DKC Trilogy PAR Code Collection

Discussion of the DKC series as a whole.
Post here if the theme of your discussion isn't directed at one specific game.

DKC Trilogy PAR Code Collection

Postby Qyzbud » May 28th, 2008, 1:05 pm

Here we can post any useful and interesting PAR (Pro Action Replay) codes for DKC, DKC2 and DKC3. We can decide how to define 'useful and interesting' as we go, but making the graphics look garbled, or making the game crash are NOT very useful or interesting, so we'll give those ones a miss, eh?

Donkey Kong Country

Spoiler!
Kong Abilities:

7E16D502 Ghost Mode: DK (can't be hit)
7E16D702 Ghost Mode: Diddy
7E0EF360 SuperJump: DK
7E0EF560 SuperJump: Diddy
7E0EF400 Hover: DK (hold vertical pos.)
7E0EF600 Hover: Diddy
7E12A710 Inf. jumps in mid-air + press Y to glide from ledges: DK
7E12A910 Inf. jumps in mid-air + press Y to glide from ledges: Diddy
Note: the two previous codes have some side effects (eg. you can't defeat baddies or open animal crates with jump attacks)

Camera Control:

7E1A4Cxx* Camera Position (vertical)
7E1A62xx* Camera Position (horizontal)
7E1A4D01 Camera Scroll (vertical)
7E1A6300 Camera Flyby (horizontal)

* Replace each x with a hexadecimal digit of your choice:
* Low values elevate camera, high values lower camera.


Keep Animal Buddies in next level
80839460 (part 1)
B883CB65 (part 2)
Note: You must complete a level with the animal buddy in order to take it to another level - Start/Select will not work.

Weather Effects: (Jungle Levels)

7E1DF300 Daytime
7E1DF301 Sunshowers
7E1DF302 Night
7E1DF303 Rainy Night
7E1DF304 Lightning
7E1DF307 Rain & Lightning

Animal Tokens:

7E0573xx* Rambi Tokens
7E0574xx* Enguarde Tokens
7E0572xx* Expresso Tokens
7E0571xx* Winky Tokens

* Set the values to 00 to disable token counting.
* If set to 02, each token you collect will take you to its bonus.


Level Access:

7E003Exx Level Modifier List of Modifier digits

Timer Control:

7E137FFF Animal Bonuses: Untimed *
Note: The timer still counts down, but instead of freezing gameplay at zero, it... turns into a Croctopus, and gameplay continues.

7E056F01 ***Competition Cartridge only*** - Unlimited time


Donkey Kong Country 2

Spoiler!
Kong Abilities:

7E0E1299 Ghost Mode: Diddy (can't be hit)
7E0E7099 Ghost Mode: Dixie
7E0E0699 SuperJump: Diddy
7E0E6499 SuperJump: Dixie

Camera Control:

7E0ADBxx* Camera Position (vertical)
7E0AD7xx* Camera Position (horizontal)

* Replace each x with a hexadecimal digit of your choice:
* Low values elevate camera, high values lower camera.


Donkey Kong Country 3

Spoiler!
Kong Abilities:

7E00CA77 Invincibility (!)
7E051000 SWIM ANYWHERE (actually a level property modifier; see below)
7E149602 Ghost Mode: Dixie (can't be hit)
7E14E802 Ghost Mode: Kiddy
7E08A699 SuperJump: Dixie
7E091499 SuperJump: Kiddy

Camera Control:

7E0497xx* Camera Position (vertical)
7E0493xx* Camera Position (horizontal)

* Replace each # with a hexadecimal digit of your choice:
* Low values elevate camera, high values lower camera.


Level Access:

7E1C4904 Access Gyrocopter
7E00C0xx Level Modifier List of Modifier digits (thanks to Giangurgolo for these)

Level Properties:
7E0510xx Water Depth

* Replace each # with a hexadecimal digit of your choice:
00 = Water all the way to the top
01 = 128 pixels lower
02 = 128 pixels lower again...


