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Re: Prototypes of DKL3 (Japanese) and DKC (GBC) leaked

Bouncy Bonanza's 3rd bonus has stalactites. (kiosk, retail)

Orang-utan Gang's final bonus entrance is slightly different. (kiosk, retail)

I think that's it as far as layout differences go.

Forbidden dark magic, don't ask.
by Kingizor
September 16th, 2020, 12:46 pm
 
Forum: General DKC Discussion
Topic: Prototypes of DKL3 (Japanese) and DKC (GBC) leaked
Replies: 3
Views: 184

Re: DKC Stage Name Editor

Well this is where it starts getting tricky. The best way to tackle it depends on how the game handles it. Usually when data is stored sequentially like that, there can be something called a pointer table. This would contain a list of addresses that point to the start of each string. The idea is tha...
by Kingizor
September 8th, 2020, 5:11 pm
 
Forum: ROM Hacking
Topic: DKC Stage Name Editor
Replies: 12
Views: 6968

Re: DKC Stage Name Editor

We have numbers. In binary, a bit is either 1 (set) or 0 (not set). A single bit can therefore represent the numbers 0 or 1. We can represent bigger numbers by using multiple bits at once. If we have two bits, we have: 00 = 0 01 = 1 10 = 2 11 = 3 Here the bit on the right represents 1, while the one...
by Kingizor
September 7th, 2020, 2:46 pm
 
Forum: ROM Hacking
Topic: DKC Stage Name Editor
Replies: 12
Views: 6968

Re: DKC Stage Name Editor

The encoding is similar to ASCII which is usually seven bits. DKC and DKC2 use the spare high bit to indicate that a certain character is the last character in a string. Jungle Hijinxs = 4A 75 6E 67 6C 65 20 48 69 6A 69 6E 78 F3 01110011 = 0x73 = 's' (normal ASCII value) 11110011 = 0xF3 = 's' (high ...
by Kingizor
September 7th, 2020, 1:32 pm
 
Forum: ROM Hacking
Topic: DKC Stage Name Editor
Replies: 12
Views: 6968

Big Data (de)compressor for DKC2/DKC3

I've written a new compressor and decompressor for the big data segments in DKC2 and DKC3. I've packaged it as a library, but I've also included standalone command line utilities too. These might not be too useful on their own, but it might make it a bit easier to do other things. The general proces...
by Kingizor
July 18th, 2020, 11:51 am
 
Forum: ROM Hacking
Topic: Big Data (de)compressor for DKC2/DKC3
Replies: 1
Views: 723

Re: Real-life inspirations for DKC worlds and levels

I got more of an Great-American-West vibe from DKC3 than anything to do with Canada. That region has the rocky mountains which is fitting for the cliff levels, and there is plenty of snow-tops in there too. Further west you have the great redwood forests which gives you not only the tree levels but ...
by Kingizor
July 12th, 2020, 10:19 am
 
Forum: General DKC Discussion
Topic: Real-life inspirations for DKC worlds and levels
Replies: 7
Views: 2420

Re: Hack image idea

Bugs like that are usually a permissions issue. I would maybe try running it as an admin or moving the whole program directory somewhere else.
by Kingizor
July 3rd, 2020, 3:58 am
 
Forum: ROM Hacking
Topic: Hack image idea
Replies: 5
Views: 1273

Re: Hack image idea

That's a fun solution, but if everything weren't compressed you'd quickly run out of room. :krool: I remember Mattrizzle modifying the title screen for the "DKC Reloaded" hack. Different game of course, but I think those tiles were compressed too, but with a different method. I wonder if h...
by Kingizor
July 2nd, 2020, 5:13 pm
 
Forum: ROM Hacking
Topic: Hack image idea
Replies: 5
Views: 1273

Re: DKC2 Entrance Randomizer

Seems to be USA v1.0.
by Kingizor
April 23rd, 2020, 8:18 am
 
Forum: ROM Hacks
Topic: DKC2 Entrance Randomizer
Replies: 5
Views: 4793

Re: Looking for DKC Animated sprites

Most of the map pages should have them. Right click and "view image" ought to be enough. Might have to disable some of the foreground layers first in some cases though. Some of them seem to have quite a bit of padding for reasons I can never remember. The maps for the sequels were switched...
by Kingizor
April 7th, 2020, 10:43 pm
 
Forum: DKC Projects/Fanworks
Topic: Looking for DKC Animated sprites
Replies: 3
Views: 1879

Re: Testers Needed

Yes, seems to be working fine now. Mine Cart Carnage is still a struggle even with 42 lives...

