[May/11/97]

These roms are from an original Donkey Kong board. The board does not work.
The board is marked 'Nintendo 1981' with the legend 'TKG3-06-CPU' imprinted
on the CPU board.

The board set comprises of 4 boards with roms as follows:

TKG3-06-SOU Sound board ( Serial No. S-21001 )
3I.SOU
3J.SOU

TKG3-06-CPU Cpu board ( Serial No. C-21699 )
5F.CPU
5G.CPU
5H.CPU
5K.CPU

TKG3-06-CLK Clock board ( Serial No. L-22179 )
4M.CLK
4N.CLK
4R.CLK
4S.CLK

TKG3-06-VIDEO Video board ( Serial No. V-21146 )
5H.VID
5K.VID

This version is copyright 'Nintendo', not 'Nintendo of America' - indicating
a japanese board set. Barrels do not come down when at the top of a ladder,
and levels play in the order barrels-pies-elevators-girders instead of
barrels-girders-barrels-elevators-girders...

The great 'screen order' and 'hand' mystery are now solved. It all depends
on whether you play the Jap or American version.

So, it seems the American version offers the screens as 1-4, 1-2-4 and 1-2-3-4
with no 'hand on the ladder' whilst the Japanese version has a screen order
of 1-2-3-4 and the ability to put the 'hands on the ladder'. Take your pick.

Later versions of emulators will support this. For now, there is a rename.bat
file to do this.




[May/27/96]

This is a preliminary Donkey Kong ZIP file.  PROM contents need to be added
yet.  These are from an untested board and I don't know if this is the
original program or the later program.  The way to tell is to stand at the
top of a ladder and wait for a barrel to fall on your head.  If it never
happens you have the original program.  If you die you have the updated one.
Contents of this file may not be reliable.  Use at your own risk.

The following program EPROMs on the CPU board are Hitachi HN462532G parts.
The socket at 5L is not used.  The EPROMs are dated 2-8-82.

	DK_5F             4096 05-27-96   3:00p
	DK_5G             4096 05-27-96   2:59p
	DK_5H             4096 05-27-96   2:58p
	DK_5K             4096 05-27-96   2:57p

These two EPROMS are on the sound board.  They are 2716 type parts.

	TKG3-S   3IC      2048 05-27-96   2:50p
	TKG3-S   3JC      2048 05-27-96   2:49p

These are 2716 type parts on the CLK (clock) board.

	TKG3-L   4MC      2048 05-27-96   2:45p
	TKG3-L   4NC      2048 05-27-96   2:46p
	TKG3-L   4RC      2048 05-27-96   2:47p
	TKG3-L   4SC      2048 05-27-96   2:47p

And these are 2716 type parts on the video board.

	TKG3-V   5HC      2048 05-27-96   3:18p
	TKG3-V   5KC      2048 05-27-96   3:16p




[Apr/25/2001]

