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Romhacking => Personal Projects => Topic started by: bailli on February 13, 2014, 04:40:33 pm

Title: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: bailli on February 13, 2014, 04:40:33 pm
(http://s29.postimg.org/jlvm2ojk7/e_DKit_3.png)

Hi everybody,

inspired by this (http://www.romhacking.net/forum/index.php/topic,17596.0.html) thread I started to work on a level editor for Donkey Kong '94 for the good old trusty Gameboy: eDKit !
The editor is written in Qt and therefore should be cross-platform compatible.

Get the source code here:
https://github.com/bailli/eDKit
I do not plan to provide compiled binaries!
Okay I tested cross-compiling into a single static binary (https://github.com/bailli/eDKit/blob/master/win32/) today. This was only shortly tested under WINE

The editor expects "base.gb" in the same directory as itself. For OS X this means really in the same directory as the executable (i.e. eDKit.app/Contents/MacOS/base.gb - thank you Raccoon Sam).
The base ROM is needed for: tile information, tileset creation (if no old PNGs in "tiles" exist) and SGB palettes; it is also used as a base if the save target does not exist. Afterwards the level data is also loaded from the base ROM if no ROM file is specified as commandline argument. Of course opening level data from a different ROM via File->Open is also possible, but the "base" stays the same.

This project is in a very early state - still here is what is currently working (or not):

Here are some more screenshots:
(http://s9.postimg.org/sljenqv1n/e_DKit10.jpg) (http://postimg.org/image/sljenqv1n/) (http://s29.postimg.org/6grsyol37/e_DKit07.jpg) (http://postimg.org/image/6grsyol37/) (http://s29.postimg.org/fxd0rkfk3/e_DKit08.jpg) (http://postimg.org/image/fxd0rkfk3/) (http://s29.postimg.org/isupc68xv/e_DKit09.jpg) (http://postimg.org/image/isupc68xv/)
(http://s29.postimg.org/wor8ly9s3/e_DKit_1.png) (http://postimg.org/image/wor8ly9s3/)(http://s29.postimg.org/5gpt0vair/e_DKit_2.png) (http://postimg.org/image/5gpt0vair/)(http://s29.postimg.org/3nmwcjpc3/e_DKit_3.png) (http://postimg.org/image/3nmwcjpc3/)
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: Da_GPer on February 14, 2014, 03:07:07 am
OMG! I was wondering when this will happen! I cant wait for it to be finished so I can try to make my own classic style DK game!  :thumbsup:
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: Zoinkity on February 14, 2014, 10:15:39 am
Cool you've got it displaying the levels.  Best of luck to you on this one!
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: ChronoMoogle on February 15, 2014, 01:16:29 pm
Shit just got real - Nice work! I hope this will get a good hacking project once the GB Everdrive is out... It's one of my favorite GB Classic games :)
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: Jeville on February 15, 2014, 03:40:23 pm
Thanks for this. I'll be sure to use it when it's ready. :)
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: Mattrizzle on February 22, 2014, 09:40:17 am
Great job! I'm so glad to see that my old data is finally being used for something (or I assume, at least).

Here are other features to keep in mind:

Some offsets for non-level data:
3C000-3C093 Non-level tilemap pointer table (Map screens, post-boss sequences, menus, etc.)
78000-780DF Palette map pointer table (not the colors themselves, but these determine which areas of the screen get assigned which of the  four Super Game Boy palettes)
Title: Re: eDKit - Donkey Kong \'94 (GB) Level Editor
Post by: bailli on February 28, 2014, 05:17:22 am
Thank you for your motivation and some pointers  ;)

Since my first post I didn't get much work done, but editing the basic level tilemap is now working (with some quirks).
I just want to finish some minor things, before I will push this very preliminary version to GitHub.

Besides the level tilemap and the obvious things like size, music, tileset, time there are three additional parts to the level description. After the level tilemap is a list of RAM positions for sprites like DK, Pauline and the Mario starting position. The RAM position basically translates directly to offset in the level tilemap. This is very straight forward but not yet editable because I am still indecisive how to display these sprites, and because ripping the graphics straight from the ROM like I do for the level tiles will not work or would need much more work than it is worth...

The other two parts are before the level tilemap and are "optional" and both not fully understood by me. The first is somehow some more sprites and RAM address. The very first level uses this for example, but it just contains DKs sprite again, and testing the level without it seems to result in no visible difference... I have not really looked much further into this.