You might want to edit that attachment. That included "file.bin" is suspiciously non-blank all of a sudden. :krool:
by Kingizor
April 7th, 2020, 8:32 am
 
Forum: ROM Hacking
Topic: Testers Needed
Replies: 5
Views: 2186

Re: Testers Needed

Seems to be complaining about a missing "MSVCP140D.dll". You can fix that by changing the profile setting in MSVC from "debug" to "release" and recompiling. The idea is that there are normal versions of those DLLs that most people will have anyway, and special debug one...
by Kingizor
April 7th, 2020, 1:38 am
 
Forum: ROM Hacking
Topic: Testers Needed
Replies: 5
Views: 2186

Re: DKC1 editor?

Ahem, turns out there was at least one small bug in that code preventing it from working. I think I made a small change before I posted it that looked as though it wouldn't make any difference but it actually did. I could have sworn it was working at that point, but oh well. Should be fine now, mayb...
by Kingizor
February 27th, 2020, 4:05 am
 
Forum: ROM Hacking
Topic: DKC1 editor?
Replies: 7
Views: 3477

Re: DKC1 editor?

Hey, don't knock fullsnes. :bleak: But yes that is quite confusing. At first I thought that grid was referring to rows and columns, but it's referring to planes. It was enough to make me think I had made a serious miscalculation, but no it does match up somehow. Definitely not the worst I've seen th...
by Kingizor
February 26th, 2020, 11:38 pm
 
Forum: ROM Hacking
Topic: DKC1 editor?
Replies: 7
Views: 3477

Re: DKC1 editor?

Tiles are either 2bpp, 4bpp or 8bpp (bpp = bits per plane). For 2bpp you basically have 8 pairs of bytes, so 16 bytes in all. The bits in the 1st byte would be the low bit of the resulting shade for each pixel in the top row of the resulting tile, then the 2nd byte would contain the second lowest bi...
by Kingizor
February 26th, 2020, 5:02 pm
 
Forum: ROM Hacking
Topic: DKC1 editor?
Replies: 7
Views: 3477

Re: Compression Algorithm for DKC2 1.0 U

Yes, it's the standard DKC2/DKC3 one. Almost all the background tilesets in the game use it and most of the tilemaps do too. The single screens don't have compressed tilemaps in DKC2 if I recall, but maybe I'm wrong about that. There are a handful of decompressors, but the only standalone compressor...
by Kingizor
December 20th, 2019, 8:47 am
 
Forum: ROM Hacking
Topic: Compression Algorithm for DKC2 1.0 U
Replies: 3
Views: 3542

Re: Springin' Spiders Japan and PAL Warp Peculiarity

I definitely knew about that one. I think it came up during the mapping for that level, although I can't think why because the maps all use the US placements anyway. [...2 minutes thinking...] I don't remember anything about finding it. I did play one of the Japanese versions quite a lot, so maybe I...
by Kingizor
December 17th, 2019, 8:51 am
 
Forum: Donkey Kong Country 3
Topic: Springin' Spiders Japan and PAL Warp Peculiarity
Replies: 3
Views: 5854

Re: The Random Thoughts Topic

Hey! Where the heck did everyone go? :huh:

Image
by Kingizor
November 9th, 2019, 1:16 pm
 
Forum: Anything Goes
Topic: The Random Thoughts Topic
Replies: 3045
Views: 2403197

Re: I won't delete this time! (sprite stuff)

You have sprite entries in OAM. The entry contains position and so on, but also points to a tile (or multiple tiles) in VRAM that contains the shades. The OAM entry will also declare which "palette" of 16 colours to use for those tiles. The tile shades are used as a lookup in CGRAM when de...
by Kingizor
October 23rd, 2019, 1:05 am
 
Forum: ROM Hacking
Topic: I won't delete this time! (sprite stuff)
Replies: 3
Views: 4656

Re: Refusing to give Björn his No. 6 Wrench

There are a few ways to do the mirror-wrench sequence. You only need the mirror to get the wrench from Barter, but you can also give it to Baffle to get the Sewer Stockpile clue. Whether you give it to Baffle or Barter first, you can later buy back the mirror to give to the other one. Barter of cour...
by Kingizor
October 7th, 2019, 5:33 am
 
Forum: Donkey Kong Country 3
Topic: Refusing to give Björn his No. 6 Wrench
Replies: 1
Views: 5008

Re: The Random Thoughts Topic

Have you played Donkey Kong today?

