us pal jp n64 wiiu emu
This also applies to the Arcade Menu and Jetpac Menu
→
|
Toggles the Active Menu being open or not.
|
/
|
Navigate between Active Menu options
|
|
Return to the previous screen (Can be toggled off). Any Active Menu screen which uses to navigate will auto-disable this functionality
|
|
Confirm the currently selected option (Can be toggled off). Any Active Menu screen which uses to navigate will auto-disable this functionality
|
|
Selects Active Menu option
|
us pal jp n64 wiiu emu
→ →
|
Loads the selected state with the last mode that was performed (From position/From exit).
|
→ →
|
Saves to the selected state. This functionality can be disabled in the settings menu.
|
us pal jp n64 wiiu emu
Displays the amount of lag currently present during gameplay. For those familiar with ScriptHawk, the conversion from Practice ROM lag watch to ScriptHawk lag watch is:
lagscripthawk = lagpracticerom - 2
us pal jp n64 wiiu emu
Displays the average lag over the past 16 frames
Object Signals Count Watch
us pal jp n64 wiiu emu
Displays the amount of signals which are being transmitted between objects. Useful for debugging the object signals overflow crash.
Delayed Kills Count Watch
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Displays the amount of kills which are buffered in the game's delayed kills system. Actors who have a delayed kill are killed on the frame after the actor is pushed to the delayed kills array. Useful for debugging the delayed kills overflow crash.
us pal jp n64 wiiu emu
Displays the lock stack count. Useful for debugging the lock stack overflow crash.
Scripts Running Count Watch
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Displays the amount of object instance scripts which the game is running, with the amount of scripts it has attempted to run inside parenthesis. The attempt count is usually the same as the script run count, however, as soon as the script run count hits 70, the game will not be able to load another script until the script run count goes under 70. As such, this is a situation where these two figures can differ.
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Displays the amount of actors which are loaded, the game can only handle 64 loaded actors (after which,
strange effects happen if the game doesn't crash).
us pal jp n64 wiiu emu
Displays the X, Y and Z co-ordinates of the player. Due to technical limitations, this rounds to the nearest integer for all 3 axis.
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Displays the Y value of the player's floor
us pal jp n64 wiiu emu
Displays the speed of the player, irrespective of lag.
us pal jp n64 wiiu emu
Displays the average speed of the player over the past 64 frames, irrespective of lag.
us pal jp n64 wiiu emu
Displays the co-ordinates indicated by the first and second set of stored positions
us pal jp n64 wiiu emu
Displays the state of a selectable spawn snag collectable. There are a few messages that can be provided:
Collectable
|
Item can be collected with contact
|
Uncollectable
|
Item cannot be collected with contact
|
Not Spawned
|
Player is in the correct map, but player has already collected the item.
|
Wrong Map
|
Player isn't in the correct map to deduce the snag state.
|
us n64 wiiu emu
Displays some feedback on phasewalk attempts. Documentation of phasewalk requirements can be found here:
Link
The phasewalk assistant only can inform you about the sequence of inputs required to perform a phasewalk. Any inputs performed after the final Z press which cause a loss of the phase state will not be detected.
There phasewalk assistant provides feedback in the form of messages:
Successful
|
Phasewalk inputs are successful, and surpassed speed threshold
|
Low Mag Diff (Down too Slow)
|
Phasewalk failed as the process of moving the stick down was too slow to satisfy the 14-magnitude difference rule
|
Potentially Insufficient Speed
|
Phasewalk may have failed due to a low speed. This isn't a 100% certain failure, as it is highly dependent on the situation to an extent that cannot be predicted by the assistant.
|
Bad Initial Angle
|
Initial angle was outside of the 0-180 degree range.
|
Low Mag Diff (Opposite Similar Mag)
|
Phasewalk failed as you held an input with a similar magnitude in the opposite direction to the previous stick input.
|
Reading Inputs
|
Phasewalk assistant is reading the inputs
|
Ready for Sequence
|
Phasewalk assistant is ready for your input sequence
|
Early Z Press
|
Phasewalk failed due to the Z press occurring before the 2-frame window
|
Late Z Press
|
Phasewalk failed due to the Z press occurring after the 2-frame window
|
Low Mag Diff (Up too Slow)
|
Phasewalk failed due to the up flick being too slow, and therefore not satisfying the 14 magnitude difference rule
|
Low Mag Diff (Release too Slow)
|
Phasewalk failed due to the release being too slow, and therefore not satisfying the 14 magnitude difference rule
|
No Down Flick
|
No down flick took place, and therefore a fast acceleration couldn't take place
|
Potentially Suboptimal Angle
|
Initial angle was not inside the 150-180 degree range which proves successful for most phasewalk scenarios. A lack of being inside this range isn't an instant fail, as it is highly context based.
|
Phase lost due to unknown causes
|
Phase state was lost at some point during the phasewalk for a reason that could not be deduced by the assistant.
|
us pal jp n64 wiiu emu
Displays the screen position of the fairy along with the success polygon. If the fairy dot is inside the success polygon and the fairy satisfies the distance check, then the game will classify the fairy picture as successful.
To satisfy the distance check, the distance readout needs to be positive. The Practice ROM automatically color-coordinates this readout to be green if positive and non-zero, and red if negative or zero. The distance check is based on the game trying to ensure that there are no walls that intersect the vector which goes from the player to the fairy. This distance check is broken on PC emulators and Wii U VC.
us pal jp n64 wiiu emu
Displays a message to indicate the
state of the Key 8 object in Hideout Helm and whether it'll save to the file.
