Dynamite Duke (US 25JUL89)

Immagine gioco: Dynamite Duke (US 25JUL89)
Available images:

Romset name: dyndukeu.zip
Production year: 1989
Manufacturer: Seibu Kaihatsu (Fabtek license)

Game genre: Shooter
Category: Shooter / 3rd Person

This machine is a clone of:
 • Dynamite Duke (Europe set 1 03SEP89)

This machine works in MAME This machine works in MAME

Overall emulation: Good
Color emulation: Good
Sound emulation: Good
Graphics emulation: Good
Save states: Supported

In MAME since version: .036b10

The MAME driver of this machine is: dynduke.cpp - Read the code

 Tech info 
 Hardware of this machine:
  • CHIPs [Show details]

    V30 ("maincpu")cpu 8000000 Hz
    V30 ("slave")cpu 8000000 Hz
    Z80 ("audiocpu")cpu 3579545 Hz
    Speaker ("mono")audio
    YM3812 ("ymsnd")audio 3579545 Hz
    OKI6295 ("oki")audio 1320000 Hz

  • Screens [Show details]

    This machine uses a single screen:
      Graphic type: Raster
      Screen orientation: Horizontal
      Resolution 256 x 224 @ 60.000000 Hz

  • Number of players: 1P
  • Controllers [Show details]

      Joystick [8 ways]
      Joystick [8 ways]
    Number of buttons: 3

  • Dip-switches [Show details]

    Default settings in bold
    Coin ModeMode 1
     Mode 2
    Coinage4 Coins/1 Credit
     3 Coins/1 Credit
     2 Coins/1 Credit
     1 Coin/1 Credit
     Free Play
    Coin A5 Coins/1 Credit
     3 Coins/1 Credit
     2 Coins/1 Credit
     1 Coin/1 Credit
    Coin B1 Coin/2 Credits
     1 Coin/3 Credits
     1 Coin/5 Credits
     1 Coin/6 Credits
     Free Play
    Starting CoinNormal
     X 2
    Flip ScreenOff
    Bonus D.Punch80K 100K+
     100K 100K+
     120K 100K+
     120K 120K+
    Allow ContinueOff
    Demo SoundsOff

  • ROMs (26 of the parent set, 2 of the clone set) [Show details]

    Referred to MAME version: 0.181

    NameSizeCRC32SHA1StatusIn romset
    1.cd865536a5e2a95a 135d57073d826b9cf46fb43dc49439e1400fb021 good dynduke
    2.cd7655367e51af22 b26103c0d41c469d1e2d1e4e89f591c0d9cdb67c good dynduke
    dd3.ef8131072a56f8692 00d86c660efae30c008f8220fdfd397b7d69b2cd good dyndukeu
    dd4.ef7131072ee4b87b3 8e470543bce07cd8682f3745e15c4f1141d9549b good dyndukeu
    5.p865536883d319c b0df05bfe342a5289a6368be26317fa879975463 good dynduke
    6.p765536d94cb4ff 653247c420a2af037106470556e6801b29bc58e8 good dynduke
    8.w8655363c29480b 031a0b808df32b5ae4f722c9e9f69554d30505c1 good dynduke
    9.5k16384f2bc9af4 9092ebe9dced243c3a7f63198a1180143dd42cea good dynduke
    10.34k16384c2a9f19b 0bcea042386109c277c6c5dbe52a020f9ea5972b good dynduke
    dd.a2262144598f343f eee794d9d0a92e066f00818bfb63e8ca46bda764 good dynduke
    dd.b226214441a9088d eb0b7370dc773cb6f5066b044934ffb42bb06587 good dynduke
    dd.c2262144cc341b42 8c3cf09a3a0080a1cd7c1049cb8d11f03de50919 good dynduke
    dd.d22621444752b4d7 4625b7885ff9d302e78d7324b3592ac5a3cead86 good dynduke
    dd.de326214444a4cb62 70b2043d0428c90ee22ccd479d9710af24d359f6 good dynduke
    dd.ef3262144aa8aee1a 8b2b8dcb2287318e314b256f84c23424cfe29462 good dynduke
    dd.mn32621442ee0ca98 2ef2c4fd337e0ee4685e4863909985ee0a4c4b91 good dynduke
    dd.mn42621446c71e2df fe87277a625010c214e05b43572fadb493b3d05d good dynduke
    dd.n4526214485d918e1 882cdf633288c95f2349d7c86799875b707ca347 good dynduke
    dd.mn5262144e71e34df dce8e3de61f3869da57d476bf861856154365058 good dynduke
    dd.n1262144cf1db927 3fde2ca7e7e302773ae01ed89edf0bcf69fc7aa1 good dynduke
    dd.n22621445328150f bb847a2ff7e5ac668e974d2853519d86feb81e03 good dynduke
    dd.m126214480776452 319bfc90ccf04b9e5aaac5701767d3f7bbb71626 good dynduke
    dd.m2262144ff61a573 cfbe6c017c276d2fc1f083013b5df3686381753b good dynduke
    dd.e126214484a0b87c 62075128093f21ee6ea09cc2d4bc8e630b275fce good dynduke
    dd.e2262144a9585df2 2eeac27dd018dd334447d539fdae2989c731e764 good dynduke
    dd.f12621449aed24ba 0068b5bc0d7c817eee3bfbf7de6d19652ba78d41 good dynduke
    dd.f22621443eb5783f 5487ceb4f3241241af1a81b1bb686bd3af10b0d1 good dynduke
    7.x10655369cbc7b41 107c19d3d71ee6af63d03f7278310c5e3786f91d good dynduke

