with the newly lowered time of 08:56.716 if everyone agrees with the start and end frame?
    Craig Rout Gallant

    Current verified TG WRs: 58

    My Youtube channel: http://www.youtube.com/CraigARG
    MAME World Records channel: http://www.youtube.com/MAMEWorldRecords
    Likes ssdninja liked this post
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