Image
by Kingizor
April 4th, 2019, 5:38 pm
 
Forum: Anything Goes
Topic: The Random Thoughts Topic
Replies: 3045
Views: 2403197

Re: Explaining the Super Nintendo's Music.

It's a bit misleading the way it describes the 64KB RAM, stating that it has to hold the entirety of music and sound effects for the whole game. Most games will upload whole songs with all the required samples as they need them, so it's fairly common to overwrite the old data and start afresh. Say y...
by Kingizor
August 16th, 2018, 2:15 pm
 
Forum: General DKC Discussion
Topic: Explaining the Super Nintendo's Music.
Replies: 2
Views: 5097

Re: Donkey Kong Country 2 - The Lost Levels [RELEASED]

BPS (and UPS) patches have a checksum check to ensure that the file being patched is the correct one. The idea is that most older ROMs (i.e. smc) would be distributed with an unnecessary copier header that would interfere with patching. So you'd want to use a ROM that does not have a copier header. ...
by Kingizor
July 7th, 2018, 8:54 pm
 
Forum: ROM Hacks
Topic: Donkey Kong Country 2 - The Lost Levels [RELEASED]
Replies: 46
Views: 102180

Re: Donkey Kong Country 2 - The Lost Levels [RELEASED]

The attached file is a RAR archive. Typically people would use 7zip or WinRar to open these to extract the files within. The message you're getting is due to some other software running on your computer. A few minutes of Googling suggests it might be some kind of administration software, i.e. someth...
by Kingizor
June 20th, 2018, 1:16 pm
 
Forum: ROM Hacks
Topic: Donkey Kong Country 2 - The Lost Levels [RELEASED]
Replies: 46
Views: 102180

Re: Custom title and intro

The title tileset uses the "standard" tile compression in DKC2 and DKC3, so the encoder from the SDK2 editor should work in theory. The tilemap however uses another compression scheme specific to DKC3 for which no unofficial encoder exists as far as I know. 0C:FE3D - Title Screen Tileset 2...
by Kingizor
May 24th, 2018, 8:14 am
 
Forum: ROM Hacks
Topic: Custom title and intro
Replies: 3
Views: 7337

Re: Perlin Hunter Algorithm (PH3)

I'd maybe think about making connections based on corners. Imagine you're placing some tile g: a b c d e f g h i When you're scanning for valid connections during setup, ensure that there are valid solutions for each corner based on the adjacent tiles. So if for example you have some tile d that can...
by Kingizor
May 5th, 2018, 8:01 am
 
Forum: The Delta Project
Topic: Perlin Hunter Algorithm (PH3)
Replies: 10
Views: 17567

Re: General DKC Atlas Queries and Troubleshooting

The last time registration was open for more than a mere few minutes we were inundated by a bazillion kinky Soviet spybots, or so I'm led to believe. :?

Still, it probably wouldn't hurt to press our own red fellow some more on the matter. Qyzbud
by Kingizor
March 28th, 2018, 2:16 am
 
Forum: DKC Atlas Discussion
Topic: General DKC Atlas Queries and Troubleshooting
Replies: 163
Views: 167110

Re: The Random Thoughts Topic

Those Jungle Hijinx images at 5:34 seem to be a perfect match for the carefully orchestrated objet d'art we all know and love. In particular, the alignment and scaling of the background layer make it stand out as being an unmistakable Qyzbud original. So yes, that one and the other five levels proba...
by Kingizor
October 7th, 2017, 6:59 am
 
Forum: Anything Goes
Topic: The Random Thoughts Topic
Replies: 3045
Views: 2403197

Re: The Banana Counter

I didn't have much finesse in those days. If memory serves, I found these values by modifying every instance of 6400 in the ROM one at a time and checking the results. :oops: More experienced eyes identify the hex snippet as a code segment. ?? 60 00 - SBC #$6300 (Probably SBC) 30 24 - BMI +$24 AD 7B...
by Kingizor
September 25th, 2017, 8:23 am
 
Forum: Documentation
Topic: The Banana Counter
Replies: 5
Views: 6955

Re: The Random Thoughts Topic

I know a few people who've tried bleaching and highlights, but I've never been into that sort of thing myself. :dixie-tf:
by Kingizor
September 22nd, 2017, 5:36 am
 