Below are the messages which can be displayed:
Wrong Map |
Player isn't in Hideout Helm, so the Key isn't spawned into the same map as the player |
Fake |
Player has not got throne room loaded, and therefore the key isn't loaded. Trying to pick up the key in this state will result in Fake Key (Key 8 not saving to the file). |
Real |
Player has throne room loaded, and therefore the key is loaded. Trying to pick up the key in this state will result in the key saving to the file |
Key Obtained |
Key 8 is saved to the file already, so the key isn't spawned to perform a check |
Key not in map |
Key 8 isn't spawned into the map, but Key 8 hasn't been saved. This indicates that fake key has been performed. |
Unknown |
Key 8 is in an unknown state. This error shouldn't appear at all, but this is more of a catch-all. |
Fake Production Room Watch
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Displays a message to indicate the state of
Production Room, and whether all the components will be moving or not.
Below are the messages which can be displayed:
Wrong Map |
Player isn't in Frantic Factory, so the state of production room can't be checked |
Production Room Off |
Production Room hasn't been turned on yet, so fake production room isn't obtainable |
Not Loaded |
Production Room is on, but hasn't been loaded at all so cannot be fake |
Preparing to be fake |
Production Room is partially loaded, but will fully load if you go near Production Room. To fully make it fake, you will need to go through a loading zone inside Factory |
Fake |
Production Room is classed as fake. As such, some elements of production will be static when it shouldn't be in intended gameplay. |
Real |
Production Room is classed as real, as such, Production Room is behaving as intended. |
Unknown |
Production Room is in an unknown state. This error shouldn't appear at all, but this is more of a catch-all. |
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A list of watches added through the
Memory Viewer. Select an option to remove it from the watch list.
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The Klaptrap inside Beaver Bother will be colored black if the Klaptrap is classed as barking.
Scared Indicator & Range Indicator
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Will color a beaver depending on whether it's scared and how close the Klaptrap is to the beaver.
The color code for this is as follows:
Color Code
BEAVER
|
Beaver is scared (with the scare indicator enabled), but the beaver is not within a 40-unit range of the Klaptrap (or the range indicator is disabled)
|
BEAVER
|
Beaver is scared (with the scare indicator enabled) and the beaver is within a 40-unit range of the Klaptrap (with the range indicator enabled)
|
BEAVER
|
Beaver isn't scared (or scare indicator is disabled), but the beaver is within a 40-unit range of the Klaptrap (with the range indicator enabled)
|
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A
teal circle will appear with a rough approximation of where the scare range is for the frame where a player will successfully be able to perform
Double Beaver.
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A bell ding sound effect will play when you have successfully performed
Double Beaver.
Turn off all Beaver Bother Indicators
us pal jp n64 wiiu emu
Turns off all watches in the "Beaver Bother" menu screen.
us pal jp n64 wiiu emu
Sets a reference point which is used for watch calculations. Currently used for the following watches:
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Removes all watches from view and resets every watch to it's default state
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Displays a timer which is controllable by the player, and also allows for automatic triggers for timer start and end. See
Timer Settings for more on triggers.
Controls
|
Start, Stop and reset the timer, irrespective of selected triggers.
|
us pal jp n64 wiiu emu
Displays the timer responsible for controlling Giant Kosha's tantrums within Crystal Caves. For extensive information on how this works, look at this pastebin:
Click Here.
The watch colors itself based on various factors about the timer.
Color Code
KOSHA TIMER: 800
|
Timer is frozen as the kong is within a certain subset of chunks (Chunk is the game's way of dividing up a map to reduce amount of map geometry to load)
|
KOSHA TIMER: 200
|
Timer is within a range where entering a Tag Barrel or Rocketbarrel will reset the timer back to 800
|
KOSHA TIMER: 100
|
Timer is within range of where the tantrum music will commence
|
KOSHA TIMER: 50
|
Timer is within range of where, if the Giant Kosha cutscene has not been viewed, the cutscene will be called up.
|
us pal jp n64 wiiu emu
Displays the current movement state of the player as a hex value.
us pal jp n64 wiiu emu
Displays the angle of the player converted into degrees rounded to 2 decimal places and truncated to be within 0→360 degrees (in case of the player having
the phase state).
If the player does have
the phase state, the watch will be colored.
Color Code
ANGLE: 179.91
|
Kong has the phase state
|
us pal jp n64 wiiu emu
Displays the angle the player will have to face and move towards in order to move to the referenced point determined
here.
us pal jp n64 wiiu emu
Displays the inputs that are being read from controller 1 in a small graphic. The
position of the display,
type and the
stick maximum value can be changed in the settings menu.
There are two different styles of input that can be displayed by the Practice ROM. One, the "detailed" input, displays the input using sprites at the cost of a little more lag than the other style. The other style ("low lag" input) uses screen rectangles instead.
us pal jp n64 wiiu emu
Displays the actor index of the object that is currently being held by the player. A full list of what each actor index means can be seen
here.
If you are performing
grabbed item manipulation, then there are some extra pieces of information which can assist you with this. Since, with
grabbed item manipulation, the actor may not exist, the actor index of your held actor is pointing to free memory and can be any value from 0→65,535.
If the pointer to the object you are holding matches an actor that is loaded into the actor array, the watch will be colored to signify this.
Color Code
HELD ACTOR: 98
|
The Kong's held actor pointer is pointing to an instance of an actor where that instance currently exists in the actor array.
|
us pal jp n64 wiiu emu
Displays the timer responsible for controlling the game's Intro Story, mainly used in speedruns for a sequence break called
"Intro Story Glitch"
Color Code
ISG TIME: 0:55.00
|
An ISG fadeout is pending
|
ISG TIME: 1:24.50
|
The game is fading into an Intro Story cutscene
|
us pal jp n64 wiiu emu
Displays the background timer used to calculate the in-game time (IGT) on a file.
