the cutting room mirror

Unused Strings and Debugging Text

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This is a sub-page of Proto:Donkey Kong 64.

To do:
Merge the two sections? There's actually quite a bit of overlap.

This page comprises all the text stored uncompressed in the ROM. For the compressed text, see the Early Script page.

Unused Strings#

Internal Object List#

Address

Name

806F9F94

Barrel generator

806FA024

Crate

806FA054

Cannon Barrel

806FA084

TNT barrel generator

806FA0B4

Bonus barrel

806FA144

Rambi crate

806FA174

Chunky size barrel

806FA1A4

Swinging light

806FA1D4

Heli Rope

806FA204

Barrel gun(barrel bonus)

806FA234

Bridge

806FA2C4

Minecart

806FA2F4

Racing Car

806FA324

Blast barrel

806FA384

Long bridge

806FA3B4

Tiny size barrel

806FA4D4

Barrel gun(snake bonus)

806FA534

Jetpack barrel

806FA6B4

Lanky speed barrel

806FA6E4

DK invincibility barrel

806FA714

Cave light

806FA774

Chunky rock

806FA7D4

Urn type 1

806FA804

Urn type 2

806FA834

Urn type 3

806FA864

Urn type 4

806FA894

Chunky cannonball

806FA8C4

Heli Vine

806FA8F4

Clobb head

806FA924

Big Plate

806FA954

DK key

806FA984

Chunky cannon

806FAAD4

Chunky Minecart

806FAB34

Rockfall

806FAB64

Spider web

806FAB94

Flour barrel generator

806FABF4

Crown

806FAC24

BONUS Minecart

806FACB4

Diddy banana balloon

806FACE4

Chunky banana balloon

806FAD14

Tiny banana balloon

806FAD44

Lanky banana balloon

806FAD74

Donkey banana balloon

806FAE04

Dragon barrel generator

806FAE64

Kong swap barrel

806FAEC4

Script barrel gen

806FAEF4

Script barrel gen 2

806FAF24

Script barrel gen 3

806FAF54

Script barrel gen 4

806FAF84

Script barrel gen 5

806FAFB4

Script barrel gen 6

806FB014

DK lever

806FB044

Donkey Minecart

806FB0D4

Hedge jump

806FB104

Start grid

806FB134

Chain Rope

806FB164

Beanstalk

806FB284

Barrel gun(barrel bonus)

806FB2B4

Barrel gun(barrel bonus)

806FB2E4

Headphones

806FB314

Enguarde crate

806FB344

Fly swatter (swat bonus)

806FB374

Spot light (bonus)

806FB3A4

Worm's apple

Early Menus and Debug Options#

Address

Name

Final Name

807061D0

JUNGLE

Jungle Japes

807061D8

TEMPLE

Angry Aztec

807061E0

TOY

Frantic Factory

807061E4

WRECK

Gloomy Galleon

807061EC

FOREST

Fungi Forest

807061F4

CRYSTAL

Crystal Caves

807061FC

SPOOKY

Creepy Castle

80706204

WORLD

DK Isles

8070620C

HIDEOUT

Hideout Helm

80706214

BONUS

8070621C

MULTI

80706224

TEST

8070622C

SHARED

The internal names for each world, and other map types.

(Source: Level names: burb)

Address

Name

80706234

RETURN

8070623C

QUIT

80706244

ARE YOU SURE?

80706254

A YES B NO

80706260

GAME STATUS

8070626C

%d

80706270

%d

80706274

%02d

8070627C

%d

80706280

%d

The early pause menu. Used in the E3 demo, but the strings there are "RETURN TO GAME" and "QUIT GAME". Inaccessible without hacking in the kiosk demo. "GAME STATUS" never appears, and is possibly an early option to go to the game totals screen.

Address

Name

80707680

ADVENTURE

8070768C

MULTIPLAYER

80707698

OPTIONS

807076A0

EMPY GAME SLOT

807076B0

BANANA ATTACK

807076C0

DEATHMATCH

807076CC

RACING

807076D4

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

80707700

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

8070772C

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

80707758

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

80707784

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

807077B0

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

80707700

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

An earlier copy of the main menu options. Note the lack of the Mystery menu and the presence of the "Banana Attack" mode and "Racing" multiplayer mode. There's ample evidence for what the racing mode entailed, but "Banana Attack" remains a mystery.

Address

Name

807077DC

WIPE EEPROM

807077E8

NO

807077EC

YES

807077F0

GAME SELECT

807077FC

ADVENTURE

80707808

MULTIPLAYER

80707814

BANANA ATTACK

80707824

DEATHMATCH

80707830

OPTIONS

80707838

WIPE EEPROM

80707844

START

8070784C

NO CONT EMPTY GAME SLOT

80707864

EMPTY GAME SLOT

80707874

GAME %d

8070787C

TIMED

80707884

%d MINUTE

80707890

S

80707894

FIRST TO

807078A0

%d KILL

807078A8

S

807078AC

LAST MONKEY STANDING

807078C4

%d LI

807078CC

VES

807078D0

FE

807078D4

COIN HOARD

807078E0

%d MINUTE

807078EC

S

807078F0

COIN CAPTURE

80707900

%d MINUTE

8070790C

S

80707910

%s

A more fleshed-out version of the above main menu text, along with the file select and deathmatch submenus. Still no Mystery menu.