Forum: Anything Goes
Topic: The Random Thoughts Topic
Replies: 3045
Views: 2403197

Re: The Random Thoughts Topic

No. :evil:
by Kingizor
September 21st, 2017, 11:32 pm
 
Forum: Anything Goes
Topic: The Random Thoughts Topic
Replies: 3045
Views: 2403197

Re: Questions for the SDK2 Editor

There should be a language option in one of the menus. Depending on your setup there might be a minor issue at the moment with permissions as explained here.
by Kingizor
August 19th, 2017, 11:24 am
 
Forum: Donkey Kong Country 2
Topic: Questions for the SDK2 Editor
Replies: 3
Views: 6755

Re: Questions for the SDK2 Editor

1. Bonus entrances and exits are numbered if I recall. For each level there is a list of destinations. Bonus Barrels have a number associated with them and will generally take you to the corresponding numbered area in the destination list; a bonus barrel marked "Bonus Barrel 1" will take y...
by Kingizor
August 19th, 2017, 4:27 am
 
Forum: Donkey Kong Country 2
Topic: Questions for the SDK2 Editor
Replies: 3
Views: 6755

Re: Soundtrack Restoration

VGMTrans claims to be the successor of RareSPC and a number of other tools, but I'm not able to run it and I'm not sure whether it'd produce substantially different than RareSPC. Stickerbush Symphony, Bad Bird Rag and Steel Drum Rhumba produced various warnings complaining about pitch either being ...
by Kingizor
May 21st, 2017, 11:53 pm
 
Forum: DKC Projects/Fanworks
Topic: Soundtrack Restoration
Replies: 116
Views: 1268410

Re: SNES Homebrew Discussion

Not sure what you mean by database files. Markster was following the wikibooks tutorial or possibly the updated version on superfamicom.org . I never had much luck with tutorials beyond setting tools up at the very beginning. I've found that they tend to either gloss over important details or simply...
by Kingizor
April 28th, 2017, 5:00 am
 
Forum: Non-DKC Projects/Fanworks
Topic: SNES Homebrew Discussion
Replies: 7
Views: 6348

Re: Text

Text is stored plainly it I recall, so overwriting it with any old hex editor should do the job as long as you stay within the space limitations for each message. Anything more advanced than that would require finding a pointer table if one exists and editing it to accompany the new lengths and offs...
by Kingizor
April 21st, 2017, 2:49 am
 
Forum: Post Mortuary
Topic: Text
Replies: 2
Views: 7586

Re: The Random Thoughts Topic

It's probably a good idea for people like him to keep on topic not to alienate their fanbase. I had to stop watching a certain tech channel because the host was spending an increasing amount of time whining about how much he hates Christmas trees every damn week. YL's position is probably to avoid c...
by Kingizor
April 16th, 2017, 6:51 am
 
Forum: Anything Goes
Topic: The Random Thoughts Topic
Replies: 3045
Views: 2403197

Re: The Random Thoughts Topic

Try to keep things civil yo. :funky: The statement "GroupA commits more crime than groupB" could be unreliable based on interpretation of the statement. It might depend on how you measure crime. Consider situations where someone commits a relatively minor crime (e.g. Keep off the grass), b...
by Kingizor
April 16th, 2017, 5:42 am
 
Forum: Anything Goes
Topic: The Random Thoughts Topic
Replies: 3045
Views: 2403197

Re: SNES Homebrew Discussion

Challenge:

Read controller input and change the screen to a different colour depending on the button pressed. :mario:
by Kingizor
March 28th, 2017, 4:32 am
 
Forum: Non-DKC Projects/Fanworks
Topic: SNES Homebrew Discussion
Replies: 7
Views: 6348

Re: Switching saves from ZSNESW to Snes9x

There should be a "save" directory in your ZSNES folder and a "save" directory in your Snes9x folder. You should only have to copy your save file from one to the other. It should have a ".srm" extension, so it would be called "DonkeyKongCountry2.srm" or someth...
by Kingizor
February 24th, 2017, 10:13 pm
 
Forum: General DKC Discussion
Topic: Switching saves from ZSNESW to Snes9x
Replies: 4
Views: 7513

Re: Donkey Kong Country 2 - The Lost Levels [RELEASED]

Yes, looks like a bps patch inside that rar archive. Try beat or Flips to patch.
by Kingizor
January 4th, 2017, 4:32 am
 
Forum: ROM Hacks
Topic: Donkey Kong Country 2 - The Lost Levels [RELEASED]
Replies: 46
Views: 102180

Re: --Translated-- SDK2 Editor, SDK3 Editor & DKC3 Map Tool

Those files should be in the "Mapchips for DKC2" directory. Platinum should be able to find them if they are in the same folder as your exported .ppj file.