Objects:

7E197410 Remove Objects (has many interesting uses!)
BBA649F8 OBJ Map Modifier 1 (tells the game to read from 7E00F8 instead of 7E00C0 - do not modify)
7E00F8xx OBJ Map Modifier 2 (xx = Level Object Map to Use) List of Modifier digits

Currency:

7E05CBxx Bonus Coins
7E05CFxx DK Coins


I believe these will work in all regions/revisions (US, EUR, Jap/1.0, 1.1 etc...), but if there are any errors/unworking codes, please let me know.

This is by no means an exhaustive list, but I wanted to start this thread to encourage myself (and the rest of the DKC gaming community) to share any codes we find which may be of interest and use to others. I'll update this post when worthwhile codes are posted. Let's make this the definitive DKC Trilogy PAR Code Collection!

How to submit a code:
Just post a message below including the code and a good description of what it does. You can also suggest a tag/label, or 'brief description' (18 char's max, including spaces) for the code, which is of use when entering it into the device/emulator itself, so you can recognise the code in your code list. Often, the last two digits of a code can be adjusted to modify the effect of the code. If this is the case, please mention a few (or all, if practical) of these 'modifiers', and what effect they cause.

Note: Any codes accepted into this first post will be also put up on DKC Atlas. :)
Last edited by Qyzbud on August 25th, 2008, 3:34 pm, edited 2 times in total.
Reason: DKC3 codes added for Bonus coins & DK coins
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Re: DKC Trilogy PAR Code Collection

Postby Kiddy14 » May 28th, 2008, 1:45 pm

Remember the 7E051000 code which lets you swim anywhere in DKC3. Its tag can be "swimming".
Also, you can add the pallete modifier from DKC2 (which is at a DKC2 thread). It can be tagged as "pallete modifier".

Anyway, just so you notice, the DKC and DKC3 spoilers are messed up =P
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Re: DKC Trilogy PAR Code Collection

Postby Simion32 » May 28th, 2008, 2:06 pm

Here's a rather advanced code, with two parts. It can be used to modify which set of objects the game uses for the current level. The digits are the same as the Level Modifier digits. I found this while hacking an object modifier (which I'm still working on).

OBJ Map Modifier (For DKC3)
BBA649F8 (Overwrites code so that the object map is derived from 7E00F8 instead of 7E00C0 - don't modify this!)
7E00F8xx (Use this code to select the object map, where xx = Level Object Map to Use)
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Re: DKC Trilogy PAR Code Collection

Postby Qyzbud » May 28th, 2008, 2:24 pm

I might add a few more, for modifying DKC3's coinage counts. If only this could be done in real life... oh wait, it can- and it's called bank fraud. :?

Kiddy14:
The swim anywhere code is great, I'll add that one for sure. It's worth noting that you can modify the last digit(s) to 'lower' the water level. This lets you walk in the underwater areas. Handy little code that. I might put 7E051000 as a SWIM ANYWHERE code, and have 7E0510## as a WATER DEPTH modifier code, with a few notes on its use.

I'll check out the DKC2 palette mod code, too. Thanks for the suggestions!

...I can't see a problem with the spoilers; what's wrong with them at your end?

Simion32:
Cheers for the 2-part level object modifier, I'll go ahead and assume that's for DKC3... Trust you to bring such an advanced code to the table with your first post. :geek:
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Re: DKC Trilogy PAR Code Collection

Postby Simion32 » May 28th, 2008, 2:29 pm

Qyzbud wrote:I'll go ahead and assume that's for DKC3... Trust you to bring such an advanced code to the table with your first post. :geek:

Yes, it's for DKC3. Odd that I forgot to say what game it's for. *Edits previous post*

The reason the modifier has two parts is so that this PAR code doesn't interfere with the actual level being loaded, as 7E00C0 is used for most things that are level-specific. This keeps them separate allowing you to cross-mix levels with different object maps.
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Re: DKC Trilogy PAR Code Collection

Postby Kiddy14 » May 28th, 2008, 2:50 pm

Qyzbud wrote:...I can't see a problem with the spoilers; what's wrong with them at your end?