    :  PARENT Machine
    :  CLONE Machine
    :  BIOS
    :  Device


Dynamite Duke (c) 1989 Seibu Kaihatsu.

A mad scientist is creating an army of powerful mutant soldiers in order to conquer the world. Only Dynamite Duke, a battle-hardened elite soldier with an incredibly devastating bionic arm stands a chance to stop the attack before its too late. Features nice graphics & an interesting blend of shooter & beat-em up gameplay elements!


Main CPU : (2x) V30 (@ 8 Mhz)

Sound CPU : Z80 (@ 3.579545 Mhz)

Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)

Players : 2

Control : 8-way joystick

Buttons : 3


Released in September 1989.

Licensed to Fabtek for US distribution.

Licensed to Tecmo for Japan manufacture and distribution.

A two player simultaneous version is known as "The Double Dynamites".

This game was released in memory of 'Hironori Watsuo'.


Directed by : Hitoshi Hamada

Executive producer : Kengo Kondo

Assistant director & editor : Kohki Yamate

Chief programmer : Tetsuya Kawaguchi

Music composed by : Akira Satoh

Sound effects : Hitoshi Hamada

Art director : Masao Matsuzawa

Set decorator : Takahide Wada

Special 'Boss' effects created by : Showichi Yano

Special 'Zombies' Effects created by : Hirdaki Ohtake

Mechanical effects / Car stunt coordinator / Helicopter pilot : Toshinobu Komazawa

Designers : Fujio Matsuzawa, Hiroaki Ohtake, Hironori Matsuo, Kohki Yamate, Masao Matsuzawa, Showichi Yano, Takahide Wada, Toshinobu Komazawa, Akagi, Hayashi, Iwagishi, Togashi, Gunji, Ishikawa, Matsumoto, Yamazaki

The original story written by : Takahide Wada

Best Boy : Sue-San

Special animation coordinator : Suichi Mori

Special visual effects superviser : Takumi Takano

Technical consultant & Hardware designer : Yukinojoe Segawa


* Consoles :

Sega Master System (1989)

Sega Mega Drive (1990)

* Computers :

Sharp X68000 (1990)


Game's rom.

Warning: information in history.dat can differ from the ones present in the rest of the page (taken from MAME) as they come from a different source

Information on dynduke

0.146u4 [Arzeno Fabrice]

0.146u1 [Tirino73]

0.104u2 [Pierpaolo Prazzoli, Guru]

0.36b10 [Bryan McPhail]


- To access test mode, reset with both start buttons held.


- Most of background missing on Flip Screen. Tafoid (ID 04919)


- 0.146u4: Arzeno Fabrice added Dynamite Duke (Europe set 1). Changed 'Dynamite Duke (Euro)' to clone '(Europe set 2)'. Renamed (dynduke) to (dyndukea).

- 0.146u1: Tirino73 added Dynamite Duke (Euro). Renamed (dynduke) to (dyndukej), (dyndukef) to (dyndukeu), (dbldyn) to (dbldynj) and (dbldynf) to (dbldynu).

- 0.133u1: Renamed (dyndukf) to (dyndukef).

- 0.126u4: Fabio Priuli added conditional dips and DIP locations to Dynamite Duke. Added dipswitches 'Coin Mode', 'Coinage' and 'Cabinet'.

- 0.119u3: David Haywood fixed colors in Dynamite Duke. Changed palettesize from 3072 to 2048 colors.

