Japanese DKC ROM Editor

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Re: Japanese DKC ROM Editor

Postby asmodeus » October 5th, 2008, 3:20 am

Kong-Fu wrote:Try putting 9B7F in A level.

I think it isn't really gold. I think you can see it anywhere in DKC.
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Re: Japanese DKC ROM Editor

Postby BlueTronic » October 5th, 2008, 4:14 am

It's the caves. they make them so dark they look brown.

I found a hex for a motionless Slippa - 9C99
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Re: Japanese DKC ROM Editor

Postby asmodeus » October 5th, 2008, 7:50 am

I can need your help!

Open DKC Edit v3 and find out what all the objects are.
Have a look on the screenshot:
Image
The red squares are the objects. They are numbered (#0, #1, #2, ...). That is only the number of object in that level.
Important is the number under it (F16F, 9A5D, ...). That says what kind of object it is (Kritter, banana, ...).
Play the game, when finding objects, look it up which object number it has and take notes.
After that either submit them here in this topic of PM me, but first take a look to this page, to be sure, that yours aren't already known.
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Re: Japanese DKC ROM Editor

Postby BlueTronic » October 5th, 2008, 8:52 am

0x93D7=Expresso (No Crate)
...
0x98AF=Klump
0x98BD=Klumpi­‚µ‘Ò‚Á‚Ä‚©‚ç‰E‚Ɉړ®ŠJŽnj
0x98CF=Klumpi­‚µ‘Ò‚Á‚Ä‚©‚獶‚Ɉړ®ŠJŽnj
0x9951=Klump
0x995F=Klumpi‰•œj
0x996D=Klumpi‰•œj
0x9997=Klumpi‰•œj
0x9A5D=‰B‚µƒoƒiƒi‘©i«{Y‚ŏo‚¹‚éj
0x9A67=Dirt Patch (Banana Bunch)
0x9A75=Dirt Patch (K Token)
0x9A7F=Dirt Patch (O Token)
0x9A89=Dirt Patch (N Token)
0x9A93=Dirt Patch (G Token)
0x9A9D=Dirt Patch (G Token)
0x9ABF=Dirt Patch (Enguarde Token)
0x9AD7=Dirt Patch (Steel Keg)
0x9AE1=Dirt Patch (Barrel)
0x9AEB=Dirt Patch (Barrel)
0x9AF9=Dirt Patch (DK Barrel)
0x9B11=Dirt Patch (TNT Barrel)
0x9B25=Dirt Patch (Tire)
0x9B2F=Dirt Patch (Tire, Dark)
0x9B43=Dirt Patch (Winky Token)
0x9B7F=Kritter (Brown, Jumping Farther)
0x9B9B=Kritter (Brown, Jumping)
0x9BA9=
0x9BBB=Kritter (Brown, Jump/Walking)
0x9C11=Kritter (Blue, Jumping Foward)
0x9C23=
0x9C4B=Kritter (Blue, Jumping Foward, Slow)
0x9C5D=ƒNƒŠƒbƒ^[ÂiƒWƒƒƒ“ƒvˆÚ“®j
0x9C99=Slippa (Motionless)
...
0xB723=Continue Barrel (Snow Barrel Blast)
...
0xB95D=Platform (Up Arrow, Moves Down)

Here's the sprite file with the changes made:
sprite.zip
(4.43 KiB) Downloaded 785 times
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Re: Japanese DKC ROM Editor

Postby asmodeus » October 5th, 2008, 9:29 am

Kong-Fu wrote:0x93D7=Expresso (No Crate)
...
0x98AF=Klump
[...]

Thanks! The list has been updated!
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Re: Japanese DKC ROM Editor

Postby BlueTronic » October 5th, 2008, 12:46 pm

Half the hexes in the sprite file are either nothing, or they freeze the camera, so why even translate them? Why not take Giagurgolo's sprite list and reformat it so it works with DKedit?

