Download Donkey Kong Country 3 Hack
Hi, everyone. I'm very new here. I plan on making a Donkey Kong 2 Hack where DK is a playable character. I'm sure this has been thought of before, but I'd like share my thoughts here. I originally posted on romhacking.net, but they didn't like the idea and so that's why I'm posting here. Let me know your thoughts.The following hack idea and project that you are about to see has been a dream of mind for many years. The images you see here actually date back to 2009 yet I kept everything secret since I was just wanting to keep it to myself.
All this really does is change the name to read ‘Donkey Kong Country’ without the ‘4′ because pirate companies often like to make their games look superior by adding all sorts of numbers to their titles.
Now I am finally releasing it because I have not worked on it at all lately.The main goal of this hack is a simple one and I'm sure many other people have though about doing something like this before, but I guarantee that they probably didn't have the exact vision that I have in mind. So here it goes. The goal is to simply make Donkey Kong a playable character in DKC2 and try and recreate him with all this original abilities to the fullest extent.I grew up on this game in the 90's in fact I remember getting it on Christmas one year and boy it was an awesome game. Hi Erockbrox, welcome to DKC Atlas.This is an epic first post, and a great idea; hopefully some of our resident hackers and ASM gurus will offer their feedback and support.You've done a great job of matching DK's existing sprites to DKC2's pose/animation needs. I'm not sure how feasible custom sprite work would be, but as Simion mentioned, our talented pixel artist Phyreburnz has taken it upon herself to extend the move sets of each playable Kong. She's even shared some links recently to make it easy to check them all out:Honestly, I have no idea how difficult it would be to add/switch all of the graphics, physics, etc., but I know a lot of people missed playing as DK in the sequel to his starring-roll game, so you would be a hero to many by pulling this off!That said, have you heard of Simion32's DELTA project?
It's a ways off being complete and playable, but the man's got vision; this project will include a way to build a game with all of the elements from the SNES DKC trilogy, completely unencumbered by the limits of ROMs, emulators, etc. If you haven't heard about it, you really ought to check it out:The DKC Level Builder in particular is what you will eventually be able to use to fulfil your dream of having DK playable in DKC2 levels. It won't be possible for a while, but it's food for thought. Oh, please feel free to use any of my custom sprites that Qyz linked you to. I have to admit that I did put off doing the wind animations, but I'll get started on that.I have done some still frames of the different bonuses, but the ones I did had all 4 Kongs (for the DKC4 project).
If you aren't happy with the images from the GBA games, I can give you some suggestions. What I did was use the renders of the Kongs.Here's an example of what I mean:I took the bash the baddies images from DKC2, (added Kiddy from his bash the baddies thing), and added a render from just the plain 'ol renders from Rare (downsized and lowered the amount of colours):I also must say that I LOOOOOOOVE your bash the baddies image with DK and Diddy on K. Awesome idea!If there is anything that you need edited, be it sprites, menu screen images, or bonus images, feel free to ask me. I would be glad to help with your project, but that's about all I can help out with. I'm an artist, not a programmer. Thanks for your reply's!!!I don't know if this needs to go to the rom hacking section because it was originally intended to be a rom hack, but I'm new here so I tried my best to post it in the right place.The hack is in its early stages since I'm more of a game designer than a programmer, but I do have some programming experience and I hope to really one day make this dream of mine come true.Phyreburnz, those sprites of yours are indeed awesome! I will take a took at all of them and I'll let you know if I'm going to use them.
Really like how you took a big DK pic and turned it into a sprite. I haven't seen your wind animation, but I'll check to see if I can't find it as soon as possible!editJust looked at your work Phyreburnz and OMG!!! I am speechless! All of the major problems that I've been thinking about solving for this hack. You have pretty much already solved! THIS IS OUTSTANDING! And your work and skill is excellent!
I just saw the animation of Donkey Kong on the double rope switching from rope to rope and it looks flawless! Your work is going to be an absolute resource for my hack. Thank you so much for all that you have done!
