Diddy Kong Racing Beta Discussion

Talk about Diddy Kong Racing for the Nintendo 64 and Nintendo DS.

Diddy Kong Racing Beta Discussion

Postby WesternTanager794 » February 20th, 2023, 4:22 pm

I found this video detailing the beta information of Diddy Kong Racing and I found it interesting. Here it is.


In the horseshoe gulch, it reminds me of all of the racers running from Wizpig in the intro scene. Are there any interesting beta information that this video doesn't have?
:parry:
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Re: Diddy Kong Racing Beta Discussion

Postby Mattrizzle » February 20th, 2023, 11:07 pm

I am the one who initially identified some of the unused 2D graphics/textures featured in Beta64 video (though Wwwarea found the code to make some of them appear, according to this post by runehero123), as well as the unused instrument channel in the character select theme which seeming corresponds to Taj. Mattress87 is the username I used at the Rare Witch Project forums (where I assisted a user by the name of Spyke4995 with a now-abandoned "Beta Restoration" of the game; this topic has posts connected to many of the initial discoveries featured in the video) and the one I had in the early days of YouTube. In the latter case, Mattrizzle was taken by someone who never used it. Their channel has now been deleted.

Sound effects have internal names within the ROM. The sound effects used by playable characters, which you think would be numbered 1 to 10, are actually numbered 1 to 12, meaning another character in addition to Taj was planned to be added...

These follow the internal order of sound effects in the game. The character numbers in this data are in the following order:
Code: Select all
1  = Krunch
2  = Bumper
3  = Tiptup
4  = Conker
5  = Timber
6  = Banjo
7  = Drumstick
8  = Pipsy
9  = T.T.
10 = Diddy
In the final game, 11 and 12 are either filled with sound effects that are used elsewhere (like the Bosses' cutscene dialogue), or are blank/silent.

As for the strings themselves, these can be found at AA4B6D-AA4D19 in U V1.0:
Code: Select all
C1_MAX_COINS
C2_MAX_COINS
C3_MAX_COINS
C4_MAX_COINS
C5_MAX_COINS
C6_MAX_COINS
C7_MAX_COINS
C8_MAX_COINS
C9_MAX_COINS
C10_MAX_COINS
C11_MAX_COINS
C12_MAX_COINS
C1_SELECT
C2_SELECT
C3_SELECT
C4_SELECT
C5_SELECT
C6_SELECT
C7_SELECT
C8_SELECT
C9_SELECT
C10_SELECT
C11_SELECT
C12_SELECT
C1_DESELECT
C2_DESELECT
C3_DESELECT
C4_DESELECT
C5_DESELECT
C6_DESELECT
C7_DESELECT
C8_DESELECT
C9_DESELECT
C10_DESELECT
C11_DESELECT
C12_DESELECT
C#_MAX_COINS is interesting, as it indicates that the characters would say something unique when grabbing the maximum number of Bananas (Prior to Diddy's addition to the game, bananas were golden coins with Rare's emblem on them) or the last Silver Coin (at which point a T.T. voiceover says "Go for it!", regardless of character). The C#_MAX_COINS sounds are all silent in the final version.

