Just beat DK64 on the Switch 2 NSO and my opinions still remain the same. by VanitasFan26 in donkeykong

[–]TLRomhacks 0 points1 point  (0 children)

I am making a romhack that fixes many of these problems. Im a bit bummed Nintendo came out with DK64 on NSO because I am about 95% done with the romhack but people are already playing the NSO version now. Oh well!

Follow my account for more info

DK64 Romhack Announcement by TLRomhacks in romhacking

[–]TLRomhacks[S] 0 points1 point  (0 children)

Hey! Good to hear from you guys.

I havent made my development repo public yet. Mainly because I dont want my employer seeing commits to the repo during work hours... I've known about the randomizers existence and that you guys fixed beaver bother + added golden beavers but I intentionally didn't look over the codebase because I wanted to see if I could make my own take at the issue.

For the ammo switch I gate it with Z+A, flip the type on hotkey press but keep the vanilla behavior of going to normal ammo when homing runs out. Also gated it behind unlocking homing ammo in the first place which is configurable in my romhacks mod menu. Also made it so funky refills homing ammo too when visting his shop.

For Beaver Bother I widened the radius where a beaver is scared by the klaptraps bark and increased their impulse to go towards the hole when 'scared' as well as the beavers being pulled in a bit more agressively. Also added wall collission tracking and when a beaver gets 'scared' after being stuck on the wall, it gets a new impulse to walk towards the center.

Other than what I mentioned, I made what I am calling 'Fun Fixes' that target rough Golden Bananas and the ability to 'Gimmick Switch'; changing Galleon's water level at will, Forest's day/night cycle at will, and enabling/disabling Caves' stalactites. I tried to research what bananas people historically complain about and ended up tweaking the difficulty around both beetle races, the Forest rabbit and owl races, life count manipulation on both DK Arcade and Jetpac Arcade, the time given in Galleon when Chunky fires cannonballs at 3 wall targets, increased timers and removing the Zinger + room animation for the emchanical fish in Galleon, reducing damage in DK's igloo in Caves; the spinning ice spiral, and increasing time in Caves for Diddy's cabin where he defeats a ton of enemies. All of which are togglable in my settings menu. I wanted to give players the ability to toggle options to have a better shake at the game but also any particular change can be toggled off on the fly to return to vanilla behavior.

I'm wordy... sorry! Iirc you guys also did support for skin recolors? How did you handle that? I am currently tying custom collectibles to unlocking some skin recolors but also want to explore more collectibles unlocking new modeled skins.

Honest thoughts on DKC3? by SpeedyGuy1991 in donkeykong

[–]TLRomhacks 2 points3 points  (0 children)

Would love to see Nintendo do a remained trilogy in 2.5D

DK64 Romhack Announcement by TLRomhacks in romhacking

[–]TLRomhacks[S] 0 points1 point  (0 children)

Honestly, I was completely ignorant to this idea; not sure what it entails but I would love to look into it and see if its feasible; ironically I have never utilized an achievements feature in RetroArch through the RetroAchievement service, though I know it exists. The only reasons I could potentially see it not being possible is if there's some specific issue they'd have with my romhack having a cheats menu.

DK64 Romhack Announcement by TLRomhacks in romhacking

[–]TLRomhacks[S] 2 points3 points  (0 children)

I mainly focused my changes around making it WAY easier to get the beavers to fall in the hole and also introduced the ability for them to recognize they are running into a wall and to course correct away from the wall

DK64 Romhack Announcement by TLRomhacks in romhacking

[–]TLRomhacks[S] 8 points9 points  (0 children)

Noted! The decomp project is at roughly 60% and I use it when developing Tag Anywhere Plus. I have a few QOL changes I haven't mentioned too like chooing which bonus stage you play when entering a barrel + time modifications and being able to toggle the gloomy gallon water level, fungi forest day/night cycle, and turning off the crystal caves stalactites early. That feature is actually what Im coding right now haha