I tried it and it seems to work so far, so I guess the sprites are pretty much translated then! :mrgreen:
Attachments
sprite+off_english.zip
(11.22 KiB) Downloaded 856 times
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Re: Japanese DKC ROM Editor

Postby asmodeus » October 5th, 2008, 11:56 pm

Kong-Fu wrote:Half the hexes in the sprite file are either nothing, or they freeze the camera, so why even translate them? Why not take Giagurgolo's sprite list and reformat it so it works with DKedit?

I tried it and it seems to work so far, so I guess the sprites are pretty much translated then! :mrgreen:

Too many of them are not working. They are all working fine till "0x97F3 purple Klaptrap (stationary)".
The others are anywhere wrong.

For example the arrow sign: in his list it has got the number FBD7, whereas it is really FBD3. A different by 4 (FBD7-4=FBD3, but I'm not sure if that is true to everything there). Maybe you can test it yourself.
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Re: Japanese DKC ROM Editor

Postby asmodeus » October 6th, 2008, 12:09 am

Maybe you are right...
I just tried a hex for Zinger, but there was nothing... in the competition version. But it works with the original version.
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Re: Japanese DKC ROM Editor

Postby asmodeus » October 6th, 2008, 12:46 am

BAD ROM ?!?
Does that happen to you when saving?:
saving.png
saving.png (5.8 KiB) Viewed 59151 times

And what's about that when running an edited rom?:
bad_rom.png
bad_rom.png (2.47 KiB) Viewed 59146 times
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Re: Japanese DKC ROM Editor

Postby BlueTronic » October 6th, 2008, 4:24 am

That DKedit message is a confirmation message that says it was saved. The "Bad ROM" thing happened to me too, but there's nothing wrong with it. Maybe it's doing that because it's a hacked ROM.
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Re: Japanese DKC ROM Editor

Postby asmodeus » October 6th, 2008, 4:32 am

Kong-Fu wrote:The "Bad ROM" thing happened to me too, but there's nothing wrong with it. Maybe it's doing that because it's a hacked ROM.

I think now, there wouldn't be a problem. I thought that because I had a problem: enemies appeared suddenly when they was in the middle of the screen, and they hit DK.
Now I know that the object number must have the same order as the X position.
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Re: Japanese DKC ROM Editor

Postby Kiddy14 » October 6th, 2008, 12:55 pm

Is a bad rom because the checksum test failed:

viewtopic.php?f=37&t=496#p8763

You did nothing wrong when hacking... the emulator just recognizes the rom as incorrect because its info is not in the place it should be.
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Re: Japanese DKC ROM Editor

Postby Simion32 » October 12th, 2008, 6:18 pm

Kong-Fu wrote:...by the way, when is a golden Kritter ever used in the game? :|
asmodeus wrote:I've completed DKC 101%, and I haven't seen a golden Kritter anywhere.
It may be a little bit late to be pointing this out, but Golden Kritters are used in Rope Bridge Rumble. You can find one just after the halfway barrel.
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Re: Japanese DKC ROM Editor

Postby asmodeus » October 12th, 2008, 11:07 pm

Simion32 wrote:It may be a little bit late to be pointing this out, but Golden Kritters are used in Rope Bridge Rumble. You can find one just after the halfway barrel.

For me these aren't really gold Kritters... they are more like brown, or orange to me.
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Re: Japanese DKC ROM Editor

Postby BlueTronic » November 4th, 2008, 4:36 am

I just translated the BG and FGs. And here's a picture showing how to use the sprites.
Attachments
dkedit.png
dkedit.png (202.33 KiB) Viewed 58604 times
offsets_english.zip
(5.82 KiB) Downloaded 836 times
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Re: Japanese DKC ROM Editor

Postby asmodeus » November 4th, 2008, 11:04 pm

Kong-Fu wrote:I just translated the BG and FGs.

