Talk:Donkey Kong Country (SNES)
Talk:Donkey Kong Country (SNES)
Can the animated .pngs be converted to .gifs? Chrome doesn't play animated .pngs yet. --Fry's Dead Dog 00:11, 8 October 2010 (EDT)
- I don't think so ... Modern browsers aside from Chrome support it fine and it provides many more benefits over GIF. Same reason we try to use OGG over MP3. --Xkeeper (talk) 00:15, 8 October 2010 (EDT)
- As it is currently, only have the popular web browsers support it at most. The ones that support it are Firefox and Opera. The ones that don't support it are any webkit-based browsers (Safari,Chrome) and IE. Considering the group that made PNG is against the idea of APNG and has rejected it, it could be a while before APNG gets support. Honestly, I didn't know the images were meant to be animated until just now, because none of the browsers I used support it. --Peardian 16:51, 8 October 2010 (EDT)
- I hate to break it to the makers of PNG, but 2000 called, and MNG is dead. --Xkeeper (talk) 16:52, 8 October 2010 (EDT)
- They rejected APNG because they made PNG to be for static images. Seeing as how these sprites only use 16-bit palettes with on/off transparency and not complex alpha, I don't see why gif would be unsuitable here. :P --Peardian 16:57, 8 October 2010 (EDT)
- I know this is an old topic but just in case you guys didn't know, google chrome has an extension that supports APNG now! Check it out here. Before reading this discussion, I had no idea that some of these pages used animations because I used chrome. I think it would be well worth while to mention this extension on the main page for chrome users. Not being able to view APNG takes away from the pages. Not to mention it sabotages all the work users put into finding these lost/unused animations. I hope you guys agree :) --Cuber456 15:30, 10 August 2011 (EDT)
- They rejected APNG because they made PNG to be for static images. Seeing as how these sprites only use 16-bit palettes with on/off transparency and not complex alpha, I don't see why gif would be unsuitable here. :P --Peardian 16:57, 8 October 2010 (EDT)
- I hate to break it to the makers of PNG, but 2000 called, and MNG is dead. --Xkeeper (talk) 16:52, 8 October 2010 (EDT)
- As it is currently, only have the popular web browsers support it at most. The ones that support it are Firefox and Opera. The ones that don't support it are any webkit-based browsers (Safari,Chrome) and IE. Considering the group that made PNG is against the idea of APNG and has rejected it, it could be a while before APNG gets support. Honestly, I didn't know the images were meant to be animated until just now, because none of the browsers I used support it. --Peardian 16:51, 8 October 2010 (EDT)
Contents
1 German Text in American version
2 Help
3 More Stuff Coming
4 Regarding the one unused room
5 Unused Boss Music SPC?
6 "Diddy boy! Where's Donks?" Used in GBA Version
7 Competition Cart/Prototype
8 More unused music?
9 Barrel Cannon glitch
10 Regarding the unused "gulping" sounds
German Text in American version
Is there a way to change the language in the North American version of the ROM? I was only wondering because at 0x3C35CA of the ROM there is German text and I can't seem to change the language unless I am just stupid and I am doing it wrong(....). If there isn't a way to change the language then this is unused text. --Cuber456 19:10, 31 December 2011 (EDT)
- The language select from the European version exists in the North American version, but it's dummied out because the French script doesn't exist. I made a note of the unused German text on my To-do list, but as with several other things, never got around to adding anything about it to the page.
- Anyway, the key to accessing the language menu lies in the Notes page GoldS just added. The RAM addresses listed there are for the 1.0 version of the game. In the file select menu, enable PAR code 7E058104, then press A, B ,X, Y, Start, or Select. After selecting a language option by pressing A, B, X, Y, or Start, disable the code.
- Alternatively, you can simply enable PAR code 7E056702 to force the German language setting. --Mattrizzle 20:30, 31 December 2011 (EST)
Help
Can someone please tell me how to edit text in this game? I'd love help. I use SNES9x 1.51 and XVI32. Squirreldroid 19:43, 16 April 2012 (EDT)
You basically just have to whip out a hex editor. Find text you want to change in game. Open the game up in a hex editor and find the text you wanted to change by doing a search for the text. Once you found the text, just change it and save it. This is all assuming that the game keeps text in ASCII.
--Cuber456 07:08, 17 April 2012 (EDT)
- It does use something very similar to ASCII, but the letters with accent marks don't match up. Additionally, adding #$80 to a character's value tells the game to create a new line after the character. For example, #$A1 is an exclamation point followed by a new line. (This is because #$21--the ASCII for !--plus #$80 equals #$A1) --Mattrizzle 19:49, 9 May 2012 (EDT)
More Stuff Coming
http://dkc-atlas.com/forum/viewtopic.php?f=37&t=447 this is where the rest of the unused junk are. Lucoshi 14:59, 11 January 2013 (EST)
Regarding the one unused room
The one unused room with boss music seems to have a connection to this image: [1] . That's an image from an outdated version of Rare's site. In that picture you see Donkey Kong has defeated the boss Dumb Drum in a room looking very similar to the supposed "unused room". The boss music would make sense, given the possibility that at some point bosses were going to be fought outside of the typical boss battle arena. HavocReaper48 16:31, 1 July 2013 (EDT)
- That is actually really interesting and would explain the unused room. I'm just wondering, I know that the original source of the "beta" image is from an outdated version of Rare's website but is it possible to track down this image using wayback machine or something? I'm just curious to see if the image really is authentic and not something that was thrown together. --Cuber456 19:10, 1 July 2013 (EDT)
- It's right here, in its awesome mid-90's webpage glory. HavocReaper48 19:35, 1 July 2013 (EDT)
- Oh good. I tried searching for it using wayback machine but didn't come up with anything. The old site seems so disorganized, or perhaps it is just me.... Looking at these old web pages is so weird just because of how different they are from today. They are mostly text with a few pictures. At any rate, I think this old picture would be something worth adding because I don't think it is merely coincidence as you have already explained. I mean just the fact that the unused room plays boss music and the old picture shows a boss in what appears the same room is reason enough to add it. --Cuber456 05:58, 2 July 2013 (EDT)
- It's right here, in its awesome mid-90's webpage glory. HavocReaper48 19:35, 1 July 2013 (EDT)
Unused Boss Music SPC?
