Donkey Kong Country 3: Dixie Kong's Double Trouble (SNES)
|Donkey Kong Country 3: Dixie Kong's Double Trouble
Also known as: Super Donkey Kong 3: Nazo no Kremis-tou (JP), Dixie Kong's Double Trouble (title screen)
This game has a prerelease article
Donkey Kong Country 3: Dixie Kong's Double Trouble is the third game in the Donkey Kong Country series, and the most ambitious with its more open overworld. It's also the most polarizing of the SNES trilogy, especially in regards to the soundtrack.
- 1 Sub-Pages
- 2 Unused Sprites
- 3 Internal Level Order
- 4 Klubba's Dialogue
- 5 Hidden Background Detail
- 6 Sound Test
- 7 Anti-Piracy
- 8 Regional Differences
- 9 Bugs
Kracka, the red version of Knocka in a TNT barrel exclusive to the GBA version, was actually created for the original game. All of his sprites are present, along with an alternate red palette for the normal TNT barrel sprites which would have been used if he was picked up and thrown.
There is also a purple palette for the normal barrel sprites, which suggests that Kuchuka could be picked up and thrown at one point. In the final version, Kuchuka cannot be carried or defeated by any means.
Unused sprites of Kopter taking off, standing idle, and being defeated. The defeated sprite was later used in Donkey Kong Land III. In Donkey Kong Country 3, Kopters are always flying and there is no way to defeat them.
An unused platform. An unused palette at FD54C5 appears to be the best fit for it, giving it a green, metallic appearance. This palette is referenced in the sprite palette pointer table immediately following the entries for Diddy Kong and Donkey Kong. The platform's hitbox size and position parameters are all zero, hinting at it being intended for a cutscene. The internal name associated with the hitbox data is KPlat. All of this information points to this platform having an association with KAOS. It also looks to be the proper size to come out of KAOS's body through the head opening. This may mean the captive Kongs were planned to make their grand entrance emerging from KAOS on this platform, instead of just dropping in from the top of the screen.
A sprite which is meant to overlap the entrance to Arich's Ambush in the Kremwood Forest map. In the final version, the entrance is always dark.
Squawks' "hurt" sprite from Donkey Kong Country 2 is present here as well, although the sprite that replaced it isn't actually new: in any DKC2 level with Squawks or Quawks, grabbing onto the bird or being hurt by enemies causes the bird to briefly display this animation frame. The sprite was restored in the GBA version.
An unused version of Baron K. Roolenstein being electrocuted exists in his set of compressed sprites (the final sprite is in the standard uncompressed set of sprites). This early sprite has straighter, stick-like fingers.
Internal Level Order
The level order appears to have been shuffled late in development, as the internal ID order does not match the final game's progression.
|Squeals on Wheels
|Bobbing Barrel Brawl
|Konveyor Rope Klash
The most notable changes are:
- Squeals on Wheels and Murky Mill swapped places. This change had been documented in Nintendo Power #90 when the game was still in development.
- Bobbing Barrel Brawl was intended for KAOS Kore, while Lighting Lookout took its place in Kremwood Forest.
- KAOS Kore's internal order is almost completely different, with only Creepy Caverns and Poisonous Pipeline in the same locations. In addition to Bobbing Barrel Brawl swapping places with Lightning Lookout, Konveyor Rope Klash replaced Koindozer Klamber as the area's first level.
Present at 0x3779E9 in the ROM in all versions is most of Klubba's dialogue from Donkey Kong Country 2.
u have plenty of. lives! Now 'ear this, landlubbers! Me name is Klubba an' to cross me bridge is gonna cost yer many pieces o' eight! An' if yers don't pay up, I'll run yer through like the scurvy dogs ye are, A-harrr! It costs 15 Kremkoins to cross over, mateys Splice me mainbrace, it's the monkeys! I hope yers got enough booty this time, or ye'll walk the plank! Shiver me timbers! Where's me loot? Cos if I don't get none, ye don't cross over, mateys! Scurvy chimps ahoy! C'mon ye yellowbellies. Try an' cross Klubba's bridge without payin I dare ye! Let's see yer dubloons, ye mangy apes! A-harrrr! 'Tis the flea ridden gorillas again! Pay the toll, or ye'll suffer a plenty, I promise ye! Avast there! Touch me horde o' gold 'ere, an' I'll slice ye in two! Stop right there ye scummy swabs! Step on me toll bridge an' I'll throw ye overboard! It's twenty lashes wi' the cat o' nine tails for ye if I don't get me booty this time, y' filthy apes! Ye'll 'ave t' find me more n' that to pass! That's not enough, y' banana- scoffing, scummy landlubbers! Ye'll taste me club if ye don't get some more! Try that again an' it's Davy Jones's locker f' ye! A-harrh! What's wrong with ye? Our bonus rooms must be too hard for y' flea bitten chimps t' find Har! Har! Har! Y'must be jokin if I'm gonna let ye across fer t
Hidden Background Detail
In Swanky's Sideshow, the barrel that Swanky Kong stands in has bananas sitting on the top of it. While Swanky's sprite mostly covers up this detail in-game, the corner of the bunch can still be seen over his left shoulder.