- 3rd October 2007: David Haywood - The source of most of the problems in Dynamite Duke was the strange way in which the background layer was being decoded and handled. The biggest problem is that 1 bit of data for each pixel was being completely overlooked. Dynamite Duke's background decode was 5bpp, not 6bpp. If that was all there was to it then it would have been a very simple fix, however, the problems were deeper than that. Neither of the upper 2 bits of the data are used in the traditional sense, to simply extend the available colour palette. Ignoring the 6th bit for now, the one that was being used as transparency, I started looking at the bit that wasn't being decoded, the 5th bit. There was clearly data there, it wasn't just unused rom as you'll sometimes find. Infact the data present conincided with the tiles that were being rendered with the wrong colours in the game, logically everything would suggest that the decode was simply missing a bit, and hooking that up should fix the colours as it would then be able to address the correct colours. It didn't. Usually if you increase the bpp of a set of graphics it allows the colours directly after the current palette to be addressed in addition to the ones already being used. For Dynamite Duke something different was going on. Regular System: 4bpp decode | Pal#1 Colours 0-15, Pal #2 Colours 16-31, Pal #3 Colours 32-47 and 5bpp decode | Pal#1 Colours 0-31, Pal #2 Colours 32-63, Pal #3 Colours 64-95, for Dynamite Duke however: 5bpp decode | Pal#1 Colours 0-15 & 256-271, Pal #2 Colours 16-31 & 272-287 etc. Basically the extra bit is being used by the hardware more as a palette bank bit, grabbing the extra colours from a completely different part of the palette. I needed to clean up the driver a bit, remove some palette hacks that were already in there, and rework a few things, but by implementing that logic I at least got the right colours on all the scenes, except one, the map scene. For the map scene it turns out there was another error in the driver. As the previous decode didn't allow for accessing of colours above 255 one of the layer disable bits had been incorrectly hooked up as a palette bank, probably because the map screen happened to have that layer disabled and also by chance needed the higher palette codes. An easy mistake to make. Removing that hack, and correclty hooking up the layer disables had the advantage of also getting rid of some garbage sprites left on the screen during 'continue' etc. That just left the 6th bit, marked as transparency. Finding out the use for that was pretty straightforward, it quickly became clear that it was actually a priority bit (which is basically how it was being used anyway 'transparency' was rather misleading). With everything fixed up Dynamite Duke looks better than ever, and one of the longest standing bugs that I can remember has finally been fixed.

- 30th September 2007: David Haywood - I've hopefully fixed the colour problems from the first boss and beyond in Dynamite Duke. Note, the background is now correct in shots 3 / 4 onwards.

- 0.118u3: Changed NEC V30 CPU core to use a 16-bit data bus [Aaron Giles, Phil Bennett, Pierpaolo Prazzoli].

- 0.104u2: Renamed (dynduke) to (dyndukf), (dyndukj) to (dynduke), (dbldyn) to (dbldynf) and (dbldynj) to (dbldyn).

- 0.103: Pierpaolo Prazzoli and Guru added clone Dynamite Duke (Japan). Pierpaolo Prazzoli, Bryan McPhail and Guru added clone 'The Double Dynamites (Japan)'. Changed parent description to 'Dynamite Duke (US)' and clone 'The Double Dynamites' to 'The Double Dynamites (US)'.

- 0.99u7: Curt Coder fixed background layer color in the first levels. Added 'Bonus Life' dipswitch. Removed 'Unknown' dipswitches.

- 0.66: Changed clock speed of the 2x V30 to 8MHz.

- 0.37b16: Nicola Salmoria decrypted the Seibu sound CPU, giving sound in Dynamite Duke. Added Z80 (3579545 Hz) CPU3 - Sound works now.

- 17th June 2001: Nicola Salmoria decrypted the Seibu sound CPU, giving sound in Raiden (alt), Dynamite Duke and Toki (original).

- 0.36b12: Changed YM3812 clock speed to 3579545 Hz.

- 0.36b10: Bryan McPhail added Dynamite Duke (Seibu Kaihatsu 1989 (Fabtek license)) and clone 'The Double Dynamites'. Known issues: Coins are controlled by the sound cpu, and the sound cpu is encrypted! You need to play with sound off at the moment to coin up. The background layer is 5bpp and I'm not 100% sure the colours are correct on it, although the layer is 5bpp the palette data is 4bpp. My current implementation looks pretty good though I've never seen the real game.

- 17th November 1999: Bryan McPhail sent in a driver for Dynamite Duke / Double Dynamite.


Other Emulators:

* FB Alpha

Printer friendly version
Direct link to this page

HTML link, for inclusion in web pages, text only
HTML link, for inclusion in web pages, with image
BBcode, for use in forums, text only
BBcode, for use in forums, with image