Cool :shock: ! I was also already translating them, but yours is much better.
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Re: Japanese DKC ROM Editor

Postby asmodeus » November 4th, 2008, 11:10 pm

I also have translated the functions (many of them).
offsets.zip
(5.55 KiB) Downloaded 918 times

Does anybody know what they are good for?
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Re: Japanese DKC ROM Editor

Postby Simion32 » November 4th, 2008, 11:59 pm

They are probably functions that are specific to those levels, but can be called from any level (E/G. each level has a pointer to one of these fuctions). I assume each function will customize the level in some specific way.
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Re: Japanese DKC ROM Editor

Postby BlueTronic » November 5th, 2008, 12:09 am

How do you use them? they never seem to be used in dkEdit. The drop-down menu is always blank.

asmodeus's function translations wrote:KONTINYU BARERU

I think you spelled continue barrel wrong. :?

lol.
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Re: Japanese DKC ROM Editor

Postby asmodeus » November 15th, 2008, 4:47 am

Kong-Fu wrote:How do you use them? they never seem to be used in dkEdit. The drop-down menu is always blank.

asmodeus's function translations wrote:KONTINYU BARERU

I think you spelled continue barrel wrong. :?

lol.

Where do you find THAT?!?
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Re: Japanese DKC ROM Editor

Postby BlueTronic » November 15th, 2008, 8:12 am

Here.
[Function name]
...
8B912E97=Stop & Go Station (KONTINYUBARERU)
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Re: Japanese DKC ROM Editor

Postby asmodeus » November 15th, 2008, 11:16 pm

Kong-Fu wrote:Here.
[Function name]
...
8B912E97=Stop & Go Station (KONTINYUBARERU)

I just kept it like what google translated it (in latin letters). It may mean "Continue Barrel" or better "Checkpoint". You can change it in the file if you are sure that it means that.
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Re: Japanese DKC ROM Editor

Postby BlueTronic » November 18th, 2008, 11:02 am

What are the yellow "start" squares for? You can move it by using the "X??" and "Y??" fields in that level property editor, but no matter where you put it, it doesn't do anything. Nor do the functions.
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Re: Japanese DKC ROM Editor

Postby asmodeus » November 18th, 2008, 11:23 pm

Kong-Fu wrote:What are the yellow "start" squares for? You can move it by using the "X??" and "Y??" fields in that level property editor, but no matter where you put it, it doesn't do anything. Nor do the functions.

Yellow squares? Where (v4)?
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Re: Japanese DKC ROM Editor

Postby BlueTronic » November 19th, 2008, 8:39 am

No, it's not a version 4 update. It's usually out of screen, but in "Jungle Hijinx (from bonus 1)" (its level byte is 08) the start block is right above the Rambi crate.

I edited the position of the start block in Jungle Hijinx, so that it would show up on screen:
Untitled.png
Untitled.png (72.54 KiB) Viewed 58690 times

EDIT: I didn't know that the files in the "Source" folder could be opened with notepad. Are they the files that name labels (which show up as ?s)? Can they be translated?
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application.zip
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Re: Japanese DKC ROM Editor

Postby asmodeus » November 20th, 2008, 11:56 pm

Kong-Fu wrote:EDIT: I didn't know that the files in the "Source" folder could be opened with notepad. Are they the files that name labels (which show up as ?s)? Can they be translated?

You should be able to translate it. But it doesn't change anything in the program. You have to compile the whole source to get a new program, that is translated. I think, Simion32 could tell you more about it, because the source seems to be c++.
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Re: Japanese DKC ROM Editor

Postby Simion32 » December 18th, 2008, 10:42 am

Just a heads-up, dkEdit04 has been released. I don't see anything different, though... :|

asmodeus wrote:You have to compile the whole source to get a new program, that is translated. I think, Simion32 could tell you more about it, because the source seems to be c++.
Most likely you would have to recompile the whole program, yes. Of course, you would need the same compiler to do so, which seems to be Borland C++ or something like that. I use Dev-C++ so I can't just throw it into a .dev project and recompile it.
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Re: Japanese DKC ROM Editor

Postby edevore » January 15th, 2009, 9:23 am

I started to convert the dkEdit 0.04 from Japanese to English on January 14, 2009 @ 10:22PM and now its done "A.T.M".

