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.

Re: DKC Trilogy PAR Code Collection

Postby Vincent » June 21st, 2011, 6:27 pm

DONKEY KONG COUNTRY 3 LEVEL STATUS

7E06 YYXX




XX increments

+01 = level accessible
+02 = level complete
+04 = Bonus Coin 1 collected or non-existent
+08 = Bonus Coin 2 collected or non-existent
+10 = Bonus Coin 3 collected or non-existent
+20 = DK coin collected
+40 = Level completed with Kiddy

Perfect score = 3F (Dixie) or 7F (Kiddy)


Special levels : Boss / Friendly places / Overall World Hidden caves


+80 = Special level
+01 = boss accessible / friendly place accessible / hidden cave opened
+02 = boss beaten / hidden cave completed
+04 = Bonus Coin collected (Bosses of worlds 1, 5, 6, 7 only)
+20 = DK coin collected (Krematoa's boss only)


In-world Hidden caves


+80 = Special level
+01 = accessible
+02 = hidden cave completed
+20 = access to hidden cave opened (doesn't apply to Sewer Stockpile in Kaos Kore)


Worlds

+01 = World accessible
+02 = All levels complete
+1C = All bonus complete
+20 = All DK coins collected
+40 = Most levels completed with Kiddy

Perfect score = 3F (Dixie) or 7F (Kiddy)


YY Offsets

Lake Orangatanga : 95

1-1 => 5D
1-2 => 60
1-3 => 5F
1-4 => 63
1-5 => 62

Wrinkly's Save Cave => 86
Swanky's Sideshow => 8E

Barnacle's Island => 3F

Smuggler's Cove => 4E

BOSS => 55


Kremwood Forest : 96

2-1 => 68
2-2 => 6A
2-3 => 61
2-4 => 67
2-5 => 6C

Wrinkly's Save Cave => 87
Swanky's Sideshow => 8F

Brach's Cabin => 40

Arich's Hoard => 4F

(log freed = 7E06 0204)

BOSS => 56


Cotton-Top Cove : 97

3-1 => 6D
3-2 => 70
3-3 => 5E
3-4 => 71
3-5 => 6E

Wrinkly's Save Cave => 88
Swanky's Sideshow => 90

Blue's Beach Hut = 41

Bounty Bay => 50

BOSS => 57

(stones immersed = 7E06 0302)


Mekanos : 98

4-1 => 73
4-2 => 78
4-3 => 66
4-4 => 74
4-5 => 76

Wrinkly's Save Cave => 89
Swanky's Sideshow => 91

Bazooka's Barracks => 42

Sky-High Secret => 51

BOSS => 58


K3 : 99

5-1 => 79
5-2 => 65
5-3 => 72
5-4 => 75
5-5 => 64

Wrinkly's Save Cave => 8A
Swanky's Sideshow => 92

Bilzzard's Basecamp => 43

Glacial Grotto => 52

BOSS => 59



Razor Ridge : 9A

6-1 => 7C
6-2 => 7A
6-3 => 6F
6-4 => 7D
6-5 => 7B

Wrinkly's Save Cave => 8B
Swanky's Sideshow => 93

Benny's Chairlifts => 44

Björn's Chairlifts => 45

Clifftop Cache => 53

BOSS => 5A


Kaos Kore : 9B
(Bridge opened = 7E06 0488)

7-1 => 80
7-2 => 7E
7-3 => 6B
7-4 => 7F
7-5 => 77

Baffle's Code Room => 46

Wrinkly's Save Cave => 8C
Swanky's Sideshow => 94

Sewer Stockpile => 54

BOSS => 5B


Krematoa : 9C

8-1 => 81
8-2 => 82
8-3 => 83
8-4 => 69
8-5 => 84

Wrinkly's Save Cave => 8D

BOSS => 5C

(Knautilus emerged = 7E06 0401)


Overall Map


Wrinkly's Save Cave => 85

Bazaar's General Store => 3B
Blunder's Booth => 3C
Bramble's Bungalow => 3D
Barter's Swap Shop => 3E

