Here's some stuff that many will find interesting, mostly copied from
elsewhere.
While working on DKC: Boss Blitz, I found the portion of code responsible for displaying several of the game's counters (SNES $80:A1AB).
Adding a jump to 389B3F (SNES $B8:9B3F) gave me this the instant I entered a level:
It's a debug display, appropriately titled "DK's Problem Page!"
Here's the meaning of the hex data:
Lines 1 and 2: The first 8 16-bit words of Save RAM (the last two words on line 2 spell out "RARE" in ASCII)
Line 3: Value of current level (RAM address $3E)
Line 4: Value of last exit used when inside a level, otherwise it is 0000. (RAM address $40)
Line 5: Various level-related flags (RAM address $1E15)
Line 6: If the Continue Barrel is touched, this will contain the level value to return to after losing a life; otherwise, it is 0000 (RAM address $2E)
DATE CODE: Probably displayed a build date at one point, in MMDD format. However, the code now just loads the constant #$0000 into the accumulator, not a memory address.
If a jump to the subroutine at 389D6B (SNES $B8:9D6B) is added to this area instead, and $1E3B is set to a nonzero value, a different debug display will appear...
...
the one seen in the DKC: Exposed video!Line 1: As with the DATE CODE above, always displays 0000 (In the video, it displayed 0811, which is possibly a build date)
Line 2: The current level's value, just like line 3 of DK's Problem Page
Line 3: The first 2 digits display the number of bonus areas found; the last two show the total number of bonus areas in the level (note that completing a level counts as finding a bonus area)
Notice that in the video, the display disappears after a certain amount of frames. RAM address $1E3B is the counter for this, which is why its value must be greater than zero for the display to show. Judging from the video, it should be initialized with #$0078.
It doesn't end there! Here's two others to try:
38830E (SNES $B8:830E) (JSL) Sets the pause flag; displays the palette addresses of each object loaded into RAM, as well as which palette lines they occupy
3CB13A (SNES $BC:B13A) (JSL) Shows Donkey Kong's collision box, his coordinates, and a slew of other values...
A quick way to see these for yourselves is to replace [29 B5 B8] at PC address A1B2 (the JSL to the Animal Token Counter display code) with the SNES address of the desired display.