Address

Name

80707930

%2d:%.2d

8070793C

%d

80707940

TOTAL

80707948

POS

8070794C

P %d

80707954

%d

80707958

%d

8070795C

%d

80707960

%d

80707964

%d

80707968

%d

Address

Name

807079D0

ADVENTURE

807079DC

SOUND

807079E4

BATTLE

807079EC

MYSTERY

807079F4

OPTIONS

807079FC

ERASE GAME

80707A08

EMPTY

80707A10

GAME %d

This version of the main menu has the five final menu options included now.

Address

Name

80707A18

15%c

80707A20

%03d

80707A28

00:00

80707A30

GAME %d

80707A38

EMPTY

80707A40

GAME %d ERASE

80707A50

EMPTY

80707A58

GAME %d ERASE

80707A68

ARE YOU SURE?

80707A78

NO

80707A7C

YES

Address

Name

80707A80

MONKEY SMASH

80707A90

BATTLE ARENA

80707AA0

SURVIVAL

80707AAC

COIN HOARD

80707AB8

WINS

80707AC0

CAPTURE

80707AC8

GAME TYPE

80707AD4

GAME TYPE

80707AE0

%d LIVES

80707AEC

%d LIVE

80707AF4

%d MINS

80707AFC

%d MIN

80707B04

Counter icon error!!!

(Source: Gilgamesh)

Miscellaneous#

Located at offset 173150, these appear to be remnants of the E3 demo, in which an area's name would show up upon entrance much like in Banjo-Tooie. Most of the names were removed by the time this demo came out, leaving only these seven as unused text.

Location of text in RAM

Content

80702168

MINECART ONE

8070217C

BOSS ONE

80702204

INTRO SEQUENCE

807022A0

DK MUSICAL

807022B8

START GAME

807022C4

GAME OVER

807022E4

BOSS TWO

DONKEY
DIDDY
LANKY
TINY
CHUNKY
Calling Null object!
Calling End object!


The Kong names are used in dialogue; the last two strings are not.

TOP
SECRET!
BIG
WEAPON


Something to do with the Blast-O-Matic?

ABCDEFGHIJKLMNOPQRTUVWXYZ.,!?:;'S-1234567890
ABCDEFGHIJKLMNOPQRSTUVWXYZ.-?{}:=0123456789<>m)!@#$%^&cab
0123456789%/


0123456789abcdefghijklmnopqrstuvwxyz
0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ
(null)
(nil)


Event not setup for battle arena
Kremling Karnage
NICE ONE!


NO VARIABLE SET IN BARREL_GUN2_OBJ


Comming along side
Along side
Show off
Starting normal racing
Going to top speed
Going to normal speed


Overtake barrel


Game by Rare
A Nintendo Presentation
Donkey@Kong@64K
PRESS@START


An interesting ZX Spectrum Easter egg game that was originally planned before simply porting DK Arcade itself into the game. The formatting of the lower lines (with @s for spaces) matches Jetpac's.

Debugging Text#

A bunch of debugger messages are present starting at ROM offset 1735F0:

LEN=%d decompspace=%x
Audio heap alloc failed (fatal)
Sequence %d len:%d %p
Error - sequence %d out of heap space
%d bytes audio heap left over
Invalid marker %d
Invalid marker %d
ad_Audio.c: unable to load sequence %d on player %d actual size %d - max size %d
Interface busy!!
Audio Error! Too many SP commands!
audio: ai out of samples
Audio Error! No dma pointer!
Audio Dma not done
tune %d stopped by tune %d


Unknown EEPROM item [Character] %d
Unknown EEPROM item [Game] %d
Decode of golden bananas required
Event bits: %d
Game total bits: %d
Aligned total bits: %d
Bytes per game: %d
Bytes available: %d
Num save games available: %d


mode=%d
GO %x
current=%x start=%x end=%x dpstat=%x spstat=%x
GO %x
%x
current=%x start=%x end=%x dpstat=%x spstat=%x
%x
 *** CPU FAULT *** - UNFREEZING RDP?
Yield took %llu, max %llu


Task %d received message %d


Insufficient space reserved for animations, increase MAX_runANIMS


illegal camera type
reset camera
Can't Blend into Blend, you fool!


default tunes type not valid


Error: Don't know how to render object type %d.
Don't know how to initialise object type %d.
Texture animation '%d doesn't exist.
NO SAVE=%d
restoring %d


STATE_PLAYER_GOTOBJECT: collectobjmask removed
%d Unknown script state test %d.
Can't communicate with script object %d.
Can't communicate with script object %d.
Can't communicate with script object %d.
ACTION_PLAYER_GETOBJECT: collectobjmask removed
Unknown script command %d.
Unknown option for ACTION_RECALC_GROUND (%d).


new delay: %d


(%d,%d),
Hash table %d - %d entries


aha! caught the spawn death


%d
HIT
%d
%d
%d


%d-


jumped!


%.2d
%.2d


cool!


No player setup points; player starting at default setup point.
Player setup point %d doesn't exist, player starting at setup point 0.


%s
%d
%c


@_33@
@_33@
xi[%d] yi[%d] xf[%d] yf[%d]


Counter icon error!!!


trying to reference non-existant pole (%d,%d)
trying to reference non-existant pole (%d,%d)
Undefined cutscene EFFECT request


amAudio: WARNING no free oscstates.
amAudio: unsupported vibrato/tremolo type,%d


Bad soundState: voices =%d, states free =%d, states busy =%d, type %d data %x
playing a playing sound
Nonsense sndp event
Sound state allocate failed - sndId %d
WARNING: Attempt to stop NULL sound aborted
WARNING: Attempt to modify NULL sound aborted