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Proto talk:Donkey Kong 64

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Unused rooms

Is it allowed to take screenshots out of the video? I'm not sure how to hack this game so either I have to do it without images or take them from the video. --989Nintendo898 (talk) 07:24, 2 November 2013 (EDT)

GameShark Codes

Does anybody knows where I can find the Gameshark codes for this demo? --Metalex123 (talk) 16:30, 18 May 2014 (EDT)

Army Dillo #2

Here's two things I noticed about it, though they may just be me.

  1. DK is slower? I was playing DK64 earlier today and DK certainly felt slower during the fight. It may just be me though.
  2. Like Chunky, he seems to have a different or just slightly longer animation for picking up barrels. That might suggest that in general, pick up animations were slower at this point of development.

Zeldaman101 (talk) 02:19, 28 June 2014 (EDT)

Test Levels

Is there a way to access these levels?

806FB6D0 JUNGLE
806FB6D0 TEMPLE
806FB6D4 WRECK
806FB6D8 TOY
806FB6DC WRECK
806FB6E0 FOREST
806FB6E4 CRYSTAL
806FB6E8 SPOOKY
806FB6EC WORLD
806FB6F0 HIDEOUT
806FB6F4 BONUS
806FB6F8 MULTI
806FB6FC TEST
806FB700 SHARED


806FBAF8 MULTIPLAYER


806FBD1C ADVENTURE
806FBD20 SOUND
806FBD24 BATTLE
806FBD28 MYSTERY
806FBD2C OPTIONS


806FBD3C MONKEY SMASH


806FBD4C SURVIVAL
806FBD50 COIN HOARD
806FBD54 WINS
806FBD58 CAPTURE


--Gilgamesh (talk) 04:47, 22 May 2016 (EDT)

  Try hit-and-miss GameShark codes. Also are the actual levels still existant in the ROM or are those just leftover text strings? --989Nintendo898 (talk) 13:38, 10 September 2014 (EDT)

What codes are you talking about? You will find these names with a hex editor.--Gilgamesh (talk) 16:18, 10 September 2014 (EDT)

Those all sound like they're just early/internal names for the regular worlds featured in the game. All of them match up to levels in the final version. The only one that seems to be missing is Frantic Factory. Jungle = Jungle Japes, Temple = Angry Aztec, Wreck = Gloomy Galleon, Forest = Fungi Forest, Crystal = Crystal Caves, Spooky = Creepy Castle, World = DK Island, Hideout = Hideout Helm. - burb

You're right burb, the names seem to match. You can see the EEPROM word repeatedly, and other things, perhaps a program created by Rareware. Is it only accessible with a N64 KMC, as the Conker BFD's debug display?--Gilgamesh (talk) 08:01, 13 September 2014 (EDT)

Testing Room

Runehero123 there were already several years found a gameshark code to display the Testing Room.

During title screen
807B5B13 0017
source: Runehero123
For me the value 17 was not working I replaced by 15.

I only have to test this code PJ64, which displays the following, then freezes pressing start.
--Gilgamesh (talk) 08:32, 24 May 2015 (EDT)

Testing Room


Static characters

I tried another Runehero123 code, which immobilizes the Bosses.

8172CDAE FFFF

But it has a strange effect display static characters with PJ64.
If anyone sees other possibilities to improve it.

[1]

Does it work in the real N64?

Some things used in the game...

If I remember correctly, the prototype versions of Squawks and Gnawty are actually used in the final game. If you look at them from far, their models actually change and becomes less detailed (pretty much like Super Mario 64 when you look at Mario from far away). The early version of the Toy Monster is actually used in the game as a "Super Block" (thanks MarioWiki) before forming the final version of the Toy Monster. Oh and I removed the Scubi model from there because they're used in the game. They form the DK logo in the secret ending. By the way, why is almost no one even trying to work on the DK64 pages? There's so much "To do" stuff in them but no one ever does something for that... --Metalex123 (talk) 01:58, 24 July 2015 (EDT)

Map modifier Gameshark code?

