PAR Codes for Visual Manipulation

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PAR Codes for Visual Manipulation

Postby BlueTronic » February 16th, 2008, 8:55 am

I already submitted this to dkvine, but the picture links are broken there...

On my emulater, I was playing around with the code that lets you fight Krow in any level, when I stumbled upon a REALLY REALLY crazy glitch. I went to Rattle Battle and turned the code on while it was going from the map screen to the level and I was in Krow's Nest, but there was an Invincible Barrel. I moved to the right side of the screen, and outside of Krow's Nest was the level Slime Climb, which Krow's Nest was on top of. (Here's where it get's weird) the entire level was cut up into little square pieces, only about half of which were there, scattered everywhere. I could move out of Krow's Nest, but couldn't walk on the cut up squares of ground, so I just kept falling and falling. As I fell, I could see enemies falling too, and most of the items were red and yellow. Since I started out on top of the level, it was a long way down, and when I landed on Zingers and killed them, they made a strange noise that wasn't even a sound effect in the game. When I got near the bottom of the level, it was whole again, and I could walk on the ground, but still couldn't climb ropes. The water still wasn't there so I fell down and died after jumping off the platform.

It's almost impossible to do, because you have to turn the code on just at the right time. I did it once, then I tried and tried to do it again, but it wouldn't work. I either ended up in Rattle Battle, and Krow was too, or I was in the cut up Slime Climb, but no objects, enemies, nor the invincible barrel was there. After a while of trying, I finally did it again and made a save state of it, so now I can go back to it whenever I want.

Pictures:
http://links.pictures.aol.com/pic/53b0C ... 3Ig=_l.jpg
http://links.pictures.aol.com/pic/53b0C ... 3Ig=_l.jpg
http://links.pictures.aol.com/pic/53b0C ... 3Ig=_l.jpg
http://links.pictures.aol.com/pic/53b0C ... 3Ig=_l.jpg
http://links.pictures.aol.com/pic/53b0C ... 3Ig=_l.jpg
The Maximum URLs that can be in one post are 5, and I have 8 pictures, so I'll have to post the other 3 after the thread gets a reply.

The ZS9 save state file can't be added as an attatchment, so if you want them, E-Mail me. You need the ZSNES emulator to make it work, or you'll use the SRAM file (the file for save games).
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Code-based glitch: Slice N' Diced Slime Climb

Postby Qyzbud » February 16th, 2008, 11:20 am

Kong-Fu, would you mind editing the subject of this topic to indicate that this 'glitch' is code-based? I haven't written up the guidelines for posting in these specialised sections yet, but I want 'glitches' to refer to errors in the game's code (ones that anyone can recreate without the need for additional tools), not strange results from the use of external memory alterations.

Check this post's subject for my suggestion.

That said, external codes can give amazing insight into the inner workings of the game, so this topic is indeed worthwhile. Perhaps Krow's Nest and Slime Climb (and maybe other rigging-based levels) are all connected at the edges, and the game just reads from the appropriate area when loading one of these levels. During my (still on-going) DKC mapping project I discovered that this is exactly how all the underwater areas of DKC work (including Enguarde's token area). They are layered on top of each other vertically, but only the necessary level section is visible/accessible at a time.
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Re: Code-Based Glitch: Slice N' Diced Slime Climb

Postby BlueTronic » February 16th, 2008, 11:25 am

Code-Based Glitch: Slice N' Diced Slime Climb

Done and done. ;)
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Re: Code-Based Glitch: Slice N' Diced Slime Climb

Postby cfh » February 16th, 2008, 11:26 am

Wow, now thats some interesting info... I wonder why they did that? Does it save space?
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Re: Code-Based Glitch: Slice N' Diced Slime Climb

Postby Qyzbud » February 16th, 2008, 11:35 am

I'm sure it does... actually, the 'Post Message' sign on the forum here uses a similar technique to do the image swapping effect, and one single image file is indeed a smaller filesize than two half-sized images, I guess due to file header data and other such things. Must be the same for all/most other data storage.
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Re: Code-Based Glitch: Slice N' Diced Slime Climb

