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If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!
Notes:Donkey Kong 64
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This page contains notes for the game Donkey Kong 64.
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
Text Encoding
0x01 | Rumble effect |
---|---|
0x02 | Pop-out effect (unused in non-Japanese versions) |
0x03 | Spin effect (unused in non-Japanese versions) |
0x04 | (Japanese) Red text |
0x05 | (Japanese) Green text |
0x08 | (Japanese) Switch to set 1 |
0x09 | (Japanese) Switch to set 2 |
0x40 | (International) Number variable (@ in ASCII) |
0x7E | (International) Current Kong's name (~ in ASCII) |
0xA0 | (Japanese) Current Kong's name |
0xA1 | (Japanese) Number variable |
0x00 | 0x01 | 0x02 | 0x03 | 0x04 | 0x05 | 0x06 | 0x07 | 0x08 | 0x09 | 0x0A | 0x0B | 0x0C | 0x0D | 0x0E | 0x0F | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0x10 | [?] | 、 | $ | ( | ) | ・ | % | 「 | 」 | ‘ | “ | < | > | & | ~ | |
0x20 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A | B | C | D | E | F |
0x30 | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V |
0x40 | W | X | Y | Z | ! | ” | # | ’ | * | + | , | ー | . | / | : | = |
0x50 | ? | @ | 。 | ゛ | ゜ | ァ | ィ | ゥ | ェ | ォ | ッ | ャ | ュ | ョ | ヲ | ン |
0x60 | ア | イ | ウ | エ | オ | カ | キ | ク | ケ | コ | サ | シ | ス | セ | ソ | タ |
0x70 | チ | ツ | テ | ト | ナ | ニ | ヌ | ネ | ノ | ハ | ヒ | フ | ヘ | ホ | マ | ミ |
0x80 | ム | メ | モ | ヤ | ユ | ヨ | ラ | リ | ル | レ | ロ | ワ | ガ | ギ | グ | ゲ |
0x00 | 0x01 | 0x02 | 0x03 | 0x04 | 0x05 | 0x06 | 0x07 | 0x08 | 0x09 | 0x0A | 0x0B | 0x0C | 0x0D | 0x0E | 0x0F | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0x10 | ゴ | ザ | ジ | ズ | ゼ | ゾ | ダ | ヂ | ヅ | デ | ド | バ | ビ | ブ | ベ | ボ |
0x20 | パ | ピ | プ | ペ | ポ | a | b | c | d | e | f | g | h | i | j | k |
0x30 | l | m | n | o | p | q | r | s | t | u | v | w | x | y | z | ぁ |
0x40 | ぃ | ぅ | ぇ | ぉ | っ | ゃ | ゅ | ょ | を | ん | あ | い | う | え | お | か |
0x50 | き | く | け | こ | さ | し | す | せ | そ | た | ち | つ | て | と | な | に |
0x60 | ぬ | ね | の | は | ひ | ふ | へ | ほ | ま | み | む | め | も | や | ゆ | よ |
0x70 | ら | り | る | れ | ろ | わ | が | ぎ | ぐ | げ | ご | さ | じ | ず | ぜ | ぞ |
0x80 | だ | ぢ | づ | で | ど | ば | び | ぶ | べ | ぼ | ぱ | ぴ | ぷ | ぺ | ぽ | ヴ |
Graphics
Can be seen with the image modifier 8075C41B ???? (U), which replaces DK's model; the last two are ROM offsets.
- 008D: banana cam photo with garbled pineapple texture. Model may or may not be used, but the texture isn't-- it's a blown-up copy of one of the pineapple frames with no alpha transparency
Reference Stuff
(.bins refer to the decompressed game files)
- Text dump
- Asset map (mainly for kiosk/final comparison, but the text sheet covers all versions)
- 0FB42C.bin is DK Arcade-- interestingly no Ikegami Tsushinki text
- 1010FD.bin is Jetpac
- ScriptHawk: main, flags, docs
- Contains lots of interesting technical info for all versions of the game
Other
- Some code-ish stuff in 0D4554.bin (but no actual text)
- Unused SFX from E3
- Sudden cutscene view when walking through a shop's exit
- Actually due to lack of a loading zone (the same thing can be seen in other exits when changing the game mode to another value), but still... why would there be a loading zone there? Seems to indicate the shops could be freely roamed at one point