![]() So, without further ado, here's the patch (IPS, BPS, and README files included): Of course, there was already an English script, there isn't much text in the game (since it's a platformer), and the screens were practically designed for English text, so compared to other games, there wasn't too much ASM code that was necessary to change (and thus is one of the easiest games to hack as far as text goes), but at the same time, I don't think it's something that an ordinary hacker can pull off. I am glad to finish it, and it took a while to debug. I also tested this on real hardware using an Everdrive GB flashcart, 3DS Virtual Console (via homebrew), as well as Lameboy for DS and mGBA for Wii (to a lesser extent), and I did not find issues in any of these. I tested this hack thoroughly in the BGB emulator - I completed a 103% run with it, so in theory there shouldn't be any bugs, other than what the original game already had (while I did fix some, fixing most of the others is a low priority due to the difficulty of doing so). There are other minor improvements and retail bug fixes as well! Hopefully people like these changes!Īnother patch (v1.2) also fixes a few bugs that were originally present in retail copies of DK元 (and even DKL2 in some cases), such as the backup save restoration bug, the bonus counter bug, and the desynced Jetty Jitters demo.įinally, the newest patch (v1.3) adds further improvements, such as fixing colors of some sprites (Knocka, Skidda, Bleak's snowballs, and Karbine's fireballs), and replaces some of the unfinished demos from the title screen with new ones. Lastly, Bear's animation has been restored, instead of being static like in the Japanese version. Second, the Time Attack screen was fixed - you can see your most recent time on the bottom of the screen now, just as you could in the original Game Boy version. First, the world map animations are now back, to everybody's delight. The newer patches (v1.1+) also restore features that were missing in the Japanese version. The new version now has two patches that have different title screens - one is based on English retail v1.0 and the other is based on English retail v1.1. Also, I left the Press Start text alone - I liked it better in the Japanese version than in the English version. I can use the other one if there's a lot of demand for it, though. ![]() My English cart is version 1.1, so I'm completely used to its title screen. I could have just as easily picked English 1.0 (see both title screens here), but I picked 1.1 due to personal preference. The title screen was also changed - basically the logo was reverted to the English 1.1 logo. I didn't like seeing it in ALL CAPS before. Yes, there's actually lowercase this time. I also used the DKC SNES font instead of the original DKL2/3 font - I thought it looked much better, and it also has uppercase and lowercase. Rool's Last Stand, among other things) and tweaked a few other things, mainly minor punctuation fixes in Bear's dialogue. Nonetheless, I fixed some typos (namely the misspelling of "Kremlin gs", and the lack of punctuation in K. So if you've played the original English version, it should be familiar to you. This hack uses the Japanese version as a base (hacking the original GB version and making it work for the GBC would have been far too much work), but the text is heavily based off the original English script. And you all can now enjoy the colorful version in English! I had not known anything about assembly, or even pointers, but I've since learned quite a bit and I've finally been able to complete this. This, honestly, is something that I've wanted to do for years, starting in late 2007, but at the time I was a very inexperienced hacker. The GBC version was Japanese exclusive for more than a decade. Thank you for all of your support throughout the years - CoolROM will continue strong.I have a great surprise for all DK元 fans: a hack that translates the Game Boy Color version from Japanese to English! As some people know, there was an English version released for the Game Boy and the Super Game Boy, and three years later, there was a Japanese version released for the Game Boy Color. We feel we have reached this goal and helped cure more cases of nostalgia than we could have ever imagined. From the very beginning, our goal was to allow users to re-live classic moments from video games that they have lost and cannot purchase anymore. We are very grateful to have served the emulation community for so many years and to have CoolROM still exist today. This page has been removed due to a request from Nintendo of America Inc.
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