Simion32 wrote:Even with use of the Japanese DKEdit, it's still quite difficult to hack a full-fledged level because of the very strict seam boundaries. This isn't as bad in Factories, but Jungles are a nightmare to get fully aligned with scenery tiles.
DKCplayer wrote:I need to edit objects via hex editor.
Simion32 wrote:I've edited all the objects manually up until now using Geiger's SNES9x Debugger; with that method, any changes you make will show up immediately without you having to restart the ROM. You may have to move around a bit to get objects to move/appear, but it's better than that editor. In the editor you can't even see (or read for that matter) what you're editing, and you also can't drag/drop/copy/paste as far as I'm aware.
That's caused when using the PAR code that sends you to Reptile Rumble. I was able to get into the bonus, as I wasn't using any PAR code to access the level. Bonuses are counted as levels as well, so it follows that bonus entrance objects are really just a special kind of "level warp". I think that with an ASM hack you could possibly siring together multiple Jungle levels, using the entrance/exit walls to transfer between levels.Kong-Fu wrote:On the Reptile Rumble hack, I programmed that second bonus to send you back to the beginning so that you can go back and get the ballons that you missed. I don't know what did it, it just happened. You can't exit the level, and I don't know how that happened either.
Scraps69 wrote:EDIT: maybe we can integrate this feature into DKC Reloaded unless it'll mess everything up.
Mattrizzle wrote:I also removed all of the German text, as well as every trace of the unused Language menu.
Warning: This patch shifts text around, so if you apply this to a hack, any changes you've made may be lost!
Simion32 wrote:Markster, there's already a topic covering DKC ROM expansion.
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