IGT is only calculated and saved upon the game saving in vanilla gameplay, so the time displayed with the watch is the time which would be saved if the IGT was saved at that point in time (Only if the game is in Adventure Mode or one of the two "Game Over"-related gamemodes).
us pal jp n64 wiiu emu
Toggles the flags tied to whether the kongs are freed.
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Toggles the flags tied to whether the 8 boss keys are turned in or not, likewise toggles which level lobbies are open.
If unsetting a flag in DK Isles, you will likely need to re-warp to DK Isles to reset the map.
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Toggles the flags tied to whether the player has the 8 boss keys in the game.
This doesn't make the Troff 'n' Scoff portals in the levels disappear. To do this, please see
Flags: Level Troff 'n' Scoff Flags
us pal jp n64 wiiu emu
Toggles whether the level introductory cutscenes have been watched.
NOTE: The Factory Intro cutscene is only cleared if you have watched the "Chunky Help Me" cutscene.
Level Troff 'n' Scoff Flags
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Toggles whether the Troff 'n' Scoff portals are closed in every level.
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Toggles whether the long boss introductory cutscenes for each of the 7 boss key bosses have been watched.
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Toggles whether you have watched a particular cutscene.
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Toggles various flags which control significant aspects of levels:
- Llama: Toggles whether the Llama is freed or not. If setting the Llama to be caged, this will also set the Llama Temple Water to be warm
- Llama Temple Water: Toggles whether the Llama Temple water has been cooled or not. If toggled to set the Llama temple to be cool, this will also free the Llama
- Production Room: Toggles whether the Production Room in Factory is on or off
- Galleon Water Level: Toggles the water level of the water in Galleon
- Galleon Ship: Toggles whether the ship near the Lighthouse in Galleon has been spawned or not
- Fungi Time of Day: Toggles whether Fungi is set at Night or Day
- Giant Kosha: Toggles whether the Giant Kosha who causes rockfall in Caves is alive or not
- Blast-o-Matic Toggles whether the Blast-o-Matic in Hideout Helm is on or not
us pal jp n64 wiiu emu
Toggles whether various first time texts have been watched/read.
For the Kong FTT flags, setting the FTT to "Not Watched" will reset the GB count for the selected kong in all levels. For example: Setting Diddy FTT to "Not Watched" will set the GB count in all Levels for Diddy to 0.
us pal jp n64 wiiu emu
Toggles whether a group of bananaports are tagged or not. If all flags in a level are tagged, then the checkbox will be ticked, otherwise it won't be ticked. Toggling a level's warps will toggle *all* warps in that level.
For some flags, the warp itself doesn't have a tagged flag, but instead a spawned flag (in the case where it's spawn it tied to a GB). In these situations, the GB it's tied to is marked as complete. These GBs are:
- Aztec Tunnel W5: Stealty Snoop GB
- Galleon Tower W4: Stealthy Snoop GB
- Caves Cavern W3: Krazy Kong Klamour GB
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Toggles other various flags of notable importance
us pal jp n64 wiiu emu
Toggles any flag you desire by modifying the target byte, bit and flag type using
and
.
You can search up which flag you need to set for your desired effect here:
Flag Search
us pal jp n64 wiiu emu
Changes which savestate will be referenced when saving and loading state. 4 savestate slots are currently supported.
us pal jp n64 wiiu emu
Due to the limited amount of memory space available, the Practice ROM stores a limited amount of variables. The
"Save State" function stores various game variables to the selected savestate object.
Stored variables
- Inventory Base
- Standard Ammo
- Homing Ammo
- Oranges
- Crystals
- Film
- Health
- Melons
- Player Variables
- X, Y and Z co-ordinates
- Stored Damage
- Character
- Skew Angle
- Facing Angle
- Floor Height
- Camera Position
- Helm Timer Variables
- Helm Start Time (Default: 10 minutes)
- Helm Time passed
- Intro Story Variables
- Story Timer
- Previous Fadeout Index
- Kong Base
- For each Kong:
- Special move level
- Simian slam level
- Weapon Upgrades bitfield
- Ammo Belt level
- Instrument bitfield
- Coin count
- Instrument Energy
- For each level:
- Possessed Colored Bananas
- Colored Bananas turned into Troff 'n' Scoff
- Possessed Golden Bananas
- Map Variables
- Current Map
- Last entrance
- Nearest Tag Barrel Height
- Fungi Dark Attic Squawks Position (If saved in Dark Attic)
- Japes Free Diddy Switches (If saved in Japes main map)
- The permanent flag block
- The temporary flag block
- Does the savestate have saved data
- If there is no saved data within the state, the state cannot be loaded
- Savestate creation timestamp
- RNG Value
If the player warps to a bonus barrel,
.
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If the selected savestate has save data, this function will load the data from that savestate, reset the map and will cause a transition to the stored map. The kong will spawn in the position indicated by the position data inside the savestate.
If the selected savestate has no save data, an error sound will play.
If the player warps to a bonus barrel, .
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If the selected savestate has save data, this function will load the data from that savestate, reset the map and will cause a transition to the stored map. The kong will spawn from the entrance you last entered from when the savestate was created as stored inside the savestate object.
If the selected savestate has no save data, an error sound will play.
