Beat his ghost time (which is "Time To Beat") on every track and he will become a selectable character.Įnter one of the following codes through the "Magic Codes" selection on the options screen. Beat the required time, and you will race T.T.'s ghost. Example, Hot Top Volcano, use the plane, not the hovercraft. Then, beat one of the following times with the default vehicle used in Adventure mode on that track. Play as T.T.Īfter selecting a character, choose "Tracks" and turn time trials on. Then, run over the frog that has a red bird perched on its head to access Drumstick. Move to the central area, with the red spot that leads to all other zones. Play as DrumstickĬollect all of the trophies and amulets. This adventure involves collecting platinum balloons on reversed tracks. An "Adventure 2" option will now be available. Second adventureĮnable the "Space World" code. The lighthouse will turn into a rocket and launch into space, allowing access to the bonus fifth world. Space WorldĬollect all the trophies and amulets, then locate the sign by the lighthouse. These features won't be complete anytime soon.At the moment the race commentator says "Get Ready" and those words fade from the screen, press A. Figuring out the formats for the assets in the /assets/ folder.Decompiling the non-matching asm files into matching C functions.If specified, the RAM address must be in base 16. Given either a RAM address or symbol, returns its (symbol, address) pairing as defined in /build/us_1.0/dkr.map. This script will rename an existing symbol, file name, and/or folder name within the repo with a new one. The version parameter should either be us_1.0, us_1.1, eu_1.0, eu_1.1, or jp.Ĭompares the assembly output of a function from a built ROM to the base ROM. This script will extract all the assets from a DKR ROM and place them into /assets/ folder according to the config file within the /extract-ver/ folder. There are some useful scripts that should be kept in mind when working on this repo. that doesn't follow these rules, then file an issue and we'll try to fix them. If you see variables/functions/structs/etc. The style guide for the project can be found here: It would be helpful if you can track down which function is causing the bug, but that is not required. If you do notice any bugs that occur in a NON_MATCHING build that are not in the vanilla game, then please file an issue describing the bug. The NON_MATCHING define will include the functions that don't exactly match one-to-one, but should be no different functionality-wise. If you are modifying the code in the repo, then you should add NON_MATCHING=1 to the make command. For example, if you have a system with 4 cores / 4 threads, you should do make -j4. Use the -jN argument to use N number of threads to speed up building. If you use a byte-swapped or little-endian ROM, then it will automatically be converted to a big-endian (.z64) ROM file.Ī. It will be detected automatically from an md5 checksum.ī. The name of the ROM file does not matter, but it must end with one of these extensions.
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