K's Cache => 48
Hill-Top Hoard => 49
Undercover Cave => 4A
Kong Cave => 4B
Bounty Beach => 4C
Belcha's Burrow => 4D

Waterfall => 38 (complete = +02)
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Re: DKC Trilogy PAR Code Collection

Postby Kingizor » June 22nd, 2011, 3:06 am

Well done on documenting all that. I'd like to point out that these seem to be the same values that are used in the SRAM of DKC3. I had a look at it a while back but could never understand what all the '7F's were for...
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Re: DKC Trilogy PAR Code Collection

Postby Vincent » June 22nd, 2011, 3:27 am

I'm doing the same for DKC2 but it requires a little more time since you have to find the increment range for each level.
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Re: DKC Trilogy PAR Code Collection

Postby Vincent » July 6th, 2011, 11:49 pm

DONKEY KONG COUNTRY 2 - DIDDY'S KONG-QUEST

Epic post within! (Spoiler'd by Qyzbud for topic readability)
Spoiler!
LEVEL STATUS


1st visit to friendly places accomplished
7E08 FBXX

Cranky = +01 (gives 1%)
Funky = +02 (gives 1%)
Swanky = +04 (gives 1%)
Wrinkly = +08 (gives 1%)

Klubba = +10 (useless)

Video Game Heroes = +40 (allows to enter VGH screen any time by pressing L+R)

Total = 5F


LEVEL STATUS

7E59 YYXX
(7E5A for later levels)

MM = Monkey Museum
KK = Kong Kollege
FF = Funky's Flights II
SBB = Swanky's Bonus Bonanza
KLB = Klubba's Kiosk



Overall Map



World 1
Head = 72 (Krem = +01 ; Diddy = +02 ; Dixie = +03)

World 2
Head = 72 (Krem = +04 ; Diddy = +08 ; Dixie = +0C)

World 3
Head = 72 (Krem = +10 ; Diddy = +20 ; Dixie = +30)

World 4
Head = 72 (Krem = +40 ; Diddy = +80 ; Dixie = +C0)

World 5
Head = 73 (Krem = +01 ; Diddy = +02 ; Dixie = +03)

World 6
Head = 73 (Krem = +04 ; Diddy = +08 ; Dixie = +0C)

World 7
Head = 73 (Krem = +10 ; Diddy = +20 ; Dixie = +30)

Paths Open
World 1 <=> World 2 = 92+01
World 2 <=> World 3 = 92+02
World 3 <=> World 4 = 92+04
World 4 <=> World 5 = 92+08
World 5 <=> World 6 = 92+10
World 6 <=> World 7 = 99+10




WORLD 1


1-1

Krem 1 = BF+80
Krem 2 = C0+01

DK = D2+08

Level complete = F2+08

Head = 82 (Krem = +04 ; Diddy = +08 ; Dixie = +0C)


1-2

Krem 1 = C1+01
Krem 2 = C1+02
Krem 3 = C1+20

DK = D3+10

Level complete = F3+10

Head = 82 (Krem = +10 ; Diddy = +20 ; Dixie = +30)


1-MM

Head = 82 (Cranky = +04)


1-3

Krem 1 = C7+01
Krem 2 = C0+02

DK = D2+10

Level Complete = F2+10

Head = 74 (Krem = +04 ; Diddy = +08 ; Dixie = +0C)


1-KK

Head = 74 (Wrinkly = +10)


1-4

Krem = C2+02

DK = D4+20

Level Complete = F4+20

Head = 74 (Krem = +40 ; Diddy = +80 ; Dixie = + C0)


1-SBB

Head = 75 (Swanky = +40)


1-5
Krem 1 = C1+08
Krem 2 = C1+10
DK = D3+08

Level complete = F3+08

Head = 75 (Krem = +01 ; Diddy = +02 ; Dixie = +03)


1-FF

Head = 75 (Funky = +04)


1-BOSS

Krem = B3 + 02

Boss Beaten = F3+02

Head = 75 (Boss = +10 ; Diddy = +20 ; Dixie = +30)



