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  #151  
Old 29th September 2011, 03:54 AM
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(Hates the fact that he's months and months later)

Just wanted to report that the DKRBR_0521.ppf version works perfectly (better than the unpatched ROM) on Wii64 1.1 "Honey". I managed to play through and race Tricky Triceratops the first time.

I wanted to ask the progress on the different-colored balloons. Is it possible to get the green ones, yellow ones, etc? Because only having blue and red makes the game surprisingly tougher (not impossible, just more confusing lol)
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  #152  
Old 29th September 2011, 11:09 AM
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Was meaning to sort that but never did. Perhaps when I find some free time.

And that's quite nice! The closest I'll get to playing it on Nintendo hardware most likely!
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  #153  
Old 29th September 2011, 04:33 PM
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Quote:
Originally Posted by Spyke4995 View Post
Was meaning to sort that but never did. Perhaps when I find some free time.

And that's quite nice! The closest I'll get to playing it on Nintendo hardware most likely!
Well, if possible, I'd like to help out. If the textures or images used for the balloons are anywhere near similar, they can probably be photoshopped to make the proper balloons. Is texture importing possible yet?

and yes, Wii64 1.1 was a great breakthrough, although graphical glitches are evident in DKR. The water tends to blink bright colors (similar to what I believe causes epileptic seizures), and models appear skewed when the race countdown begins (although they fix themselves once the race ACTUALLY begins). Also, Adventure 2 is not playable. I believe it's some sort of filter that runs over the image of the game, since it's mirrored, I'll assume it's a horizontal flip. However, this emulator doesn't seem to be able to run it at all.
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  #154  
Old 14th October 2011, 04:52 AM
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Completely unrelated but I'm not sure if my question would be answered if I made a new topic.

Has anyone found a way to play regular 8 player races with computers on boss maps?

My other question is will there every be the possibility of creating your own map with pieces and structures of other maps that are present in the game? Or is that just not possible?

EDIT: And forgot to tell you guys that you're doing an awesome job with all of this!
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  #155  
Old 15th October 2011, 02:22 AM
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Dsp, let me start with yes on q one, and yes on two
While one may become a reality, the second wont have much of a future.
First, who would use the tool? How long would it take for that to become "boring", would other games have equally, if not better pre-made track builders...? and a lot of other stuff
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  #156  
Old 15th October 2011, 05:04 AM
dspdsp dspdsp is offline
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Quote:
Originally Posted by Rjgano View Post
Dsp, let me start with yes on q one, and yes on two
While one may become a reality, the second wont have much of a future.
First, who would use the tool? How long would it take for that to become "boring", would other games have equally, if not better pre-made track builders...? and a lot of other stuff
I love this game and its pure curiousity, in fact I never use emulators so whether both worked or not I probably wouldnt use them anyways. There is only one kart racing game that I know that has a track builder and thats RC Revenge for PS1 and I loved it, do you actually know any other kart games that have one?
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  #157  
Old 15th October 2011, 10:25 PM
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Quote:
Originally Posted by dspdsp View Post
I love this game and its pure curiousity, in fact I never use emulators so whether both worked or not I probably wouldnt use them anyways. There is only one kart racing game that I know that has a track builder and thats RC Revenge for PS1 and I loved it, do you actually know any other kart games that have one?
Modnation Racers for PS3.
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  #158  
Old 15th October 2011, 10:30 PM
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There was an RC game for PS2, I think...

The levels, so far as I know, can't have their parts rearranged into other tracks... What you can do, however, is export the geometry using a render plugin for Nemu64, and edit parts out of it in a model editor. Then you could build a track using the parts...

The only problem then is that you can't import the levels, and I don't know if this will be possible anytime soon.

I suppose you could have an eight player race on a boss level, whether by editing the level header to change the race mode, laps, and players, or by changing a regular level model ID.
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  #159  
Old 15th October 2011, 11:16 PM
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Just replace one of the levels with the boss level ID's, right? I mean, isn't that how you guys got access to beta maps and ******* in place of the hub? Can't the same be done for individual levels?
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  #160  
Old 31st January 2012, 01:36 AM
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I believe the baloons with face and numbers is an early version of the characters selection!
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  #161  
Old 17th November 2012, 01:30 AM
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I feel I should clarify a few things relating to this project.

I started it after digging through a game called Rez. I'd been learning to find unused content and restore it. This was where I decided to try it with Diddy Kong Racing. I was aware that hacking had been done before on this game, but I wasn't aware of any restoration projects, which is why I started this. Some of the findings where done by other members, and I thank them for it.

It's been a long time and my interest in releasing a project like this, for now, is zero. This isn't because I hate the game, or anyone who tried to help, there have just been many developments in my life and the project suffered the fate of most projects. It died because I couldn't keep it going.

This bump may not be seen as necessary, but I've been getting a few YouTube messages over the project and it'd be better to have this here than to have loads of similar messages to reply to. If I work on this again at any point and get anything significant done, I'll update it. I've still got a WIP beta overworld map recreation, and if importing levels is ever made possible for someone without the technical knowledge to do it manually...

I'll attach the last patch file I made to the post when I can find it.

Mombi, I'll reply to your posts through your profile.

As for 8 player races on boss maps, you could replace level ID's, but I doubt they'd actually race. They might not even place correctly on the start line. And it could just crash...
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  #162  
Old 6th May 2014, 12:37 PM
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Etc.
Thought I'd lost this ages ago but I've recently found it again.
http://s11.postimg.org/n4aq3mphf/Sequence_Area.png

Textures are messed up due to the version of Sketchup I'm using.

I was working on it back in may/june 2011, around the time the game was decompressed and those hidden levels were found. I don't think any editors have been adapted to edit the maps in Diddy Kong Racing yet, and even if they were, I'm sure the hub was cut down for a good reason...

Doesn't mean I'm working on the project at the moment by the way. I might try to fix up and finish the map though. Just thought it was a nice thing to throw out there.

EDIT:
Progress
http://s30.postimg.org/hx2v402xd/Sequence_Area2.png
To give an idea of how it'll look...
http://s30.postimg.org/424klj8i9/Beta_Overworld_Map.png
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Last edited by Alice; 7th May 2014 at 01:34 PM.
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  #163  
Old 7th May 2014, 03:00 AM
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Good stuff, and if you ever start this again, I will help you in anyway I can.
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  #164  
Old 8th May 2014, 01:03 AM
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Any objections?
http://s13.postimg.org/btgdxn8on/Rough1.png
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  #165  
Old 8th May 2014, 04:16 PM
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Quote:
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Seems accurate.
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