In the DKC spoiler, it looks like this:
Image

And in the DKC3 one it looks like this:
Image

It's cut off =/
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Re: DKC Trilogy PAR Code Collection

Postby Raccoon Sam » May 29th, 2008, 5:20 am

DKC2 Level bytes.
Spoiler!
LEVEL BYTES
00:00D3 current level

00 Web Woods (Different object map)
01 Glimmer's Galleon
02 Rambi Rumble
03 Pirate Panic
04 Gangplank Galley
05 Rattle Battle
06 Rattle Battle end
07 Hot-Head Hop
08 Red-Hot Ride
09 Krow's Nest
0A Slime Climb
0B Topsail Trouble
0C Mainbrace Mayhem
0D Kreepy Krow
0E Target Terror
0F Rickety Race
10 Haunted Hall
11 Hornet Hole
12 Rambi Rumble Rambi Room
13 Parrot Chute Panic
14 Lava Lagoon
15 Lockjaw's Locker
16 Fiery Furnace
17 Web Woods
18 Gusty Glade
19 Ghostly Grove
1A Topsail Trouble Warp
1B K. Rool's Cabin
1C Hot-Head Hop bonus 2
1D Pirate Panic/Gangplank Galley Warp
1E Target Terror end
1F ~ ~ ~ Forest area with some bananas
20 Mainbrace Mayhem Warp
21 Kleever's Kiln
22 Rattle Battle Cabin
23 Windy Well
24 Squawks's Shaft
25 Kannon's Klaim
26 ~ ~ ~ Beehive area with Rareware banana formation
27 Kannon's Klaim Warp
28 Barrel Bayou
29 Krockhead Klamber
2A Web Woods Squitter room
2B ~ ~ ~ Empty Swamp area
2C Mudhole Marsh
2D Bramble Blast
2E Bramble Scramble
2F Screech's Sprint
30 -
31 -
32 -
33 -
34 -
35 -
36 -
37 -
38 -
39 -
3A -
3B -
3C -
3D -
3E -
3F -
40 -
41 -
42 -
43 -
44 -
45 -
46 -
47 -
48 -
49 -
4A -
4B -
4C -
4D -
4E -
4F -
50 -
51 -
52 -
53 -
54 -
55 -
56 -
57 -
58 -
59 -
5A -
5B -
5C -
5D -
5E -
5F -
60 King Zing Sting
61 K. Rool Duel
62 Castle Crush
63 Kudgel's Kontest
64 -
65 -
66 -
67 -
68 Lockjaw's Locker Warp
69 Lava Lagoon Warp
6A Squawk's Shaft Warp
6B Krocodile Kore
6C Arctic Abyss
6D Chain Link Chamber
6E Toxic Tower
6F Pirate Panic bonus 1
70 Pirate Panic bonus 2
71 Gangplank galley bonus 2
72 Rattle Battle bonus 1
73 Rattle Battle bonus 3
74 Hot-Head Hop bonus 3
75 Hot-Head Hop bonus 1
76 Red-Hot Ride Bonus 1
77 Red-Hot Ride bonus 2
78 Mainbrace Mayhem bonus 1
79 Mainbrace Mayhem bonus 2
7A Slime Climb bonus 1
7B Topsail Trouble bonus 1
7D Mainbrace Mayhem bonus 3
7E Slime Climb bonus 2
7F Rattle Battle bonus 2
80 Klobber Karnage
81 Lockjaw's Locker bonus 1
82 Glimmer's Galleon bonus 1
83 Lockjaw's Locker bonus 2
84 Glimmer's Galleon bonus 2
85 Ghostly Grove bonus 1
86 Gusty Glade bonus 1
87 Gusty Glade bonus 2
88 Ghostly Grove bonus 2
89 Barrel Bayou bonus 1
8A Barrel Bayou bonus 2
8B Krockhead Klamber bonus 1
8C Mudhole Marsh bonus 1
8D Mudhole Marsh bonus 2
8E Hot-Head Hop/Red Hot Ride Warp
8F Clapper's Cavern
90 Animal Antics - Enguarde Part
91 Clapper's Cavern bonus 1
92 Clapper's Cavern bonus 2
93 Arctic Abyss bonus 1
94 Black Ice Battle bonus 1
95 Arctic Abyss Bonus 2
96 Black Ice Battle
97 Jungle Jinx bonus 1
98 Klobber Karnage bonus 1
99 Jungle Jinx
9A Animal Antics - Rambi Part
9B Animal Antics - Squitter Part
9C Animal Antics - Rattly Part
9D Animal Antics bonus 1
9E Fiery Furnace bonus 1
9F Animal Antics - Squawks Part
A0 Bramble Blast bonus 1
A1 Target Terror bonus 1
A2 Bramble Scramble bonus 1
A3 ~ ~ ~ A Bonus level with Brambles
A4 ~ ~ ~ A Bonus level with Brambles
A5 Toxic Tower bonus 2
A6 Bramble Scramble bonus 2
A7 Screech's Sprint bonus 1
A8 Gangplank Galley bonus 1
A9 Squawk's Shaft bonus 3
AA Kannon's Klaim bonus 3
AB Kannon's Klaim bonus 1
AC Squawks's Shaft bonus 1
AD Kannon's Klaim bonus 2
AE Hornet Hole bonus 1
AF Parrot Chute Panic bonus 2
B0 Hornet Hole bonus 3
B1 Parrot Chute Panic bonus 1
B2 Rambi Rumble bonus 2
B3 Hornet Hole bonus 2
B4 Rambi Rumble bonus 1
B5 Chain Link Chamber bonus 1
B6 Chain Link Chamber bonus 2
B7 Castle Crush bonus 1
B8 Castle Crush bonus 2
B9 Stronghold Showdown
BA Squawks's Shaft bonus 2
BB Windy Well bonus 1
BC Web Woods bonus 1
BD Haunted Hall bonus 1
BE Rickety Race end
BF Haunted Hall end
C0 Haunted Hall bonus 2
C1 Target Terror bonus 2
C2 Haunted Hall bonus 3
C3 Rickety Race bonus 1

