I mean the LUA script used to identify the sprites, some of them still seems meaningless to me, but translating those descriptions may help in a way or another.
edit: here's the script:
function DKC2()
local scount = 0
local cx = memory.readwordsigned(0x7E17BA)
local cy = memory.readwordsigned(0x7E17C0)
local x = memory.readword(0x7E0A2A)
local y = memory.readword(0x7E0A2C)
local spx = memory.readwordsigned(0x7E0A30)
local spy1 = memory.readwordsigned(0x7E0E06)
local spy2 = memory.readwordsigned(0x7E0E64)
local saru = memory.readbyte(0x7E08A4)
for id = 0, 21 do
local stat = memory.readword(0x7E0E9E+id*94)
local sx = memory.readword(0x7E0EA4+id*94)
local sy = memory.readword(0x7E0EA8+id*94)
local sspx = memory.readwordsigned(0x7E0EBE+id*94)
local sspy = memory.readwordsigned(0x7E0EC2+id*94)
local num = memory.readword(0x7E0ED4+id*94)
if id < 7 then
if stat ~= 0 then
gui.opacity(0.7)
else
gui.opacity(0.4)
end
gui.text(2, 80+id*8, string.format("%d(%x, %d, %d)", id, num, sspx, sspy))
end
gui.opacity(0.7)
if stat ~= 0 then
gui.text(sx-cx-4, sy-cy-(id%4)*8, string.format("%d(%x)", id, num))
scount = scount + 1
end
end
if saru == 0 then
spy = spy1
else
spy = spy2
end
gui.text(2, 150+0*8, string.format("speed: %d, %d", spx, spy))
gui.text(2, 150+1*8, string.format("position: %d, %d", x, y))
gui.text(254-24, 2, string.format("SPR:%02d", scount))
end
gui.register(DKC2)
edit2:
what I could figure out so far is that the warp barrel's ID is 1(0) and that Diddy must be holding that sprite to do the glitch, but sometimes even holding the correct sprite the glitch didn't work :(
anyway, I'm still reusing
Umihoshi's .smv file and I'm at Glimmer's Galleon 40 frames ahead.