[May/20/2001]

Donkey Kong Jr. 1982 Nintendo (japan)

This seems to be the original japanese eprom set of the game !

Dumped and provided on 19/05/01


[Oct/31/2002]

Donkey Kong Jr on Galaxian hardware - last updated: 31st October 2002 by Phil Morris

All EPROMs are hexadecimal files (easy enough to convert to binary if required).

All character EPROMs are 2532's

On the character ROM daughtercard, they are laid out as follows:

bottom left: A1
bottom right: A2
top left: B1
top right: B2

pin 18 of A1 and B1 are *out* of their sockets and connected to each other, then connected to
pin 4 of the 74LS259 at 9M
pin 18 of A2 and B2 are *out* of their sockets and connected to each other, then connected to
pin 19 of the 74LS273 at 4L

All program EPROMs are 2732's

On the Program ROM daughterboard there are two columns, 1 and 2 along with six rows, A to F
So, bottom left is A1, top right is F2 (note: F2 is unpopulated as is D2 (16 pin pad). 
B1 and E1 are the headers which plug into sockets 7F and 7M. This program ROM board also 
has a 16 pin header at C2 with a 74LS138 in it (with some lifted pins and attached jumpers).
This then connects to socket 8J on the main board

Note: Pin 21 of each of the header pins in lifted!

So, EPROMs are ordered as follows:

F1		24 pin Empty
Header		E2
D1		16 pin Empty
C1		74LS138
24 pin Header	B2
A1		A2

There is an additional 6116 RAM at location 7J along with extra 2114's piggy-backed onto the
existing 2114's at 7N and 7P

The colour PROM is an 82S123 and resides at the normal Galaxian location, 6L

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[Sep/16/97]


Donkey Kong Jr. 1982 Nintendo

This seems to be the European romset that has the levels in a different order.

Color PROM images also included.

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[May/31/2001]

Junior King bootleg pcb.  Hardware is identical 
to a standard Donkey Kong Junior board with the
addition of a sound amp.  This prom set does not
require inverse video, but if you replace the chip
set with a Standard DK Jr set, it will output
Nintendo style inverted video.

Dumped from a 2-board blue DKJr clone board..


Filename  Label Type   Loc/PCB  CSum
--------- ----- ------ -------  ----
82S129.2E  2E   82S129 2E(CPU)  05F3
82S129.2F  2F   82S129 2F(CPU)  07FC

EMPTY                  5A(CPU)  
2564.5B    D1   2764   5B(CPU)  DE92
2564.5C    D2   2764   5C(CPU)  E982
2564.5E    D3   2764   5E(CPU)  5F58

2732.3H    D4   2732   3H(CPU)  230A

82S129.2N  2N   82S129 2N(VID)  038F

2732.7C    D5   2732   7C(VID)  FB5A
2732.7D    D6   2732   7D(VID)  4766
2732.7E    D7   2732   7E(VID)  7902
2732.7F    D8   2732   7F(VID)  772A


2732.3N    D9   2732   3N(VID)  7B2E
2732.3P    D10  2732   3P(VID)  6EFB
----------------------------------------------------

Note that the board is pinout compatible with DK and
DKJr at the card edge.  However the standard nintendo
connectors are layed out on the board, but unpopulated.
This board even uses the same 20 pin custom chip on the
CPU board at location 4D.

05/28/2001


-
[Aug/22/2007]

Donkey Kong Jr. (Japan) 
Nintendo 1982 

CPU	 

ROMs
3x MBM2764
4x MSM2716AS 

Note
Blister, no PCB 

Funzionamento	Non testata 
In vendita	No 
Dumped	22/08/2007

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[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

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