I know this isn't really the place to put this, but does anyone have an SPC of the unused boss music?
Or at least tell me how to obtain it?Geno2925 08:03, 24 July 2013 (EDT)
"Diddy boy! Where's Donks?" Used in GBA Version
Just thought I would point this out, but I have seen the "Where's Donks?" message in the Game Boy Advance version from time to time if I enter Cranky's Cabin with Diddy only. I'm not sure if Rare simply chose to restore this, or if this is a mistake. Is this worth noting on the page, and could somebody see if it's possible that this is present in the Game Boy Color version as well? There may be some other Cranky messages that were restored in the GBA remake, but I'm not certain.
- Well, after playing that version a lot and repeatedly entering Cranky's Cabin over and over again, I can confirm that all of the lines were restored, except the level tips, and "I'm back to my cabin for a nap."Geno2925 (talk) 17:41, 4 October 2013 (EDT)
Also may be worth pointing out that I read an explanation sometime back (think on the DKC Atlas forums or something) that the reason Cranky's messages for the other levels aren't used is because Rare screwed up a check the game preforms. If I remember right, the game runs some sort of check once you enter Cranky's Cabin that checks for a changed digit that tells the game what Cranky's Cabin you're in. Based off this digit change, the game SHOULD then display the hints for that world. Due to some sort of mistake, the game ALWAYS believes that you enter the first world's Cranky's Cabin, so the game always displays the first world's hints. I'll try to find it, but if anybody else finds it first, it may not be a bad idea to edit the page to explain why this messages aren't used. --Daluigi208 (talk) 16:56, 4 October 2013 (EDT)
- That makes sense, actually. I'd like to check the code but don't know how to unpack the rom, and I don't know ASM anyway so wouldn't be able to code a fix for it or anything. However anybody else is allowed to try to figure why Rare did a cock-up. --Termingamer2-JD (talk) 07:03, 31 October 2015 (EDT)
- The world check in Cranky's text routine isn't messed up, it doesn't exist at all. The routine randomly chooses a pointer from the Kongo Jungle portion of the hint table, regardless of which Cranky's Cabin level you are in. The other level hints have pointers, but they are completely ignored. I made this set of Xkas/Asar patches for each version of the game to fix the mistake. --Mattrizzle (talk) 22:43, 31 October 2015 (EDT)
- That makes sense, actually. I'd like to check the code but don't know how to unpack the rom, and I don't know ASM anyway so wouldn't be able to code a fix for it or anything. However anybody else is allowed to try to figure why Rare did a cock-up. --Termingamer2-JD (talk) 07:03, 31 October 2015 (EDT)
Competition Cart/Prototype
I will put this here for further investigation, ignoration or I-already-knew-its-not-a-prototype-of-the-comp-cart-or-dkc-aration:
- http://forums.lostlevels.org/viewtopic.php?p=28985
- http://www.snescentral.com/article.php?id=1000
- http://www.assemblergames.com/forums/showthread.php?29825-Donkey-Kong-Country-prototype
- http://jul.rustedlogic.net/thread.php?id=14870
- http://www.snescentral.com/article.php?id=0910
- http://dforce3000.de/?p=fdsingle&uid=409
- http://www.snescentral.com/forum/index.php?topic=323.0
- http://forums.lostlevels.org/viewtopic.php?p=28985
- http://www.digitpress.com/forum/showthread.php?148930-Donkey-Kong-Country-prototype
- http://www.reddit.com/r/gamecollecting/comments/19acmy/nintendo_powerfest_94_roms_publicly_released_1000/
--Hiccup (talk) 10:17, 15 April 2014 (EDT)
More unused music?
http://www.dkc-atlas.com/forum/viewtopic.php?f=37&t=1472#p27425
--Hiccup (talk) 11:22, 17 April 2014 (EDT)
Barrel Cannon glitch
Putting this here to check later, done on console.
PAL, unknown rev. Barrel Cannon Canyon, enter in first diagonal static cannon, mash directional buttons. Barrel Sprite glitches twice then black screens with music. -eientei95 (talk) 01:28, 19 September 2017 (EDT)
Regarding the unused "gulping" sounds
A voice clip for Donkey Kong that sounds like a gulping sound. Use unknown.
I am pretty sure these are the sounds that Donkey or Diddy should do when almost falling from an edge. --Xengi (talk) 11:21, 5 September 2018 (EDT)
- I checked and neither Donkey or Diddy use those sounds when standing on an edge. Ferrox (talk) 14:13, 12 September 2018 (EDT)
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