Postby cfh » February 16th, 2008, 11:46 am

It's probably because it only has to define the file once, which saves some space. Or something like that.
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Re: Code-Based Glitch: Slice N' Diced Slime Climb

Postby Jomingo » February 16th, 2008, 2:18 pm

That's pretty cool. Maybe that means it's possible to hack it or something so once you get to the top of one level you continue right into the next. That'd be awesome, go straight form one rope level to the next.
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Re: Code-Based Glitch: Slice N' Diced Slime Climb

Postby Qyzbud » February 16th, 2008, 2:48 pm

Yeah... an archetypal marathon. That would be a pretty sweet hack to develop. Remove all the DK Barrels and voila! Sounds like a challenge to me. :D
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Re: Code-Based Glitch: Slice N' Diced Slime Climb

Postby Myuu » February 17th, 2008, 1:49 pm

Nice new forum Qyzzy although it does hurt my eyes. :oops:
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Re: Code-Based Glitch: Slice N' Diced Slime Climb

Postby BlueTronic » February 17th, 2008, 2:17 pm

There's nothing wrong with the forum except that somebody's off topic.
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Re: Code-Based Glitch: Slice N' Diced Slime Climb

Postby Kiddy14 » April 16th, 2008, 5:29 am

A friend of mine in YT has just posted a new video regarding a PAR code which changes the color pallete in every level!

Here's the code:
DKCPlayer wrote:BA0517??

00 - Target Terror pallete
01 - Background of Mainbrace Bonus (Blue storm pallete)
02 - Bramble Scramble pallete (Dark brambles)
03 - Screeches Sprint pallete (Orange brambles)
04 - Rattle Battle pallete (Green boat)
05 - Slimb Climb pallete (Green storm pallete)
06 - Haunted Hall pallete
07 - Rickety Race pallete
08 - Red-hot ride pallete
09 - ?
0A - Kannons Klaim pallete
0B - Pirate panic pallete (Normal boat)
0C - Glimmers Galleon pallete
0D - Lava Lagoon pallete
0E - ?
0F - Bramble Blast pallete (Light brambles)
10 - ? (The original values fo the Wacky Colurs code!)
11 - ?
12 - Swim in glitchy levels!
13 - Swim in levels! (Few graphics scrambled.)
14 - Mainbrace Mayhem pallete (Blue with white clouds pallete)
15 - The rest let you play in the dark... LOL!


So you can literally play Screech's Sprint greenish and play Slime Climb in a way not so slimy =D

And... so this means every level may be united at the top/bottom just like the DKC water levels, look at Slime Climb! IT looks like Mainbrace MAyhem! =)

By the way, here's the video in case you want to watch it ;)
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PAR Code Palette Manipulation

Postby BlueTronic » April 16th, 2008, 8:01 am

BA0517##

00 - Target Terror pallete
01 - Background of Mainbrace Bonus (Blue storm)
02 - Dark brambles
03 - Orange brambles
04 - Ship Deck 2
05 - Slimb Climb (Green storm)
06 - Haunted Hall
07 - Rickety Race
08 - Red-hot ride
09 - Screwed Up Water
0A - Kannons Klaim
0B - Ship Deck
0C - Glimmers Galleon
0D - Lava Lagoon
0E - Glitched Dust (Only in levels with dust, like Mainbrace Mayhem or Web Woods)
0F - Light brambles
10 - Wacky Colurs
11 - Glitched Dust Type 2 (Only in levels with dust, like Mainbrace Mayhem or Web Woods)
12 - Swim Code (Glitched Level)
13 - Swim Code
14 - Mainbrace Mayhem pallete (Blue with white clouds pallete)
15 - Play in Dark
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Donkey Kong Country 2 - Diddy's Kong Quest # SNES_00005.png
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Donkey Kong Country 2 - Diddy's Kong Quest # SNES_00002.png
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Donkey Kong Country 2 - Diddy's Kong Quest # SNES_00004.png
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Re: Code-Based Glitch: Slice N' Diced Slime Climb