The last part is related to switches. I already had a quick attempt to follow its contents in the debugger, but lost track. More or less blind editing of the bytes mostly results in no response from flipping the switch or in messing up the whole level upon loading...

March 03, 2014, 02:35:56 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hi everybody,

the first post now contains a link to the GitHub repository.

As stated in the previous post, editing of the tilemap works, if you use more tiles/sprites than fit inside the gameboy's VRAM the level is not displayed correctly. The sprites can be displayed as black boxes and moved around.
Title: Re: eDKit - Donkey Kong \'94 (GB) Level Editor
Post by: Da_GPer on March 03, 2014, 06:41:46 pm
Thank you for your motivation and some pointers  ;)

Since my first post I didn't get much work done, but editing the basic level tilemap is now working (with some quirks).
I just want to finish some minor things, before I will push this very preliminary version to GitHub.

Besides the level tilemap and the obvious things like size, music, tileset, time there are three additional parts to the level description. After the level tilemap is a list of RAM positions for sprites like DK, Pauline and the Mario starting position. The RAM position basically translates directly to offset in the level tilemap. This is very straight forward but not yet editable because I am still indecisive how to display these sprites, and because ripping the graphics straight from the ROM like I do for the level tiles will not work or would need much more work than it is worth...

The other two parts are before the level tilemap and are "optional" and both not fully understood by me. The first is somehow some more sprites and RAM address. The very first level uses this for example, but it just contains DKs sprite again, and testing the level without it seems to result in no visible difference... I have not really looked much further into this.

The last part is related to switches. I already had a quick attempt to follow its contents in the debugger, but lost track. More or less blind editing of the bytes mostly results in no response from flipping the switch or in messing up the whole level upon loading...

March 03, 2014, 02:35:56 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hi everybody,

the first post now contains a link to the GitHub repository.

As stated in the previous post, editing of the tilemap works, if you use more tiles/sprites than fit inside the gameboy's VRAM the level is not displayed correctly. The sprites can be displayed as black boxes and moved around.

I do not plan to provide compiled binaries!

I was wondering, since bailli wont make any compiled binaries, will someone post a compiled one for us?
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: bailli on March 04, 2014, 12:57:56 pm
I am just too lazy to set up another build environment, If somebody provides windows/osx binaries I will include them happily in the starting post.

The current version is more a play-around-preview-version. I do not recommend anyone do to do serious work, since the only way to "save" is to write a modified ROM, and I cannot guarantee that (old) modified ROMs will load correctly in future versions.

The modified ROM almost always contains completely shifted level data since my LZSS compression result is somehow worse than the original data (although recompression is only done for modified data). I write currently all levels sequentially since the rom bank switch depends on the level number.

Another word about the "tileset" selection in the editor: It currently does not filter the "tiles" which are actually sprites. So be careful - if a tile looks like crap it is probably from a sprite... ;)

One last note about the "text box": It only displays information - editing does nothing. I created it trying to understand the switch and "additional sprite" data...
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: Raccoon Sam on March 05, 2014, 11:40:24 am
Tried to build on OSX 10.9.2. I'm not even a beginner when it comes to building from source, but I opened the .pro file in Qt Creator, configured it with the suggested default settings and hit "build and run."
It halts with one error:
/Users/dude/Downloads/eDKit-master/main.cpp:1: error: 'QtGui/QApplication' file not found
#include <QtGui/QApplication>
         ^
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: bailli on March 05, 2014, 12:08:48 pm
Hm,

I have no experience with OSX. A quick google search came up with this for example: http://qt-project.org/forums/viewthread/23425
Do you try to build against Qt 5 ? I am still using Qt 4...
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: Raccoon Sam on March 06, 2014, 02:15:59 am
Of course.. that might be it. I'm using Qt 5.2.1.
I'll try the link as soon as I get home.
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: UltimateGamerCC on March 07, 2014, 10:36:15 am
VERY NICE, DK for GB blew me away... I thought it was like the original Arcade/NES Game but that's the real surprise about it... after the first 4 levels the gameplay shifts to that of today's "Mario VS Donkey Kong" for an astounding 96 levels...

