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dkongf: MAME ROM Information.


Donkey Kong Foundry (c) 2004 Romhack.

A "Donkey Kong" hack featuring a new level : The Foundry. Jump over flaming pits, ride moving steel beams, and dodge shooting fireballs!


Donkey Kong Foundry ROMs feature :

1) The INSERT COINS message and Coin(s) per Credit(s) info is removed from the Attract Mode.

2) Shows FREEPLAY in place of CREDITS.

3) Walk up to game and press 1- or 2-Player start, no need for coins.

4) Attract mode runs, game will not freeze on the Press 1 or 2 player screen

5) New Freeplay mode replaces 5 Coins/1 Credit mode.

6) Includes new level : The Foundry


Game Hacking by : Jeff Kulczycki


Game's ROM.

MAME Info:

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

Artwork available


- 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 (video\dkong.c) 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 and color generation (resistor mixer) from schematics in Donkey Kong. 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.

- 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).


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Romset: 33 kb / 15 files / 21.5 zip

MAME XML Output:

       <game name="dkongf" sourcefile="dkong.c" cloneof="dkong" romof="dkong">
              <description>Donkey Kong Foundry (hack)</description>
              <rom name="dk_f.5et" size="4096" crc="00b7efaf" sha1="97ed5930eb5d0cb98a9008b1d329ba7f3b8b8dbf" region="maincpu" offset="0"/>
              <rom name="dk_f.5ct" size="4096" crc="88af9b69" sha1="c5621dd8198c333b3fa32fdece60ee5a3d8b2276" region="maincpu" offset="1000"/>
              <rom name="dk_f.5bt" size="4096" crc="de74ad91" sha1="c80227361bdbc565e9f5764e6364b52d40ca778a" region="maincpu" offset="2000"/>
              <rom name="dk_f.5at" size="4096" crc="6a6bd420" sha1="f012e2d21d906a2993af9cf8b2912ea6c928e94b" region="maincpu" offset="3000"/>
              <rom name="s_3i_b.bin" merge="s_3i_b.bin" size="2048" crc="45a4ed06" sha1="144d24464c1f9f01894eb12f846952290e6e32ef" region="soundcpu" offset="0"/>
              <rom name="s_3j_b.bin" merge="s_3j_b.bin" size="2048" crc="4743fe92" sha1="6c82b57637c0212a580591397e6a5a1718f19fd2" region="soundcpu" offset="1000"/>
              <rom name="v_5h_b.bin" merge="v_5h_b.bin" size="2048" crc="12c8c95d" sha1="a57ff5a231c45252a63b354137c920a1379b70a3" region="gfx1" offset="0"/>
              <rom name="v_3pt.bin" merge="v_3pt.bin" size="2048" crc="15e9c5e9" sha1="976eb1e18c74018193a35aa86cff482ebfc5cc4e" region="gfx1" offset="800"/>
              <rom name="l_4m_b.bin" merge="l_4m_b.bin" size="2048" crc="59f8054d" sha1="793dba9bf5a5fe76328acdfb90815c243d2a65f1" region="gfx2" offset="0"/>
              <rom name="l_4n_b.bin" merge="l_4n_b.bin" size="2048" crc="672e4714" sha1="92e5d379f4838ac1fa44d448ce7d142dae42102f" region="gfx2" offset="800"/>
              <rom name="l_4r_b.bin" merge="l_4r_b.bin" size="2048" crc="feaa59ee" sha1="ecf95db5a20098804fc8bd59232c66e2e0ed3db4" region="gfx2" offset="1000"/>
              <rom name="l_4s_b.bin" merge="l_4s_b.bin" size="2048" crc="20f2ef7e" sha1="3bc482a38bf579033f50082748ee95205b0f673d" region="gfx2" offset="1800"/>
              <rom name="c-2k.bpr" merge="c-2k.bpr" size="256" crc="e273ede5" sha1="b50ec9e1837c00c20fb2a4369ec7dd0358321127" region="proms" offset="0"/>
              <rom name="c-2j.bpr" merge="c-2j.bpr" size="256" crc="d6412358" sha1="f9c872da2fe8e800574ae3bf483fb3ccacc92eb3" region="proms" offset="100"/>
              <rom name="v-5e.bpr" merge="v-5e.bpr" size="256" crc="b869b8f5" sha1="c2bdccbf2654b64ea55cd589fd21323a9178a660" region="proms" offset="200"/>
              <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"/>
              <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 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 name="Coinage" tag="DSW0" mask="112">
                     <dipvalue name="Free Play" 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 name="Cabinet" tag="DSW0" mask="128">
                     <dipvalue name="Upright" value="128" default="yes"/>
                     <dipvalue name="Cocktail" value="0"/>
              <configuration name="Video Hardware" tag="VIDHW" mask="1">
                     <confsetting name="TKG-02 (Radarscope Conversion)" value="0"/>
                     <confsetting name="TKG-04 (Two board set)" value="1" default="yes"/>
              <adjuster name="VR2 - DAC Volume" default="90"/>
              <driver status="good" emulation="good" color="good" sound="good" graphic="good" savestate="supported" palettesize="521"/>

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