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Talk:Donkey Kong Land III

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This is the talk page for Donkey Kong Land III.
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Thought it was worth mentioning that the info presented here is probably inaccurate, because the player change is triggered via gameshark. If somebody found the right way to do it, it might behave as intended. --Tauwasser 11:43, 7 May 2010 (EDT)

ROM Hacks

Are we really allowed to mentioned ROM hacks here? Blaziken mentioned his on the article. Squirreldroid 14:08, 24 October 2012 (EDT)

It's just a small mention of a translation patch, not really a huge plug. I'm letting it slide. --BMF54123 14:14, 24 October 2012 (EDT)
Really? Because after all... It's fanmade. I'm not trying to be mean, I'm just saying that it usually doesn't happen on wikis. Also, I was the one who first received this. Ask B257 for proof. No joke! I also suggested him to replace the text Select Game to Select a File. Squirreldroid 14:21, 24 October 2012 (EDT)
That's nice. Why does it matter? --BMF54123 14:31, 24 October 2012 (EDT)
Why are you being rude and disrespectful? Blaziken would never reply in a rude way like that. Squirreldroid 14:37, 24 October 2012 (EDT)
Well, I'm not Blaziken. I just don't see how the fact that you got it first is relevant at all to this discussion. --BMF54123 14:43, 24 October 2012 (EDT)
I'll take it out for the time being, mainly because other articles for Japanese-exclusive games (like Mother 3, for example) don't seem to link to fan translations... --Blaziken257 14:27, 24 October 2012 (EDT)

Sheepy Shop card game record intended to factor in game percentage?

When looking at code in the ROM to calculate the game percentage, I came across something odd -- it reads the current card game record (in Sheepy Shop), and even compares the record with a set value and branches, but in the end this does nothing. Here is relevant code... the subroutine to calculate the percentage starts at 3:784D in the Japanese version, although I'm only showing the code from 3:78A0 to 3:78A6, which shows that it reads the card game record...

ROM3:78A0 2A        ldi  a,(hl)    ;hl = C615 for file 1, C665 for file 2, C6B5 for file 3.
                                   ;These addresses contain the card game records for each file,
                                   ; and this instruction reads that data.
                                   ; Records are set to 31 seconds at the start of a file.
ROM3:78A1 FE 31     cp   a,31      ;Does current record = 31 seconds? (Note: This game often uses
                                   ; binary-coded decimals for storing values.)
ROM3:78A3 20 00     jr   nz,78A5   ;If not equal, branch to 78A5. If equal, go to the next
                                   ; instruction, 78A5.
ROM3:78A5 0E 06     ld   c,06      ;Program counter always ends up here! So reading the record
                                   ; and comparing to 31 was unnecessary.

It looks like that based on whether the current record was 31 seconds (the default) or less (which means it is broken), it would add something to your game percentage, sorta like how beating the record in Riverside Race is a requirement for 103% in DKC3... but in the end, whether the record is broken or not, the program ends up in the same spot, at 3:78A5, so I guess this was never fully implemented. (In the final game, the only thing that happens when you beat the record is that Bear is surprised, gives you 5 Bear Coins, and tells you about the Up Up Down Left Right code on the title screen.)

I wonder if this is worth mentioning on the main article... --Blaziken257 00:14, 31 January 2013 (EST)