Archive:  ./dkong.zip
 Length  Method   Size  Ratio   Date    Time   CRC-32     Name
 ------  ------   ----  -----   ----    ----   ------     ----
   2048  Defl:X    1522  26%  01-17-96  09:01  4743fe92   DK.3F
   2048  Defl:X    1401  32%  01-17-96  09:00  45a4ed06   DK.3H
   2048  Defl:X    1005  51%  01-17-96  09:05  12c8c95d   DK.3N
      0  Stored       0   0%  01-24-99  12:05  00000000   USA/
   2048  Defl:X     835  59%  01-17-96  09:06  15e9c5e9   USA/DK.3P
   4096  Defl:X    3227  21%  01-17-96  09:07  b9005ac0   USA/DK.5A
   4096  Defl:X    3114  24%  01-17-96  09:08  1c97d324   USA/DK.5B
   4096  Defl:X    3115  24%  01-17-96  09:08  5ec461ec   USA/DK.5C
   4096  Defl:X    3141  23%  01-17-96  09:09  ba70b88b   USA/DK.5E
   2048  Defl:X     779  62%  01-17-96  09:03  59f8054d   DK.7C
   2048  Defl:X     925  55%  01-17-96  09:03  672e4714   DK.7D
   2048  Defl:X     748  64%  01-17-96  09:04  feaa59ee   DK.7E
   2048  Defl:X     854  58%  01-17-96  09:05  20f2ef7e   DK.7F
      0  Stored       0   0%  01-24-99  12:05  00000000   JAPAN/
    986  Defl:X     521  47%  05-11-97  08:35  6f53946f   JAPAN/DKONG.TXT
   2048  Defl:X     814  60%  04-21-87  18:49  3684f914   JAPAN/5K.VID
   4096  Defl:X    3138  23%  04-21-87  18:40  424f2b11   JAPAN/5F.CPU
   4096  Defl:X    3114  24%  04-21-87  18:40  d326599b   JAPAN/5G.CPU
   4096  Defl:X    3114  24%  05-11-97  08:27  ff31ac89   JAPAN/5H.CPU
   4096  Defl:X    3226  21%  04-21-87  18:42  394d6007   JAPAN/5K.CPU
    256  Defl:X      59  77%  07-31-98  20:47  2ab01dc8   DKONG.2J
    256  Defl:X      67  74%  07-31-98  20:47  1e82d375   DKONG.2K
    256  Defl:X      33  87%  07-31-98  20:47  44988665   DKONG.5F
 ------          ------  ---                              -------
  52954           34752  34%                              23 files

-


[Jun/17/2002]

Donkey Kong (c)1981 Nintendo of America

Dumped from a 4-board TKG3 US board, verified the cross
references with a 2-board TKG4 US board.

The labels tell the board and location of the eprom/prom
on the board and which set it came from.

Example: TKG3-C-2K

 TKG3 = 4 Board TKG3 set
 C    = CPU board
 2K   = Location of the chip

Original US set with ladder trick.
(c) 1981 Nintendo
------------------------------------

Filename  Label      Type   Loc/PCB  *Label     *Loc/PCB  CSum
--------- ---------- ------ -------  ---------- --------  ----
82S129.2K TKG4-C-2E  82S129 2E(CPU)  TKG3-C-2K  2K(CPU)   09FE
82S129.2F TKG4-C-2F  82S129 2F(CPU)  TKG3-C-2F  2F(CPU)   071B

2716.3J   TKG4-C-3Ft 2716   3F(CPU)  TKG3-S-2J  3J(SND)   D5A9
2716.3I   TKG4-C-3Ht 2716   3H(CPU)  TKG3-S-2E  3I(SND)   9961

TKG3C.5K  TKG4-C-5A  2532   5A(CPU)  TKG3-C-5Kc 5K(CPU)   A384 **
TKG3C.5H  TKG4-C-5B  2532   5B(CPU)  TKG3-C-5Hc 5H(CPU)   B3AE **
TKG3C.5G  TKG4-C-5C  2532   5C(CPU)  TKG3-C-5Gc 5G(CPU)   73BA **
TKG3C.5F  TKG4-C-5E  2532   5E(CPU)  TKG3-C-5Fc 5F(CPU)   A967 **

82S129.5F TKG4-V-2N  82S129 2N(VID)  TKG3-V-5F  5F(VID)   0450

2716.5H   TKG4-V-3Nt 2716   3N(VID)  TKG3-V-5H  5H(VID)   268F
2716.5K   TKG4-V-3Pt 2716   3P(VID)  TKG3-V-5K  5K(VID)   AE93

2716.4M   TKG4-V-7Ct 2716   7C(VID)  TKG3-L-4M  4M(CLK)   2CFF
2716.4N   TKG4-V-7Dt 2716   7D(VID)  TKG3-L-4N  4N(CLK)   780F
2716.4R   TKG4-V-7Et 2716   7E(VID)  TKG3-L-4R  4R(CLK)   D8A6
2716.4S   TKG4-V-7Ft 2716   7F(VID)  TKG3-L-4S  4S(CLK)   72B5
--------------------------------------------------------------

** These roms were changed out on 4 board sets to fix the
   'ladder' bug and decrease the time a player could play.
   Following is the service bulletin from Nintendo and the
   rom images for that upgrade.