Press L, R, R, L, R, R, L, R, L, R on the file select menu, then enter MUSIC as a code. You can then select music and listen to it accordingly.
Many of the same anti-piracy routines seen in the previous game (and also in Killer Instinct) are present. However, there's no evidence currently that the Checksum Verification and Reset Vector Verification routines exist in Donkey Kong Country 3.
Failing any of the below tests will display the above unauthorized device message on bootup.
Behind the scenes, the hex string 0x2863292031393936 (translates to ASCII (c) 1996) is copied to both $06A3 and the beginning of SRAM (battery-backed memory used to hold the save game data).
Ten seconds powered off is necessary for the contents of RAM to decay. If these tests fail again on the second boot (using the string saved in SRAM to determine if it's the second try), then the anti-piracy message is shown. However, if the tests pass, the hex string 0xF49272EE77A6E78A (translates to ASCII ⌠Ærεwªτè using the CP437 character set, appears to be a stylised "Rareware") is copied to $06A3 instead; if this string is detected at startup, the anti-piracy checks are skipped and the game boots normally.
Boot State Test
Almost immediately after booting, the Emulation Flag and Direct Page register are examined. The console already being in Native Mode and/or the Direct Page register containing a non-zero value fails the test, as these are evidence that another program (e.g., a backup unit menu) was running before the game had a chance to boot.
If the Reset Vector was at the top of the stack, the test fails. This is explained in more detail in the following section.
The beginning of RAM (range $7E0000-7E1FFF) is searched for three types of fingerprints left behind by the unauthorized devices. The two jump tests, along with the stack test mentioned in the previous section, are looking for the various methods that attached hardware can use to switch from its programming to that of the game cartridge.
Checks for operation $4C????, where ???? is the Reset Vector.
Indirect Jump $6C
Checks for operation $6CFCFF, an indirect jump.
Incrementing RAM Pattern
Checks for the incrementing 32-byte string $60-7F (i.e., 60,61,62 ... 7D,7E,7F). This includes lowercase ASCII characters "a" to "z."
SRAM Size Test
If the game detects 0KB of SRAM, this test is failed. Normally, the cartridge has 2KB of SRAM, but this anti-piracy routine will not be executed, if this amount is increased. (This is a typical anti-piracy routine in SNES games.)
The US and European title screen continues the tradition of going from one Kong to another; The developers went from Donkey Kong Country to Diddy's Kong Quest to Dixie Kong's Double Trouble. In Japan, the game continues the Super Donkey Kong naming convention and, therefore, is known as "Super Donkey Kong 3: Mysterious Kremis Island."
There's a lot more. Your mission starts here. Also check the sgdq2016 run of this game
A few minor bugs and issues that were present in the American version were fixed in the Japanese and European releases:
- If you throw Kiddy against a steel barrel or a Koin, then jump into a body of water and switch Kongs underwater, Kiddy will warp to the top of the screen.
- The level Criss Kross Cliffs has much less red Buzzes than in other versions. There is also no Bazuka enemy at the beginning.
- Pot Hole Panic has considerable lag issues near the end, which were fixed in the European/Japanese versions by some layout rearranging. The letter G of KONG and the last Bounty Bird were moved back, the banana bunch was removed, and the Kuchuka near the end was replaced by a Buzz.
- Belcha has an odd bug where his teeth can be separated from his main body, resulting in the boss fight glitching up completely and becoming unwinnable.
- In Ripsaw Rage, an auto-firing barrel located directly above the letter "G" of "KONG" does not rotate back after firing.
- In Rocket Rush, it is possible to fall through the platform that the final rocket lands on. This gives the player the ability to explore a portion of the course; By tossing Kiddy Kong against a wall, he will roll around. Then, have Dixie Kong run on top of the rolling Kiddy Kong. With enough tries, they will phase through the platform. (Do not attempt without completing the level at least once. Otherwise, the game will have to be reset.)
- In the Japanese version only, you can skip the boss fight against Bleak by dying and pausing just before the screen fades out to exit the level, which will cause the game to consider the boss beaten.
Strangely, the US version of Rocket Rush does not have the "G" included among the collectable "KONG" letters. This was fixed in all other versions, including the re-release on the Game Boy Advance.