(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
05-02-24 06:56 PM
0 users currently in ROM Hacking.
Acmlm's Board - I3 Archive - ROM Hacking - Donkey Kong Country data New poll | |
Add to favorites | Next newer thread | Next older thread
User Post
giangurgolo
Newcomer


 





Since: 11-23-05

Last post: 6512 days
Last view: 6512 days
Posted on 12-03-05 08:55 PM Link | Quote
I've recorded a lot of data on the DKC rom in these documents.

They include full lists of level and bonus bytes and a near complete list of object bytes. The bananas are mapped seperately from the objects since there are so many of them, and the bytes are assigned by banana groups. The offset list contains the offsets for the object/banana maps and there is a near complete banana group byte list in that link.

The tilemaps for the levels are usually grouped together by theme. For example, the forest/treetown levels are back to back in one bank ($030000) while the jungles are found in another ($190000). Apparently these are all uncompressed. There is a listing of tilemap offsets for the levels/bonuses (incomplete).
ShadowTails

Grizzo








Since: 11-20-05
From: C:\My Documents\ShadowTails\My House\My Room

Last post: 6305 days
Last view: 6282 days
Posted on 12-03-05 09:18 PM Link | Quote
Nice job, how did you find all this stuff? Guessing?
Keitaro

Mole


 





Since: 11-18-05
From: Massachusetts

Last post: 6441 days
Last view: 6441 days
Posted on 12-04-05 12:42 AM Link | Quote
Daaaaamn...Yoronosuku is going to have a feild day with this stuff, she had minimal DKC data (and I think the music format) back in the day but lost alot of it. Great find
DJ Bouche

Koopa


 





Since: 11-22-05
From: Bligh Park, NSW, Australia

Last post: 6445 days
Last view: 6445 days
Posted on 12-05-05 06:36 AM Link | Quote
Sweet, I've always wanted to hack this game, and never really had luck with it (was too limited in knowledge and didn't have too much will power.. that and we didn't have such spoiling tools like Geiger's SNES9x etc ).

Maybe, just maybe, I might take a little look at this game or it's sequels when I finish with my current project (which you'll all discover later ).
Kyoufu Kawa
Intends to keep Rom Hacking in one piece until the end








Since: 11-18-05
From: Catgirl Central Station

Last post: 6282 days
Last view: 6282 days
Posted on 12-05-05 10:27 AM Link | Quote
"What in the name of all that's sacred was THAT!?"

"Oh, that's Bouché. He pops up sometimes and spouts some constructive-like stuff like that. People rarely get to talk to him before he disappears. Think Hamlet's daddy, only worse."
Link2006

Octoballoon








Since: 11-18-05
From: Kokiri Forest

Last post: 6291 days
Last view: 6283 days
Posted on 12-05-05 12:27 PM Link | Quote
These offsets and level data is great. Can you find the offset that runs Donkey Kong's and Diddy's 2p contest palletes (yellow outfit)? I want to fix it so I can play a one player game with the yellow outfit on.
Gavin

Cheep-cheep
Vandalism is not tolerated


 





Since: 11-17-05
From: IL, USA

Last post: 6359 days
Last view: 6302 days
Posted on 12-06-05 02:16 PM Link | Quote
Very cool stuff. This remnids me of a document (link) I saw a long long time ago by "Peekin", who seems to have not been active for quite a while. Anyway, he had a tileviewing program and was poking around in games and found some DKC level data. His explination is as follows.

Donkey Kong Country

No wonder I couldn't find any reslembances of a level in WRAM.
There are several long levels stored fully expanded in the ROM.
I actually realized they were levels a long time ago, but didn't know
how they were stored. Compared to normal, they look like they're stored
sideways and backwards, with each of 16 words actually being a vertical
column in the level. The lowest address is the top left of the level.
The highest address is the bottom right. Each word forward is one tile
down. Every 16 words forward is a tile to the right. I still don't know
how the odd shaped levels are stored, but probably something like
"Mario World 2" where pieces are joined together. Most games use 16x16
level tiles, but DKC uses large 32x32 tiles (made of 16 8x8 graphics tiles).

B0000h 16x?:word Mine Cart Madness!
B3B00h ** Platform Perils!
B6960h ** Bonus Room?
B6B80h ** Trick Track Trek!
1EA91Ch Rambi graphics
203836h 16x?:word Snow Barrel Blast
220000h 16x?:word What stinkin level is this?
260D88h 16x?:word Mine Cart Carnage!
290000h 64x?:word Pieces of a larger level
2C1800h 16x?:word Another curious level
2D23AEh 32x?:word What is it?
387768h 32x?:word Another weird structure


Just thought I would add that in case if helps clarify for anyone. Anyway, I'd be very interested to see the results of someone fiddling with DKC

edit: heh, I was just messing with changing around a few things in the first level. Pretty badass, I must say.

this list is barely even worth mentioning, I just started it two seconds ago. it fucking sucks, but maybe someone will add to it... or if I un-lazy-ify myself, I might try go get all the bytes. or unless they're already in the documentation from this thread and my illiterate self didn't see it.