--------------------------------------------------------------
Nintendo Service Department Bulletin # TKG-02         12-11-81
GAME: Donkey Kong
SUBJECT: Speed-up Kit #1

TO prevent extremely long play times, we are making available
a speed-up kit.  This kit prevents players from waiting on top
of ladders, on screen #1, while the barrels roll across
instead of coming donw on top of him.  Whit this kit, barrels
will roll on top of the player on a ladder 70 to 80 percent of
the time.

Machines above serial #30,000 will have this kit installed at
the factory, and all TKG4 board sets will come with this kit.

To install this kit in a four-board set, follow these
instructions:

	1) Remove P.C. Boards from game, leaving them
	   attached to P.C. Board bracket.

	2) Using a pair of needle-nose pliers, separate the
	   sound P.C. Board fromt he CPU P.C. Board, exposing
	   the entire surface of the CPU Board.

	3) Remove the EPROMS's at location 5F, 5A, 5H and 5K
	   from the CPU Board.  (Note 5A should read 5G - MSH)

	4) Install the speed-up kit EPROM's in the corres-
	   ponding locations.

	5) Reconnect the soun P.C. Board to the CPU P.C.
	   Board and mount the P.C. Boards in the game.
--------------------------------------------------------------

That kit included the following 4 EPROM's

USA (c) 1981 Nintendo of America set
------------------------------------

Filename  Label      Type   Loc/PCB  *Label     *Loc/PCB  CSum
--------- ---------- ------ -------  ---------- --------  ----
2532.5K   TKG4-C-5At 2532   5A(CPU)  TKG3-C-5K  5K(CPU)   A0F0
2532.5H   TKG4-C-5Bt 2532   5B(CPU)  TKG3-C-5H  5H(CPU)   B2BC
2532.5G   TKG4-C-5Ct 2532   5C(CPU)  TKG3-C-5G  5G(CPU)   73BA
2532.5F   TKG4-C-5Et 2532   5E(CPU)  TKG3-C-5F  5F(CPU)   AA97

Not only did the eprom fix the ladder bug, but it also changed
the copyright screen to read "(C)1981 Nintendo of America". 

06/17/2002

-



[Jul/07/2001]

donkey kong (new jpn ver.)
(c)1981 nintendo

------------------------------
tkg3-06-sou
cpu  :8035
osc  :6.000mhz
------------------------------
s_3i_b.bin   [45a4ed06]	tkg3-s 3i b
s_3j_b.bin   [4743fe92]	tkg3-s 3j b

------------------------------
tkg3-06-cpu
cpu  :z80a
------------------------------
c_5f_b.bin   [424f2b11]	tkg3-c 5f b
c_5g_b.bin   [3b2a6635]	tkg3-c 5g b
c_5h_b.bin   [1d28895d]	tkg3-c 5h b
c_5k_b.bin   [394d6007]	tkg3-c 5k b

c-2j.bpr     [d6412358]	tkg3-c 2j (24s10)
c-2k.bpr     [e273ede5]	tkg3-c 2k (24s10)

------------------------------
tkg3-06-video
------------------------------
v_5h_b.bin   [12c8c95d]	tkg3-v 5h b
v_5k_b.bin   [3684f914]	tkg3-v 5k b

v-5e.bpr     [b869b8f5]	tkg3-v-5e (24s10)

------------------------------
tkg3-06-clk
osc  :61.440mhz
------------------------------
l_4m_b.bin   [59f8054d]
l_4n_b.bin   [672e4714]
l_4r_b.bin   [feaa59ee]
l_4s_b.bin   [20f2ef7e]

+--------+
| tkg3-c |
| 5f b   |
+--------+

dumped 07/jul/2001


-


[MAME]

Donkey Kong and Donkey Kong Jr. memory map (preliminary) (DKong 3 follows)