If the player warps to a bonus barrel, .
us pal jp n64 wiiu emu
Displays some information about the savestate to assist with identifying which savestate is which:
- Has Data
- Whether the savestate has data or not
- Created
- Displays how long since a savestate's creation
- Map
- Map index of where the savestate was created
- Exit
- Exit index of where the savestate was created
- Character
- Character index of the kong who the player was playing as when the savestate was created
- X,Y,Z
- X,Y and Z co-ordinates of the player when the savestate was created
- Facing
- The facing angle of the kong represented in degrees when the savestate was created
- Skew
- The skew angle of the kong represented in degrees when the savestate was created
- Helm Timer
- Whether the Helm Timer was on, and if so, what time
- ISG Timer
- Whether the Intro Story was active, and if so, what time
us pal jp n64 wiiu emu
If disabled, the game will prevent the 100-frame voiding grace period mechanic upon loading a state.
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Warps to the map selected, resetting the map and the parent map chain in the process. If the warp is to a boss, then the game will use a pre-determined Troff 'n' Scoff rather than one which the player can select.
If the player warps to a bonus barrel, .
Timer Start Trigger: L Press
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Timer will start when Player 1 presses .
NOTE: always starts the timer. This setting depicts that no other game variable will cause the starting of the timer.
Timer Start Trigger: Map Load
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Timer will start when a map begins to load after all of the map files from ROM have been transferred to memory.
Timer Start Trigger: Input
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Timer will start when the player presses a new button or moves the analog stick after having a neutral stick input.
Pause Timer on Pause Menu
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Determines whether the timer will pause when the game's pause menu is open.
Timer Finish Trigger: L Press
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Timer will finish when Player 1 presses .
NOTE: always finishes the timer. This setting depicts that no other game variable will cause the finishing of the timer.
Timer Finish Trigger: Transition
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Timer will finish when a transition begins (eg. A "DK Spin" transition or a fade transition)
Timer Finish Trigger: Cutscene
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Timer will finish when a cutscene is registered as playing
Timer Finish Trigger: GB Collection
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Timer will finish when a kong is registered as touching a golden banana.
Timer Finish Trigger: Transition End
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Timer will finish as soon as a transition is completed (eg. A "DK Spin" transition or a fade transition)
us n64 wiiu emu
Sets the file state to match a completely new file, wiping all progress including move purchases
File Status: No Levels Early (Helm Escape)
us n64 wiiu emu
Sets the file state to the level entry point for each level in the "Helm Escape" route of No Levels Early, and an additional state for "Takeoff Skip".
File State creation credit:
CandyBoots
File Status: No Levels Early (40 Blueprints)
us n64 wiiu emu
Sets the file state to the level entry point for each level in the intermediate "40 Blueprints" route of No Levels Early, however this can be used for the beginner route.
File Status: 101% Organic
us n64 wiiu emu
Sets the file state to the level entry point for each level in the "Organic Expert" route of 101%.
There are some minor differences between the expert route and the easier routes. These can be changed in the
custom flags menu
File Status: 101% Japes for Moves
us n64 wiiu emu
Sets the file state to the level entry point for each level in the "Japes for Moves" route of 101%.
File Status: Glitchless Any%
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Sets the file state to the level entry point for each level in the Glitchless Any%.
File State creation credit:
ChristianVega64
us pal jp n64 wiiu emu
Gives player 1 all moves in the game
us pal jp n64 wiiu emu
Clears all moves from player 1
us pal jp n64 wiiu emu
Changes the moves for each kong that are acquired from Cranky and the flag for whether the Simian Slam cutscene has played.
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Changes the moves for each kong that are acquired from Candy
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Changes the moves for each kong that are acquired from Funky
Moves: Camera and Shockwave
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Toggles the possession of the Fairy camera/Shockwave ability that is granted by the Banana Fairy Queen
us pal jp n64 wiiu emu
Toggles the four abilities that are granted from the four training barrels in Training Grounds. The game automatically toggles the "Training Barrel Complete" flags depending on whether all 4 training barrel completion flags are set or not.
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Set each kong's coin count to 50.
Cheats: Restock Inventory
us pal jp n64 wiiu emu
Set the inventory counts to the following:
- Standard Ammo: 200
- Crystals: 20
- Film: 20
- Oranges: 20
- Health: 4 x Melon Count
- Instrument Ammo: 10
us pal jp n64 wiiu emu
Set the homing ammo count to 100.
us pal jp n64 wiiu emu
Set the game's mode to one of 15 options. For more info, see the following wiki page:
Link
Cheats: Acquire Regular/Cannon Skew
us pal jp n64 wiiu emu
Set the kongs rotation to 90° to match a traditional front-facing skew. If the player has a 90° skew already, either through the first cheat option or in-game acquisition, then this option will set the player's skew to match a back-facing skew ("Cannon Skew"/"wekS") of 270°.
us pal jp n64 wiiu emu
If a cutscene is playing, selecting this option instantly cancels the cutscene
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Gives the player their choice of the 5 barrel transform moves. Whether these consume crystals or not depends on the whether the
setting is enabled or not.
Spawn Snag Cheats: Visify
us pal jp n64 wiiu emu
Visifies all spawn snag collectables inside the current map and makes the collectable tangible.
us pal jp n64 wiiu emu
Resets all spawn snag collectables inside the current map to their default state.
us pal jp n64 wiiu emu
Changes the speed multiplier the player will experience when is held (caps at 7x).
Cheats: Toggle Visibility
us pal jp n64 wiiu emu
Toggles whether the player is visible or not. This also toggles whether the player's stored co-ordinates will be updated or not.
us pal jp n64 wiiu emu
Turns off all toggles.
