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ColecoFan1981
08-13-2011, 10:45 PM
Does anyone here know whether or not the 16K and earlier 24K ROM versions of the ColecoVision version of Donkey Kong have a "kill screen" if you play the game long enough, akin to the original arcade version? If so, what instructions in the CV's ROM bank would trigger such actions?

Both the CV and arcade versions use Z80 processors for their instructions.

~Ben

Jorpho
08-14-2011, 12:43 AM
Well... Are you familiar with Don Hodges' analysis of the arcade version?
http://donhodges.com/how_high_can_you_get.htm

ColecoFan1981
08-14-2011, 06:59 AM
Well... Are you familiar with Don Hodges' analysis of the arcade version?
http://donhodges.com/how_high_can_you_get.htm
Yes, but I wanted to ask you all whether or not the CV version has similar instructions in its ROM bank that may trigger a kill screen.

The 16K ROM version of the CV Donkey Kong, has a bonus timer that maxes out at 99000 points. So, exactly, where would I find instructions in the CV's DK ROM bank that explain how the bonus timer is computed, so that I can fix the kill screen?

Also, on the 24K ROM version that was used for the very first copies of DK as packaged with the CV system in the summer of 1982, there are problems with Mario jumping on the elevators that was fixed in the later 16K ROM version: from the starting area, Mario always falls through the elevators (it is always advisable to go one girder up from start), causing him to lose a life. What would I fix there in the 24K ROM bank?

~Ben