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Main - ROM Hacking - Donkey Kong Country (SNES) Addresses? New thread | New reply


cory21391
Posted on 06-21-07 09:32 PM Link | Quote | ID: 47599


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I'm learning ASM and SNES programming (VRAM, CGRAM, DMA, blah blah) and I was thinking of trying to find offsets/banks of data in DKC. Are there any known data banks/offsets/etc.? Why has no one tryed to hack this game thus far? Are there ANY tools for ANY editing of DKC or data repositories? info would be much appreciated. While I don't know any other programming languages AT ALL (and little ASM at that) I can't make an editor for it, but I can manually edit things I find!

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Raccoon Sam
Posted on 06-21-07 09:38 PM (rev. 3 of 06-21-07 09:44 PM) Link | Quote | ID: 47601


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Giangurgolo took some time and made a shitload of documentation. I'm considering of doing a hack as we speak.
There's also a link to a tile viewer thingie on his site but it's broken.

EDIT: DKC is really fun to hack too since the level format isn't too difficult and just about everything goes for each level, there aren't many restrictions (Yes, You can fight K.Rool on Jungle Hijinxs).
To elaborate, allow me to link you to a Video of mine.

DOUBLE EDIT SUPER COMBO: Don't get discouraged by the looks of the page. I read your whole post and you mentioned you're a newcomer to all this, but the level format is pretty simple but challenging enough for a fellow like you, and the whole Dialog is ASCII and easily editable. I say go for it!

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cory21391
Posted on 06-21-07 09:55 PM Link | Quote | ID: 47603


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OMFG THATS AWESOME!!!! if the levels are as 'flexible' as u say (and i've read some where that their data is all uncompressed in order, then couldn't a lot of copying/pasting in the right spots edit the levels? We need to do a hack or something. that would be great... DKC is easily my favorite game of all time and if the level data is simple and organized, then why ISNT THERE AN EDITOR!?!?!?! oh well, maybe tere needn't be one

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Raccoon Sam
Posted on 06-21-07 09:58 PM Link | Quote | ID: 47604


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Posted by cory21391
OMFG THATS AWESOME!!!! if the levels are as 'flexible' as u say (and i've read some where that their data is all uncompressed in order, then couldn't a lot of copying/pasting in the right spots edit the levels? We need to do a hack or something. that would be great... DKC is easily my favorite game of all time and if the level data is simple and organized, then why ISNT THERE AN EDITOR!?!?!?! oh well, maybe tere needn't be one


Just because there's a load of data collections doesn't mean an editor could be made just in a blink.
Starting development on a level editor or even a slight ROM manipulating tool requires time, effort, skill and devotion, not just the data.

Aside from that, you mentioned "we need to do a hack"? I'm not much into teamwork but if you must contact me, my MSN messenger is RaccoonSam@hotmail.com and my AIM is ´Raccoon Sam C´ without the accents.

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cory21391
Posted on 06-21-07 10:00 PM Link | Quote | ID: 47606


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I know there's tons more to it, and an editor couldn't be made easily, I just got excited b/c I've never found any DKC hacking stuff and i still have to finish learning asm, then gain some practice/experience...

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Mattrizzle
Posted on 06-24-07 12:24 AM Link | Quote | ID: 48965


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Here's few random addresses that I found in U.S. version 1.0:

368694 [51 01] Krusha's laughing animation
3686BE [50 01] What animation Krusha uses when defeated
368729 [FD 00] What animation Necky uses when defeated
368793 [5C 01] What animation Gnawty uses when defeated
369843 [56 01] What animation Dumb Drum uses when defeated
3FBA1A [2E 00] Animal jumping animation

I don't have a complete list of the animation values yet.

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Raccoon Sam
Posted on 06-24-07 01:12 PM Link | Quote | ID: 49151


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Hey, that's pretty awesome, Matt! I really can't findd much of a use to those, since reusing tiles in Donkey Kong Country wouldn't be really that useful, but for a minor visual appeal these are all I could ask.
Thanks again

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cory21391
Posted on 06-26-07 08:06 PM Link | Quote | ID: 49823


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I read somewhere that DKC uses 32x32 tiles. How is that possible?