Cheats: Toggle Tag Barrel Void
us pal jp n64 wiiu emu
Toggles the black "void" that is produced when you enter Tag Barrels or when a kong plays an instrument.
us pal jp n64 wiiu emu
Toggles whether the minigame barrel timers display in whole seconds (Normal) or in milliseconds.
If the milliseconds option is selected, the end minigame cheat is disabled due to anti-cheat.
Cheats: Toggle Enemy Spawning
us pal jp n64 wiiu emu
Toggles whether most characters can spawn from a
Character Spawner.
Here is a list of actors which are on the exception list:
- Giant Clam
- Army Dillo
- Cranky
- Funky
- Candy
- Beetle
- Mermaid
- Cutscene DK
- Cutscene Diddy
- Cutscene Lanky
- Cutscene Tiny
- Cutscene Chunky
- T&S Padlock
- Llama
- MJ
- Race Vulture
- Pufftoss
- K Rool's Foot
- Troff
- Bad Hit Detection Man
- Toy Box (Bad Hit Detection Man)
- Scoff
- Dogadon
- Mech Fish
- Fairy
- Rabbit
- Owl
- Rabbit
- K. Lumsy
- Spider Boss
- K. Rool (DK Phase)
- Enemy Car
- K. Rool (Diddy Phase)
- K. Rool (Lanky Phase)
- K. Rool (Tiny Phase)
- K. Rool (Chunky Phase)
- Bug
- BFI Fairy
- Ice Tomato
us pal jp n64 wiiu emu
Toggles whether the player is given an infinite amount of certain collectables, with individual toggles for each item:
- Ammo (Standard): 200 Standard Ammo
- Ammo (Homing): 100 Homing Ammo
- Crystals: 20 Crystals
- Health: Full health for the melons you have
- Instrument Energy: 10 Instrument Energy for each kong
- Film: 20 Film
- Oranges: 20 Oranges
us pal jp n64 wiiu emu
If enabled, and Diddy performs a tail stationary ground attack, the game will modify the velocity and acceleration components in the vertical direction for Diddy to emulate a moontail.
us pal jp n64 wiiu emu
If enabled, and Diddy performs a tail stationary ground attack whilst standing on a simian spring pad, the game will modify the velocity and acceleration components in the vertical direction for Diddy to emulate a startail. Performing a startail with Auto-Startail takes priority over performing a moontail with
Auto-Moontail.
us pal jp n64 wiiu emu
If enabled, and DK kicks, the game will modify the gravity of the kick to emulate a moonkick.
us n64 wiiu emu
If enabled, the game will continually grant the player the "phase state" when is pressed.
Cheats: Enable Textbox Cancelling
jp n64 wiiu emu
Cancels a textbox with a B press, bringing the US/PAL cancelling of textboxes to JP.
us pal jp n64 wiiu emu
Disables the ability to void.
Cheats: Disable Locked Camera
us pal jp n64 wiiu emu
Disables automatic locked cameras that the game may apply.
us pal jp n64 wiiu emu
Toggles whether the sandstorm is active in Angry Aztec. This is only toggleable if the player is in the Angry Aztec map (if the player is not in Aztec, the menu text is displayed as "Aztec Sandstorm: Unknown").
us pal jp n64 wiiu emu
Moves the player upwards upon holding the
button. Pressing other buttons can adjust the rate at which you levitate.
Levitate Speeds
|
10 units per frame
|
+
|
5 units per frame
|
+
|
20 units per frame
|
Cheats: L to End Minigame
us pal jp n64 wiiu emu
Presssing
performs the "End Minigame" function as documented here:
Link
Cheats: L to Toggle TB Void
us pal jp n64 wiiu emu
Presssing
performs the "Toggle Tag Barrel Void" function as documented here:
Link
Cheats: L to Cancel Cutscene
us pal jp n64 wiiu emu
Presssing
performs the "Cancel Cutscene" function as documented here:
Link
us pal jp n64 wiiu emu
Artificially causes a successful completion of a minigame. If you are not in a minigame or the minigame isn't ready to be artificially completed, you will hear a quack sound.
Causes of the quack sound outside of where you are map-wise include:
Quack reasons
Beaver Bother |
The minigame controller hasn't spawned yet |
Stealthy Snoop |
Speedy Swing Sortie |
Splish Splash Salvage |
Helm Minigames |
Busy Barrel Barrage |
Mad Maze Maul |
Stash Snatch |
Minecart Mayhem |
The timer hasn't spawned yet |
Teetering Turtle Trouble |
Batty Barrel Bandit |
The starting text hasn't been cancelled yet |
Training Barrels |
A cutscene is playing |
us pal jp n64 wiiu emu
The corruption glitch is incredibly prone to crashing. Any crashes which result from using this button are a likely side-effect of corruption
This function automatically corrupts the game in the same likeness as
feather corruption.
Cheats: Undo Last Flag Write
us pal jp n64 wiiu emu
Reverts the past flag write. Upon every flag write, the Practice ROM writes the flag byte & bit, the flag type and whether the flag was set to true or false. The "Undo last flag write" function writes the same flag byte, bit & type to the opposite boolean value.
us pal jp n64 wiiu emu
This function grants control back to the player in situations where the player does not have control.
Settings: Reset to default
us pal jp n64 wiiu emu
Resets all settings to their initial ROM Boot state
Settings: Run Stick Assessment Test
us pal jp n64 wiiu emu
Runs a quick test to assess the quality of a user's stick. The Practice ROM will show some instructions for you to hold some directions on your stick (The Practice ROM will lock the player's position).