Paths Open

1-1 <=> 1-2 : 92+20
1-2 <=> 1-MM : 92+40
1-2 <=> 1-3 : 92+80
1-3 <=> 1-KK : 93+01
1-KK <=> 1-4 : 93+02
1-4 <=> 1-SBB : 93+04
1-SBB <=> 1-5 : 93+08
1-5 <=> 1-FF : 93+10
1-FF <=> 1-Boss : 93+20


WORLD 2


2-1

Krem 1 = C0+20
Krem 2 = B5+10
Krem 3 = C0+10

DK = D2+80

Level Complete = F2+80

Head = 76 (Krem = +01 ; Diddy = +02 ; Dixie = +03)


2-KLB

Head = 76 (Klubba = +10)


2-SBB

Head = 76 (Swanky = +04)


2-2

Krem 1 = C7+08
Krem 2 = C7+20
Krem 3 = C7+04

DK = D6+20

Level Complete = F6+20

Head = 76 (Krem = +40 ; Diddy = +80 ; Dixie = +C0)


2-FF

Head = 77 (Funky = +01)


2-3
Krem = C2+08

DK = D4+10

Level Complete = F4+10


Head = 77 (Krem = +04 ; Diddy = +08 ; Dixie = +0C)


2-KK

Head = 77 (Wrinkly = +10)



2-4

Krem 1 = C0+40
Krem 2 = C0+80

DK = D3+01

Level Complete = F3+01


Head = 77 (Krem = +40 ; Diddy = +80 ; Dixie = +0C)


2-MM

Head = 78 (Cranky = +01)


2-5

Krem 1 = C7+10
Krem 2 = C9+04
Krem 3 = C7+02

DK = D6+10

Level Complete = F6+10

Head = 78 (Krem = +04 ; Diddy = +08 ; Dixie = +0C)


2-BOSS


Krem = B6+02

Boss Beaten = F6+02

Head = 78 (Boss = +10 ; Diddy = +20 ; Dixie = +30)



Paths Open

2-1 <=> 2-SBB = 93+40
2-1 <=> 2-KLB = 93+80
2-SBB <=> 2-2 = 94+01
2-2 <=> 2-3 = 94+02
2-2 <=> 2-FF = 94+04
2-3 <=> 2-4 = 94+08
2-4 <=> 2-KK = 94+80
2-4 <=> 2-MM = 94+10
2-4 <=> 2-5 = 94+20
2-5 <=> 2-Boss = 94+40




WORLD 3


3-1

Krem 1 = C3+02
Krem 2 = C3+04

DK = D7+01

Level Complete = F7+01

Head = 78 (Krem = +40 ; Diddy = +80 ; Dixie = +C0)


3-2

Krem 1 = C2+10
Krem 2 = C2+04

DK = D2+02

Level Complete = F2+02

Head = 79 (Krem = +01 ; Diddy = +02 ; Dixie = +03)


3-3

Krem = C3+08

DK = D7+02

Level Complete = F7+02

Head = 79 (Krem = +04 ; Diddy = +08 ; Dixie = +0C)


3-4

Krem 1 = C0+04
Krem 2 = C1+80
Krem 3 = C0+08

DK = D2+20

Level Complete = F2+20

Head = 79 (Krem = +10 ; Diddy = +20 ; Dixie = +30)


3-5

Krem 1 = C1+04
Krem 2 = C1+40

DK = D3+04

Level Complete = F3+04

Head = 7A (Krem = +01 ; Diddy = +02 ; Dixie = +03)



3-6


Krem 1 = C6+40
Krem 2 = C6+01

DK = D7+20

Level Complete = F7+20

Head = 7A (Krem = +04 ; Diddy = +08 ; Dixie = +0C)


3-BOSS

Krem = BE+08

Boss Beaten = FE+08

Head = 7A (Krem = +10 ; Diddy = +20 ; Dixie = +30)


3-KK

Head = 7A (Wrinkly = +40 )


3-FF

Head = 7B (Funky = +01)