I was wondering if there was a Gameshark code that swaps the map the game loads upon starting the demo in the Minecart section, if such a code exists, that is.

I use Bizhawk to emulate DK64 (it recently fixed the issue of animation bone displacement on models. Dunno if the Kiosk demo was fixed though), but I dunno if that'll cause issues.

Prototype Videos

Here's a playlist from someone who thoroughly looked through this prototype. I wish there was a map editor that worked with both the kiosk and final versions. --From: divingkataetheweirdo (talk) 17:16, 28 February 2017 (EST)

BG models missing from kiosk ROM

This isn't exactly new news, but I wanted to confirm it for myself and thought I'd share it here.

Using Skill's viewer to get the offsets, I isolated the final game's background models into one folder and noticed that several of them are larger than any file in the kiosk ROM. That's a little conspicuous, especially considering how closely together the two versions were released (September/November), so I decided to dig a bit deeper.

Poking around these files with a hex editor shows they all have some kind of header in common. It generally looks like this: http://i.imgur.com/lzUiITJ.png
While the final has many, many files matching this structure (136, to be exact-- 1526A4 to 43B3F2), the kiosk version only has 7:

  • 1A8044 (336 KB)
  • 1C016A (25.4 KB)
  • 1C18E0 & 1C1E72 (mostly identical, 5.65 KB)
  • 1C2408 & 1C27DE (byte-for-byte identical, 2.58 KB)
  • 1C2BB4 (10.7 KB)

This lines up with what can be loaded in the demo, and DMA tracing verifies they're all used:

  • 1A8044: Japes minecart (map 06)
  • 1C016A: Dillo 1 (map 08)
  • 1C18E0: Logos (map 28)
  • 1C1E72: DK Rap (map 4C)
  • 1C2408: Title screen (map 50)
  • 1C27DE: "Thanks For Playing" screen (map 51)
  • 1C2BB4: Dogadon 2 (map 53)

So this confirms that the other backgrounds were removed and not just dummied out. On the upside, their textures were left in, so it might be possible to get an idea of what the unused rooms would have used. --Alley (talk) 14:34, 25 August 2017 (EDT)

Stop n Swop

Since map floors/walls/geo of most maps has been stripped from ROM (See Alley post above), it's hard to deduce whether the old geo layout of Caves was present at creation of the kiosk ROM (pre data strip). However, setup, cutscene data, character spawners and behaviour scripts are still part of the Kiosk ROM. Running a data parser through those shows that the devs hadn't gotten around to populating Caves with the unused cutscene (same with treehouse). Going from this, the Kiosk ROM definitely pre-dates the order to remove SnS functionality from the game, but also possibly pre-dates the order to add it into the game.

[Twitter Thread]

-Ballaam 13:17, 26 November 2022

I'm fairly certain at this point that the kiosk ROM predates the SnS decision entirely. I couldn't find any trace of the B-K fridge/locker thing when I went combing through the ROM for textures, nor did I see any objects that looked like they might have belonged to it. Interestingly (and to answer RG's question), the same goes for the Castle pillar-- the textures for it aren't present, and the spot it occupies on the museum map is totally empty. It's like it didn't exist. If that's the case (and if the pillar is indeed SnS-related), then SnS must have been in the game for a really short period of time before it was removed. --Alley (talk) 17:52, 27 November 2022 (UTC)

Kiosk restoration rom hack

This WIP rom hack by "theballaam96" imports almost all map geometry from the US V1.0 back into the kiosk rom to make exploring the maps a lot easier. Well, technically this is adding assets that are not in the rom, but the object placement of the maps in the unaltered rom are next to possible to search thru due to the removal of the map geometry. Github: https://github.com/theballaam96/kiosk-restoration-project Discord: https://discord.gg/SmrWKBk53a

-Addablestone13 March 17th, 2024