017560 - 017EBC DK Island Swing
13F56A - 13FFB4 Simian Segue
1FF03D - 1FF664 The Credits Concerto
1FF9D3 - 1FFFFA The Credits Concerto
29F724 - 29FFD8 Bad Boss Boogie
I looked in the earliest version of the game: The 1.0 US version. This was proven to be the earliest one, as there are bugs in it which don't exist in any other version. Also, as my search for unused sprites have proven, US v1.0 has some that other versions do not. It wouldn't make sense to add unused content to a later revision.Remember, there's plenty of releases of the SNES version to choose from.
Yes, any emulator with a debugger can do that. Geiger's SNES9x Debugger and BSNES Debugger (a.k.a. Laevateinn) are two examples.VideoViking wrote:Is there a way to debug what codes get called whenever they're used?
ROMs aren't capable of executing code or reading data from other ROMs. That's like saying a cartridge being played on my Super Nintendo can read data from another cartridge sitting in a case on my shelf. Even if the data was copied into the ROM, DKC3's music format is different enough from DKC's that getting either game to play unaltered data from the other would likely result in a SPC700 stall.One cause of the song playing may be due to the two ROM files existing in the same folder, and for some inexplicable reason, the other file gets called by mistake, playing that file's song instead.
That's weird, because such a warp doesn't even exist in the game. It is, however, possible to warp to a point near the arrow sign in Ropey Rampage (via the first corner of the path connecting Cranky's Cabin and Reptile Rumble).VideoViking wrote:I was warped to the point of the arrow sign in Reptile Rumble.
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