Entrance Style glitches

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Entrance Style glitches

Postby Cyclone » October 29th, 2022, 1:48 pm

Hi, I would like some advice on changing the entrance style.

I got bunch of entrance style pointers. Most seem to work ok. But sometimes the player falls off screen (mostely on bonus level). And I get black screens in water levels using most pointers. An odd thing is for example coral capers setting it to Rambi walking right does not work(black screen). But setting Rambi walking left does. Same thing happens with Donkey.

Not sure why this is. Would a potential fix be to change the player start coordinates to something different? But I'm not sure how to do that.

Also I couldn't find the pointer for the the Start entrance style for the Jungle Hijinks start(When Donkey is lunched from the tree house)


Thank You.

Here is the source from rainbowspwinkles.

Code: Select all
3FFD60 - 3FFF2B   | DATA   | level entrance style      
   |      | 86CF   nothing      
   |      | 8725   run to the left      
   |      | 8733   run to the right as Rambi      
   |      | 873F   run to the left as Winky      
   |      | 874B   run to the right as Expresso      
   |      | 8757   start as Enguarde      
   |      | 877B   run to the right      
   |      | 8810   barrel roulette style      
   |      | 8818   walk to the right      
   |      | 88E2   start at entrance      
   |      | 8915   swimming      
Shift $3e left by 1 and add to $3ffd60            
For animals. go to $80xxxx. First instruction is an lda. Change it to change which animal spawns.            
9 is rambi, a expresso, b winky, c enguarde, all others rambi            
Spawn direction matches calling            
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Re: Entrance Style glitches

Postby rainbowsprinklez » October 30th, 2022, 4:39 am

Cyclone wrote:Also I couldn't find the pointer for the the Start entrance style for the Jungle Hijinks start(When Donkey is lunched from the tree house)


That's because there is not a specific style for that. The entrance style is set to nothing and control passes to the "exit treehouse" entity. If you look in ROM, 86cf is set for 1-1 entrance (16), but not to 1-1 checkpoint (25) (88e2 is set there).


I'm not sure what else you're doing, but entrance location is found in Giangurgolo's docs>offsets.

Code: Select all
3CBEF0 - 3CC287 | DATA | level entrance starting coordinates (230 levels, 4 bytes each)
      |      | byte 1,2   X coord
      |      | byte 3,4   Y coord


I would be careful about changing 1-1 location. Changing just the coordinates doesn't work as spawn type is 86cf (nothing). The game spawns you invisible because it assumes the "exit treehouse" entity will be there (which handles making you visible). I would try it anywhere but 1-1. If you need 1-1, make sure you just change the entrance style to 88e2 (start at entrance)

Code: Select all
For animals. go to $80xxxx. First instruction is an lda. Change it to change which animal spawns.           


Also, I wasnt clear here. I should've said to change the quantity loaded by the lda, not to change the lda itself!
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Re: Entrance Style glitches

Postby rainbowsprinklez » October 30th, 2022, 4:45 am

Cyclone wrote:This is the version of the game I'm using.

I can't seem to find the NTSC 1.0 version


Whoa whoa whoa. Are you using v1.1? Amazing so far no errors. I use 1.0
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Re: Entrance Style glitches

Postby rainbowsprinklez » October 30th, 2022, 8:25 am

Thank you! You inspired me to add to my editor!
Spoiler!
Image
Image
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Re: Entrance Style glitches

Postby WesternTanager794 » October 31st, 2022, 7:17 am

Great! That’s really cool! :parry:
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Re: Entrance Style glitches

Postby Cyclone » October 31st, 2022, 9:19 am

rainbowsprinklez wrote:
Cyclone wrote:This is the version of the game I'm using.

I can't seem to find the NTSC 1.0 version


Whoa whoa whoa. Are you using v1.1? Amazing so far no errors. I use 1.0


That post is more then 2 years old. I am using version 1.0 see screenshot!
Attachments
Rom_Version.png
Rom_Version.png (75.47 KiB) Viewed 11922 times
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Re: Entrance Style glitches

Postby Cyclone » October 31st, 2022, 9:21 am

rainbowsprinklez wrote:Thank you! You inspired me to add to my editor!
Spoiler!
Image
Image


Looks amazing. But you know how I feel about it... How did I inspire you?
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Re: Entrance Style glitches

Postby Cyclone » October 31st, 2022, 9:23 am

rainbowsprinklez wrote:I'm not sure what else you're doing, but entrance location is found in Giangurgolo's docs>offsets.


I don't have permission to view that document!
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Re: Entrance Style glitches

Postby Cyclone » October 31st, 2022, 9:25 am

rainbowsprinklez wrote:
Code: Select all
For animals. go to $80xxxx. First instruction is an lda. Change it to change which animal spawns.           


Also, I wasnt clear here. I should've said to change the quantity loaded by the lda, not to change the lda itself!


Lastly I am not sure what this code does. What do you mean Change it to change which animal spawns.?

Also did you encounter the same glitches that I had in my first post? The black screens and player falling off the screen?
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Re: Entrance Style glitches

Postby rainbowsprinklez » October 31st, 2022, 9:58 am

Cyclone wrote:
rainbowsprinklez wrote:
Cyclone wrote:This is the version of the game I'm using.

I can't seem to find the NTSC 1.0 version


Whoa whoa whoa. Are you using v1.1? Amazing so far no errors. I use 1.0


That post is more then 2 years old. I am using version 1.0 see screenshot!


