Just what I needed, physics data! Thanks for posting that info!Mattrizzle wrote:More data, this time it's the collision data for each sprite
Simion32 wrote:Just what I needed, physics data! Thanks for posting that info!
Mattrizzle, are the offsets of tiles in sprites signed values relative to the center point (eg. 0-7F positive, FF-80 negative)? That's about the only thing I didn't quite gather from your explanation.
I'm working on getting sprite dumping coded into the DKCRE, and I have found out what the 4th and 5th bytes are really for. For example, take a look at offset 0x38262E. The fifth byte isn't $00, so it had to be used for something. I investigated further and wrote down my findings...Mattrizzle wrote:Byte 4: relative starting offset of graphics(10= start at second tile)
Byte 5: unused byte?
That would be in the object's code, which the object bytes are actually pointers to. One instance is the first Gnawty type used in Jungle Hijinxs. Its value is B413, which points to 0x35B413.Simion32 wrote:Any chance you know how the game determines which pallet to use? I'm assuming you just used a tile editor with an imported pallet from a savestate... but when trying to dump everything straight from the ROM, this may get a bit confusing.
Kiddy14 wrote:Mmm... well here's another doubt I have :
Since for making the LB you have to extract the DKC resources, and you made a previous post about the Kong's speed, I wanted to ask this (admins, if this is going too off-topic, please split it):
Well, I've been noticing this since I started playing DKC2. There are some sprites where their "frame-rate" depends on the actual speed of the object while some don't. Example: All of Dixie's walking/running/carrying sprites animate faster the faster she's walking/run, blah... but they get slower the slower she moves. Diddy, on the other side, has his walking sprites animated at the same "frame-rate" whereas he is walking slow or fast.
How will the LB display the sprites with the different speed? Sorry, I'm getting to "tecnique" with this stuff =P
Yes; let me clarify... the graphics are made up of numbers instead of real color values, and when putting something onscreen it looks up the colors for each image from palettes. Each number in the graphics represents a color from the palette. I hope you can understand that, I tried not to get too technical.Kiddy14 wrote:The colors are assigned upon loading. (...) So the game stores where to put the colors in a palette table list?
Well, first an original set of colors is loaded from a palette. Then the game "darkens" the colors in the palette to make the environments appear darker. In the case of torchlight trouble, It's just a fancy layering effect.Kiddy14 wrote:My question, now, is if that's how the Orang-utan Gang and Torchlight Trouble effects work... they use pallets or transparent layers? O.o
I think I may already have the code for it, but I'm not sure.Kiddy14 wrote:So you told me there must be some code for the animation speed. I may think the sprites have a low animation speed that Rare customized and made the Kongs' animation speed faster depending on it (...) so I'd like you to not find that "code" unless it is your next thing in the list or you are already finding it...
Simion32 wrote:Each number in the graphics represents a color from the palette.
Simion32 wrote:Well, first an original set of colors is loaded from a palette. Then the game "darkens" the colors in the palette to make the environments appear darker.
Simion32 wrote:Then when the game is running, it compares this relative to some variable speed (such as how fast DK is moving) to get the final animation speed.
Markster wrote:1. The jumping kritters are green.
2. There is a night verion of Jungle Hijinx.
5. Donkey kong can't kill Klump's by jumping on them.
10. You can collect more than 100 bananas.
11. Donkey kong can't kill blue krushas by jumping on there head.
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