I gotta say the this would be great if it's real easy to use, I would get in line to use it :)

seriously, I would put it on my to-do list right along with my other major hacks, especially if you make it easy to switch out Mario's sprites for another character (Wario VS Donkey Kong anyone??) XD
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: Raccoon Sam on March 09, 2014, 11:22:11 am
Now that I added QT += widgets to the .pro file, it gives me this error:
:-1: error: [ui_MainWindow.h] Trace/BPT trap: 5

Coincidentally, I also get this error when trying to compile Devin Acker's Kirby's Dream Course (https://github.com/devinacker/kdceditor) editor.
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: bailli on March 09, 2014, 12:41:36 pm
The ui_MainWindow.h file is generated during compile time by Qt. Is this errer issued by qmake or by make/gcc ?
Did also replace QtGui by QtWidgets in the "#include <QtGui/QApplication>" lines?

It may also help to clean up all Qt generated files and rerun qmake.
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: Revenant on March 11, 2014, 11:44:58 am
Now that I added QT += widgets to the .pro file, it gives me this error:
:-1: error: [ui_MainWindow.h] Trace/BPT trap: 5

Coincidentally, I also get this error when trying to compile Devin Acker's Kirby's Dream Course (https://github.com/devinacker/kdceditor) editor.

Hey, guess who? :V

You might have gotten to this already, but try the same stuff I did to KDCEditor's project file to get it built on OS X:

Code: [Select]
CONFIG += c++11
macx:QMAKE_CXXFLAGS += -stdlib=libc++
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: Raccoon Sam on March 11, 2014, 03:30:02 pm
Hey, guess who? :V

You might have gotten to this already, but try the same stuff I did to KDCEditor's project file to get it built on OS X:

Code: [Select]
CONFIG += c++11
macx:QMAKE_CXXFLAGS += -stdlib=libc++

Hi Devin! I tried adding both of those to the .pro file and the line:
Code: [Select]
QT += widgetsas instructed in the link earlier... but still, halts with one error:

/Users/vernerikontto/Downloads/eDKit-master_revenant fix/main.cpp:1: error: 'QtGui/QApplication' file not found
#include <QtGui/QApplication>
         ^


:c
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: bailli on March 12, 2014, 06:46:00 am
As I asked earlier: Have you also replaced
#include <QtGui/QApplication>
with
#include <QtWidgets/QApplication>

?

As for the development of the actual editor: I had not much time in the last two weeks - so I got basically nothing done...
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: Raccoon Sam on March 12, 2014, 01:26:25 pm
Yeah.
Then it says:
'QtGui/QMessageBox' file not found: #include <QtGui/QMessageBox>

Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: Revenant on March 13, 2014, 04:06:56 pm
You really should just be able to remove the QtGui/QtWidgets prefixes when building with either Qt 4 or 5 as long as the project file is configured correctly, i.e.:

#include <QApplication>
#include <QMessageBox>
etc.
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: Raccoon Sam on March 13, 2014, 04:39:25 pm
Well, after replacing each instance (and one #include <QtGui/QFileDialog> with #include <QFileDialog> it gives me these
(http://i.imgur.com/TmQEMtA.png)
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: bailli on March 13, 2014, 04:55:22 pm
Sorry, this is an error on my side.
See my small commit here: https://github.com/bailli/eDKit/commit/48e349e75eb04821d9c5fe15d9cb79819b1edbea
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: Raccoon Sam on March 14, 2014, 11:44:47 am
Great! I got it to compile and run. However, it says this immediately upon opening:
"You need a base.gb in the editor's directory!"

There is a file called base.gb in the editor's directory. A verified clean dump of the 1.0 version.
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: bailli on March 14, 2014, 12:51:15 pm
Hm,

maybe Qt has some weird file/path handling under OS X?
If you replace in main.cpp the line starting with QMessageBox::warning with this one:
Code: [Select]
QMessageBox::warning(NULL, "Error", "You need a base.gb in the editor's directory!\nChecked file: " + qApp->applicationDirPath() + "/" BASE_ROM);and the error message will show you exactly what file the editor checked for. The file handling is case sensitive  - at least under *nix...

You could try to skip the check for the rom by commenting out/deleting the if block from line 10 to 14 in main.cpp. But I am not sure this will work.

Btw: Could you post/PM me the changes you made to get it compile. I will try to include them so it compiles straight for Qt 4 and 5.
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: Raccoon Sam on March 15, 2014, 05:08:33 am
You're right. Whereas Windows has just the single .exe, OSX programs are .app-'files' which are actually folders where program assets (and the executable itself) are stored. I moved the .gb to eDKit.app/Contents/MacOS/base.gb and now it works. Awesome!
 :thumbsup: smooth job
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: bailli on March 30, 2014, 08:12:18 am
I am currently trying to display the levels with their correct SGB palette.
But I am having trouble following the code.