You might also want to take a look at Super Gorilla Maker 2.
by Kingizor
December 1st, 2016, 9:51 am
 
Forum: ROM Hacking
Topic: --Translated-- SDK2 Editor, SDK3 Editor & DKC3 Map Tools.
Replies: 52
Views: 77997

Re: --Translated-- SDK2 Editor, SDK3 Editor & DKC3 Map Tool

You have to specify the full filename including the extensions. Something like "waterfall.fmf", "waterfall.hdr" and "waterfall.sdk" should work. Also make sure you have file extensions visible in Windows Explorer.
by Kingizor
September 5th, 2016, 6:25 am
 
Forum: ROM Hacking
Topic: --Translated-- SDK2 Editor, SDK3 Editor & DKC3 Map Tools.
Replies: 52
Views: 77997

Re: DKC SNES Trilogy: Differences between revisions

Even if it's not functional in MAME yet, the known ROMs are still listed in the driver . pss63 = DKC + Super Tetris + Bombliss pss64 = DKC + Super Bomberman 2 The hashes for the DKC segments both seem to be the same as the common Japanese v1.1 version (3ADEF543). I think that SFC-Box thing more or l...
by Kingizor
July 13th, 2016, 9:22 am
 
Forum: General DKC Discussion
Topic: DKC SNES Trilogy: Differences between revisions
Replies: 158
Views: 1522106

Re: Super Donkey Kong (JAP) Prototype cart

If there are only seven EEPROMs it seems there is one missing from the board. (7x 512KB = 3,670,016, I should have realised that earlier) :roll: The unusual ROM size might be the reason it didn't boot in emulators before. Most emulators will try to detect the mapper type by the ROM size and internal...
by Kingizor
June 25th, 2016, 7:08 am
 
Forum: Donkey Kong Country
Topic: Super Donkey Kong (JAP) Prototype cart
Replies: 13
Views: 18701

Re: Super Donkey Kong (JAP) Prototype cart

Even if the ROM is different the size should be the same. "Donkey.smc" is only 3,670,016 bytes compared to the correct size of 4,194,304 (4MB), so it seems like you're missing some data. If the ROM tries to load code or data from a high region and can't find what it needs it would almost d...
by Kingizor
June 25th, 2016, 1:14 am
 
Forum: Donkey Kong Country
Topic: Super Donkey Kong (JAP) Prototype cart
Replies: 13
Views: 18701

Re: Donkey Kong Country 2 - The Lost Levels [RELEASED]

The bps patch format requires that the file to be patched is the same as the one the patch was made for. Some patchers can ignore this rule, but it's generally not a good idea to do that unless you know what you're doing. In this case the ROM to be patched should be the clean, unheadered v1.0 USA ve...
by Kingizor
May 26th, 2016, 12:01 pm
 
Forum: ROM Hacks
Topic: Donkey Kong Country 2 - The Lost Levels [RELEASED]
Replies: 46
Views: 102180

Re: All hand slap locations

There are a few ways. The simplest would probably be viewing hidden caches directly on the map pages here by enabling the bonus overlays layer in the hud. Alternatively these can also be viewed directly with DKCRE . The latest release of DKCRE is also capable of generating json files with lists of e...
by Kingizor
May 23rd, 2016, 10:59 pm
 
Forum: Donkey Kong Country
Topic: All hand slap locations
Replies: 1
Views: 5355

Re: My 3D DKC Trilogy Game

There is a Klubba's Kiosk render in the gallery. Lots of useful things in there. :diddy-r:
by Kingizor
April 24th, 2016, 7:22 am
 
Forum: DKC Projects/Fanworks
Topic: My 3D DKC Trilogy Game
Replies: 113
Views: 149918

Re: help help

The ship deck backgrounds are a bit complicated. The game loads a default background and alters scrolling values line by line to make it look as if it's moving, so it's not really possible to convey the whole thing as a single image. The untouched image would be this pastel-y one . The custom one us...
by Kingizor
March 21st, 2016, 7:50 am
 
Forum: DKC Projects/Fanworks
Topic: DK Alterna (fan game)
Replies: 50
Views: 77641
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