3EE5D9 (Animation table value 0x193): Squawks (turning)
02 90 24 //first turning frame
02 94 24 //second turning frame
02 98 24 //third turning frame
81 C0 A8 BE //jump to assembly routine which sets RAM address $1E1D to 03 (This triggers the screen flash in Torchlight Trouble)
81 CF A8 BE //jump to assembly routine which flips the object horizontally
02 98 24 //fourth turning frame
02 94 24 //fifth turning frame
02 90 24 //sixth turning frame
81 F9 E5 BE //jump to assembly routine which sets the object's animation value to 0x192 (Squawks' normal flying animation)
80 00
Mattrizzle wrote:There are also several unused palette variants in DKC2, all of which are leftovers from DKC1.
Simion32 wrote:First of all, a photoshopped-together image does NOT count as being unused, nor do made-up variants of enemies.
As for this "Parry Barrel", it never occurred in the game. It was never programmed and it never existed. You just made that up.
Simion32 wrote:I forgive you.... but this still doesn't matter, somebody made it up by pasting parry onto a barrel sprite.
This never happens in DKC3, and there is no such object.
Simion32 wrote:No, Parry was never intended to be transformable. Squawks does that.
Don't google for unused things because people just make up sprites like this one simply saying "oh, this could have happened!" or "we could do this in a fangame!". But it never actually happened, nor is the idea of a Parry barrel even plausible.
If it's not on this thread and confirmed, or posted onto TCRF.net, then it hasn't been verified by anyone and is just a custom sprite.
I've been working on a DKC3 sprite viewer like the first two released. None of the early sprites in those screenshots have surfaced yet. It's likely that they were just replaced with the final sprites.Lanky Kong wrote:by the way: viewtopic.php?f=9&p=27883#p27883
Phyreburnz wrote:Here is the animation of the raincloud!
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