Donkey Kong Country (SNES)/ROM map: Difference between revisions

From Data Crystal
Jump to navigation Jump to search
(unwritten)
m (title consistency)
 
(9 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{unwritten}}
{{rommap|game=Donkey Kong Country (SNES)}}
 
== Game Text ==
These addresses are for the (U) v1.0 version of the game.  See the [http://datacrystal.romhacking.net/wiki/Donkey_Kong_Country:TBL table file] to extract the text.
 
$3C03C8 - $3C35C9: English script for the game<br>
$3C35CA - $3C5839: German script for the game<br>
$38A246 - $38A50D: German level names<br>
$38A50D - $38A7E7: English level names<br>
$1EFE0 - $1F3E7: End game credits<br>
$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 [http://www.romhacking.net/utils/647/ Cartographer].
 
<pre>#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</pre>
 
{{Internal Data|game=Donkey Kong Country (SNES)}}

Latest revision as of 18:42, 4 February 2024

Chip tiny.png The following article is a ROM map for Donkey Kong Country (SNES).

Game Text

These addresses are for the (U) v1.0 version of the game. See the table file to extract the text.

$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