(copied from Qwertie's SNES Documentation):

Register $2105: Screen mode register (1b/W)

dcbapmmm d: BG4 tile size c: BG3 tile size b: BG2 tile size
a: BG1 tile size Sizes are: 0=8x8; 1=16x16. (See reg. $2107)
p: order of BG priorities m: General screen mode

or does it just use 4 16x16 tiles?

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Raccoon Sam
Posted on 06-26-07 08:08 PM Link | Quote | ID: 49824


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Donkey Kong Country uses 32 x 32 tiles.
Posted by Giangurgolo
single tiles are 32x32 pixels
tiles are sequenced in columns***
///
column orientation: 16 tiles per column
row orientation: 64 tiles per row***
///
a mirrored tile has bit 7 set (0x40)
an inverted tile has bit 8 set (0x80)
///
tiles are arranged into one 32x32 tile from sixteen 8x8 tiles
a 32x32 tile arrangment is 32 bytes as found in the tileset
///
physical tile properties are 2 bytes each

***water levels and Slipslide Ride are sequenced in rows


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~Bent~
Posted on 06-26-07 08:09 PM Link | Quote | ID: 49825


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Posted by cory21391
I read somewhere that DKC uses 32x32 tiles. How is that possible?

(copied from Qwertie's SNES Documentation):

Register $2105: Screen mode register (1b/W)

dcbapmmm d: BG4 tile size c: BG3 tile size b: BG2 tile size
a: BG1 tile size Sizes are: 0=8x8; 1=16x16. (See reg. $2107)
p: order of BG priorities m: General screen mode

or does it just use 4 16x16 tiles?
Possibly the "tiles" are actually blocks of multiple smaller tiles. I know that Pokemon's maps use 32x32 blocks, which in turn are made up of sixteen 8x8 tiles.

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NetSplit
Posted on 06-28-07 03:16 AM Link | Quote | ID: 50306


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Basically, the problem here is overloading the word 'tile'. DKC uses 32x32 pixel blocks. They're either individually defined as 16 8x8 tiles, or the game has 16x16 pixel blocks made up of 4 8x8 tiles, which are then used to create the 32x32 pixel blocks (4 tiles per 16x16 block, 4 16x16 blocks per 32x32 block). For a simple example of the former, you can check out games like Castlevania for NES, while any Mega Man game for the NES is a good example of the latter format.

Hope that helps.

HyperHacker
Posted on 06-28-07 11:06 AM Link | Quote | ID: 50379

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For further confusion, look at Pokémon G/S, where you have 32x32 tiles made from 16x16 tiles made from 8x8 tiles. The map tiles are 32x32, the characters walk on a 16x16 grid, and the game uses 8x8 tile graphics.

smkdan
Posted on 06-30-07 03:39 AM Link | Quote | ID: 50850


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His tileset collection download seems to be broken. I'd really like to have a look at those, so did anyone grab a copy before it went down?

Raccoon Sam
Posted on 06-30-07 11:25 AM Link | Quote | ID: 50989


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Posted by smkdan
His tileset collection download seems to be broken. I'd really like to have a look at those, so did anyone grab a copy before it went down?

I downloaded it back then but deleted it afterwards. Now I regret it vastly.

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HyperHacker
Posted on 07-01-07 12:25 AM Link | Quote | ID: 51082

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Check your Recycle Bin, or Trash or whatever your favourite OS calls it.

Raccoon Sam
Posted on 07-01-07 12:37 AM Link | Quote | ID: 51086


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Posted by HyperHacker
Check your Recycle Bin, or Trash or whatever your favourite OS calls it.


Eh, it's not there for sure. The file was last seen in the internets many months ago so chances of it being in my bin would be minimal.

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Main - ROM Hacking - Donkey Kong Country (SNES) Addresses? New thread | New reply

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