Adding to this, the inside of orange Diddy's mouth is now purple. If I switched from A to B, it would be green, which looks even weirder. I guess it's better than it being bright orange like it was before I altered all of the sprites.I can't make up my mind if I want to keep the orange Dixie (in color scheme 2) or Diddy (in color scheme 7) the same, though. Dixie's pink ponytail just doesn't complement her clothes well enough. Orange Diddy is fine to me, but his colors are supposed to mimic orange Dixie's, just as his pink palette makes him resemble normal Dixie.
Should I go with 1 or 2? A or B? I'm leaning toward 2 and A.
Mattrizzle wrote:Most of my files are all hosted in one place: http://mattrizzle.pac.am/, but I haven't built a proper web site at this domain yet. The closest thing you'll find to one is in the User bio section of my SMW Central profile.
Oh, and there's one thing I've been wanting to ask you, B.B.Dixie: Are you the same person as B.B.Link(v1)? Your user name is similar.
I'd really like to get this thread back on topic, but there isn't really anything else to say about the hack that hasn't already been mentioned.
Mattrizzle wrote:Oh, and there's one thing I've been wanting to ask you, B.B.Dixie: Are you the same person as B.B.Link(v1)? Your user name is similar.
That's what normally happens when you disable the code that skips the victory themes in the K. Rool levels. I did intend on leaving the music in both K. Rool Duel and Krocodile Kore, but you're right, it doesn't really make sense in the former. I got so used to hearing it there that it didn't really seem odd to me--it still is sort of cool to hear the music play when D.K. breaks loose and gives K. Rool the wallop he won't soon forget!By the way, I took a peek at the latest video, and I must say it's a bit odd hearing the target prize/boss beaten music when K. Rool is defeated... was it a conscious decision to include this?
I definitely need to fix that, though... Thanks for pointing it out.B.B.Dixie wrote:Ok it only occurs when you press any other button except Start when you get hit, so that's a relief.
You're correct on both counts. I do it that way because I'm used to writing things out in hex. While I have used assemblers (such as xkas) before, my experience with them hasn't been pleasant, as they tend to be picky about syntax (Why should it matter if I write dw as opposed to dcw? I just want to write out a 2-bit value!). Also, typing things in a hex editor requires fewer keystrokes than writing in the assembly language ("lda $2E, x;" can just be written as "B5 2E" in hex). I could write more reasons for why I do things the way I do, but I'll leave it at that.Blaziken257 wrote:And do you really use hex strings to modify the code? I would think that assembly language exists... but maybe I'm wrong as far as the SNES goes.
For the first question, those are actually unused sound effects. The first one even attempts to play normally in the game, but after the barrel breaks instead of before. It also plays on the wrong channel, resulting in it being cut off by the barrel breaking sound almost immediately after it starts. The second one isn't referenced by the code at all--I thought it would fit when releasing a Kong from the DK barrel, as the first game had a sound for that action.Just one thing... what is with some of the weird sound effects? There's one when going into the Squawks barrel, and another when touching a DK Barrel.
Another thing... I noticed that when choosing to fight all the bosses, the Game Over screen only appears when losing to the first Krow battle. This doesn't seem intentional, as it doesn't make sense and the screen always appears when losing to individual battles.
The red menu font exists in the Game Boy Advance version of the game. If you apply a different palette, it becomes virtually identical to the font used by the "Ye Scurvy Kong Krew" and "The End" text in the SNES version's credits.Qyzbud wrote:Excuse my inattentiveness if this has been answered, but how did you go about creating the red menu text? Is that actually stored as a font in the game? Same question regarding the 'PAUSED' text, which looks more like the banana counter's font than standard DKC2 title text (more golden, nicer shading, etc.).
Beyond just the fonts, I'd be really interested to know exactly what you've custom-designed, and what is unused/unseen, but stored in the ROM.
Mattrizzle wrote:The red menu font exists in the Game Boy Advance version of the game
For the "PAUSED text," I just reshaded the yellow text used in the menus, using the banana counter numerals as a reference.
Qyzbud wrote:Did you introduce the whole font, or just the tiles you required for the letters you used?
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