
Playablev1.2
Vector Kong
Nintendo · 1981
by Daniel Ferrer · vectorised by 10yard
Donkey Kong, translated statically from the arcade Z80 code and drawn with vector art.
Runs on
- UVMC2✓
- Debug Cart?
- Simulator✓
- Tested on hardware✓
Audio
- Music (PSG)–
- PCM✓
- Jack✓
- Speech–
Details
- Original hardware
- Nintendo Z80, raster (redrawn as vectors)
- Romset
- roms/dkong.zip
- Last update
- 2026-11-08
Changelog
- v1.22026-11-08
- The romset can live in any folder of the card. The game looks in .roms/, then roms/, then searches the whole card, and remembers where it found it (.conf/<romset>.loc), so the next start goes straight there; if it is moved, it is searched for again.
- Settings go in .conf/ and romsets in .roms/: the UVMC2's menu hides folders whose name starts with a dot, so the card shows only the games. A card set up before keeps everything: the old config/ and roms/ are still read, and nothing is written to them any more.
- Without the romset on the card the screen says ROM FILE NOT FOUND and the name of the zip it wants.
- v1.12026-11-06
- Built with uvmc2-sdk v1.4.13.
- 2026-11-02
- The arcade's own sound out of the UVMC2's audio jack: the cartridge emulates Donkey Kong's sound board (the 8035 sound CPU running its original program, and the walk, jump and stomp circuits). Checked against MAME over a full game.
- The sound ROMs are read from the dkong.zip already on the card: no new files.
- AUDIO JACK / AUDIO VECTREX in the start menu, saved with the other settings. VECTREX plays the PSG soundtrack through the console's speaker, as before.
- The sound test plays through whichever output is selected.
- Occlusion is back on: the scenery is cut behind Mario, Kong and the barrels instead of showing through them.
- Fewer bent letters and strokes after a blank move, from a fix in the drawing code.
- The romset must use the classic file names (dk.5e, dk.3h…); a current MAME set with c_5et_g.bin-style names won't load.