The game will then show some statistics of how good your stick is. For each direction, it will show the overall health, and then the health in terms of what DK64 can interpret. To bring the DK64 statistic in context:
< 100% |
Your minecart speed will be reduced, your tree climbing speed will be reduced |
< 88% |
Your overall speed will be reduced, your phasewalking ability will be impacted |
Settings: Change Input Quadrant
us pal jp n64 wiiu emu
Changes the location of the input display when shown.
us pal jp n64 wiiu emu
Toggles whether the game applies certain fixes to assist with practice, surrounding entering the level from an exit other than from the DK Portal:
- Sandstorm: If enabled, loads the wall torch near DK Portal which loads whether the sandstorm in Aztec is active or not
- Galleon Water: If enabled, loads up switch in Lighthouse area which checks the water level flag. The fix also instantly raises the water to the raise height if the flag is enabled (as opposed to normal behaviour where this is gradual).
- Fungi Nighttime: If enabled, the game will load the day switch in clock area to make the sky in Fungi reflect the time of day and the music that is being played.
- Giant Kosha Timer: If enabled, the game will load the object responsible for controlling the giant kosha timer, meaning that the 800-frame timer will begin regardless of where you spawn in Caves.
Settings: Change Kong Colors
us pal jp n64 wiiu emu
Changes the color of each kong based on some presets:
DK (Body) |
Blue, Green, Purple |
Diddy (Cap) |
Yellow, Light Blue, Dark Blue |
Lanky (Straps) |
Purple, Red, Green |
Tiny (Suit) |
Purple, Red, Green |
Chunky (Shirt) |
Red, Purple & Blue, Green & Purple |
Jetman (Entire Body) |
White, Red, Green, Blue, Yellow, Purple, Cyan |
Settings: Tie D-Pad to Position Savestates
us pal jp n64 wiiu emu
Ties
and
to Position Savestates.
Position Savestates stores the following information for player 1:
- X, Y and Z co-ordinates
- Stored positions
- Speed and Acceleration vectors
- Facing angle
- Skew angle
- Floor
- Camera Angle
Button mapping
|
Saves position data
|
|
Loads position data if the player is currently inside the map where the position savestate was created
|
Settings: Tie D-Pad to Frame Advance
us pal jp n64 wiiu emu
Ties
and
to Frame Advance.
The Practice ROM "frame advance" mimics traditional frame advance found on PC emulators. To do this, the Practice ROM utilises the same mechanics used for traditionally pausing the game plus some additional patches to accomodate other game aspects, including:
- Artificially pausing the Helm Timer
- Artificially pausing the Practice ROM Timer
- Artificially modifies the games input so an input can be buffered during frame advance to be "pressed" on the next unpaused frame
- Enables screen overlays (eg. Text Overlays) to be displayed during frame advance
These additional patches are work in progress and some things are missing as of right now, including:
- Artificially pausing the Intro Story timer
- Artificially pausing the K. Rool timer
Button mapping
|
Pause/Play gameplay
|
|
Advance to the next frame (pauses if unpaused)
|
Settings: Tie D-Down to Tag Anywhere
us pal jp n64 wiiu emu
Ties
to Tag Anywhere.
"Tag Anywhere" allows the player to tag without utilising a Tag Barrel, popularised by the
Tag Anywhere ROM Hack.
Tag Anywhere cannot be performed under some circumstances:
- When playing as a kong who is not part of the main 5. This includes when you have temporarily transformed into an animal buddy
Button mapping
|
Tags to the next kong in the order (If active menu is not open)
|
→
|
Tags to the next kong in the order (If active menu is open)
|
us pal jp n64 wiiu emu
Lists all loaded actors in the current scenario, updating every time a new actor is loaded in or deloaded.
The view you will get upon loading the actor list details the actor name, actor address and loaded actor index.
Selecting an actor will provide a sub-menu:
Address |
The location of the actor's data in memory.
|
Name |
The actor's assigned name in ScriptHawk
|
Type |
The numerical value of the actor's type, for situations where multiple actor types have the same name. (eg. Zinger)
|
Size |
The amount of space (in bytes) that the actor takes in memory, excluding any memory space which is referenced by a pointer inside the actor space.
|
X/Y/Z |
The co-ordinates of the actor in the map.
|
Collisions |
The amount of collisions that the actor is hosting.
|
Last Collision |
The most recent collision that the actor hosted with some additional information regarding that collision (The collision target, and the collision header).
|
Grab Actor |
Sets the actor address as the player's held actor. To warp the actor into your hands, you will need to crouch and uncrouch.
|
Warp to Actor |
Warps the player to the actor.
|
View in Memory |
This option is disabled on Wii U
Opens the Memory Viewer, limiting the space you can view to the space assigned to the actor.
|
Focus on Actor |
Shifts the camera's focal actor to the actor selected.
|
us pal jp n64 emu
Allows the user to view the 8MB of memory, and edit selected addresses with specific data sizes.
Controls
→ /
|
Changes the selected hex digit in the address
|
→ /
|
Change the value of the selected hex digit
|
→ /
|
Changes the data size between int, short, byte and hex-digit
|
→ /
|
Increments or decrements the value of the selected piece of data. The data will not be written to RDRAM until you let go of
|
|
Toggles a submenu which enables extra actions to be performed on the selected address.
|
Extra address actions
Follow Pointer
|
Changes the focused address to the one indicated by the pointer
(Only visible if selected address is a pointer and the size is set to "int").
|
Add as watch
|
Adds value as a dynamic watch, with various options on how the data will be displayed (Float is only available if the size is set to "int"). The value can be removed as a dynamic watch either by reselecting that same address and selecting "Remove as watch" or by going to the Dynamic Watches menu.
|
Freeze Value
|
Freezes address to whatever value it was at point of freeze. There can only be a maximum of 8 frozen addresses at any one time. Since the value is reset back to it's freeze value at the start of the frame, anything which changes that value after the start of the frame will utilize the new value as opposed to the frozen value. This is a limitation of freezing addresses in general (regardless of whether on a Practice ROM or a PC emulator). To unfreeze a value, reselect the same address and select "Unfreeze value", or go to the Manage Frozen Values menu.
|
Opening the memory viewer will close the active menu, and visa-versa.