Unbelievable.Gaz, I made all these concept screenshots in photoshop by taking screen shots of the actual games in my SNES emulator. They represent the ideas that I one day want to make happen for real!Thanks everyone for their support, I'll post updates when I make progress.I think I'm going to try and swap the graphics on the main overworld screen of Dixie with DK using YYCHR because thats just a graphics and pallet swap and it shouldn't be too bad for starters.If there are any talented ASM programmers that are willing to offer help that would be great. The original idea is to make this a hack of Donkey Kong Country 2. In the SMWCentral topic linked above, I wrote:Ever wanted to play as Donkey Kong in Donkey Kong Country 2? Introducing Donkey's Kong Quest, a hack of the game which will allow you to do that! Replaces Dixie; all of his sprites, sound effects, and abilities (e.g. The hand slap) will be ported from the first DKC.Work on this hack began in late May, and it will likely be unfinished for a long time.
There are still many obstacles to overcome.For one, you're probably wondering what I should do about the actions that D.K. Lacks sprites for.
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Well, Phyreburnz at the DKC-Atlas forums has made custom sprites for many of them, using bits and pieces of existing sprites (e.g. Moving across horizontal ropes). They aren't perfect, but they're better than nothing!I would say more, but considering time is short, I'll leave you with these screenshots.and yes, this is the secret project I mentioned in my profile and.84 animations down; 78 to go. On SMWC, Mattrizzle wrote:It will mostly be a vanilla DKC2 with Donkey Kong instead of Dixie, though some levels will need slight alterations. For instance, without Dixie's Helicopter Twirl, Rickety Race's end of level target can't be hit hard enough to win a prize.Rickety Race shouldn't be a problem, since Diddy can hit that target from the necessary height.
You're given a DK barrel at the start of the level, and there's no way to lose a Kong, so all you'd have to do is switch to Diddy to get the prize. Besides, it's not a crucial prize like the DK Coin in Web Woods, so it wouldn't be too big a deal if you happened to only have DK.Those points aside, Rare intentionally included some targets that only certain Kongs could score prizes from (Rattle Battle and Klobber Karnage. spring to mind), so having this issue in Rickety Race would be quite inconsequential, really.You actually can hit the target hard enough in Klobber Karnage (and even access the final bonus) regardless of which Kong you have — with a little help from a repositioned Klobber. @ Erockbrox: Nice mockups! I will indeed use some of these ideas (and give credit where it's due, of course!).That said, there are several obstacles to overcome:. Optimizing custom sprites, and converting them to a format that can be used in the game. SNES sprites use 15 colors plus transparency, while some of Phyreburnz' sprites use more than that amount (I'm assuming this is because some of the sprites used were ripped using screenshots from different emulators).
Color optimization aside, sprites have to be broken into 16x16 and 8x8 tiles before being copied and pasted into the ROM, and a table of coordinates need to be created for each tile, which are used by the game to 'build' the final sprite. Aside from this, space is the biggest issue, and the ROM cannot be expanded easily. Is larger than Diddy and Dixie, so most of his sprites are going to take up more space in the ROM than whichever Kong is replaced. Also, most graphics that aren't sprites are compressed (e.g. Those pictures of the Kongs in the menus and bonus stage descriptions).
In order to circumvent this for Brigand Barrage, I had to store the title screen and menu graphics without compression, necessitating the removal of other data. In that case, it was okay because most of the game was unused, aside from the boss battles.I made the decision to replace Dixie with D.K.
For three reasons:. Dixie holds objects over her head, just like D.K. Dixie has one move that Diddy doesn't (helicopter spin), just like D.K. (hand slap).
Dixie is slower than Diddy. In fact, her running and walking speeds are identical to D.K.'
S, which means I don't have to change four bytes in the ROM!A few ideas that have been bouncing around in my head:. As was mentioned in the original post, stomping on Kruncha's head with Donkey Kong should defeat him, but only for the blue version, and even then, only if he isn't red with anger. The pink Krunchas should be stronger, just like the grey Krushas in DKC1. I'm still debating what to do with Click-Clack. As an armored enemy, I feel like he should behave similar to Army-one stomp from D.K.
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Should put him out of commission-but he differs from Army due to the fact that roll attacks defeat him as well. This means D.K.
