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Notes:Donkey Kong 64

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This page contains notes for the game Donkey Kong 64.
This cactus is UNDER CONSTRUCTION
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

Control Codes
0x00
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
0x06
0x07
0x08 (Japanese) switch to set 1
0x09 (Japanese) switch to set 2
0x0A
0x0B
0x0C
0x0D
0x0E
0x0F
0xA0 (Japanese) current Kong's name
0xA1 (Japanese) number variable
Japanese Set 1
0x00 0x01 0x02 0x03 0x04 0x05 0x06 0x07 0x08 0x09 0x0A 0x0B 0x0C 0x0D 0x0E 0x0F
0x10 [?]  
0x20
0x30
0x40
0x50
0x60
0x70
0x80
Japanese Set 2
0x00 0x01 0x02 0x03 0x04 0x05 0x06 0x07 0x08 0x09 0x0A 0x0B 0x0C 0x0D 0x0E 0x0F
0x10
0x20
0x30
0x40
0x50
0x60
0x70
0x80

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

Specifics of the Unused Bonus Games

Hmmm...
To do:
Add to the main page in table format.

000B: Stealthy Snoop - same as Galleon's (0041), only difference is no title in the intro (implying it might have been for Snide's)
0042: Mad Maze Maul - 11 baddies, 120 seconds; level lighting is white instead of the usual pink (Jungle is 5/60, Caves is 7/60)
0043: Stash Snatch - 16 coins, 60 seconds (used is 6/60)
004B: Stash Snatch - 4 coins, 120 seconds; uses Stealthy Snoop's mechanics
0078: Teetering turtle trouble - duplicate of 0077
007B: Batty Barrel Bandit - 3 jackpots, 35 seconds (Isles' is 40 seconds long)
007C: Mad Maze Maul - 10 baddies, 125 seconds; uses a 4-way intersection not seen in any other maze; also includes Zingers, which must be shot out of the air to progress
007D: Stash Snatch - 33 coins, 120 seconds; uses blue lighting; makes use of Zingers and Klobbers
007F: Stealthy Snoop - 60 seconds
0080: Stealthy Snoop - 90 seconds
0084: Splish-Splash Salvage - 15 coins, 60 seconds
0087: Speedy Swing Sortie - 6 coins, 60 seconds; puts Zingers in your path
0093: Peril Path Panic - 12 fairies, 60 seconds (used stages only go up to 10)

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