I put three tildes before the levels I couldn't identify. Anyone want to check the out?
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Re: DKC Trilogy PAR Code Collection

Postby Kiddy14 » May 29th, 2008, 6:18 am

Raccoon Sam wrote:26 ~ ~ ~ Beehive area with Rareware banana formation

Isn't that the "shortcut" are for Parrot Chute Panic?
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Re: DKC Trilogy PAR Code Collection

Postby Raccoon Sam » May 29th, 2008, 7:11 am

Kiddy14 wrote:
Raccoon Sam wrote:26 ~ ~ ~ Beehive area with Rareware banana formation

Isn't that the "shortcut" are for Parrot Chute Panic?


Don't ask me, I never played DKC2 as much as DKC3 (thats levels I remembered mostly by hear).
You should confirm them yourself.
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Re: DKC Trilogy PAR Code Collection

Postby Simion32 » May 29th, 2008, 7:37 am

Great Sam, now I can hack DKC2 as well! It's great to have codes like these at our disposal. :D
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Re: DKC Trilogy PAR Code Collection

Postby BlueTronic » May 29th, 2008, 8:17 am

DKC2 Infinite midair cartwheels - 7E16D766 (if Diddy cartwheel into the air, he'll keep cartwheel through the air at the same speed and won't fall down)

For me, if I use the DKC or DKC2 super jump codes, instead of jumping as high as you want, it makes you jump only half as high! (And I don't know what version I have) But I found 2 other super jump codes for DKC that work on mine:
DK - 7E0EF380
Diddy - 7E0EF580
(All they are are Qyzbud's super jump codes with an 8 instead of a 6) the DKC jump codes work fine, though. Maybe I have the right version of DKC3?
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Re: DKC Trilogy PAR Code Collection

Postby Stone » May 29th, 2008, 9:44 am

Mhhh, with SNES9X I have problems with PAR codes at the moment.
Somehow they aren't stored correctly, so the 8-bit code transforms into a similar non-working 7-bit code after closing the cheat codes window.
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Re: DKC Trilogy PAR Code Collection

Postby BlueTronic » May 29th, 2008, 11:42 am

I'm not sure if this was mentioned, but if any effect that has a seperate code for the first and second player, take the 3rd-to-last of the digit 1st player character's code and add 2 to it to get the second player's code.
Example:

DK Infinite Rolls (DKC) - 7E16E500
Diddy Infinite Rolls (DKC) - 7E16E700

The example uses a PAR code that was never submitted, so there's another one. ;) Apparently that digit determines the player it has effect on.
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Re: DKC Trilogy PAR Code Collection

Postby DKCplayer » May 30th, 2008, 4:43 pm

I found a code that makes the chosen level's pallete to the pallete of another level.
http://www.youtube.com/watch?v=Tm4O257yefg :)
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Re: DKC Trilogy PAR Code Collection

Postby BlueTronic » June 17th, 2008, 2:07 pm

DKC - Keep Animal Buddys Between Levels: 80839460 and B883CB65 If you beat a level with any animal buddy (except squawks) you can take that animal buddy to the next level and still have it. You can also take it to bonuses. If you beat that level with the animal buddy you can go to the next, and the next, and so forth. You have to enter both codes.
Donkey Kong Country (U) (V1.0) [!]_00000.png
Donkey Kong Country (U) (V1.0) [!]_00000.png (38.59 KiB) Viewed 52107 times

DKC2 - Exit Any Level: 808ADB00 Exit any level by pressing start and select even if you didn't beat it.
DKC2 - Fight Krow: 7E00D309 If you enter it before you go to a level, you'll be at Krow's nest when you go to any level. If you enter it while you're in a level, Krow will be there.
DKC2 - Fight K.Rool: 7E00D361 If you enter it before you go to a level, you'll be at KRool Duel when you go to any level. If you enter it while you're in a level, KRool will be there.
Donkey Kong Country 2 - Diddy's Kong Quest # SNES_00002 (2).png
Donkey Kong Country 2 - Diddy's Kong Quest # SNES_00002 (2).png (47.2 KiB) Viewed 51418 times

DKC2 - Always Swim: BA051713 Self Explanitory. You have enter it before you go to a level.
DKC - Fight Necky: 7E003EE4 Go to a level, enter the code, and after the camera moves off screen a bit, turn it off.
Donkey Kong Country (U) (V1.0) [!]_00001.png
Donkey Kong Country (U) (V1.0) [!]_00001.png (39.11 KiB) Viewed 51401 times

DKC2 - ????: 7E00D343 I don't know what it does. Every time I go to a level with it on, ZSNES crashes. But when I turn it off, it's fine. :|
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Re: DKC Trilogy PAR Code Collection

Postby Mattrizzle » June 18th, 2008, 2:08 am

Donkey Kong Country 2 (U)(V1.1).smc
7E006Eyy Character Modifier
7E006Fxx
Spoiler!
Replace xxyy with:
0000- Diddy & Dixie
0190- Squitter
0194- Rattly
0198- Squawks
019C- Rambi
01A0- Enguarde

Note: If you pass a No-Animal sign with this code on, your animal buddy will keep spawning items, regardless of which animal buddy is pictured on the sign.

Donkey Kong Country 3 (U)(V1.0).smc
7E007Eyy Character Modifier
7E007Fxx
Spoiler!
Replace xxyy with:
0000- Dixie & Kiddy
0234- Ellie
0238- Enguarde
023C- Squawks
0240- Squitter

Note: A similar side effect to the DKC2 character modifier code can happen here, but only if the animal buddy you're playing as matches the one pictured on the sign.

Note 2: There is no value for Purple Squawks because he seems to be level-dependent. If you use the Squawks value in a level that normally has Purple Squawks, he will be purple. Otherwise, he'll be green.

These codes have the same effect as entering an Animal Barrel. You become the animal buddy and can withstand two hits if you have both Kongs.
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Re: DKC Trilogy PAR Code Collection

Postby BlueTronic » June 18th, 2008, 3:08 am

Hehe

Run, Squawks! Run! :D
Attachments
Donkey Kong Country 2 - Diddy's Kong Quest # SNES_00012.png
Donkey Kong Country 2 - Diddy's Kong Quest # SNES_00012.png (47.04 KiB) Viewed 51364 times
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Re: DKC Trilogy PAR Code Collection

Postby Qyzbud » June 18th, 2008, 4:12 pm

Awesome work on all of these recent codes, guys; where/how are you finding them?