Wouldn't be able to pick up a Click-Clack without Diddy's assistance. This might not be an issue, as I can't think of an instance where throwing one is absolutely necessary. The bananas that Klanks spawn when bumping them from behind in Rickety Race behave very similarly to the bananas that appear when hand slapping an enemy in DKC1, so I might be able to use the former for the latter here.
Maybe this could help you, Matt: during the creation of Donkey Kong Country X, I came up with a brown-colored variant of the Click-Clack called a Chip-Chop. Chip-Chops are basically termites: they'll eat (read: destroy) any object that is made out of wood.
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This would include small crates, steel-rimmed barrels and DK Barrels. It would be unwise to roll attack a Chip-Chop because of their sharp pincers, meaning a jump attack would instantly kill them. The blue bugs would stay the same.If you want to make use of Click-Clacks better, turn them into keys to a locked door. For example, in Parrot Chute Panic, there's a small crate you can use to break open a door to a secret passageway and alternate path, avoiding some Zingers along the way. Attachments Parrot Chute Panic - Secret Path Location dkc2pcpsecret.png (45.57 KiB) Viewed 50266 times.
Mattrizzle wrote:That said, there are several obstacles to overcome:. Optimizing custom sprites, and converting them to a format that can be used in the game. SNES sprites use 15 colors plus transparency, while some of Phyreburnz' sprites use more than that amount (I'm assuming this is because some of the sprites used were ripped using screenshots from different emulators).This was probably because Phyreburn'z used the sprites that were already ripped by somebody else off of spriters resource and the odds of everyone using the same emulator aren't too likely. I'm still debating what to do with Click-Clack. As an armored enemy, I feel like he should behave similar to Army-one stomp from D.K. Should put him out of commission-but he differs from Army due to the fact that roll attacks defeat him as well.
This means D.K. Wouldn't be able to pick up a Click-Clack without Diddy's assistance. This might not be an issue, as I can't think of an instance where throwing one is absolutely necessary.yes its true that click clack and army are almost the same enemy. I think it probably should be that donkey kong does indeed kill click clack with one jump attack just like he can kill army in dkc1. Even though donkey kong will never be able to throw click clack it does follow the same logic.
The bananas that Klanks spawn when bumping them from behind in Rickety Race behave very similarly to the bananas that appear when hand slapping an enemy in DKC1, so I might be able to use the former for the latter here.that is amazing news to here. So you would use that function of the bananas spawning from the roller coaster races to then trigger the banana that spawns from donkey kong slapping the ground! Again brilliant!Here are a few things to consider as well.In DKC1 DK and diddly kong would do a special animation if they got too close to the edge of a cliff. This is not present in DKC2 so maybe its okay if that animation isnt ported over because it doesnt really exist in dck2.Also there are special barrels where only diddy or dixie are allowed to go inside so a graphic of donkey kong will have to replace the current graphic of dixie that is on the barrel in those levels.And for the ending normally DK breaks free of the chains and punches kk rool right?
Well I say let DK still punch him its just that he doesn't fall down instead you just take DK's original location and then make him walk up to KK rool and punch him that way. If that makes sense.
I think that's the easiest way of solving that situation. Let me know if you can think of a better one. I never noticed a colour-count issue with your sprites, Phyre, as I never actually used them — I just admired them. Honestly, though, most users probably wouldn't need the sprites to adhere to a strict 4-bit palette as with a ROM hack like this. If you do decide to optimise them, it might be important for a project like this one that the palette be indexed with particular colours, in a particular order, to match the palette Mattrizzle's currently using.
I'd hate for you to spend a long time tweaking your custom graphics only for them to need more adjustments. Hopefully Mattrizzle will be in touch soon to clarify this stuff.As for the Click-Clack issue; DKC3 does show that armoured bugs can survive jump attacks from heavy Kongs (as Mattrizzle pointed out), but whichever way such things are handled in this hack, DK could always use his hand slap move to flip them over. It'd be nice for that ability to have more uses — especially since DKC2 (currently) lacks hidden banana caches for DK to unearth. More screenshots:Several of the animations for DK riding the animal buddies are now finished. Rattly and Squawks haven't been touched yet, as they require custom animations. Those will be worked on after I'm done porting the existing animations from DKC1.All of DK's animations for vertical ropes are in as well (idle/climbing up and down/turning).Here's the second team palette for DK in Two Player Contest mode.
