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dkingjr: MAME ROM Information.


History:

Donkey King Jr. (c) 1982 Unknown.


- SOURCES -


Game's ROM.




MAME Info:

0.05 [Nicola Salmoria, Gary Shepherdson, Brad Thomas, Edward Massey]


Artwork available


WIP:

- 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 'Donkey Kong Junior (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. Also 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.

- 0.116: Couriersud implemented color generation (resistor mixer) from schematics for Donkey Kong Jr.

- 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.

- 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


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* CottAGE

* FB Alpha

* HiVE

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* JEmu2

* Retrocade

* VAntAGE


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Romset: 45 kb / 13 files / 29.4 zip




MAME XML Output:

       <game name="dkingjr" sourcefile="dkong.c" cloneof="dkongjr" romof="dkongjr">
              <description>Donkey King Jr. (bootleg of Donkey Kong Jr.)</description>
              <year>1982</year>
              <manufacturer>bootleg</manufacturer>
              <rom name="1.7g" size="8192" crc="bd07bb8d" sha1="a6d18f993c0469ad5db5bd546afab9a45677643a" region="maincpu" offset="0"/>
              <rom name="2.7h" size="8192" crc="01fbec11" sha1="cf1aa88529c6c266ee5e924f83fd49d4a2766557" region="maincpu" offset="2000"/>
              <rom name="3.7k" size="8192" crc="a81dd00c" sha1="ec507d963151bb8fcee13a47d7f93aa4cd089b7e" region="maincpu" offset="4000"/>
              <rom name="4.7l" merge="c_3h.bin" size="4096" crc="715da5f8" sha1="f708c3fd374da65cbd9fe2e191152f5d865414a0" region="soundcpu" offset="0"/>
              <rom name="5.6g" size="4096" crc="cf14669d" sha1="1ab9ceba49bff6d7bd00c89dae7018093e860eeb" region="gfx1" offset="0"/>
              <rom name="6.6e" size="4096" crc="cefed15e" sha1="7077951a3d239b8b34eb45ab959228cb93a957c5" region="gfx1" offset="1000"/>
              <rom name="7.2t" merge="v_7c.bin" size="2048" crc="dc7f4164" sha1="07a6242e95b5c3b8dfdcd4b4950f463dba16dd77" region="gfx2" offset="0"/>
              <rom name="8.2r" merge="v_7d.bin" size="2048" crc="0ce7dcf6" sha1="0654b77526c49f0dfa077ac4f1f69cf5cb2e2f64" region="gfx2" offset="800"/>
              <rom name="9.2p" merge="v_7e.bin" size="2048" crc="24d1ff17" sha1="696854bf3dc5447d33b4815db357e6ce3834d867" region="gfx2" offset="1000"/>
              <rom name="10.2m" merge="v_7f.bin" size="2048" crc="0f8c083f" sha1="0b688ae9da296b2447fffa5e135fd6a56ec3e790" region="gfx2" offset="1800"/>
              <rom name="mb7052.9k" size="256" crc="49f2d444" sha1="6995d73222f71f880ab3ce6d54577802a6ef53ab" region="proms" offset="0"/>
              <rom name="mb7052.9l" size="256" crc="487513ab" sha1="e686021bbd41ea8c9d1fd3a277333173ba50afdd" region="proms" offset="100"/>
              <rom name="mb7052.6b" merge="v-2n.bpr" size="256" crc="dbf185bf" sha1="2697a991a4afdf079dd0b7e732f71c7618f43b70" region="proms" offset="200"/>
              <rom name="mb7051.8j" size="32" crc="a5a6f2ca" sha1="5507fb6f5c8845c4421c2996e9f76c818d987623" region="proms" offset="300"/>
              <chip type="cpu" tag="maincpu" name="Z80" clock="3072000"/>
              <chip type="cpu" tag="soundcpu" name="MB8884" clock="6000000"/>
              <chip type="audio" tag="mono" name="Speaker"/>
              <chip type="audio" tag="discrete" name="DISCRETE"/>
              <display tag="screen" type="raster" rotate="90" width="256" height="224" refresh="60.606061" pixclock="6144000" htotal="384" hbend="0" hbstart="256" vtotal="264" vbend="16" vbstart="240" />
              <sound channels="1"/>
              <input players="2" buttons="1" coins="1" service="yes">
                     <control type="joy" ways="4"/>
              </input>
              <dipswitch name="Lives" tag="DSW0" mask="3">
                     <dipvalue name="3" value="0" default="yes"/>
                     <dipvalue name="4" value="1"/>
                     <dipvalue name="5" value="2"/>
                     <dipvalue name="6" value="3"/>
              </dipswitch>
              <dipswitch name="Bonus Life" tag="DSW0" mask="12">
                     <dipvalue name="7000" value="0" default="yes"/>
                     <dipvalue name="10000" value="4"/>
                     <dipvalue name="15000" value="8"/>
                     <dipvalue name="20000" value="12"/>
              </dipswitch>
              <dipswitch name="Coinage" tag="DSW0" mask="112">
                     <dipvalue name="5 Coins/1 Credit" value="112"/>
                     <dipvalue name="4 Coins/1 Credit" value="80"/>
                     <dipvalue name="3 Coins/1 Credit" value="48"/>
                     <dipvalue name="2 Coins/1 Credit" value="16"/>
                     <dipvalue name="1 Coin/1 Credit" value="0" default="yes"/>
                     <dipvalue name="1 Coin/2 Credits" value="32"/>
                     <dipvalue name="1 Coin/3 Credits" value="64"/>
                     <dipvalue name="1 Coin/4 Credits" value="96"/>
              </dipswitch>
              <dipswitch name="Cabinet" tag="DSW0" mask="128">
                     <dipvalue name="Upright" value="128" default="yes"/>
                     <dipvalue name="Cocktail" value="0"/>
              </dipswitch>
              <driver status="good" emulation="good" color="good" sound="good" graphic="good" savestate="supported" palettesize="521"/>
       </game>
 
 


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