What I know:
The routine at 0x26DF first calls 0x0DC3. The relevant part of this function is to load a byte from rom bank 0x0C. The byte is at 0x4F97 + 2*(0xC85C (16bit)) + 1. Return. Now this byte gets subtracted by 0xC8 and the result is stored at 0xC862.

The routine at 0x0E70 is the one which "assembles" the PAL_SET SGB packet and stores it at 0xD88D. Here the only "variable" is the first palette number which is 0x180 + the byte from 0xC862.

My problem is that I have trouble tracing the This origin of the 16bit value at 0xC85C.

Do you have any ideas - or even better maybe some old research - about this?
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: ItsRainingGravy on March 30, 2014, 05:57:44 pm
This project is absolutely amazing. I have always wondered why nobody has made a hack/level editor for this game, as the creative potential practically oozes from the seams. For years, Donkey Kong '94 has been one of my favorite games of all time, and it remains to be the most impressive game on the Game Boy's library to me (rivaling Pokemon). You have my utmost respect, bailli. I hope that everything goes well with this project, and I wish you the best of luck.
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: bailli on April 09, 2014, 03:13:14 am
Hm so what I wrote in the last post about the SGB palettes is not completely correct. I *think* I display the correct palettes now. The next problem is that I need to find the (GB's) background palette register value for each level to fully get the level colours right...

@Raccoon Sam
Do you have a recommendation where I should look for the base.gb rom on OSX? Or is the current path fine (now that you know where to put it)?
Also what did you modify for build against Qt5? Did you only remove the "QtGui" part from QFileDialog, QApplication and QMessageBox ?

Update:
I just pushed a commit to git. The levels should now display with their correct colours. I also tried to fix compilation against Qt5. Raccoon Sam, could you give it a try?
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: Revenant on April 10, 2014, 01:04:11 pm
I sent a pull request with a couple of other tiny Qt 5 fixes, but otherwise I can confirm that it builds and runs on Windows (with MinGW), at least.
Title: Re: eDKit - Donkey Kong \'94 (GB) Level Editor
Post by: bailli on April 10, 2014, 02:19:01 pm
Thank you! Just accepted the pull request ;D

EDIT: First post got a bit updated.

April 12, 2014, 04:54:15 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Added cross-compiled win32 binary in the first post ;)
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: bailli on June 04, 2014, 01:39:59 pm
So I picked my project up again.
Sprites are displayed (almost) correctly now. I updated the static win32 binary as well.

Changing the level size is still mostly untested and probably buggy!
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: bailli on July 07, 2014, 09:24:27 am
I still now what I did last month (thanks to git log ;)):

Moving around, deleting and adding sprites should work now.
What is currently displayed as "additional sprite data" is partially interpreted and editable (only in the editor - not written back to ROM! -- flipped sprites and moving speed for 0x54 0x80 0x98 and 0x7F)

win32 build is outdated.
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: NiO on July 10, 2014, 11:39:40 pm
really interesting work... would be cool to see some video footage of it, so far I like it!  :woot!:
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: Hunter Cadre on February 11, 2015, 02:25:42 am
Hi! I just wanted to let you know that I've been fooling around with this for a little bit and think it's fantastic!

I'm curious about how some multi-tiled items like 3UP hearts will function normally simply by being placed, but Hammers won't. Is that something you have to code in for each item? Which ones do you support at the moment? I'm dying to get my hands on the Floor and Ladder spawning blocks.

People are still interested in this and you should keep up the great work!
I noticed a lack of DK94 speedruns online which led me to this. I wonder how far you'll end up taking it, even though I know it's a hobby for you.
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: bailli on February 11, 2015, 02:42:07 am
Hi,

I suspect you placed the hammer as "tile" - but it is actually not a tile but a sprite.
So you have to add it using the sprite tab. Somewhere on page one I wrote that the editor currently does not filter the tiles list...

