General

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Welcome to Land 2

Respect the Land. DataFace

I will do my best to explain properly below.

Map Movement

The first input of entering each world can be buffered.

For example, when selecting the file to start the game, hold Jump or Run to buffer the entrance to Gangplank Galleon and Pirate Panic.

This will not work for each level afterwards, though. Only the first selection.

Kong Movement

All movement properties are shared between Diddy and Dixie except for falling speed.

Walk

  • 25

Run

  • 35

Jump

  • 35 (walk)
  • 40 (run)

Rolling

  • 35 (normal)
  • 45 (Defeat 1 enemy)
  • 55 (Defeat 2 enemies)

Falling

  • 30 (Dixie)
  • 35 (Diddy)

Bounce from stepping on an enemy

  • 30

Glide

  • 35

Summarize

  • Run and short jump whenever possible
  • If there is an enemy, it is fastest to defeat it with rolling
  • Otherwise, avoid rolling, as releasing run to start the roll is slower
  • Dixie can use her glide to cancel vertical momentum and take shortcuts
    • Because of this, Diddy is rarely used throughout the run, other than damage boosts
  • Dixie will halt when landing from a glide, unless a roll is buffered out of the glide
  • (rolling state lasts for 42F)



Memory Addresses

0x1F0E: Speed (target)

0x1F10: Speed (fine)

Water Movement

Top speed in water is

  • Normal: 20
  • Ascent: 26

However, ascent while pressing down will be normal speed.

So in the water, hit A repeatedly as much as possible. Dixie or Diddy will stick to the ceiling and move.

Coaster Movement

Coaster Speed will vary depending on the level.

Target Terror

  • Normal: 43
  • Climb: 30
  • Descent: 47

Rickety Race & Krazy Koaster

  • Normal: 50
  • Climb: 35
  • Descend: 55

In the air, the speed will be the same as the terrain of the jump point.

Therefore, it is better to jump before climbing, and jump at the end of a descent before flattening.

Animal Buddies

Enguarde

Speed

  • Normal: 30
  • Dash: 35
  • Super Dash: 63

Properties

  • Dash: 34F Duration
  • Super Dash: 37F Charge
  • Super Dash: 62F Duration

Rambi

Speed

  • Normal: 35
  • Jump: 40
  • Dash: 35
  • Super Dash: 63

Properties

  • Dash: 24F Duration
  • Super Dash: 51F Charge
  • Super Dash: ∞ Duration

Rattly

Speed

  • Normal: 25
  • Jump: 40
  • Super Jump: 40

Properties

  • Super Jump: 35F Charge

Squitter

Speed

  • Normal: 35
  • Jump: 40

Squawks

Speed

  • Horizontal: 35
  • Vertical:
    • Holding Up and pressing B will increase Squawks' vertical momentum by 44 Units (0x1F25)
    • Afterwards, this will immediately decelerate at 1 unit per frame

Properties

  • Speed is fixed for 19F while Squawks is attacking with eggs

Lag & Camera

The camera will scroll slower when lag is generated. If the Kongs pass the bottom of the camera, they will lose a life as if it were a pit. Watch out for this in vertical levels such as Parrot Chute Panic, especially.

Other Memory Addresses

0x1F30: Invincibility / I Frame Countdown

  • When taking damage, this will start at 74 and lower at 1 per 2F
  • Freeze and poke this to any value >0 for invincibility

0x02A4: Miscellaneous Boss Value

  • This address is linked to various things related to the bosses, such as:
    • King Zing I Frame Countdown (begins at 240, decreases 1 per 2F, ~8 seconds)
    • K. Rool's Attack

0x1F0F: Wind Speed / Air

  • Gusty Glade, Windy Well, etc.

0x1F13: "State"

  • 0 = Standing
  • 2 = Walking
  • 3 = Running
  • 4 = Roll
  • (-128 = Dead Roll break)
  • 5 = Jump Start, glides can be performed
  • (-122 = Transition Frame 5 -> 6)
  • 6 = Jump End, glides cannot be performed
  • 7 = Landing
  • 9 = Glide
  • 10 = Rope, still
  • 11 = Rope, climbing
  • 12 = Rope, descending
  • 13 = Rope, turning
  • (-118 = Transition frame between rope states)
  • 18 = Crouching
    • There are many more, but I haven't looked into this too much