I'm starting a project that will include making a list of all the ROM addresses of DKC.
While I do urge the member's to feel free to pitch in with finding and posting DKC rom/ram addresses I request that you only post DKC rom/ram addresses here to keep it nice and organize.
thank you
This is all I know so far...
$3C03C8 - $3C35C9: English script for the game
$3C35CA - $3C5839: German script for the game
$38A246 - $38A50D: German level names
$38A50D - $38A7E7: English level names
$1EFE0 - $1F3E7: End game credits
$2DE076 - $2DFC94: Fragment of the English script of the game, probably from a beta version. Some differences include:
The name of "Slippa" being "Hister"
Three text blocks are in different orders
The line "the colors are all too rich" is "the colors are all to rich" (spelling mistake)
The level "Jungle Hijinxs" is referred to as "Jungle Japes"
$3D72D0 - $3D7DB4: Another fragment of the English script of the game, similar to above, but about half the size.
Copy the following into a text file to use as input for Cartographer.
#GAME NAME: Donkey Kong Country (U) v1.0
#BLOCK NAME: Dialogue Block - English(RAW)
#TYPE: NORMAL
#METHOD: RAW
#SCRIPT START: $3C03C8
#SCRIPT STOP: $3C35C9
#TABLE: dkc.tbl
#COMMENTS: Yes //start first line with //
#END BLOCK //remainder of comment placement
//is handled by control codes
#BLOCK NAME: Dialogue Block - German (RAW)
#TYPE: NORMAL
#METHOD: RAW
#SCRIPT START: $3C35CA
#SCRIPT STOP: $3C5839
#TABLE: dkc.tbl
#COMMENTS: Yes //start first line with //
#END BLOCK //remainder of comment placement
//is handled by control codes
#BLOCK NAME: Level Names - German (RAW)
#TYPE: NORMAL
#METHOD: RAW
#SCRIPT START: $38A246
#SCRIPT STOP: $38A50D
#TABLE: dkc.tbl
#COMMENTS: Yes //start first line with //
#END BLOCK //remainder of comment placement
//is handled by control codes
#BLOCK NAME: Level Names - English (RAW)
#TYPE: NORMAL
#METHOD: RAW
#SCRIPT START: $38A50D
#SCRIPT STOP: $38A7E7
#TABLE: dkc.tbl
#COMMENTS: Yes //start first line with //
#END BLOCK //remainder of comment placement
//is handled by control codes
#BLOCK NAME: Credits - English (RAW)
#TYPE: NORMAL
#METHOD: RAW
#SCRIPT START: $1EFE0
#SCRIPT STOP: $1F3E7
#TABLE: dkc.tbl
#COMMENTS: Yes //start first line with //
#END BLOCK //remainder of comment placement
//is handled by control codes
#BLOCK NAME: Dialogue Block - English (beta text 2) (RAW)
#TYPE: NORMAL
#METHOD: RAW
#SCRIPT START: $2DE076
#SCRIPT STOP: $2DFC94
#TABLE: dkc.tbl
#COMMENTS: Yes //start first line with //
#END BLOCK //remainder of comment placement
//is handled by control codes
#BLOCK NAME: Dialogue Block - English (beta text 2) (RAW)
#TYPE: NORMAL
#METHOD: RAW
#SCRIPT START: $3D72D0
#SCRIPT STOP: $3D7DB4
#TABLE: dkc.tbl
#COMMENTS: Yes //start first line with //
#END BLOCK //remainder of comment placement
//is handled by control codes
RareWare logo/Nintendo Presents
Used:
V-line: 0, H-Pos: 42
Screen mode: 3, Brightness: 15
V-IRQ enabled at 0
H-IRQ enabled at 0
V-blank NMI enabled
H-DMA 2 [0] 0x000687->0x2105 inc repeat 0x00068E absolute addressing
H-DMA 3 [0] 0x000697->0x2131 inc repeat 0x00069E absolute addressing
H-DMA 4 [0] 0x0006A7->0x212D inc repeat 0x0006AE absolute addressing
VRAM write address: 0x6800(nByte), Full Graphic: 0, Address inc: 1
BG0: VOffset:0, HOffset:0, W:32, H:32, TS:8, BA:0x7c00, TA:0x4000
BG1: VOffset:0, HOffset:0, W:32, H:32, TS:8, BA:0x7800, TA:0x6000
BG2: VOffset:0, HOffset:0, W:32, H:32, TS:8, BA:0x7000, TA:0x3000
BG3: VOffset:0, HOffset:0, W:32, H:32, TS:8, BA:0x0000, TA:0x0000
Main screen (always on): BG1,
Sub-screen (always on): BG0,
Subscreen addition:BG1,
Window 1 (1, 0, 00, 00):
Window 2 (1, 0):
Fixed colour: 000000