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ballaam.dk64randomizer.com
Donkey Kong 64 Scientist, DK64 Randomizer Dev, F1 & Monster Hunter nerd, Court's source of puns
73 posts 87 followers 42 following
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Should have gone for the red tie with brown shirt
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According to Google, no
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YouTube caught duping golden bananas. Scandalous
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Yea yea yea yea yeah!
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In short, the usage of 32 bit numbers fixes a lot of the bugs with DK arcade. Some surprisingly robust programming (by the standards of 1999) also means that other exploits using ladders brings you to a softlocked state. [7/7]
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What about the X direction? Whilst the ladder top/bottom detection would fail here, the developers were smart enough and exceeding standard bounds for the ladder in the x direction also warps you to below the level. [6/7]
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Additionally, the ladders in DK64 are incredibly rigid. If you exceed the bounds slightly in the y direction, you will be slowly returned back to normal bounds by the game. If you massively exceed them, then the game warps you below the level and you are softlocked. [5/7]
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In the original DK/NES remake, you could exceed the bounds of the level to wrap around to the top due to the Y value being an 8-bit value. In DK64, the Y value of sprites is stored as a 32-bit floating point number. Additionally, the game places a cap on the Y value to prevent funny business. [4/7]
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As Kosmic outlines, the pre-cap calculation of original Donkey Kong is an 8-bit number, which is where the overflow strikes. However, DK64 isn't bound by such limitations and is instead 32 bit, even if you somehow get past level 9. Additionally, DK64's bonus timer caps at 9k rather than 8k [3/7]
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Let's talk the kill screen first: DK64's DK Arcade doesn't have one. DK64 caps the level counter at 9. Upon beating level 9, it'll start you back at the start of level 9. This might have been a protective measure against getting a kill screen in the DK64 port, but they didn't need it... [2/7]
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I said annoying, not an undeniable banger
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This is correct. Arcade and Jetpac are ports, not emulated.
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Most converters for custom tracks tend to convert main level themes from various games or boss fights, so most of them end up in the biggest bank which is where the level theme resides.
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So this is because of how the game stores songs in memory. There's 4 banks of varying sizes. When you pause, if the pause song is large enough in size, it will use the same bank as the level theme and thus overwrite it. When you unpause, it places the main level theme back and starts from the top.
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Not sure what you're talking about. The video you linked is unavailable
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If anything it's an animation thing if the amulet has many bones. As I mentioned earlier, the actor is missing from Kiosk. So any behaviors experienced from transplanting the model onto another actor should not be taken as an interpretation of intended behavior of the boss
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I can't send the extracted model as that would be distributing copyrighted content. Chaos did a series of kiosk exploration stuff on the restoration hack I made. There's a brief view he did of the snake boss here: youtu.be/DBcVqLMOJrk?...
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The model of the snake boss is in Kiosk, just completely unused. In the below photo is a result of me telling the Spider Boss to use the snake model
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Hey, glad you like my work. Unfortunately the snake boss (in terms of the actor) is absent from Kiosk or any other version we have the ROM available for. The arena is present in Kiosk, as are a couple cutscenes. However this is unfortunately it
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For me, the frustration has been that a lot of the factual errors are easy to check, either by playing the game or by asking. I have a bad feeling that some of the false info is gonna stick for a while
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- Kops, when placed outside of Stealthy Snoop, produce a try again screen. Upon selecting yes on the try again screen, it warps you back to exit 0 of the current map you're in
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To list a couple prominent examples from DK64R: - In the vanilla game, the board at the end of Hideout Helm is not tied to who fights K Rool. They are static textures that are part of the map geometry. In DK64R, we made that adjustment as a small hint.
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dk64 AND randomizers?????? Wow. The perfect account!
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Not as far as we know. The actor code isn't in Kiosk
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Stop
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I would advise against @-ing people for this. Whether someone works on a decomp or not is entirely up to them and pushing them like this is not a good idea.
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No point modding with an incomplete decomp. It does help with some things that Ghidra has issues with, but once the decomp is complete, modding will start transitioning to that
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4:11 was great (a 31m improvement on RR's time), but I always had the gnawing thought that sub 4 was doable if we found 1 more big trick. Thankfully WBR came and gave me the motivation to do a full TAS. After squeezing every last frame I could, I'm glad the sub 4 happened: youtu.be/mnLO9oPnvls