Updated program on January 17, 2009 @ 2:47 AM.

Checkout The English DKC Rom Editor Topic Here
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Re: Japanese DKC ROM Editor

Postby BlueTronic » January 16th, 2009, 8:20 am

There's no source folder, and it won't even start. It says "CG32.dll wasn't found". :? The CNF file you uploaded yesterday worked though, it had a source folder.

I'm using the previous one and it's working great. :D The only thing that isn't working right is I can't see the list on the right of the sprite, camera, and banana editor.
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Re: Japanese DKC ROM Editor

Postby edevore » January 16th, 2009, 8:30 am

Hmm! I am not sure why except the code I added, Can you post some screenshots?


Updated program on January 17, 2009 @ 2:47 AM.

Checkout The English DKC Rom Editor Topic Here
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Re: Japanese DKC ROM Editor

Postby BlueTronic » January 16th, 2009, 8:34 am

It looks like this...
Attachments
Untitled.jpg
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Re: Japanese DKC ROM Editor

Postby edevore » January 16th, 2009, 8:40 am

I am sure that it should work now but if not I will try to trace it back to the start.

To see the banana, camera and other windows drag and resize the window by clicking and holding the edge.

Updated program on January 17, 2009 @ 2:47 AM.

Checkout The English DKC Rom Editor Topic Here
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Re: Japanese DKC ROM Editor

Postby BlueTronic » January 16th, 2009, 8:56 am

It works now.

Just a few questions:
What are 'Bonus Flags'?
What does 'Pointer Edit' do and what is a pointer?
How does the 'Special Stage' feature work?
What is the 'Export' and 'Import' feature for, and how come when you click export it makes another window that can't be closed?
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Re: Japanese DKC ROM Editor

Postby edevore » January 16th, 2009, 9:10 am

What are 'Bonus Flags'?
What does 'Pointer Edit' do and what is a pointer?

I really have'nt looked into this much, so I cant help you there.

How does the 'Special Stage' feature work?

I think it has somthing to do with the bonus'es but I'm not sure.

What is the 'Export' and 'Import' feature for,

That exports the current stage without altering the rom, it allow's you to alter everything so when your done it you can just save your rom when ready, or you can later update the level without having to re-alter the rom.
Import puts the data you altered/exported back on the stage.

how come when you click export it makes another window that can't be closed?

Which Window?
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Re: Japanese DKC ROM Editor

Postby BlueTronic » January 16th, 2009, 9:27 am

edevore wrote:
What are 'Bonus Flags'?
What does 'Pointer Edit' do and what is a pointer?

I really have'nt looked into this much, so I cant help you there.

You do know what a pointer is don't you? I hear that sometimes on the forums, but I don't know what it is.

edevore wrote:
how come when you click export it makes another window that can't be closed?

Which Window?

The entire program. It's not doing it anymore, so something must of went wrong when I first did it.
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Re: Japanese DKC ROM Editor

Postby edevore » January 16th, 2009, 9:32 am

Updated program on January 17, 2009 @ 2:47 AM.

Checkout The English DKC Rom Editor Topic Here

If anyone has problems please let me know and I will do my best to fix any issues "S.A.P".
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Re: Japanese DKC ROM Editor

Postby edevore » March 2nd, 2009, 12:34 pm

Thanks, I will update that but it is still in the testing stage and I would not even dare to update my english one at the moment with that version until its stable* enough.

->Edit-> Please don't forget about my english one translated from japanese located:Right Here!
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Re: Japanese DKC ROM Editor

Postby dkclover1337 » May 23rd, 2009, 6:43 pm

any 1 Know how to add Spirites? Plz Make a You tube Video :)
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Re: Japanese DKC ROM Editor

Postby BlueTronic » May 24th, 2009, 1:32 pm

You can't. Adding sprites would increase the game's memory, which every last byte of is used up.
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Re: Japanese DKC ROM Editor

Postby dkclover1337 » May 24th, 2009, 6:31 pm

What So i cant add Monsters and etc :shock:
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