Mattrizzle wrote:The collapsing barrel graphics seem to have been derived from an earlier version of the barrel model. The iron hoops--I mean hoop--is strangely on the inside of barrel. Also, it would have used an earlier version of the barrel palette, with more browns and less grays. What would it have been used for?
Many of the animations used in game have missing frames.
Stone wrote:I'm not if I got the positions right, but let's have a look:
gamer_boy997 wrote:...maybe the first image was going to be what DK does when you get 100 bananas.
So maybe, Diddy's victory pose has some missing frames? Like the ones used in the GBA?
Mattrizzle wrote:@ gamer_boy997: what "nice finding" of Stone's are you referring to? Stone only animated the sprites that I found.
gamer_boy997 wrote:Sorry, I obviously misunderstood...
Mattrizzle wrote:@ Kiddy14: These unused sprites aren't a part of any animation data stored in the ROM, so there won't be any code for that winning animation to play.
Adding animations for these unused sprites is as simple as adding the frames to the tilemap pointer table and creating a sequence which uses them. However, expanding the animation pointer table to allow for more of them is another story...Cyclone wrote:Mattrizzle, couldn’t you replace the original frames with the unused ones for the Victory Pose? They do this with many Super Mario World hacks for custom graphics.
The Puftup has a blue tail because it was made that way. It appears that the tail on the model was semitransparent, and the model was placed in front of a blue backdrop. Because of this, those blue artifacts appear around the sprite. This wouldn't matter in the underwater stages as they normally have a blue background.That puftup sprite looks cool animated but why does it have a blue tail? And if you zoom in you can see bits of blue around the edges of the sprite.
That frame is used here:Simion32 wrote:Actually, I suspect that Diddy Kong has a wall pushing sprite as well. I found this in one of Goe's DKC glitch videos...
For all of the sprites with missing palettes except for the mechanical Kremling and generic fish(those use the normal barrel and 3-extra life balloon colors, respectively), I created custom palettes based on which indexes the sprite uses. For example, the clownfish would require a set of colors with a dark to light gradation of 10 oranges, followed by a 5-color one from black to white. To make things easier, I found a sprite which already used a similar palette--Slippa--and tweaked it to have the two lightest shades of orange.Qyzbud wrote:Mattrizzle, there's one thing that I'm curious about that you can probably answer... Your sprite sheet notes that the 'clownfish' (among other sprites) has an unknown/missing palette, but the colouring looks spot-on; how did you manage that?
Stone wrote:
Mattrizzle wrote:The collapsing barrel graphics seem to have been derived from an earlier version of the barrel model. What would it have been used for?
gamer_boy997 wrote:Perhaps there were fake barrels, and when you tried to pick them up, an enemy would come out.
So it could have been like a single-enemy version of the Mini Dumb Drums. Oh yeah, and the normal stationary barrel sprite is stored right before the collapsing ones. I think it was originally the first frame in the sequence until they changed the barrel's model.gamer_boy997 wrote:Perhaps there were fake barrels, and when you tried to pick them up, an enemy would come out.
I didn't know they used it with Enguarde too! If Rare had the assets(as shown by the other animations they tweaked or added), why didn't they create a new animation for this purpose? Shows how sloppily the GBA port was programmed...Kiddy14 wrote:With Rambi the animation looks on-spot, but in Enguarde some spots are missing (because of Rambi's horn).
I've already tried looking for unused sprites in the other two games, but very little has popped up.Gnawzooka wrote:Do you think you could do the same for DKC2?
Actually, that is a "Trophy" of sorts, and is displayed at the records screen when you finish the game with 105% and beat Cranky's time.Mattrizzle wrote:EDIT 2: But, I have found something huge in DKC3!
Simion32 wrote:Also, I had no idea you updated your first post. You should have bumped the topic...
That alternate balloon is sort of strange. It looks a little... stretched.
Mattrizzle wrote:If a sprite isn't linked to animation data, it cannot be seen during gameplay, even through glitches. It's likely that if any Diddy wall-pushing sprites are found, they will be discovered by viewing the ROM in a graphics editor. All of the sprites on my sheet without a blue or purple background were found this way.
The sprites with the blue background were found with these nifty PAR codes:
BE85744C Replaces D.K.'s standing animation with sprite XXxx from tilemap table
BE8575EF
BEEF4C01
BEEF4Dxx
BEEF4EXX
Here's an incomplete list of values
No problem.Goe wrote:I'd like to know how to use the sprites you have told us in that post, because i like to see unused sprites like the clownfish or the DK and Diddy unused sprites...can you tell me how?
I wrote:1C3C-1C40 Mini Oil Drum(unused)
Mattrizzle wrote:Just how many unused sprites did Rare leave in this game? Sheesh!
Done:Kong-Fu wrote:Can Mattrizzle or Simion or whoever rip the individual unused Slippa sprites to a sprite sheet?
Simion32 wrote:There are 7 golden letters which were never used in the game
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