Multi-tiled items are "in game code" only represented by the top left tile, the others are added "on runtime" and overwrite tiles which might have been placed there. That is the reason why the editor works with 16bit tile indices when the GB only uses 8bit. (All indices > 0xFF get "deleted" on compression/insertion)

As for picking up the editor again... (Did you came here because of my post in the Zelda2 for GB thread... ?)
I think what threw me of the project last summer was the inconsistency in the sprite attributes section. The game has quite some "left over" bytes in there which makes it very hard/tedious to determine what bytes actually make a difference, what is the "default value" etc...
I think I will push this part back and try to debug the "switch code" sometime soon(TM) ;)

EDIT: Hm I somehow missed the question about the ladder/floor blocks...
I have to admit I don't remember whether I tested them, but I *think* just adding them as tiles should work?

Also I feel honoured you joined to post here :D

EDIT2: It seems I have not fully woken up... You already said you came here because of the lack of speedruns... When I worked on the editor I also thought the game would make an interesting speedrun - there are some many moves/tricks Mario can pull off.
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: bailli on February 19, 2015, 02:25:50 pm
Long time no update... but just now I just did a push to github.

There are 2(?) commits from last summer which did not leave my notebook. These commits make editing (no writing back yet!) of the sprite flag byte possible. I haven't figured out what these flags do for the different Donkey Kongs and for the "key" in level 95 where you lock DK Jr. in...
These commits mainly did not make it to the public git because the editing dialogues are very basic and ugly... I plan to reorganise the GUI a bit, but I don't know how yet...

Brand new from last week is "decoding" of the switch data. I think I have figured all parts out, but the editor currently only does print some text about the switches...

EDIT: Context menu on sprites to edit their flag byte...
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: bailli on March 27, 2015, 02:03:00 pm
I just pushed an update to git (including an updated win32 build).

Editing of switch data is now supported. With this feature full editing of a "normal" level is possible.
Next step: Find/fix bugs in edited ROMs... anybody interested in bug hunting?

I might add a "export/import individual level" feature to make saving of levels independent of a full ROM possible...
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: RetroHelix on March 28, 2015, 05:58:38 pm
If I only had time to play around with this :(

Nice work. Keep it up!
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: bailli on April 01, 2015, 05:44:17 pm
No actual new features, but an important step to an usable editor:
The tile selection is now much more user friendly. It only shows usable tiles, nicely grouped together and even shows the full image it is a super tile.

I also moved around some parts of the main screen but I am still not really satisfied with the layout. The text will probably vanish in some of the next updates...
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: 90s Retro Gamer on April 03, 2015, 09:58:06 pm
Level-Editors are awesome. I know you're probably too busy, but it would be great if someone like you wrote a document educating the reader how to make a level editor for a game.
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: bailli on April 06, 2015, 12:03:31 pm
A generic document about level/game editors would turn out either pretty useless or much too large IHMO...
The "Pretty useless" variant goes something like this: Find data by ROM corruption and trail and error or find data using a debugger/disassembler or combine both...

Back to topic: I did a git push including an updated win32 build.
New features:
- undo function (CTRL+U)
- export/import level data
- display VRAM usage

Be careful about the tile "naming". It is not perfect yet, especially for the "ground" tiles. For example some tiles look solid but aren't and it might be helpful to know through which tiles you can climb through from below...

Some remarks about the VRAM usage: same "tiles" go into the sprite calculation (key, exit, fake exit, expandle ground/ladder, placeable block/spring, super hammer) and some tiles "spawn" additional sprites. The sprites can use up to 256 tiles in VRAM, the tiles may use at least 80 tiles in VRAM and additionally free space in the sprite VRAM block.

Up next is probably the pre- and post level "cut scences". Create a lvl0 with lock+key instead of DK and watch what happens currently ;)

P.S. (At least under WINE) the win32 VRAM usage bars don't look as half as nice as they do for my linux build...

EDIT: Added some new Screenshots to starting post...
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: bailli on April 14, 2015, 05:08:32 pm
No editor update, but a small "development blog" update:

In my search for the level begin and end animations I found something interesting which I dubbed "game flow list":
It is basically a command list which controls the complete flow of the game after you select a save slot. I found commands for (01 xx) load level; (02 xx) load map; (03 xx) level begin animation; (04 xx) level end animation; (14 xx) play cutscene and finally roll credits (16 00).

By modifying this list I can - for example - "remove" the "DK bends girders intro" and create a very first level with proper "Help, help, help" start animation and no end animation... The stacked DKs before the arcade levels are actually "map screens" btw...