0000-3fff ROM (Donkey Kong Jr.and Donkey Kong 3: 0000-5fff)
6000-6fff RAM
6900-6a7f sprites
7000-73ff ?
7400-77ff Video RAM
8000-9fff ROM (DK3 only)



memory mapped ports:

read:
7c00      IN0
7c80      IN1
7d00      IN2 (DK3: DSW2)
7d80      DSW1

*
 * IN0 (bits NOT inverted)
 * bit 7 : ?
 * bit 6 : reset (when player 1 active)
 * bit 5 : ?
 * bit 4 : JUMP player 1
 * bit 3 : DOWN player 1
 * bit 2 : UP player 1
 * bit 1 : LEFT player 1
 * bit 0 : RIGHT player 1
 *
*
 * IN1 (bits NOT inverted)
 * bit 7 : ?
 * bit 6 : reset (when player 2 active)
 * bit 5 : ?
 * bit 4 : JUMP player 2
 * bit 3 : DOWN player 2
 * bit 2 : UP player 2
 * bit 1 : LEFT player 2
 * bit 0 : RIGHT player 2
 *
*
 * IN2 (bits NOT inverted)
 * bit 7 : COIN (IS inverted in Radarscope)
 * bit 6 : ? Radarscope does some wizardry with this bit
 * bit 5 : ?
 * bit 4 : ?
 * bit 3 : START 2
 * bit 2 : START 1
 * bit 1 : ?
 * bit 0 : ? if this is 1, the code jumps to $4000, outside the rom space
 *
*
 * DSW1 (bits NOT inverted)
 * bit 7 : COCKTAIL or UPRIGHT cabinet (1 = UPRIGHT)
 * bit 6 : \ 000 = 1 coin 1 play   001 = 2 coins 1 play  010 = 1 coin 2 plays
 * bit 5 : | 011 = 3 coins 1 play  100 = 1 coin 3 plays  101 = 4 coins 1 play
 * bit 4 : / 110 = 1 coin 4 plays  111 = 5 coins 1 play
 * bit 3 : \bonus at
 * bit 2 : / 00 = 7000  01 = 10000  10 = 15000  11 = 20000
 * bit 1 : \ 00 = 3 lives  01 = 4 lives
 * bit 0 : / 10 = 5 lives  11 = 6 lives
 *

write:
7800-7803 ?
7808      ?
7c00      Background sound/music select:
          00 - nothing
		  01 - Intro tune
		  02 - How High? (intermisson) tune
		  03 - Out of time
		  04 - Hammer
		  05 - Rivet level 2 completed (end tune)
		  06 - Hammer hit
		  07 - Standard level end
		  08 - Background 1	(first screen)
		  09 - ???
		  0A - Background 3	(springs)
		  0B - Background 2 (rivet)
		  0C - Rivet level 1 completed (end tune)
		  0D - Rivet removed
		  0E - Rivet level completed
		  0F - Gorilla roar
7c80      gfx bank select (Donkey Kong Jr. only)
7d00      digital sound trigger - walk
7d01      digital sound trigger - jump
7d02      digital sound trigger - boom (gorilla stomps foot)
7d03      digital sound trigger - coin input/spring
7d04      digital sound trigger	- gorilla fall
7d05      digital sound trigger - barrel jump/prize
7d06      ?
7d07      ?
7d80      digital sound trigger - dead
7d82      flip screen
7d83      ?
7d84      interrupt enable
7d85      0/1 toggle
7d86-7d87 palette bank selector (only bit 0 is significant: 7d86 = bit 0 7d87 = bit 1)


8035 Memory Map:

0000-07ff ROM
0800-0fff Compressed sound sample (Gorilla roar in DKong)

Read ports:
0x20   Read current tune
P2.5   Active low when jumping
T0     Select sound for jump (Normal or Barrell?)
T1     Active low when gorilla is falling

Write ports:
P1     Digital out
P2.7   External decay
P2.6   Select second ROM reading (MOVX instruction will access area 800-fff)
P2.2-0 Select the bank of 256 bytes for second ROM

-

[Mar/03/2003]

Donkey Kong factory speed up kit sold by Nintendo

-