3-MM

Head = 7B (Cranky = +04)


3-SBB

Head = 7B (Swanky = +10)


3-KLB

Head = 79 (Klubba = +40)


Paths Open

3-1 <=> 3-2 = 95+01
3-2 <=> 3-KK = 95+02
3-KK <=> 3-FF = 95+04
3-FF <=> 3-MM = 95+08
3-2 <=> 3-3 = 95+10
3-MM <=> 3-3 = 95+20
3-3 <=> 3-4 = 95+40
3-4 <=> 3-5 = 95+80
3-4 <=> 3-KLB = 96+04
3-5 <=> 3-6 = 96+01
3-6 <=> 3-Boss = 96 +02
3-5 <=> 3-SBB = 96+08



WORLD 4

4-1

Krem 1 = C8+08
Krem 2 = C7+40
Krem 3 = C8+01

DK = D4+02

Level Complete = F4+02

Head = 86 (Krem = +01 ; Diddy = +02 ; Dixie = +03)

(Note : 85+40 is added when the level is complete, but it doesn't seem to do anything)


4-KK

Head = 86 (Wrinkly = +04)


4-2

Krem 1 = C6+02
Krem 2 = CA+02

DK = D3+40

Level Complete = F3+40


Head = 84 (Krem = +04 ; Diddy = +08 ; Dixie = +0C)


4-3

Krem = C6+04

DK = D7+40

Level Complete = F7+40


Head = 84 (Krem = +10 ; Diddy = +20 ; Dixie = +30)


4-FF

Head = 86 (Funky = +40)


4-4

Krem = CA+08

DK = D3+80

Level Complete =F3+80

Head = 84 (Krem = +40 ; Diddy = +80 ; Dixie = +C0)


4-MM

Head = 85 (Cranky = +01)

4-SBB

Head = 85 (Swanky = +04)


4-5

Krem 1 = C3+10
Krem 2 = C3+20

DK = D7+10

Level Complete = F7+10

Head = 83 (Krem = +04 ; Diddy = +08 ; Dixie = +0C)


4-6

Krem 1 = C8+10
Krem 2 = C8+04

DK = D2+04

Level Complete = F2+04

Head = 83 (Krem = +10 ; Diddy = +20 ; Dixie = +30)


4-KLB

Head = 83 (Klubba = +40)


4-BOSS

Krem = BE+01

Boss Beaten = FE+01

Head = 84 (Boss = +01 ; Diddy = +02 ; Dixie = +03)



Paths Open

4-1 <=> 4-KK => 99+20
4-1 => Screen 2 = 99+40
4-2 => Screen 1 = 9A+04
4-2 <=> 4-3 = 9A+08
4-3 <=> 4-FFII = 9B+02
4-3 <=> 4-4 = 9A+10
4-4 <=> 4-MM = 9A+20
4-MM => Screen 2 = 9A+40
Screen 1 => 4-MM = 99+80
4-MM <=> 4-SBB = 9A+80
4-5 <=> 4-6 = 9A+01
4-5 <=> 4-KLB = 9B+01
4-6 <=> 4-Boss = 9A+02




WORLD 5

5-1

Krem 1 = C2+20
Krem 2 = C3+01

DK = D5+02

Level Complete = F5+02

Head = 7C (Krem = +01 ; Diddy = +02 ; Dixie = +03)


5-MM

Head = 7C (Cranky = +04)


5-2

Krem 1 = C9+20
Krem 2 = CA+04
Krem 3 = CA+01

DK = D4+01

Level Complete = F4+01

Head = 7C (Krem = +10 ; Diddy = +20 ; Dixie = +30)


5-3

Krem 1 = C2+40
Krem 2 = C2+80

DK = D5+01

Level Complete = F5+01

Head = 7D+01


5-KK
Head = 7C (Wrinkly = +40)


5-4

Krem 1 = C8+02
Krem 2 = C7+80

DK = D4+08

Level Complete = F4+08

Head = 7D (Krem = +10 ; Diddy = +20 ; Dixie = +30)