This screenshot also reminds me that some of the text needs to be changed.That's still not all. Haven't thus far. I test things on my own prior to release, and if anyone else spots any bugs afterwards, I fix them.Here's a list of bugs I've spotted so far, all of which are related to DK's hitbox:. On many levels where a barrel cannon is positioned above the end of level target, DK can bounce off the target and enter the barrel cannon, interrupting the goal sequence. The only way out after this is to lose a life, or use the start + select button combo in a completed level.
DK can't pass under the low-flying Zingers in Clapper's Cavern, even if he crouches. His hit detection when landing on an enemy from above is a bit dodgy.
Sometimes, he will clip through the top of it and get hurt instead of defeating it. Sadly I don't have much to contribute (besides opinions and bananas, of course), but let me just say how absolutely brilliant this idea is! It seems like all possible problems each have their own solution if you look hard enough. Not to mention everyones hard work and determination. Even with such a simple idea, this stil requires a lot of work, and I'm glad to see that people are willing to contribute to it to help someones dream.I don't want to sound too corny but basically, y'all rock! I'm sure many peoples dreams will be fulfilled thanks to your help.
Stomping an angry Kruncha still hurts DK. None of the vulnerability flags were altered for his angry state, nor were any flags but his stomping vulnerability (when the player is DK) altered for his initial state. (For those who want to know, the flags for his angry state are at 33B193-33B194 in the U version 1.0 ROM.)Here is how I justify that:. In DKC1, Krusha wasn't fazed by rolling/cartwheeling into him from the side, nor did DK's hand slap attack do anything but make Krusha drop a banana and laugh at you. I think Kruncha should behave similarly, except he becomes angry instead of laughing at you. Angry Kruncha is most similar to a moving Rockkroc. Both run back and forth in a designated area, and are almost invincible.
The only things that are inconsistent between them is how Rockkroc cannot be defeated by barrels, and is susceptible to DK's hand slap in the Japanese version. It also keeps with the design choice to make several indestructible enemies red in the original trilogy (e.g. Queen B, King Zing, red Zingers, and red Buzzes). This can't really be considered a rule, as there would be a few enemies who would break it (e.g. Purple Klaptraps and grey Kritters were made red in DKC1 GBA, and in DKC3 red Knik-Knaks are no stronger than Flitters). DK can't pass under the low-flying Zingers in Clapper's Cavern, even if he crouches.Maybe if DK could use that crawling animation for a frame or two that he had in DK1 where he lays real low in the crawl position, maybe that would fix it. But it’s complicated because I’m assuming that you have it such that when DK ducks he does the normal duck like in DK1 and not the crawl.
Maybe you could do a special circumstance where if you press duck in that one section instead of ducking he uses the crawl pose such that he can fit. As if he knows that he can't make it and so he must crawl!
LOLMaybe program the game so that when DK is on ice instead of doing his regular duck he does the crawl position. So DK would have two different ducks, the regular one and then the lower one just for when he is on ice. Make the game check first to see if he is on ice or not and if he is then do the special duck!Another solution is that you could just move the enemies up just a tiny bit just enough to allow DK to pass though while ducking. This is the EASY solution and so what if the gap is a little extra big, if it needs to be that big then it has to be that big.
Angry Kruncha is most similar to a moving Rockkroc.Actually I think angry Kruncha is most similar to the RED tinted Krusha. Remember there is that red tinted Krusha in DK1 where you can only beat him if you have the TNT while riding those platforms with arrows printed on them?So I say angry Kruncha should not be defeated by a normal head stomp.And can angry Kruncha be killed with a TNT barrel?Also when DK rides on Squack the bird I was originally thinking about using the animation from when DK swings back and forth on ropes in DK1. Several of the animations for DK riding the animal buddies are now finished. Rattly and Squawks haven't been touched yet, as they require custom animations.OMG. I just had a radical idea!What if you don't use Rattly at all and just use the Winky the FROG from the original DK1!The reason for this is because it requires no custom animations from Donkey Kong! And Rattly and Winky are pretty much the exact same.
