Same result. Do I need a different version of DKC? I'm using a v1.0 unheadered ROM with the CRC-32 c946dca0.
While I know this has nothing to do with the Hack... I want to make a request...for all SNES versions of Donkey Kong Country 2. This is a Bugfix Hack. It fixes the infamous Castle Crush glitch, by having the DK barrels float in the air instead of being on the ground...and removing the Kutlass that guards the Rambi Barrel. The TNT barrel is the only one that needs to stay on the ground in order to enter the second bonus section. The Rickety Race glitch is the other infamous one...through I'm not sure how that can be fixed. It bothers me...that no one on the internet has attempted to fix these bugs.
I've never used the patcher built-in to this site, so I can't make any judgment there. But I used Lunar IPS https://romhackplaza.org/utilities/lunar-ips-lips-utility/
I patched this using the correct CRC-32 with both FLIPS and the patcher provided on this site and it always results in a corrupted file. I used two different downloads of the ROM and get the same result.
Is there a way to get this to work properly on twilight menu ++? It triggers the anti-piracy on my end, and I don't know how to get rid of it.
yes it is ntsc version. but only with the patch there is the flickering. but i had it also only with the palette patch months ago, when i tested it.. with genesis core on my side it is blue, with pico i think, it was also orange.
Just search for its YT trailer and update your patch from the link in description (1.19 ver) All of the issues you have will be fixed. Your save can be transfered
Makes sense, especially if it is a Kernel version of the modded game though. I would stick with V1.1, there was a bug that got fixed where entering the door where you meet Richard would overwrite our code. Theoretically, the Xplorer should work with the non Kernel patches. These cheat devices usually hijack the same space which could cause issues. I tried a few versions on a real PS1, PSP, NO$PSX, Duckstation. It all checked out and worked really well. However, I do not own an Xplorer or Gameshark/Action Replay cheat cart, so that is the only thing that I can not test. I would suggest trying the Quick Turn Kernel patch on its own and the standard version of Quick Turn and see if it makes a difference. The Auto-Aim will introduce code in non kernel ram memory regardless, so that is why I am suggesting to just try the Quick Turn. If you find the standard version works with Xplorer, then the Auto-Aim should too. Btw, feel free to join my discord server. The link is in the readme. I think that'll be a faster way to communicate.
Hello. I tried your new version 1.1 and, at first, it was not working too. But then I decided to disconnect the Xplorer cart I had attached and this time the game played correctly. For curiosity sake, I went back and tried again v1.0 which failed the first time and to my surprise it also worked! It seems to get the game working the cart has to be actually removed, disabling it with the on-off switch won't do. The only downside is that I won't be able to input codes for disabling the dithering effects on some of the graphics but I think I can patch directly the slus file to achieve the same results. I still play on real psx console linked to crt tv or monitor but I have to admit that sometimes 3D games with scanlines don't look very nice, with the rare exceptions when interlace mode is used.
After close inspection it appears to be an NTSC 60Hz only issue. I played through it from start to finish myself and it never flickered on the top but I played it in PAL 50Hz. After reading your comment I tried it on Regen in 60Hz and there was indeed flickering on the top but it wasn't blue, it was orange. Very unusual that there's artefacting on a game made for NTSC 60Hz, usually it happens on games made in Europe for PAL 50Hz and then sped up to 60Hz. Still glad this patch kept the original Super Street Fighter II music, the other one from last year had that god-awful music that sounded much, much worse.
with the hack, there is a blue flickering on the top of the screen with retorarch and the genesis gx core while fighting. with the unmodified rom, there is no such problem. can this be fixed?
I just dusted off my PS1, it does work on real console! (Which I expected, I trust testing on Duckstation on interpreter mode) Just gotta make sure if you use a dual shock to set it to digital mode. Tested a Kernel copy and a none Kernel copy. No issues so far. Gotta say though, playing RE1 on an actual PS1 at such low resolutions shows me how spoiled we are with the current state of emulation 😂
I've just updated it, perhaps the actual PS1 is slow to respond. This happens on emulation too if jumps are too large, most likely due to the CPU and usage of load delay slots. However, the type of controller being used also seemed to matter. In digital mode it works for me but not analog etc. You could try the kernel patch for the Quick Turn and see if that makes a difference, however, it might not work with peripherals like Gameshark or PSIO due to the space in ram it occupies. The calls and jumps should be shorter now, even on the non KERNEL versions. I had to make a fix because of the game overwriting memory. Out of curiosity I'm gonna burn a few discs as well and see if there are any differences. I hope it all turns out, and thank you for trying my mod :D
Many many thanks for this file GoldS. I started a diz and used a lot of it. There is still a lot I like to add but the most importent part to me is to make it easier to read/write some new event code. I probably pack up my diz files on some point to release them without the export folder. I think it is cool to show stuff but then it really is to easy to build the game. Just like to say thanks and marry christmas.
This is EXCELLENT. I ran into two glitches tho: 1. When opening the Lens of Truth chest in the Abyss, it always froze in the cutscene right before showing the item. I was able to just play the game tho without getting it 2. In the Gerudo Fortress when you enter the strange room and fall to the prison: the cutscene proceeds with Navi waking me up, but all my items are gone (including sword) and the shackles/iron boots are stuck on my feet. If I try to take them off, Navi tells me they're stuck. Everything about this seemed like a normal puzzle, but all of the gameplay clips on YouTube show that this never happened at all to them. I unfortunately had saved in the prison and when I reopen the game it always takes me back there :( if there is a fix I would LOVE to know it so I can keep playing! I got so far in that it's hard to start over now
If you look for some insperation to get more veriaty to make the game easier. GameHacking database. May be you could add all of them as patches or improve upon it.
RainbowSprinklez Verified
I'm sorry. I have to politely decline this request. I, personally, don't see the value in changing this... that, and there are plenty of DKC2 hackers that can do this. Best of luck!
Dixie Kong Country (SNES) Romhack - December 20, 2024