TILES:

0x00 - Blank
0x01 - Hole in the ground, hole faces left
0x02 - Dirt Ground Shadow Coming from Left
0x03 - Centered Pegged Steep Slope
0x04 - Centered Non-Pegged Steep Slope
0x05 - Offset Pegged Steep Slope
0x06 - Dirt Ground Foliage Bright Green
0x07 - Dirt Ground Foliage Dark Green
0x08 - Offset Non-Pegged Steep Slope

0x80 - Top of DK's House
0x81 - Upper-Half, Right Side of Palm Tree
0x82 - Upper Right portion of Bright Green Palm tree



(edited by Gavin on 12-06-05 02:38 PM)
giangurgolo
Newcomer


 





Since: 11-23-05

Last post: 6512 days
Last view: 6512 days
Posted on 12-06-05 04:46 PM Link | Quote
Thanks Gavin.

Most of this stuff was found through snes9x debugger trace logs, but the palettes were found using vSNES and SNES palette editor.

Only the water levels and Slipslide Ride (which are now included in the tilemap doc) are stored in horizontal rows. Looking at a trace log they use a different function for storing tiles. Of course, somewhat akin to what Gavin referenced, the tile "map" as seen in the zst at 2E413 is not the map documented in the .txt file I linked, but a map of the tile SET values (which are each 8x8 tiles I think). I found the tileset for the jungle, but it is not in the same order as in the zst which is mapped according to the particular level.

The tilemap document should have the bytes for the level theme offsets. Say you want to use the ice cave theme for Jungle Hijinx, you would need to change both the BG1/2 theme and the BG3 theme. Of course you'd have to change every tile on the tilemap seeing as how the ice cave tiles have different physical properties than the jungle ones, and you'd probably fall to your death if you aren't careful.

The palette doc now includes all (may have missed some) object palettes.

Be sure and check out the rom offset list, which references the offsets for level start coordinates, level entrance styles, and screen parameters (how long/short/high the level is, since common levels all share the same full map; also included are the points of the level where the screen scrolls in a particular direction at a certain point).


(edited by giangurgolo on 12-06-05 03:48 PM)
Yoronosuku

Toss Tortoise


 





Since: 11-17-05
From: Massachusetts is my new home..

Last post: 6282 days
Last view: 6282 days
Skype
Posted on 12-06-05 05:35 PM Link | Quote
Oh my god Hacking this game used to give me nightmares. Don't get me started on that stupid stupid sound engine. Great job finding all of this, I'm really impressed.
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6283 days
Posted on 12-06-05 08:06 PM Link | Quote
I hope you don't mind. I added the level select code to GSHI. What is the address to change the music? I tried to come up with par codes in ZSNES's cheat search and found 2 matches but none of them really effected the music.
Link2006

Octoballoon








Since: 11-18-05
From: Kokiri Forest

Last post: 6291 days
Last view: 6283 days
Posted on 12-09-05 01:18 AM Link | Quote
...........Sigh. I wish I knew what offsets to change Donkey and Diddy 1P colors to 2p Contest colors in a 1P game.
giangurgolo
Newcomer


 





Since: 11-23-05

Last post: 6512 days
Last view: 6512 days
Posted on 12-13-05 10:16 PM Link | Quote
Originally posted by Link2006
...........Sigh. I wish I knew what offsets to change Donkey and Diddy 1P colors to 2p Contest colors in a 1P game.


check the palette doc

tiles and banana sets are much easier to identify through screenshots than wordy descriptions, so I arranged a banana set chart and a complete tileset collection linked on the main page

don't link to the tileset file anywhere; host it on your server, I implore you, because it is a large file that will crush my bandwidth if attacked by several different referrals at one time
Yoronosuku

Toss Tortoise


 





Since: 11-17-05
From: Massachusetts is my new home..

Last post: 6282 days
Last view: 6282 days
Skype
Posted on 12-13-05 10:23 PM Link | Quote
Do the animal tokens used in collection games (after you recieve 3 of a same token) use the same or similar patters/formats? I was only wondering because I saw a banana formation of "x 2" which I think only appears when you collect the gigantic token in the collection game.
giangurgolo
Newcomer


 





Since: 11-23-05

Last post: 6512 days
Last view: 6512 days
Posted on 12-13-05 11:18 PM Link | Quote
essentially they are bananas, they just use a different sprite and the code determines the counter

there are two places in the code for this: one to determine the sprite and the other to determine if the banana/token count should reset after gathering 100

this code: 80A35C80, lets you gather 100+ bananas


(edited by giangurgolo on 12-13-05 10:19 PM)
Add to favorites | Next newer thread | Next older thread
Acmlm's Board - I3 Archive - ROM Hacking - Donkey Kong Country data |


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.019 seconds; used 414.07 kB (max 522.12 kB)