Oops! Didn't notice the date lol xD

Cyclone wrote:
rainbowsprinklez wrote:Thank you! You inspired me to add to my editor!
Spoiler!
Image
Image


Looks amazing. But you know how I feel about it... How did I inspire you?


Mostly by reminding me to look at Giangurgolo's docs!

Cyclone wrote:
rainbowsprinklez wrote:I'm not sure what else you're doing, but entrance location is found in Giangurgolo's docs>offsets.


I don't have permission to view that document!


Thank you! I didn't know they were restricted. Just fixed!

Cyclone wrote:
rainbowsprinklez wrote:
Code: Select all
For animals. go to $80xxxx. First instruction is an lda. Change it to change which animal spawns.           


Also, I wasnt clear here. I should've said to change the quantity loaded by the lda, not to change the lda itself!


Lastly I am not sure what this code does. What do you mean Change it to change which animal spawns.?

Also did you encounter the same glitches that I had in my first post? The black screens and player falling off the screen?


I did not encounter any such glitches. How are you doing things? ie Can you show me in hex what you are doing?
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Re: Entrance Style glitches

Postby Cyclone » November 7th, 2022, 6:11 pm

^ are you sure you don't get the same glitches? This is just one example of a glitch I encounter.
See screenshot. And thanks for enabling the Doc.
Attachments
glittch.png
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Re: Entrance Style glitches

Postby rainbowsprinklez » November 7th, 2022, 10:25 pm

Oops. You are right about that glitch. I was misremembering. With the split-up glitch, you could take rambi to water levels. This is a water bug. Other levels work fine. The game crashes after the first frame. I know taking animals with the split-up glitch has various bugs. Your screenshot has 1 small mistake. You found the right pointer (good job on that by the way) but you labeled it incorrectly. The capers pointer is 3ffede. Your highlight shows that, but your note does not.

That particular glitch seems to happen on animal buddies starting right. But you knew that :)
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Re: Entrance Style glitches

Postby Cyclone » November 8th, 2022, 2:28 am

rainbowsprinklez wrote:That particular glitch seems to happen on animal buddies starting right. But you knew that :)


And also Donkey Starting Right.

Do you also get the "falling off the screen glitches? Happens mostly on entering bonus areas.
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Re: Entrance Style glitches

Postby Cyclone » November 8th, 2022, 2:30 am

rainbowsprinklez wrote: Your screenshot has 1 small mistake. You found the right pointer (good job on that <i title="by the way">by the way</i>) but you labeled it incorrectly. The capers pointer is 3ffede. Your highlight shows that, but your note does not.

Yea, its just the way I visualize things.

Edit..
How is it wrong? The XX XX 's are the location of the pointer
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Re: Entrance Style glitches

Postby rainbowsprinklez » November 8th, 2022, 7:30 am

Cyclone wrote:
rainbowsprinklez wrote: Your screenshot has 1 small mistake. You found the right pointer (good job on that <i title="<i title="by the way">by the way</i>">by the way</i>) but you labeled it incorrectly. The capers pointer is 3ffede. Your highlight shows that, but your note does not.

Yea, its just the way I visualize things.

Edit..
How is it wrong? The XX XX 's are the location of the pointer


The capers pointer is 3ffede. Not 3ffedd.
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Re: Entrance Style glitches

Postby rainbowsprinklez » November 8th, 2022, 7:34 am

Cyclone wrote:Do you also get the "falling off the screen glitches? Happens mostly on entering bonus areas.


I do not. What exactly are you changing? Can I please have an example?
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Re: Entrance Style glitches

Postby Cyclone » November 8th, 2022, 9:06 am

Here is just one example of some of the glitches that occur.
See screenshot.
Thanks.
Attachments
glitch#2.png
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Re: Entrance Style glitches

Postby rainbowsprinklez » November 8th, 2022, 11:20 am

Cyclone wrote:Here is just one example of some of the glitches that occur.
See screenshot.
Thanks.


Oh. I see. that is an entrance that starts with a script. Notice that in vanilla, the kongs walk to the center of the screen and look/point up. It is no wonder a glitch happens for that since a custom animation happens. Tldr; you shouldn't worry about that bug! It is nothing wrong with your code! Fixing that could be too much trouble! To get around, don't use the scripted bonus entity.
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Re: Entrance Style glitches

Postby Cyclone » November 8th, 2022, 12:23 pm

^ Thanks for your reply. I know what your saying but the glitch I posted was for something else.
Here is the bonus level I was referring to.
http://www.dkc-atlas.com/maps/dkc/4-1
It's the 3 bonus area. Anything other then the default entrance style causes the kongs/animals to fall off the screen.
Thanks for your patience.
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Re: Entrance Style glitches

Postby rainbowsprinklez » November 8th, 2022, 2:18 pm

Cyclone wrote:^ Thanks for your reply. I know what your saying but the glitch I posted was for something else.
Here is the bonus level I was referring to.
http://www.dkc-atlas.com/maps/dkc/4-1
It's the 3 bonus area. Anything other then the default entrance style causes the kongs/animals to fall off the screen.
Thanks for your patience.


Hmmm, I haven't seen that exact one before... just recreated it... For that one, you are probably right. Changing the entrance coords is likely enough. I didn't play much with bonuses, so I never noticed :oops:
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Re: Entrance Style glitches

Postby Cyclone » November 8th, 2022, 2:23 pm

That's alright. Thanks for conforming it for me. :thumbs:
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