These strings can be found at AA554F-AA5CA1 in U V1.0:
Code: Select all
C1_HORN
C2_HORN
C3_HORN
C4_HORN
C5_HORN
C6_HORN
C7_HORN
C8_HORN
C9_HORN
C10_HORN
C11_HORN
C12_HORN
C1_HAPPY1
C2_HAPPY1
C3_HAPPY1
C4_HAPPY1
C5_HAPPY1
C6_HAPPY1
C7_HAPPY1
C8_HAPPY1
C9_HAPPY1
C10_HAPPY1
C11_HAPPY1
C12_HAPPY1
C1_HAPPY2
C2_HAPPY2
C3_HAPPY2
C4_HAPPY2
C5_HAPPY2
C6_HAPPY2
C7_HAPPY2
C8_HAPPY2
C9_HAPPY2
C10_HAPPY2
C11_HAPPY2
C12_HAPPY2
C1_HAPPY3
C2_HAPPY3
C3_HAPPY3
C4_HAPPY3
C5_HAPPY3
C6_HAPPY3
C7_HAPPY3
C8_HAPPY3
C9_HAPPY3
C10_HAPPY3
C11_HAPPY3
C12_HAPPY3
C1_HAPPY4
C2_HAPPY4
C3_HAPPY4
C4_HAPPY4
C5_HAPPY4
C6_HAPPY4
C7_HAPPY4
C8_HAPPY4
C9_HAPPY4
C10_HAPPY4
C11_HAPPY4
C12_HAPPY4
C1_HAPPY5
C2_HAPPY5
C3_HAPPY5
C4_HAPPY5
C5_HAPPY5
C6_HAPPY5
C7_HAPPY5
C8_HAPPY5
C9_HAPPY5
C10_HAPPY5
C11_HAPPY5
C12_HAPPY5
C1_HAPPY6
C2_HAPPY6
C3_HAPPY6
C4_HAPPY6
C5_HAPPY6
C6_HAPPY6
C7_HAPPY6
C8_HAPPY6
C9_HAPPY6
C10_HAPPY6
C11_HAPPY6
C12_HAPPY6
C1_HAPPY7
C2_HAPPY7
C3_HAPPY7
C4_HAPPY7
C5_HAPPY7
C6_HAPPY7
C7_HAPPY7
C8_HAPPY7
C9_HAPPY7
C10_HAPPY7
C11_HAPPY7
C12_HAPPY7
C1_HAPPY8
C2_HAPPY8
C3_HAPPY8
C4_HAPPY8
C5_HAPPY8
C6_HAPPY8
C7_HAPPY8
C8_HAPPY8
C9_HAPPY8
C10_HAPPY8
C11_HAPPY8
C12_HAPPY8
C1_SAD1
C2_SAD1
C3_SAD1
C4_SAD1
C5_SAD1
C6_SAD1
C7_SAD1
C8_SAD1
C9_SAD1
C10_SAD1
C11_SAD1
C12_SAD1
C1_SAD2
C2_SAD2
C3_SAD2
C4_SAD2
C5_SAD2
C6_SAD2
C7_SAD2
C8_SAD2
C9_SAD2
C10_SAD2
C11_SAD2
C12_SAD2
C1_SAD3
C2_SAD3
C3_SAD3
C4_SAD3
C5_SAD3
C6_SAD3
C7_SAD3
C8_SAD3
C9_SAD3
C10_SAD3
C11_SAD3
C12_SAD3
C1_SAD4
C2_SAD4
C3_SAD4
C4_SAD4
C5_SAD4
C6_SAD4
C7_SAD4
C8_SAD4
C9_SAD4
C10_SAD4
C11_SAD4
C12_SAD4
C1_SAD5
C2_SAD5
C3_SAD5
C4_SAD5
C5_SAD5
C6_SAD5
C7_SAD5
C8_SAD5
C9_SAD5
C10_SAD5
C11_SAD5
C12_SAD5
C1_SAD6
C2_SAD6
C3_SAD6
C4_SAD6
C5_SAD6
C6_SAD6
C7_SAD6
C8_SAD6
C9_SAD6
C10_SAD6
C11_SAD6
C12_SAD6
C1_SAD7
C2_SAD7
C3_SAD7
C4_SAD7
C5_SAD7
C6_SAD7
C7_SAD7
C8_SAD7
C9_SAD7
C10_SAD7
C11_SAD7
C12_SAD7
C1_SAD8
C2_SAD8
C3_SAD8
C4_SAD8
C5_SAD8
C6_SAD8
C7_SAD8
C8_SAD8
C9_SAD8
C10_SAD8
C11_SAD8
C12_SAD8

Spoiler!
I suspect the 12th character was meant to be Wizpig, considering his existence as a playable character in the DS version.
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Re: Diddy Kong Racing Beta Discussion

Postby rainbowsprinklez » February 21st, 2023, 1:51 am

My god, matt. Is there anything you HAVEN'T done? :P
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Re: Diddy Kong Racing Beta Discussion

Postby Mattrizzle » February 24th, 2023, 12:41 pm

I haven't made a single custom level for a hack, unless you count this: https://www.youtube.com/watch?v=qQ5GDAEEkdg

I also haven't modified a single byte of any game not on one of the following consoles:
Arcade*, NES, Game Boy, Sega Genesis, Super NES, Sega CD*, Sega 32X*, PlayStation, Nintendo 64, Game Boy Color, Game Boy Advance
* = Not sure whether these can be considered consoles.
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Re: Diddy Kong Racing Beta Discussion

Postby rainbowsprinklez » February 24th, 2023, 3:41 pm

Mattrizzle wrote:I haven't made a single custom level for a hack


Didn't you do level design on Reloaded?
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Re: Diddy Kong Racing Beta Discussion

Postby WesternTanager794 » February 24th, 2023, 6:48 pm

Haha! There you go , Matt! The exceptions to the rule! :parry:
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Re: Diddy Kong Racing Beta Discussion

Postby Mattrizzle » February 25th, 2023, 3:16 am

rainbowsprinklez wrote:Didn't you do level design on Reloaded?


The sole reason I'm credited in Reloaded is for converting the title screen for insertion into the game. I also did the version/credits screen that replaces the © 1994 Nintendo screen in the hack.

In retrospect, both screens look ugly, but they worked then...

As they say, you are your own worst critic. Nowadays, I would've used custom colors for the title instead of trying to shoehorn everything into the original screen's palette.

To be fair, tools are better now, and I can do in seconds what took hours back then.
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