Postby BlueTronic » April 16th, 2008, 8:04 am

It's awesome but next time, make a new topic or post it in the PAR Code page
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Re: Code-Based Glitch: Slice N' Diced Slime Climb

Postby Kiddy14 » April 16th, 2008, 8:28 am

Yeah... I wasn't intending to do a new topic, but just to tell that with this codes the theory of all the levels being united in the top/bottom is now more believe-y. Still thanks for the new topic you created with those pictures :D
If this was wrong I'll just delete my post and'll leave Kong-Fu's new topic but PLEASE DON'T BAN ME! D'=
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Re: PAR Code - Change levels' Color Palette/Swim Code

Postby Kiddy14 » April 16th, 2008, 8:34 am

This code is really cool. Thanks for posting those pictures.
I wonder if there are other numbers to add at the end, or to modify to the entire code, since none of the numbers actually lead you to a swamp or hive pallete. Altough maybe they're sharing the color palletes' with other levels.
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Re: Code-Based Glitch: Slice N' Diced Slime Climb

Postby BlueTronic » April 16th, 2008, 9:04 am

Talvaniezer wrote:...I'll just delete my post and'll leave Kong-Fu's new topic...

You can't delete your post if it's already been veiwed (I usually just edit it out to "**DELETE THIS POST**" and CFH usually takes the bait) or instead you could just have a mod move it to the PAR Codes page.
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Re: Code-Based Glitch: Slice N' Diced Slime Climb

Postby Kiddy14 » April 16th, 2008, 9:28 am

Guess I'll just ask Qyzbud to move it to your new topic. Sorry, I think I'm in trouble now ^^"
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Re: PAR Code - Change levels' Color Palette/Swim Code

Postby BlueTronic » April 16th, 2008, 12:27 pm

Have you ever tried entering the swim code in Haunted Hall?
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Re: PAR Code - Change levels' Color Palette/Swim Code

Postby Kiddy14 » April 16th, 2008, 12:44 pm

I haven't. Man, now I wish I had emulators and ROMs.
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Re: PAR Code - Change levels' Color Palette/Swim Code

Postby BlueTronic » April 16th, 2008, 12:46 pm

Get one, then. (Asking where to find one is against the rules, though, if you request or give a ROM it must be by email, or something.)
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Re: PAR Code - Change levels' Color Palette/Swim Code

Postby Kiddy14 » April 16th, 2008, 12:48 pm

Wow... that was fast. Problem is I don't know good sites to download, besides I already had emulators but they had viruses (ugh) and I had to clean my computer completely.
By the way, in no way I'm asking for ROMS, as it's illegal and it's against the forum's rules :roll:
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Re: PAR Code - Change levels' Color Palette/Swim Code

Postby BlueTronic » April 16th, 2008, 12:59 pm

Yeah, it being illegal used to make feel guilty, but
The first thing to know about emulators: The government is stupid, emulators are awesome!

About the PARs: there is no end to what this code can do! It's the greatest code yet!
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Re: Code-Based Glitch: Slice N' Diced Slime Climb

Postby Qyzbud » April 16th, 2008, 1:15 pm

Haha, you aren't in trouble. I'd never be cross at someone who was trying to contribute something useful or interesting. :)

What do you guys think of having this thread be for general 'tile manipulation'? I could then make the new thread be about 'palette manipulation'. I don't think there needs to be a new thread for every strange-looking use of PAR codes... There would be literally thousands of these that could be written about, and they are generally not very useful. I actually wouldn't mind having just one thread for 'visual manipulation'.

Kong-Fu, would you mind if I make this thread a 'PAR Code Visual Manipulation' thread? That will keep the forum a bit tidier.
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Re: PAR Code Tile Manipulation

Postby BlueTronic » April 16th, 2008, 1:32 pm

Sure... but what would become of the regular PAR thread? Will this one be for tile manipulation, the new thread for color manipulation, and PAR Codes Page for everything else? Sounds like it'd work.
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Re: PAR Code Visual Manipulation

Postby Qyzbud » April 16th, 2008, 4:45 pm

This topic can be for all graphical PAR effects, including the tile/palette ones, sprite manipulation, BG/FG layer effects, etc. There are many, many other types of game properties PAR codes can tweak; sound, movement, gameplay, text, event triggers, AI/logic, etc. etc. etc... so there will be no shortage of codes that belong in other categories, too. We can work with them when the need arises.