I'll test and list them when I get a chance.
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Re: DKC Trilogy PAR Code Collection

Postby Mattrizzle » June 18th, 2008, 11:15 pm

I found the character modifier code by using ZSNES's comparative cheat search. Each time the character switched, I searched for new values not equal to(!=) the old value.
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Re: DKC Trilogy PAR Code Collection

Postby Goe » June 24th, 2008, 6:27 am

I HAVE USED A FEW DKC2 CODES AND ARE GREAT!

I have reach one of my dreams: beat Rattle battle without Rattly
I have used the animal buddies codes and i found funny the strange color palettes of the characters...
I tried to defeat K rool in another level but i can't catch the cannon ball

In DKC1 i have used the animal buddies code but it isn't work
Funny codes...i haven't played DKC3 for ages...i am going to play it now for using codes
Goe
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Re: DKC Trilogy PAR Code Collection

Postby BlueTronic » June 24th, 2008, 8:00 am

DKC2: Half Ghost Mode Dixie - 7E0E70FF
DKC2: Half Ghost Mode Diddy - 7E0E70FF
DKC: Half Ghost Mode DK - 7E016D5FF
DKC: Half Ghost Mode Diddy - 7E016D7FF
DKC3: Half Ghost Mode Kiddy - 7E14E8FF
DKC3 Half Ghost Mode - Dixie - 7E1496FF

Not only does Ghost Mode let you walk through enemies without touching them, it also makes you fall through Squitter's platform webs, and not be able to get on animal buddies. The 'Half Ghost Mode' still let's you get on animal buddies and stand on Squitter's webs. They're just Ghost Mode with a value of FF.
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Re: DKC Trilogy PAR Code Collection

Postby Mattrizzle » June 25th, 2008, 2:51 pm

Donkey Kong Country 2 (U)(V1.1).smc
F883E72C Allows the K. Rool death music to be played
This is technically a ROM address, but it is interesting...

Donkey Kong Country 3 (U)(V1.0).smc
7E077710 Makes every Squawks purple
Use this with the character modifier I posted earlier to play as purple Squawks in any level.
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Re: DKC Trilogy PAR Code Collection

Postby DKCplayer » June 27th, 2008, 1:17 pm

Mattrizzle, I just love the animal code you found!
Rambi and Clapper just doesn't get along as Clapper hurts Rambi! ;)
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Re: DKC Trilogy PAR Code Collection

Postby BlueTronic » June 27th, 2008, 1:39 pm

It's the best code ever! I like using it to fight Arich and Kleever with Squitter (Both separate battles of coarse.)
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Re: Code Based Glitch - New Levels?

Postby CaptainEddie » June 28th, 2008, 10:29 am

I've done something like that before. It's rather easy.
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Re: Code Based Glitch - New Levels?

Postby Kiddy14 » June 28th, 2008, 10:35 am

MissingNo. is in DKC! :shock:
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Re: Code Based Glitch - New Levels?

Postby Simion32 » June 28th, 2008, 11:04 am

Ahhh... this has this same effect as the object map modifier code for DKC3, only it's a ton more glitched. Would you like me to hack a non-glitched DKC object map modifier?

This is what can happen when cross-combining elements from different levels.

I noticed that you were able to walk on the mine cart tracks... it must be that some special code is activated to keep you form colliding with the rails. But without the specialized stuff there, you can stand on the rails. Really interesting!
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Re: Jungle Hijinx Object Map in other Levels.

Postby BlueTronic » June 28th, 2008, 11:38 am

That's what the object map modifier was?
Simion wrote:Would you like me to hack a non-glitched DKC object map modifier?

That'd be great. :)

Is there an object map modifier for DKC2?
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Re: Code Based Glitch - New Levels?

Postby CaptainEddie » June 28th, 2008, 11:41 am

Kiddy14 wrote:MissingNo. is in DKC! :shock:



Does that make Rambi a Rhyhorn and Expresso a Doduo?
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Re: Jungle Hijinx Object Map in other Levels.

Postby Simion32 » June 28th, 2008, 12:13 pm

Kong-Fu wrote:Is there an object map modifier for DKC2?
Not yet, but I'll hack one for DKC2 as well.
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Re: Jungle Hijinx Object Map in Other Levels.

