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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
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
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

Reference Stuff

(.bins refer to the decompressed game files.)

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