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Despite this bug fix, this change was not kept in any version of Donkey Kong Land III, so the glitch reappears in that game, with some minor differences. In the Japanese version, this glitch no longer occurs, since the counter resets to 0 whenever a main level is entered.

In this game only, exiting a level, losing a life, or resetting the game with + + + will freeze the counter until a bonus stage is entered again, so the glitch only occurs before doing any of these things. When the counter reaches zero, the chime when a Kremkoin appears will still be heard, as if the Kongs are still in a bonus stage. Therefore, when collecting bananas (either single ones or banana bunches) or defeating enemies, the counter will still decrease. However, when losing to a bonus stage with enemies or stars remaining and returning to the main level, the counter does not reset to 0 in the English version. In the "Destroy Them All!" and "Collect The Stars!" Bonus Areas, the game uses a counter to keep track of the remaining enemies (or stars) in the stage. In Pirate Panic, if Diddy or Dixie takes a barrel and then drops it (by pressing Down before letting go of B) on a barrel platform, the barrel will fall off the platform to the ground below.Įnglish version only Bonus Counter Glitch This bug later appeared in Donkey Kong Land III and behaves the same way.

Therefore, if the main save is corrupted, it is possible to view graphical glitches in the save screen (if the save has invalid values for DK Coins, Kremkoins, or total time played), enter invalid worlds and levels, and other things. The intended behavior was that the game would copy the valid backup copy into the main file, but due to an error in the subroutine that handles this, the game ends up writing to an invalid location in ROM instead of the intended location in SRAM, meaning that if the main save is corrupted, it will not be replaced with a backup copy. If the checksum is not valid, the game correctly detects this and attempts to use a backup copy with a valid checksum, if there is one. To detect save corruption, a 16-bit checksum is stored at the beginning of each copy, which is the sum of all other bytes in the save data. To safeguard against corrupted save data, Donkey Kong Land 2 keeps three copies of every save file. For example, if Krow's Nest is beaten with Dixie, a Dixie icon will be placed on Krow's Nest when viewed from within Gangplank Galleon, but a Diddy icon will be placed on Gangplank Galleon when viewed from Krocodile Isle. Gangplank Galleon) themselves, the boss stage will have the correct icon, like other stages, because the game does check which Kong beat a particular boss before placing the icon on the screen. Through hacking, it is possible to change any of the icons to Dixie ones by editing the flags in a hex editor. This occurs because when a boss is beaten, the game does not check which Kong beats it before placing the icon on the Krocodile Isle overworld map. However, regardless of which Kong defeats the boss, the icon will always be Diddy. On the Krocodile Isle overworld map, when a boss is defeated for a particular world, a Kong icon appears on its respective map. NOTE: Unless otherwise noted, all names are conjectural.ĭiddy Icons on Krocodile Isle Overworld Map
#DONKEYKONG 1994 COLOR HACK SERIES#