For a list of some addresses:
- ScriptHawk Watch: Link
- ScriptHawk LUA: Link
- Practice ROM: Link
Debug: Manage Frozen Values
us pal jp n64 emu
Displays the values/addresses which were frozen by the
Memory Viewer. Selecting a line will unfreeze that value/address and remove it from the list.
us pal jp n64 wiiu emu
Displays some statistics about the game's heap. Not updated in real-time.
Free
|
Amount of bytes in the heap not allocated
|
Used
|
Amount of bytes in the heap allocated
|
Allocated
|
Amount of blocks allocated
|
Total
|
The total amount of space allocated for dynamically placed memory outside of the framebuffer
|
us pal jp n64 wiiu emu
Lists the 10 most recently altered flags. The format of each flag in the log:
A: B>C DE F
A: Order
|
The order of how recently the flag was set
|
B: Byte
|
The byte component of the flag
|
C: Bit
|
The bit component of the flag
|
D: Type
|
The first letter of the flag type: Permanent (P) / Temporary (T) / Global (G)
|
E: State
|
Whether the flag was attempted to be set (S) or cleared (C)
|
F: Timestamp
|
How long ago in HMS format the flag was attempted to be altered.
|
us pal jp n64 wiiu emu
Allows you to spawn any actor. Some actors will crash, depending on which map you are in and if some conditions are missing.
Below is a brief key to the below table
Safe |
Actor code is statically loaded. Likely won't crash (please report any inaccuracies to the dev discord) |
Not Safe |
Actor code is dynamically loaded. This will crash if not in the correct subset of maps. |
Not Safe (Low-Level Actor) |
Actor is critical to map generation and game stability. Spawning another version of this is almost certain to crash. |
The below list will detail which actors are safe or not:
us pal jp n64 wiiu emu
Displays a realtime map of the game's void zones, which are comprised of the void triangles inside the level (only present in some maps) and the void boundaries that encapsulate the map in a box. The game will only render triangles and boundaries which have some portion of their respective polygon within a 500 range of either (or both) of the X or Z axes.
There are some caveats to the void map though:
- Wii U: Wii U cannot render triangles properly yet as it suffers from billboarding issues. A lot of the solutions to this issue which can be used on N64 and PC emulators do not work on Wii U. As such, the rendering is just limited to the boundaries for now
- Minigames: DK64 disables the ability to void during minigames. As such, to not cause confusion, the void isn't rendered when the game disables the ability to void in this way.
us pal jp n64 wiiu emu
Changes the screen ratio between 4:3 and 16:9
us pal jp n64 wiiu emu
Changes the camera mode between "Free Cam" and "Follow Cam"
us pal jp n64 wiiu emu
Toggles what console the Practice ROM references for tuning features. This is pre-set on the first boot of the ROM, however can be toggled here.
Settings: Input Stick Max
us pal jp n64 wiiu emu
Toggles what value the input display will use as the maximum value:
Threshold |
The max value that DK64 can interpret (80) |
Full Magnitude |
The max value that the N64 can interpret (127) |
us pal jp n64 wiiu emu
Toggles what type of input display is used:
Detailed |
Uses sprites for buttons. More visually pleasing |
Low-Lag |
Uses rectangles for all drawn items. Lower lag |
Settings: Practice ROM Sound Effects
us pal jp n64 wiiu emu
Toggles whether custom sound effects that are triggered by various parts of the Practice ROM will play or not.
Settings: Savestate Shorthand Combo
us pal jp n64 wiiu emu
Toggles whether the button combination for saving a state is enabled or not.
Settings: File Start State
us pal jp n64 wiiu emu
Toggles whether the file status will have some flags set or not upon new file creation:
- Waterfall Cutscene
- Escape Cutscene
- Kong FTTs
Settings: K. Rool Round Number
us pal jp n64 wiiu emu
Toggles what system the Practice ROM uses for the K. Rool Round Numbers
Random |
K. Rool round will be randomly selected between 1 and 11 |
Forced Sequential |
K. Rool round will be tied to the phase number |
Settings: Save Notifications
us pal jp n64 wiiu emu
Toggles whether the game shows a text overlay whenever the game performs a save
us pal jp n64 wiiu emu
Toggles the amount of decimal places shown on float (non-integer) watch values
Settings: Transform Cheat Auto-Restock
us pal jp n64 wiiu emu
Toggles whether the
transform cheats will deplete crystals (Off) or not (On)
us pal jp n64 wiiu emu
Toggles between whether the Practice ROM forces Story Skip to be on
Settings: Pause Menu Volume
us pal jp n64 wiiu emu
Changes the volume of the pause menu background music between the following settings
Pause Menu Volume
Normal |
100% |
Quiet |
50% |
Silent |
0% |
us pal jp n64 wiiu emu
Toggles whether the game skips some of the boot sequence before getting to the main menu.
Settings: D-Left and Right to Navigate Menu
us pal jp n64 wiiu emu
Toggles whether and are used to navigate between Active Menu screens.
us pal jp n64 wiiu emu
Loads the stored state of Arcade.
