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  #31  
Old 14th March 2010, 07:00 PM
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Alice Alice is offline
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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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  #32  
Old 14th March 2010, 10:16 PM
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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 Alice; 14th March 2010 at 10:39 PM.
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  #33  
Old 15th March 2010, 02:10 AM
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I'll get on it after school! I guess I should sleep now...
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  #34  
Old 15th March 2010, 07:19 PM
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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..........
.
The value in hex just before the 'BB' determines the character ID.

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
Attached Images
File Type: jpg Character.jpg (54.1 KB, 120 views)

Last edited by Alice; 15th March 2010 at 10:03 PM.
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  #35  
Old 15th March 2010, 09:24 PM
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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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  #36  
Old 15th March 2010, 09:44 PM
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Quote:
Originally Posted by Mattress87 View Post
@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.
There's my hacking noobness showing through. At least I'm learning though! I'll fix the list.
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  #37  
Old 15th March 2010, 10:47 PM
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Quote:
Originally Posted by Mattress87 View Post
The lack of any equivalent sprites of the green, yellow, and rainbow balloons with presents seems to imply that there were only missile and boost balloons at that point in development.

2D image value 0x0058 is a beta character icon set. Each frame is a different character's picture. The following links are rips of these icons.

Krunch/Krash
Bumper
Tiptup
Conker (placeholder text)
Timber (placeholder text)
Banjo (placeholder text)
Drumstick
Pipsy

Note even the absence of placeholder images for T.T. and Diddy, which means these icons are from the ProAM64 days. The same can be said about the balloons that Runehero found with the faces on them.

I also noticed one anomaly with the character select music when doing a cheat search for the RAM address that controls the active music channels.

Here's the code, along with the values each character uses in the character select screen:
Code:
811114E0 ???? Active Music Channel Modifier(global)

001F Diddy
002F T.T.
010F Timber
020F Tiptup
040F Conker
080F Banjo
108F Bumper
200F Drumstick
400F Pipsy
800F Krunch
Anyway, I noticed that in the character select screen, every bit is used but 0040, which corresponds to the 6th channel. Following the pattern that the others use, I set the value to 004F, and this was the result:

Link: charselect_unused.mp3 (0.99 MB)

Hmmm...could it be that Taj was planned as playable character at one point, just as he ended up in the DS remake? It seems likely...

Play around with this code, you might find unused channels in other songs as well.
That's awesome. I wonder if there's any others.
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  #38  
Old 16th March 2010, 03:39 PM
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Quote:
Originally Posted by lemurboy12 View Post
That's awesome. I wonder if there's any others.
While I mess with levels music, I'll let you know if I find anything odd.
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  #39  
Old 16th March 2010, 07:03 PM
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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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  #40  
Old 20th March 2010, 02:49 AM
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Wow this is gonna be awesome!
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  #41  
Old 21st March 2010, 12:51 AM
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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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  #42  
Old 21st March 2010, 05:00 PM
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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
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Last edited by Pstriple; 21st March 2010 at 05:09 PM.
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  #43  
Old 21st March 2010, 05:05 PM
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Pretty soon as the head error is now fixed.

It is possible to find. And I'm working on a patch for the American version 1.0.

And hello page 4!
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  #44  
Old 21st March 2010, 05:11 PM
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Quote:
Originally Posted by Spyke4995 View Post
Pretty soon as the head error is now fixed.

It is possible to find. And I'm working on a patch for the American version 1.0.

And hello page 4!
Your awesome you know that!

I wonder why theres so much left in the game?
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  #45  
Old 21st March 2010, 06:03 PM
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Alice Alice is offline
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Here is the .PPF patch for the E V1.0 version of the game ONLY. So far.

There is a readme file inside, be sure to read it. Please?

I'm thinking that all this beta content is still here because Rare were in a rush to have the game ready for the holidays.

EDIT: It only works with Nemu64. Use Rice's Plug-in to fix the graphical errors.
Attached Files
File Type: zip DKRBR_052.zip (1.8 KB, 37 views)

Last edited by Alice; 21st March 2010 at 06:19 PM.
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