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#31
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@empires228: The Taj part of the theme is included with the other parts in the music test. If you listen very closely, it can be heard.
If you need proof from the RAM, 0x001114E0 is always set to FFFF there, meaning all 16 channels are active for each music track. |
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#32
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Maybe it's value changes as it has to move with the player? I shouldn't assume, but I can't think of much other reasons.
And even with that music code, I still can't figure out what the voice in Hot Top Volcano says. I thought that there may be unused tracks in the Overworld song, so I'm off to mess with that. |
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#33
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Quote:
I can't hear it but I will take your word for it because you have no reason to lie, But I would still like them separate if anyone has them. My reasoning for this is because the game can not handle playing all the tracks together and certain parts of it like Krunch's and Drumstick's fade in and out in fragmented chunks. Last edited by empires228; 14th March 2010 at 09:56 PM. |
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#34
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Have some drums then. I'll try get the rest tomorrow.
http://senduit.com/f8cd5b EDIT:Sorry for using Senduit, I was in a hurry. If it doesn't work for whatever reason, let me know. If it does, I edited out the lag. Last edited by Spyke4995; 14th March 2010 at 10:39 PM. |
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#35
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Quote:
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#36
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I'll get on it after school! I guess I should sleep now...
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#37
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Lolwut? (The attachment)
Anyway, I found the character ID value in hex. Basically, it's like this; Code:
DiddySelect...........ba... 3BB..............?.......>. =q...x...|...|...|........> .~.?..R................W... ..... .......d..6.......... . And I'm working on de-lagging those sounds for you Empires228. EDIT: I'll make a list as I experiment. Code:
Character ID's. (ONLY for the [Character Name]select data.) -=UNFINISHED=- 00CF-T.T/Stopwatch 00D0-Strangely Textured Taj 0129-More Water? 012A-Water Texture? 012B-Green N Logo Section? 012C-Black Rectangle 012D-Skybox 012E-Diddy Kong 012F-Electrical Effect 0130-Krunch/Krash 0131-Bumper 0132-Tiptup 0133-Banjo 0134-Timber 0135-Drumstick 0136-Pipsy 0137-Conker 0138-Tree Last edited by Spyke4995; 15th March 2010 at 10:03 PM. |
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#38
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@Spyke4995: All you found is the lower byte of the image value for Diddy's character select screen object. One byte before this is the high byte (01), meaning DiddySelect's image value is 012E.
The other objects(except for the HUD and track models) work in the same way. Just search for 62 61 00 00 in a hex editor starting around offset 0x6C0520 in the ROM. The two bytes following this are always an image value. |
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#39
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There's my hacking noobness showing through. At least I'm learning though! I'll fix the list.
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#40
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Quote:
__________________
This gave me severe Textures |
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#41
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While I mess with levels music, I'll let you know if I find anything odd.
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#42
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Hurray for encrypted data. Seriously though, knowing Rare, it's more then likely they had them all in place, but didn't see them needed. I also sense Wizpig, and Taj to be included in that list of icons.
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#43
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Wow this is gonna be awesome!
__________________
Doing nothing of value on this website since 2009! |
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#44
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Fixing up some errors to do with the characters head rotating constantly, and then I can release the .ppf file. It's only an alpha release of the project, so don't expect much.
You can expect however, Rare coins, beta blue and red balloons, Diddy missing from the character select (Who could have replaced him?) and some more prototype/beta sounding menu text ('Main Game' instead of 'Adventure', etc) and all balloons replaced with the two beta balloons (But not the balloon items). This will currently only work with the PAL V1.0 version of the game. I'm not providing that. |
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#45
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where do i get the patch?
and its gonna take me hours to find the pal rom... Edit: Nevermind it took me five minutes to find the pal rom, lol
__________________
Doing nothing of value on this website since 2009! Last edited by pstriple; 21st March 2010 at 05:09 PM. |
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