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Editing Boss Hitpoints

PostPosted: November 1st, 2011, 10:28 am
by KingBrett
Is it possible to edit how many hits it takes for a boss to die in Donkey Kong Country? And I mean without using a PAR code.

Re: Editing Boss Hitpoints

PostPosted: November 1st, 2011, 12:50 pm
by Mattrizzle
You can, if you know how to use a hex editor. Go to the following offsets (the U v1.0 offsets are listed):

This list follows the format: Offset [Default value at offset] Description
35F89B [05 00] Very Gnawty & Really Gnawty
35FA15 [05 00] Queen B
35FAAB [05 00] Master Necky
35FAF9 [05 00] Master Necky Sr.

Dumb Drum and King K. Rool's hitpoints are hardcoded, so there's no easy way to edit them, aside from modifying their assembly code.

However, it is easy to change the pairs of baddies spawned during each one of Dumb Drum's attack phases. Try some of the object values in Simion32's list, but keep in mind that not all of these will work.
35F91B [ED 94] Attack Phase 1- 94ED: Kritter (green)
35F91F [D9 9C] Attack Phase 2- 9CD9: Slippa (fast)
35F923 [F5 96] Attack Phase 3- 96F5: Klaptrap (blue)
35F927 [B3 98] Attack Phase 4- 98B3: Klump
35F92B [67 A4] Attack Phase 5- A467: Army

Re: Editing Boss Hitpoints

PostPosted: November 1st, 2011, 10:50 pm
by KingBrett
Thanks. It's a pity you can't edit King K. Rool's hitpoints but I'll just go with what I've got until Simion finds the camera boundaries for the water levels so he can update his DKC Resource Editor. (I'm not being impatient about it.) I'll bet Kreepy Krow's hitpoints are hardcoded too right?

Re: Editing Boss Hitpoints

PostPosted: August 23rd, 2012, 11:08 am
by Mr.Diddy
Mattrizzle wrote:You can, if you know how to use a hex editor. Go to the following offsets (the U v1.0 offsets are listed):

This list follows the format: Offset [Default value at offset] Description
35F89B [05 00] Very Gnawty & Really Gnawty
35FA15 [05 00] Queen B
35FAAB [05 00] Master Necky
35FAF9 [05 00] Master Necky Sr.

Dumb Drum and King K. Rool's hitpoints are hardcoded, so there's no easy way to edit them, aside from modifying their assembly code.

However, it is easy to change the pairs of baddies spawned during each one of Dumb Drum's attack phases. Try some of the object values in Simion32's list, but keep in mind that not all of these will work.
35F91B [ED 94] Attack Phase 1- 94ED: Kritter (green)
35F91F [D9 9C] Attack Phase 2- 9CD9: Slippa (fast)
35F923 [F5 96] Attack Phase 3- 96F5: Klaptrap (blue)
35F927 [B3 98] Attack Phase 4- 98B3: Klump
35F92B [67 A4] Attack Phase 5- A467: Army

Is there a way to change the enemies that Dumb Drumb creates?

Re: Editing Boss Hitpoints

PostPosted: August 23rd, 2012, 12:00 pm
by Mattrizzle
Ignoring the fact that you bumped this topic when it has been inactive for nearly a year...

...yes.

35F91B [ED 94] First enemy type dispensed by Dumb Drum (default: Kritter, green)
35F91F [D9 9C] Second enemy type dispensed by Dumb Drum (default: Slippa)
35F923 [F5 96] Third enemy type dispensed by Dumb Drum (default: Klaptrap, blue)
35F927 [B3 98] Fourth enemy type dispensed by Dumb Drum (default: Klump)
35F92B [67 A4] Fifth enemy type dispensed by Dumb Drum (default: Army)

Remember that the SNES stores its values in little endian order, so [ED 94] actually refers to 94ED.

For a list of all known object digits, read Simion32's List of all used DKC Object Digits & Functions.

Re: Editing Boss Hitpoints

PostPosted: August 24th, 2012, 3:49 am
by Mr.Diddy
Thanks and sorry.