I'll sort these (current) topics out in the next few hours.
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Re: PAR Codes for Visual Manipulation

Postby BlueTronic » June 9th, 2008, 11:08 am

Got a video of the 'Slice N' Diced Slime Climb' glitch. It's VERY blury: You have to click the 'Watch in Full Quality' button.
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Re: PAR Code - Change levels' Color Palette/Swim Code

Postby DKCplayer » June 23rd, 2008, 4:31 pm

Kong-Fu wrote:Have you ever tried entering the swim code in Haunted Hall?

WHOA! :shock: I gotta try that!
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Re: PAR Codes for Visual Manipulation

Postby DKCplayer » June 23rd, 2008, 5:05 pm

Oh, by the way, everyone can stop talking about my code here because I made it into a topic!
viewtopic.php?f=7&t=352 My first topic! :D :D :D
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PAR Codes 7E0F902A and 7E0F902B

Postby Goe » July 7th, 2008, 7:31 pm

Hi:

I'd like to talk about DKC2 PAR Codes 7E0F902A and 7E0F902B. When you put that codes, you can see weird effects, I'd like to know how many weird things you can see, so i'll tell you what things i see, and i hope you tell me other things that i've never seen.

Well, my list:

Objects transformed into Super Mario
Objects transformed in Yoshi(I have never seen that, but I saw a screenshot)
Objects(usually coins) transformed into animal buddies...(but they realise the coin function, so you can't munt them)
Enemies transformed in animal buddies(usually Squakcs, when they transform into Squawks, they always die in a few seconds, but one, in Hornet hole, a Zinger transformed into Enguarde)
Krazy Kremland coach transformed into a Klober/Kaboom(I am not sure)

Hope you can tell me more weird effects.

PS: About enemies transformed in Enguarde...is possible to mount them?
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Re: PAR Codes 7E0F902A and 7E0F902B

Postby Simion32 » July 7th, 2008, 7:42 pm

From what I can gather, it's probably a sprite modifier. Thus the strange effect of things randomly getting transformed.
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Re: PAR Codes 7E0F902A and 7E0F902B

Postby Kiddy14 » July 8th, 2008, 5:35 am

I don't think you can mount them, as Simion32 said, they're only sprite modifiers. You can probably kill the Enguarde.

And I think this should be merged with PAR Codes for Visual Manipulation.

Qyz says: Done.
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Re: PAR Codes 7E0F902A and 7E0F902B

Postby Goe » July 8th, 2008, 5:51 am

i thought the thread you said is only for visual manipulation of scenarios, not sprites, am i wrong?
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Re: PAR Codes 7E0F902A and 7E0F902B

Postby Kiddy14 » July 8th, 2008, 7:20 am

Oh, you mean PAR Codes for Visual Manipulation? Well...
Qyzbud wrote:This thread can be for all graphical PAR effects, including the tile/palette ones, sprite manipulation, BG/FG layer effects, etc. There are many, many other types of game properties PAR codes can tweak; sound, movement, gameplay, text, event triggers, AI/logic, etc. etc. etc... so there will be no shortage of codes that belong in other categories, too. We can work with them when the need arises.

I deleted that part of my post because I have been telling off many people lately, and don't want to become known by many because of that :oops:
But seems you found that part of my post 16 minutes later after I edited it XD I'll add it again.
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Re: PAR Codes for Visual Manipulation

Postby Ribo Zurai » August 11th, 2008, 10:03 am

I don't guess the codes manipulates completely the sprite, it only changes the graphic. Using it with only value, on Bramble Scramble, the 2nd Zinger turned a yellow Rambi, but still hurting if you jump over.
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