In the SMWCentral topic linked above, I wrote:Ever wanted to play as Donkey Kong in Donkey Kong Country 2? Introducing Donkey's Kong Quest, a hack of the game which will allow you to do that! D.K. replaces Dixie; all of his sprites, sound effects, and abilities (e.g. the hand slap) will be ported from the first DKC.
Work on this hack began in late May, and it will likely be unfinished for a long time. There are still many obstacles to overcome.
For one, you're probably wondering what I should do about the actions that D.K. lacks sprites for. Well, Phyreburnz at the DKC-Atlas forums has made custom sprites for many of them, using bits and pieces of existing sprites (e.g. moving across horizontal ropes). They aren't perfect, but they're better than nothing!
I would say more, but considering time is short, I'll leave you with these screenshots:
On SMWC, Mattrizzle wrote:It will mostly be a vanilla DKC2 with Donkey Kong instead of Dixie, though some levels will need slight alterations. For instance, without Dixie's Helicopter Twirl, Rickety Race's end of level target can't be hit hard enough to win a prize.
Mattrizzle wrote:
That said, there are several obstacles to overcome:
- Optimizing custom sprites, and converting them to a format that can be used in the game. SNES sprites use 15 colors plus transparency, while some of Phyreburnz' sprites use more than that amount (I'm assuming this is because some of the sprites used were ripped using screenshots from different emulators).
Also, most graphics that aren't sprites are compressed (e.g. those pictures of the Kongs in the menus and bonus stage descriptions). In order to circumvent this for Brigand Barrage, I had to store the title screen and menu graphics without compression, necessitating the removal of other data. In that case, it was okay because most of the game was unused, aside from the boss battles.
I made the decision to replace Dixie with D.K. for three reasons:
- Dixie holds objects over her head, just like D.K.
Dixie has one move that Diddy doesn't (helicopter spin), just like D.K. (hand slap).
Dixie is slower than Diddy. In fact, her running and walking speeds are identical to D.K.'s, which means I don't have to change four bytes in the ROM!
A few ideas that have been bouncing around in my head:
- As was mentioned in the original post, stomping on Kruncha's head with Donkey Kong should defeat him, but only for the blue version, and even then, only if he isn't red with anger. The pink Krunchas should be stronger, just like the grey Krushas in DKC1.
I'm still debating what to do with Click-Clack. As an armored enemy, I feel like he should behave similar to Army--one stomp from D.K. should put him out of commission--but he differs from Army due to the fact that roll attacks defeat him as well. This means D.K. wouldn't be able to pick up a Click-Clack without Diddy's assistance. This might not be an issue, as I can't think of an instance where throwing one is absolutely necessary.
The bananas that Klanks spawn when bumping them from behind in Rickety Race behave very similarly to the bananas that appear when hand slapping an enemy in DKC1, so I might be able to use the former for the latter here.
Erockbrox wrote:...it probably should be that donkey kong does indeed kill click clack with one jump attack just like he can kill army in dkc1...
...there are special barrels where only diddy or dixie are allowed to go inside so a graphic of donkey kong will have to replace the current graphic of dixie that is on the barrel...
Rux Ton wrote:Take my bananas okay?
It'd be nice for that (hand slap) ability to have more uses — especially since DKC2 (currently) lacks hidden banana caches for DK to unearth...
DK can't pass under the low-flying Zingers in Clapper's Cavern, even if he crouches.
His hit detection when landing on an enemy from above is a bit dodgy. Sometimes, he will clip through the top of it and get hurt instead of defeating it.
In DKC1, Krusha wasn't fazed by rolling/cartwheeling into him from the side, nor did DK's hand slap attack do anything but make Krusha drop a banana and laugh at you. I think Kruncha should
behave similarly, except he becomes angry instead of laughing at you.
Angry Kruncha is most similar to a moving Rockkroc.
Several of the animations for DK riding the animal buddies are now finished. Rattly and Squawks haven't been touched yet, as they require custom animations.
I'm still debating what to do with Click-Clack. As an armored enemy, I feel like he should behave similar to Army--one stomp from D.K. should put him out of commission--but he differs from Army due to the fact that roll attacks defeat him as well. This means D.K. wouldn't be able to pick up a Click-Clack without Diddy's assistance. This might not be an issue, as I can't think of an instance where throwing one is absolutely necessary.
Mattrizzle wrote:I was actually considering making D.K. the main Kong again. That would mean making him the character you start as instead of Diddy, changing the extra life balloons and life counter icon back to their DKC1 equivalents, and making D.K. appear in Diddy's place at the Cranky's Video Game Heroes screen.
I agree that Dixie shouldn't be on the game over screen, but I wonder if one of the renders of D.K. in a cage could be used instead of just reusing the one from DKC1. A render of Diddy edited to look like he's hurt could be paired with it.
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