5-FF

Head = 7E (Funky = +04)


5-KLB

Head = 7D (Klubba = +40)


5-SBB

Head = 7D (Swanky = +04)


5-5

Krem 1 = C6+10
Krem 2 = C9+10

DK = D4+80

Level Complete = F4+80

Head = 7E (Krem = +10 ; Diddy = +20 ; Dixie = +30)


5-BOSS

Krem = B3+20

Boss Beaten = F3+20

Head = 7E (Boss = +40 ; Diddy = +80 ; Dixie = C0)



Paths Open

5-1 <=> 5-MM = 96+20
5-MM <=> 5-2 = 96+40
5-2 <=> 5-3 = 96+80
5-3 <=> 5-KK = 97+01
5-3 <=> 5-4 = 97+02
5-4 <=> 5-SBB = 97+04
5-4 <=> 5-KLB = 97+08
5-4 <=> 5-FF = 97+10
5-FF <=> 5-5 = 97+40
5-5 <=> 5-Boss = 97+80



WORLD 6

6-1

Krem 1 = C4+08
Krem 2 = C4+20

DK = DF+10

Level Complete = FF+10

Head = 7F (Krem = +01 ; Diddy = +02 ; Dixie = +03)


6-MM

Head = 7F (Cranky = +04)


6-2

Krem 1 = C9+08
Krem 2 = C6+08

DK = D6+08

Level Complete = F6+08

Head = 7F (Krem = +10 ; Diddy = +20 ; Dixie = +30)


6-KK

Head = 7F (Wrinkly = +40)


6-KLB

Head = 80 (Klubba =+01)


6-3

Krem 1 = C8+80
Krem 2 = C9+01

Head = 80 (Krem = +04 ; Diddy = +08 ; Dixie = +0C)

DK = DE+04

Level Complete = FE+04


6-4

Head = 80 (Krem = +10 ; Diddy = +20 ; Dixie = +30)

Krem 1 = C4+02
Krem 2 = C4+04

DK = E3+80

Level Complete = 5A03+80


6-5

Krem 1 = C8+20
Krem 2 = C8+40

DK = DF+20

Level Complete = FF+20

Head = 80 (Krem = +40 ; Diddy = +80 ; Dixie = +C0)


6-FF

Head = 81 (Funky = +01)


6-SBB

Head = 81 (Swanky = +04)


6-6

Krem = C6+20

DK = DF+40

Level Complete = FF+40

Head = 81 (Krem = +40 ; Diddy = +80 ; Dixie = +C0)


6-BOSS

Krem = C9+02

Head = 82 (Boss = +01 ; Diddy = +02 ; Dixie = +03)



Paths Open

6-1 <=> 6-2 = 98+01
6-1 <=> 6-KLB = 98+10
6-1 <=> 6-MM = 98+02
6-2 <=> 6-KK = 98+04
6-KK <=> 6-3 = 98+08
6-3 <=> 6-4 = 98+20
6-4 <=> 6-5 = 98+40
6-5 <=> 6-FF = 98+80
6-5 <=> 6-SBB = 99+01
6-SBB <=> 6-6 = 99+04
6-6 <=> 6-Boss = 99+08




WORLD 7


7-1

Krem = C6+40

DK = D7+80

Level Complete = F7+80

Head = 88 (Krem = +40 ; Diddy = +80 ; Dixie = +C0)


7-FF

Head = 8F (Funky = +40)

7-KK

Head = 89 (Wrinkly = +01)


7-BOSS

Krem = BE+02

Boss Beaten = FE+02

Head = 89 (Boss = +04 ; Diddy = +08 ; Dixie = +0C)


Paths Open


7-1 <=> 7-FF = 9F+08
7-1 <=> 7-KK = 9C+04
7-1 <=> 7-Boss = 9C+08



LOST WORLD


Number of stones forming the path to the Crocodile Head = 7E08 F90X (5 = Crocodile Head is open)


LW1


LW1-KLB

Head = 89 (Klubba = +10)


LW1-MM

Head = 89 (Cranky = +40)