Postby Cosmicman » June 29th, 2008, 7:39 am

Walking on the tracks was really interesting, and that weird level at 3:30 freaked me out.
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Re: Jungle Hijinx Object Map in Other Levels.

Postby BlueTronic » June 29th, 2008, 8:18 am

I took a look at it, and it turns out Very Gnawty being in Mine Cart Carnage is what what made me walk on the tracks: It also works with any boss (K.Rool included). If you put K.Rool in Mine Cart Carnage the background gets glitched and the ground will be invisible.
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Re: Jungle Hijinx Object Map in Other Levels.

Postby Qyzbud » July 2nd, 2008, 3:58 pm

Admin's note:
Several of this thread's previous posts have been merged in from another thread. Further details can be read in the spoiler below;

Spoiler!
Topic: Jungle Hijinx Object Map in Other Levels.
by Kong-Fu on Sat Jun 28, 2008 9:10 am
This video will explain how to do it, and all the details.


This really doesn't need its own topic. It's not a glitch; it is just the result of a PAR code. It irks me when people call a PAR hack a 'glitch'. The video uploader is guilty of this, and by posting this on the DKC glitches board (rather than the ongoing DKC Trilogy PAR Code Collection thread), so are you, Kong-Fu.

Glitches are possible to be done using just the cartridge and a standard SNES setup, with no additional hardware/software.

It's also important to include information in the first post of a topic; not just a link to YouTube.

I will merge this into the aforementioned DKC Trilogy PAR Code Collection thread.
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Re: DKC Trilogy PAR Code Collection

Postby DKCplayer » July 6th, 2008, 1:54 pm

CFH put a code on YT for DKC which makes monkeys sing the music!
And if you change the values, other things/instruments play:

7E0010??

7E0010??

00 - Violin noise.
01 - Drums (Sound of D.K pounding the ground)
02 - Kinda like a xylaphone.
03 - Wierd bass and wieird noises.
04 - AVOID THIS CODE IF EASILY ANNOYED!
05 - Xylaphone BETA.
06 - Drums... again.
07 - Xylaphone... AGAIN.
08 - Drums... yet again
09 - Bass.
0A - EVIL BEES!
0B - Birds
0C - Monkeys on turntables... (It's basically D.K's yell.)
0D - DK balloon popping.
0E - Teeth knocking together... (Where do I get this stuff from?)
0F - Cymbals and Hi-hats...
10 - Monkeys
11 - Better/BEST version of monkeys.
12 - Monkeys again.
13 - More monkeys.
14 - Even MORE monkeys!
15 - Yelping monkeys
16 - Krush's laugh!
17 - Oh great. Gorrilas now?
18 - Sound of kremlings dieing!
19 - Quiet... but to be safe, keep it down cos sometimes sounds come out of nowhere! O.o
1A - Louder version of '19'
1B - Still louder.
1C - Necky (Vulture) dieing.
1D - Violin... kinda.
1E - Bass
1F - Guitar!
20 - NES kind of sound...
21 - Same as 20
22 - Scary xylaphone
23 - Wierd bass... SUPER SPOOKY ON JUNGLE LEVELS! O.o
24 - Keg hitting ground...
25 - Flute/music box like thing.

Rest of digits are quiet or wierd fast noises.




Also: I found a code for DKC3 that creates earthquakes (The ones that appear on maps when you unlock the Lost World)
on levels: 7E04B57E
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Re: DKC Trilogy PAR Code Collection

Postby BlueTronic » July 8th, 2008, 2:22 am

This isn't a PAR Code, but people were talking about it in the thread Qyzbud merged: I know what makes you walk on the tracks.