However I don't know if their hit boxes are the same or not. Let me know if this method is any easier. So instead of making donkey ride Rattly, you turn Rattly into Winky! You may have to change diddy ride stance back to the one used in DKC1, but again no custom animations are needed for Donkey.
And Winky would get a new move too, he would now be able to super jump, something that he didn't have in the original. Plus it would be a nice throwback to DK1 to have the frog in it. Let me know what you think!Looks at Rattly's animations.Well. It appears that Winky does indeed have more animations.
And if this were done then a new logo on the animal sign would have to be made. The whole sign doesn't have to be remade only the animal logo. Since the frog logo exists on the cart then possibly it would be made to fit on the sign. Just use the perspective option in photoshop.All I have to say is that Mattrizzle you really are doing outstanding work! This is super amazing and I’m pretty sure that this hack is going to be BIG when released. Anyone who played any of the originals would surely love to play this version!!!!
I'm still debating what to do with Click-Clack. As an armored enemy, I feel like he should behave similar to Army-one stomp from D.K. Should put him out of commission-but he differs from Army due to the fact that roll attacks defeat him as well. This means D.K. Wouldn't be able to pick up a Click-Clack without Diddy's assistance. This might not be an issue, as I can't think of an instance where throwing one is absolutely necessary.in that case, maybe just make DK not be able to take him out with a single jump.
This maybe less awkward because people are used to being able to pick up click clack. Also don't forget the ending screen.I don't think the original ending screen works showing Dixie in it, so the original DK ending screen would probably take its place.However, if Dixie is the one who gets rescued then that special ending where all three of them diddy, dixie and donkey are by the water would make logical sense.So maybe Dixie really needs to be the one who needs to get saved.And what about the 1 up ballons? Will they be the DK2 style or will they have Donkey shaped ones like in DKC1? I was actually considering making D.K. The main Kong again.
That would mean making him the character you start as instead of Diddy, changing the extra life balloons and life counter icon back to their DKC1 equivalents, and making D.K. Appear in Diddy's place at the Cranky's Video Game Heroes screen.I agree that Dixie shouldn't be on the game over screen, but I wonder if one of the renders of D.K. In a cage could be used instead of just reusing the one from DKC1. A render of Diddy edited to look like he's hurt could be paired with it. Mattrizzle wrote:I was actually considering making D.K.
The main Kong again. That would mean making him the character you start as instead of Diddy, changing the extra life balloons and life counter icon back to their DKC1 equivalents, and making D.K. Appear in Diddy's place at the Cranky's Video Game Heroes screen.I agree that Dixie shouldn't be on the game over screen, but I wonder if one of the renders of D.K. In a cage could be used instead of just reusing the one from DKC1. A render of Diddy edited to look like he's hurt could be paired with it.I too think that Donkey Kong should be the main character of this game and I also think that having the Donkey Kong shaped balloons would be a great match for the hack.By having the original Donkey Kong life balloons it will also add that extra feel that you are indeed playing a different version of DKC2. And I think by making small changes like that you can really change the entire atmosphere of the game. The whole game will feel and look new and honestly I bet you that lots of people are going to enjoy this hack.
Anyone who loved the originals would LOVE to play this!Also I just checked out the balloons on spriters resource and it looks as if Diddy's balloon is 5 frames of animation whereas DK's balloon is 7 frames. I wonder if more frames could be added or if the 7 frames would be cut back to only 5 frames.And honestly I never even thought of changing the balloons to reflect Donkey Kong until just recently.And I also agree to make Donkey the one on the Video Game Heroes page and not Diddy.
One more thing I'd like to add.In Donkey Kong Country 1 there is a small life balloon that is animated which shows the number of lives you have.In Donkey Kong Country 2 there is a small diddy kong icon non-animated which shows the number of lives you have.So for the hack would there just be a small donkey kong icon non-animated next to the lives or.Will the original small life balloon that is animated from the original be put in from the original DKC1?Don't forget that the small life balloon also makes a popping sound when you die will that be converted over as well?