Active Menu Controls

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

Other Controls

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.

Lag Watch

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

Average Lag Watch

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

us pal jp n64 wiiu emu 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.

Lock Stack Count Watch

us pal jp n64 wiiu emu Displays the lock stack count. Useful for debugging the lock stack overflow crash.

Scripts Running Count Watch

us pal jp n64 wiiu emu 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.

Loaded Actor Count Watch

us pal jp n64 wiiu emu 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).

Position Watch

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.

Floor Watch

us pal jp n64 wiiu emu Displays the Y value of the player's floor

Speed Watch

us pal jp n64 wiiu emu Displays the speed of the player, irrespective of lag.

Average Speed Watch

us pal jp n64 wiiu emu Displays the average speed of the player over the past 64 frames, irrespective of lag.

Stored Position Watches

us pal jp n64 wiiu emu Displays the co-ordinates indicated by the first and second set of stored positions

Spawn Snag Watches

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.

Phase Assistant Watch

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.

Fairy Viewer Watch

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.

Fake Key Watch

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

us pal jp n64 wiiu emu 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.

Dynamic Watches

us pal jp n64 emu A list of watches added through the Memory Viewer. Select an option to remove it from the watch list.

Bark Indicator

us pal jp n64 wiiu emu The Klaptrap inside Beaver Bother will be colored black if the Klaptrap is classed as barking.

Scared Indicator & Range Indicator

us pal jp n64 wiiu emu 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)

Timing Indicator

us pal jp n64 wiiu emu 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.

Success Indicator

us pal jp n64 wiiu emu 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.

Set Reference Point

us pal jp n64 wiiu emu Sets a reference point which is used for watch calculations. Currently used for the following watches:

Clear all Watches

us pal jp n64 wiiu emu Removes all watches from view and resets every watch to it's default state

Timer Watch

us pal jp n64 wiiu emu 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.

Giant Kosha Timer Watch

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.

Movement State Watch

us pal jp n64 wiiu emu Displays the current movement state of the player as a hex value.

Angle Watch

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

Angle to Point Watch

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.

Input Watch

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.

Held Actor Watch

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.

ISG Timer Watch

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

In-Game Timer Watch

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).

Kong Flags

us pal jp n64 wiiu emu Toggles the flags tied to whether the kongs are freed.

Keys Turned In Flags

us pal jp n64 wiiu emu 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.

Keys In Possession Flags

us pal jp n64 wiiu emu 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

Level Intros 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

us pal jp n64 wiiu emu Toggles whether the Troff 'n' Scoff portals are closed in every level.

Level Boss Intro Flags

us pal jp n64 wiiu emu Toggles whether the long boss introductory cutscenes for each of the 7 boss key bosses have been watched.

Cutscene Flags

us pal jp n64 wiiu emu Toggles whether you have watched a particular cutscene.

Level Modifier Flags

us pal jp n64 wiiu emu 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

First Time Text Flags

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.

Bananaport Flags

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

Miscellaneous Flags

us pal jp n64 wiiu emu Toggles other various flags of notable importance

Custom Flags

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

Change Savestate

us pal jp n64 wiiu emu Changes which savestate will be referenced when saving and loading state. 4 savestate slots are currently supported.

Save State

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, .

Load State from position

us pal jp n64 wiiu emu 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, .

Load State from exit

us pal jp n64 wiiu emu 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, .

View Savestate Variables

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

Void Grace Period

us pal jp n64 wiiu emu If disabled, the game will prevent the 100-frame voiding grace period mechanic upon loading a state.

Warp to Map

us pal jp n64 wiiu emu 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

us pal jp n64 wiiu emu 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

us pal jp n64 wiiu emu 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

us pal jp n64 wiiu emu 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

us pal jp n64 wiiu emu Determines whether the timer will pause when the game's pause menu is open.