I also noticed something strange. The SGB palette which my editor currently associates with an actual level seems to get loaded/set by the preceding map screen: If I switch around map screens the following level gets the palette from the level which usually follows the map screen. So SGB palettes seem to need more work before they are perfectly handled. I also noticed that there might be a bug in writing the SGB palettes back to ROM, btw.
Title: Re: eDKit - Donkey Kong '94 (GB) Level Editor
Post by: xnamkcor on May 08, 2019, 10:34:42 am
The music track names according to PMH are:

Code: [Select]
# @TITLE       Donkey Kong
# @ARTIST      Pax Softnica, Nintendo
# @COMPOSER    Taisuke Araki
# @DATE        1994-06-14
# @RIPPER      Drag
# @TAGGER      Warpstar

DMG-QDA.gbs::GBS,0,Intro,0:06,,1
DMG-QDA.gbs::GBS,1,Title,1:30,,10
DMG-QDA.gbs::GBS,2,File Select,0:43,,10
DMG-QDA.gbs::GBS,3,Scene,0:21,,10
DMG-QDA.gbs::GBS,4,Construction Site,0:03,,5
DMG-QDA.gbs::GBS,5,Pie Factory,0:02,,5
DMG-QDA.gbs::GBS,6,Big City,2:01,,10
DMG-QDA.gbs::GBS,7,Forest,1:53,,10
DMG-QDA.gbs::GBS,8,Ship,0:52,,10
DMG-QDA.gbs::GBS,9,Jungle,1:09,,10
DMG-QDA.gbs::GBS,10,Desert,0:39,,10
DMG-QDA.gbs::GBS,11,Airplane,0:17,,5
DMG-QDA.gbs::GBS,12,Iceberg,0:30,,10
DMG-QDA.gbs::GBS,13,Rocky Valley,1:09,,10
DMG-QDA.gbs::GBS,14,Tower,0:21,,10
DMG-QDA.gbs::GBS,15,Stage Theme 1,0:33,,10
DMG-QDA.gbs::GBS,16,Stage Theme 2,1:24,,10
DMG-QDA.gbs::GBS,17,Stage Theme 3,0:52,,10
DMG-QDA.gbs::GBS,18,Stage Theme 4,0:32,,10
DMG-QDA.gbs::GBS,19,Stage Theme 5,0:34,,10
DMG-QDA.gbs::GBS,20,Stage Theme 6,0:21,,10
DMG-QDA.gbs::GBS,21,Stage Theme 7,0:54,,10
DMG-QDA.gbs::GBS,22,The Ancient Pyramid,0:42,,10
DMG-QDA.gbs::GBS,23,Scaling the Tower,0:26,,10
DMG-QDA.gbs::GBS,24,Clash,0:48,,10
DMG-QDA.gbs::GBS,25,Battle,0:49,,10
DMG-QDA.gbs::GBS,26,Big Battle,0:43,,10
DMG-QDA.gbs::GBS,29,In the Air,2:01,,10
DMG-QDA.gbs::GBS,30,Battle in the Air,0:49,,10
DMG-QDA.gbs::GBS,31,Big Battle in the Air,0:43,,10
DMG-QDA.gbs::GBS,32,Temporary Bridge,0:08,,1
DMG-QDA.gbs::GBS,33,Time Running Out! (part 1),0:14,,5
DMG-QDA.gbs::GBS,34,Time Running Out! (part 2),0:16,,1
DMG-QDA.gbs::GBS,35,Stage Clear!,0:03,,1
DMG-QDA.gbs::GBS,37,DK Escapes!,0:26,,10
DMG-QDA.gbs::GBS,38,DK is Defeated,0:03,,1
DMG-QDA.gbs::GBS,39,A Brief Reunion,0:03,,1
DMG-QDA.gbs::GBS,40,Death by Fall,0:03,,1
DMG-QDA.gbs::GBS,41,Death by Impact,0:04,,1
DMG-QDA.gbs::GBS,42,Bonus Game,0:09,,5
DMG-QDA.gbs::GBS,43,Bonus Fanfare,0:03,,1
DMG-QDA.gbs::GBS,44,World Clear!,0:03,,1
DMG-QDA.gbs::GBS,45,Game Over,0:14,,5
DMG-QDA.gbs::GBS,27,Showdown at the Tower,2:38,,10
DMG-QDA.gbs::GBS,28,Giant DK,1:33,,10
DMG-QDA.gbs::GBS,46,Reunion Fanfare,0:12,,1
DMG-QDA.gbs::GBS,36,Ending,1:14,,10
DMG-QDA.gbs::GBS,47,Staff Roll,2:16,,1