The tracks are actually just walkways that look different. How 'bout that? ;) When you reach a certain point in mine cart levels (when you go from the ground to the tracks) all ground beyond that point is tracks. Bosses don't have whatever it is that does that, so when you put Very Gnawty in Mine Cart Carnage, you walk on the tracks! I found it out when I was editing Mine Cart Madness, and couldn't get the mine cart to appear. http://www.megaupload.com/?d=UYD0AK8A
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Re: DKC Trilogy PAR Code Collection

Postby Goe » August 15th, 2008, 8:29 am

i have found a DKC2 PAR Code...i haven't heard about it before, so it may be new for DKC Atlas(I don't know if someone have posted it before, but i think not)
Enter BBBE0B80 and BEC51780

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Re: DKC Trilogy PAR Code Collection

Postby BlueTronic » August 15th, 2008, 8:40 am

Actually, it makes enemies only killable by barrels, or something stronger. Also, if you jump on an enemy while right up against a hidden bonus wall, you'll be stuck and starbursts will be all over you!

Maybe there's a code that makes all enemies weak. I'll look for it.
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Re: DKC Trilogy PAR Code Collection

Postby Gnawzooka » August 30th, 2008, 11:21 am

These codes are really aweome!
Kong-Fu wrote:DKC2 - Fight Krow: 7E00D309...
DKC2 - Fight K.Rool: 7E00D361

I realised the first 6 digits of these were the same, so I figured maybe if I tried some of the digits in between i'd get other bosses. It hasn't gone as planned exactly, but 7E00D310 will make you go into haunted hall.
EDIT: 21 is kleever, but trying to make him appear in some levels makes things happen that just kill you.
MORE EDIT: You can probably guess that using different codes takes you to different levels. But if you use it, you can't leave it unless you die or use start-select. What I mean is, If you get into the room in Rattle Battle in which the morph barrel is located, exiting the room which cause you to just walk back in to the same room again. Likewise, if you go into a bonus barrel, you just go to the start of the level.
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Re: DKC Trilogy PAR Code Collection

Postby BlueTronic » August 30th, 2008, 11:46 am

It hasn't gone as planned exactly, but 7E00D310 will make you go into haunted hall.
That's because it's the level modifier, not a boss modifier. :P

If you enter the level code to a boss while you are going from the map screen to a level (like about when the map music stops) the boss will be in that level.
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Re: DKC Trilogy PAR Code Collection

Postby Gnawzooka » August 30th, 2008, 12:07 pm

Yeah I know, but I was trying to find codes for other bosses, and instead I found Haunted Hall, and lots of other levels. But eventually I found Kleever was 7E00D321.
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Re: DKC Trilogy PAR Code Collection

Postby BlueTronic » August 30th, 2008, 12:48 pm

You didn't have to go guessing numbers if thats what you did. There's a list of level modifier digits near the top of the thread.

7E003D??
60 - King Zing
63 - Kudgel
0D - Kreepy Krow
6B - K.Rool (2nd fight)
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Re: DKC Trilogy PAR Code Collection

Postby Gnawzooka » August 30th, 2008, 4:25 pm

Really? I can't find it. :| Oh well, thanks anyway. :D
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Re: DKC Trilogy PAR Code Collection

Postby BlueTronic » August 31st, 2008, 1:01 am

Its the 7th post in this thread. It's made by made Raccoon Sam and is in a spoiler.
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Re: DKC Trilogy PAR Code Collection

Postby Krow111 » September 16th, 2008, 11:29 am

Can anyone tell me the boss modifier codes for:
Kudgel
King Zing
Krow's Ghost
Kaptain K. Rool (2nd Fight)
Get as many as possible please! :!:
EDIT:Never mind. :D
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Re: DKC Trilogy PAR Code Collection

Postby Gnawzooka » September 19th, 2008, 8:45 pm

Kong-Fu wrote:DKC - Keep Animal Buddys Between Levels: 80839460 and B883CB65 If you beat a level with any animal buddy (except squawks) you can take that animal buddy to the next level and still have it. You can also take it to bonuses. If you beat that level with the animal buddy you can go to the next, and the next, and so forth. You have to enter both codes.

It doesn't work for me. :|
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Re: DKC Trilogy PAR Code Collection

Postby BlueTronic » September 20th, 2008, 7:10 am

What ROM version do you have? I've got 1.0 and it works for me.
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Re: DKC Trilogy PAR Code Collection

Postby Kiddy14 » September 20th, 2008, 2:01 pm

I heard PAR codes are different between revisions and countries...
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