LW1-1

Bonus Room complete = C5+01

DK = E5+02

Level Complete = 5A05+02

Head = 8A (Krem = +01 ; Diddy = +02 ; Dixie = +03)


LW1-Boss

Head = 8A+04 (Boss = +04 ; Diddy = +08 ; Dixie = +0C)



LW2


LW2-KLB

Head = 8A (Klubba = +10)


LW2-MM

Head = 8A (Cranky = +40)


LW2-1

Bonus Room Complete = C4+10

DK = E4+40

Level Complete = 5A04+40

Head = 8B (Krem = +01 ; Diddy = +02 ; Dixie = +03)


LW2-Boss

Head = 8B+04 (Boss = +04 ; Diddy = +08 ; Dixie = +0C)


LW3


LW3-KLB

Head = 8B (Klubba = +10)


LW3-MM

Head = 8B (Cranky = +40)


LW3-1

Bonus Room Complete = C4+80

DK = E2+01

Level Complete = 5A02+01

Head = 8C (Krem = +01 ; Diddy = +02 ; Dixie = +03)


LW3-Boss

Head = 8C+04 (Boss = +04 ; Diddy = +08 ; Dixie = +0C)



LW4



LW4-KLB

Head = 8C (Klubba = +10)


LW4-MM

Head = 8C (Cranky = +40)


LW4-1

Bonus Room Complete = C5+40

DK = D4+40

Level Complete = F4+40

Head = 8D (Krem = +01 ; Diddy = +02 ; Dixie = +03)


LW4-Boss

Head = 8D (Boss = +04 ; Diddy = +08 ; Dixie = +0C)



LW5


LW5-KLB

Head = 8D (Klubba = +10)


LW5-MM

Head = 8D (Cranky = +80)


LW5-1

Bonus Room Complete = C5+20

DK = E5+04

Level Complete = 5A05+04

Head = 8E (Krem = +01 ; Diddy = +02 ; Dixie = +03)


LW5-Boss

Head = 8E (Boss = +04 ; Diddy = +08 ; Dixie = +0C)



LW-Boss

DK = DF+08

Boss Beaten = FF+08



Paths Open

LW1-KLB <=> LW1-MM = 9C+80
LW1-KLB <=> LW1-1 = 9D+01
LW1-1 <=> LW1-Boss = 9D+02

LW2-KLB <=> LW2-MM = 9D+04
LW2-KLB <=> LW2-1 = 9D+08
LW2-1 <=> LW2-Boss = 9D+10

LW3-KLB <=> LW3-MM = 9D+20
LW3-KLB <=> LW3-1 = 9D+40
LW3-1 <=> LW3-Boss = 9D+80

LW4-KLB <=> LW4-MM = 9E+01
LW4-KLB <=> LW4-1 = 9E+02
LW4-1 <=> LW4-Boss = 9E+04

LW5-KLB <=> LW5-MM = 9E+08
LW5-KLB <=> LW5-1 = 9E+10
LW5-1 <=> LW5-Boss = 9E+20
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Re: DKC Trilogy PAR Code Collection

Postby Krow111 » August 27th, 2011, 2:15 pm

I was watching a video on YouTube from kissapoikanen and found a hit modifier for the bosses of DKC2! The code is 7E0652XX.
Warning: Some of the values might cause different things to happen. For example, setting Krow's value to 01 will make him beatable in one hit. However, if you set Krocodile Kore's to anything over 01 and get the cannonball, you won't be fast enough to use it since K. Rool sucks you in at ludicrous speed! :shock:
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Re: DKC Trilogy PAR Code Collection

Postby Markster » August 2nd, 2012, 8:31 am

<Blank post> Someone already had these world mod codes up :(
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Re: DKC Trilogy PAR Code Collection

Postby Katastrophe Kong » August 2nd, 2012, 12:49 pm

teh epicnes wrote:7E0021AF Watch the video. :P http://youtu.be/qYE6Phx1mPM

"A Monkey" :lol:

At first I thought that Sonic track was actually a part of the code, then I heard Nyan Cat- which fit significantly well in the game. I can't believe one little code can do so much to the entire game.
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Re: DKC Trilogy PAR Code Collection

Postby Mattrizzle » August 15th, 2012, 7:17 am

Donkey Kong Country 2 (U) (v1.0)
7E0AE8XX + 7E0AE9YY Pointer to object the camera is focused on

Digits:
Spoiler!
YYXX Description
0000 Active Kong
0D84 Object 1 (Usually NULL)
0DE2 Object 2 (Always Diddy)
0E40 Object 3 (Always Dixie)
0E9E Object 4
0EFC Object 5
0F5A Object 6
0FB8 Object 7
1016 Object 8
1074 Object 9
10D2 Object 10
1130 Object 11
118E Object 12
11EC Object 13
124A Object 14
12A8 Object 15
1306 Object 16
1364 Object 17
13C2 Object 18
1420 Object 19
147E Object 20
14DC Object 21
153A Object 22
1598 Object 23
15F6 Object 24
1654 Object 25


Note 1: Enable only when in a level!
Note 2: If the active Kong is too far away from the object the camera is focusing on, he/she will be pushed by the invisible screen boundaries to the screen where the object is located. This could result in his/her death. To prevent this from happening (to some extent, at least), activate the following codes:

7E0E1034 Frozen in Place: Diddy
7E0E6E34 Frozen in Place: Dixie

When you want to the camera to return to Diddy and Dixie, deactivate the camera focus code, let the camera scroll back to the Kongs, and disable the frozen in place code(s).
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Re: DKC Trilogy PAR Code Collection

Postby Qyzbud » August 16th, 2012, 6:05 pm

Thanks for another excellent contribution, Mattrizzle... and two big, ape-like thumbs up to Vincent for your incredible contributions last year! :thumbs:

I really must get around to updating the first post, and the Atlas itself with all of these wonderful additions... :oops:

*makes this a top priority*
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Re: DKC Trilogy PAR Code Collection

Postby DKCplayer » September 26th, 2012, 11:37 am

More random codes

DKC:

7E1179?? - Tanked Trouble behaviour
01 - Infinite fuel
08 - Fueled platform turns into arrow lift (makes annoying sound continuously)
Other values above turn the platform into different sprites, such as Krusha and Croctopus

7E14FF00: An extra life automatically goes to counter rather than flying over
7E0D4B0A - Makes DK pop out as soon as possible in the intro
7E0D4906 - Makes DK's stereo come down as soon as possible in the intro

DKC2

7E08BDE3 - You get an extra life as soon as you enter a level
7E0EE463 - Infinite time in bonuses
7E0D7A9E - I will attack you with my nothing!
7E000A01 - Mixed music/sound #1
7E00075A - Mixed music/sound #2
7E000646 - Mixed music/sound #3 (not as much as the others)
7E000AC7 - Mixed music/sound #4

DKC3

7E050100: When Kiddy is thrown, he acts like Dixie being thrown
7E187B1E: Ellie doesn't need time to suck barrels towards him
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Re: DKC Trilogy PAR Code Collection

Postby spaceman2028 » November 17th, 2015, 11:48 pm

Sorry for the huge bump, but I found an oddity with Expresso and the animal buddy crates:
Image

Apparently, Expresso is even unable to free his animal buddies... :lol:
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Re: DKC Trilogy PAR Code Collection

Postby NES Boy » December 17th, 2015, 6:05 am

spaceman2028 wrote:Image
The image was supposed to be larger, but Tinypic kept refusing to upload it properly.

Just remove the "_th" from the URL.
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Re: DKC Trilogy PAR Code Collection

Postby spaceman2028 » December 17th, 2015, 10:53 am

Thanks! It looks a lot more clear now, given the fact that the level he's in is kinda dark...though you could still see he's standing on the Squawks box regardless.

And no, jumping won't fix the problem. Expresso can't damaged enemies whatsoever, even via jumping on them, so when he lands on a box it doesn't break and you can stand on it.
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