Timer Finish Trigger: L Press

us pal jp n64 wiiu emu 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

us pal jp n64 wiiu emu Timer will finish when a transition begins (eg. A "DK Spin" transition or a fade transition)

Timer Finish Trigger: Cutscene

us pal jp n64 wiiu emu Timer will finish when a cutscene is registered as playing

Timer Finish Trigger: GB Collection

us pal jp n64 wiiu emu Timer will finish when a kong is registered as touching a golden banana.

Timer Finish Trigger: Transition End

us pal jp n64 wiiu emu Timer will finish as soon as a transition is completed (eg. A "DK Spin" transition or a fade transition)

File Status: Clean File

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%

us n64 wiiu emu Sets the file state to the level entry point for each level in the Glitchless Any%.

File State creation credit: ChristianVega64

Moves: Give All

us pal jp n64 wiiu emu Gives player 1 all moves in the game

Moves: Revoke All

us pal jp n64 wiiu emu Clears all moves from player 1

Moves: Cranky

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.

Moves: Candy

us pal jp n64 wiiu emu Changes the moves for each kong that are acquired from Candy

Moves: Funky

us pal jp n64 wiiu emu Changes the moves for each kong that are acquired from Funky

Moves: Camera and Shockwave

us pal jp n64 wiiu emu Toggles the possession of the Fairy camera/Shockwave ability that is granted by the Banana Fairy Queen

Moves: Training Barrels

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.

Cheats: Give Coins

us pal jp n64 wiiu emu 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

Cheats: Give Homing Ammo

us pal jp n64 wiiu emu Set the homing ammo count to 100.

Cheats: Change Gamemode

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°.

Cheats: Cancel Cutscene

us pal jp n64 wiiu emu If a cutscene is playing, selecting this option instantly cancels the cutscene

Cheats: Transform

us pal jp n64 wiiu emu 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.

Spawn Snag Cheats: Reset

us pal jp n64 wiiu emu Resets all spawn snag collectables inside the current map to their default state.

Cheats: Superspeed

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.

Cheats: Turn off all

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.

Cheats: Minigame Timers

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

Cheats: Infinites

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

Cheats: Auto-Moontail

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.

Cheats: Auto-Startail

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.

Cheats: Auto-Moonkick

us pal jp n64 wiiu emu If enabled, and DK kicks, the game will modify the gravity of the kick to emulate a moonkick.

Cheats: Auto-Phase State

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.

Cheats: Disable Void

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.

Cheats: Toggle Sandstorm

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").

Cheats: L to Levitate

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

Cheats: End Minigame

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

Debug: Corrupt

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.

Cheats: Gain Control

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.

Settings: Fixes

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)

Debug: Actors

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.

Debug: Memory

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.

Debug: Analyze Heap

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

Debug: Flag Log

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.

Debug: Spawn Actors

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:

Debug: Void Map

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.

Settings: Screen Ratio

us pal jp n64 wiiu emu Changes the screen ratio between 4:3 and 16:9

Settings: Chimpy Cam

us pal jp n64 wiiu emu Changes the camera mode between "Free Cam" and "Follow Cam"

Settings: Console

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)

Settings: Input Type

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

Settings: Precision

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)

Settings: Story Skip

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%

Settings: Quick Startup

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.

Arcade Menu: Load State

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)

Arcade Menu: Save State

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.

Arcade Menu: Map Timer

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.

Arcade Menu: Map Select

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.

Contributors

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

  • GloriousLiar: Various Vanilla Modifications, general development assistance
  • Wedarobi: Online patching support, general development assistance
  • Adam Whitmore: N64 QA

Development: Building

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.

Development: Workflow

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:
    1. The update must work on an original N64 console and produce the intended effect
    2. The update must have been tested to a significant degree, including console testing, to ensure it is at least 99% bug free
    3. The update must provide something of substance (if additional ROM Code has been added)
    4. If a new Active Menu option has been added, it must be placed in a sensible spot
  • If the update includes a website change:
    1. It must work on the following browsers
      • Google Chrome
      • Mozilla Firefox
      • Microsoft Edge
    2. 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)

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