The Arcade Savestates can load these variables:
- Arcade Map
- Arcade Level
- Arcade RNG
- All Arcade Objects loaded on the screen (eg. Jumpman, DK, Enemies, Pauline etc.) and their associated attributes
- All movable floors (75m elevators) and their associated attributes
- Global, Level and Bonus Timers
- High Score and Current Score
- Lives
- Hammer Timer
- Song
- Rivet Bitfield (100m)
us pal jp n64 wiiu emu
Stores the state of Arcade to memory, enabling it to be reloaded later on.
The Arcade Savestates save these variables:
- Arcade Map
- Arcade Level
- Arcade RNG
- All Arcade Objects loaded on the screen (eg. Jumpman, DK, Enemies, Pauline etc.) and their associated attributes
- All movable floors (75m elevators) and their associated attributes
- Global, Level and Bonus Timers
- High Score and Current Score
- Lives
- Hammer Timer
- Song
- Rivet Bitfield (100m)
Arcade Savestates can only be made during the gameplay sections of Arcade. If you hear a 75m spring falling, a savestate cannot be made.
Arcade Menu: Restock Lives
us pal jp n64 wiiu emu
Restocks Jumpman's lives to the maximum enabled by the Arcade mode you are in.
us pal jp n64 wiiu emu
Displays a timer which indicates how quickly you completed a level. The timer starts, stops and resets automatically, so there's no way to control it outside of playing Arcade.
Depending on the map, the timer will stop at various points:
25m/75m |
As soon as you stand on the Pauline platform |
50m |
As soon as DK starts to climb the ladder |
100m |
As soon as you touch the final rivet |
These are the earliest point in the completion of a map where the frame you will transition to the next map is consistent.
Arcade Menu: Levitate Jumpman
us pal jp n64 wiiu emu
Holding this option levitates Jumpman up the screen, useful for if you want to beat certain rounds quickly or get to certain places.
us pal jp n64 wiiu emu
Allows you to change the map between the 4 Arcade screens
Arcade Menu: Level Select
us pal jp n64 wiiu emu
Allows you to change the level (difficulty) between the 9 difficulties.
Note: In story mode, the game overrides this upon map loads.
Jetpac Menu: Level Select
us pal jp n64 wiiu emu
Allows you to change the level between the 8 levels offered by Arcade.
Jetpac Menu: Restock Lives
us pal jp n64 wiiu emu
Restocks Jetman's lives to the maximum that is enabled by the Jetpac mode you are in.
Jetpac Menu: Reset Jetpac
us pal jp n64 wiiu emu
Resets Jetpac to the state it would be if you press "Start Game" upon Jetpac boot, intended for practising 5000-point runs.
Jetpac Menu: Jetman Color
us pal jp n64 wiiu emu
Changes Jetman's color between 7 custom colors. This can also be changed in the
settings menu.
Jetpac Menu: 5000 Point Timer
us pal jp n64 wiiu emu
A timer to measure how quickly you can get to 5000 points from the start of a Jetpac game. The timer starts, stops and resets automatically. As such, there is little you can do to control it. The timer can be manually reset by selecting the
reset jetpac option.
The timer stops as soon as the game would push Rareware Coin to the item drop queue.
Code Monkeys
- Ballaam: Main Developer
- Rain: Memory Viewer, general development assistance
- Isotarge: Asset Modification System (Cranky's Lab), general development assistance
File State Creators
Others
The Practice ROM repo allows any user to build a current development version of the DK64 Practice ROM. In order to build the Practice ROM, you will need the following:
- A .z64 Donkey Kong 64 Vanilla ROM
- See the installation guide for valid ROM Hashes
- The ROM must be placed in the src/rom directory of the repository.
- Python 3.x installed or a text editor which can run a python terminal (Eg. Sublime Text)
- N64Chain: Link
Once these are installed, run
build.bat in the src directory through a command-line interface. The structure of the command is as follows:
./build.bat [ROM_FILE] [--bps if making a bps patch]
eg.
./build.bat dk64.z64 --bps
Assuming your vanilla ROM is in the right directory, everything should build as normal. The output Practice ROM will be in the src/rom directory titled "
dk64-practice-rom-dev-{version}.z64". (eg. dk64-practice-rom-dev-us.z64)
If you have a problem with building this and have everything listed above, raise it as a GitHub issue.
If you wish to contribute to the Practice ROM, create a separate branch or a fork of the Practice ROM repository so you can make your updates without altering the main Practice ROM repository/branch.
Once you are happy with the changes, make a pull request of your changes to the Practice ROM repository/branch. Before an update from an external contributor can be pushed to the main branch, a checklist of the update must be completed:
- If the update includes a game code or python change:
- The update must work on an original N64 console and produce the intended effect
- The update must have been tested to a significant degree, including console testing, to ensure it is at least 99% bug free
- The update must provide something of substance (if additional ROM Code has been added)
- If a new Active Menu option has been added, it must be placed in a sensible spot
- If the update includes a website change:
- It must work on the following browsers
- Google Chrome
- Mozilla Firefox
- Microsoft Edge
- It must work with a variety of devices and screen resolutions
- You can use Chrome Dev tools to mimic devices and screen resolutions
- Irrespective of the purpose of the change:
- Any new files must be placed in a sensible location. If your file is classed as a member of an item on the below list, place your file in that location
- Site-Only non-HTML files: "./Site"
- ROM Hack code (eg. In-game addresses): "./src"
- ROM Hack assets: "./assets"
- Building scripts: "./Build"
Finally, make sure your code does not contain any Nintendo copyrighted works (eg. binary files that are stored inside the vanilla ROM)