DKC ROM Offsets (Sprite Tilemap/Animation Routines, etc.)
The addresses in this post are for the V1.0 U ROM, but the other versions should have addresses in close proximity to these. Feel free to reply with your questions if you can't understand what all of this mumbo-jumbo means. I know from the past that I'm not very great at explaining things the first time through.
3BCC9C-3BF78F Sprite tilemap/graphic pointers (2,749 pointers, each is 4 bytes)
All of the pointers are in SNES HiROM format, which means you'll have to subtract C00000 from the pointer to get the true PC address.
Edit (2026/02/07): Here is a list of what offsets in the table correspond to which sprites. IDs 0004-0088 are unique in that they only contain tilemap data, they do not load tiles (CHR) into VRAM.
Sprite header/tilemap format(used throughout DKC trilogy)
Byte 1: number of 2x2 tiles in tilemap
Byte 2: number of 1x1 tiles in tilemap
Byte 3: start of 1x1 graphics
Byte 4: relative starting offset of graphics(10= start at second tile)
Byte 5: unused byte?
Byte 6: First tile to use for second group of graphics
Byte 7: where to place this group(10=second row in RAM)
Byte 8: number of 1x1 tile graphics group 2 is comprised of
Byte 9: X-coordinate of first tile
Byte 10: Y-coordinate of first tile
Byte 11: X-coordinate of second tile
Byte 12: Y-coordinate of second tile
...etc., until start of graphics
3E8572-3E88E1 Animation sequence pointers (440 pointers, each is two bytes)
3E88E2-3EEF50 Animation sequences
Animation sequence format
LL ss SS LL ss SS LL ss SS ... 80 00
LL: Length of time to display frame (00-7F)
ss SS: Sprite pointer relative to $3BCC9C (low, high)
Animation sequence scripts(many are still unknown)
These scripts are placed before the animation frame on which they are executed.
80 00: end of animation (loops to beginning)
81 ll mm hh: jump to ASM subroutine at hhmmll
82 oo OO: jumps to animation sequence at offset OOoo
83 ll mm: jumps to ASM subroutine at mmll (unknown trigger)
84 ll mm hh: jump to ASM subroutine at hhmmll when object turns around
85 LL ss SS -- --:
86 LL ss SS -- -- xx XX yy YY:
87 LL ss SS xx XX yy YY:
88 xx XX yy YY:
8B LL ss SS xx XX yy YY:
8C -- --:
8D -- -- -- --:
8E ??: Play sound effect ?? on the following animation frame
8F ??: Play sound effect ?? on the following animation frame(different channel?)
90 ??: Play sound effect ?? on the following animation frame(different channel?)
3CC388-3CC3D5 Title screen/map screen/Kong family animation sequence pointers (78 pointers, each is 2 bytes)
3CC3D6-3CEF99 Title screen/map screen/Kong family animation sequences
Title screen/map screen animation sequence format(much is still unknown)
00 00 00 00 ll LL ss SS 00 00 00 00 ll LL ss SS ... 00 00 00 00 FE FF
ll LL: Length of time to display frame (000-7FF)
ss SS: Sprite pointer relative to $3BCC9C (low, high)
FE FF: end of animation (loops to beginning)
As a bonus, many of the unused sprites I've found after weeks of spelunking through the DKC ROM can be found in this topic. Enjoy!
3BCC9C-3BF78F Sprite tilemap/graphic pointers (2,749 pointers, each is 4 bytes)
All of the pointers are in SNES HiROM format, which means you'll have to subtract C00000 from the pointer to get the true PC address.
Edit (2026/02/07): Here is a list of what offsets in the table correspond to which sprites. IDs 0004-0088 are unique in that they only contain tilemap data, they do not load tiles (CHR) into VRAM.
- Code: Select all
0000 = BLANK
0004-001C = Dust
0020-003C = Golden Sparkle
0040 = Elevator Platform
0044 = Small Snowflake
0048 = Large Snowflake
004C-0064 = Bubble
0068-0084 = Whale in Boat Picture, DK's Treehouse
0088 = Map Icons
008C-00DC = Donkey Kong, Idle
00E0-012C = Donkey Kong, Walk
0130-017C = Donkey Kong, Jumping
0180-0184 = Donkey Kong, Turning
0188-01FC = Donkey Kong, Handslap
0200-025C = Donkey Kong, Ape Yell
0260-0278 = Donkey Kong, Sit Down to Scratch Head (UNUSED)
027C-0288 = Donkey Kong, Scratch Head
028C-02A4 = Donkey Kong, Barrel Pickup
02A8-02E0 = Donkey Kong, Barrel Carry
02E4-032C = Donkey Kong, Barrel Throw
0330-037C = Donkey Kong, Running
0380-038C = Donkey Kong, Transition to Crawling
0390-03DC = Donkey Kong, Crawling
03E0-0434 = Donkey Kong, Ledge Teeter
0438-0468 = Donkey Kong, Death Fall
046C = Donkey Kong, Hurt
0470-04B4 = Donkey Kong, Stomping Baddy & Fired From Barrel Cannon
04B8-04EC = Donkey Kong, Rolling (04E4 and 04E8 UNUSED)
04F0-0528 = Donkey Kong, Swimming
052C-0534 = Donkey Kong, Unknown (UNUSED)
0538-0558 = Donkey Kong, On Idle Animal Buddy
055C-0588 = Donkey Kong, Riding Steel Keg
058C-05A4 = Donkey Kong, Mounting & On Attacking Animal Buddy
05A8-05B0 = Donkey Kong, On Running Animal Buddy
05B4-0608 = Donkey Kong, Crouching
060C-0638 = Donkey Kong, Flexing & Giving Thumbs Up (UNUSED)
063C-06B4 = Donkey Kong, Swinging on Rope
06B8-06C0 = Donkey Kong, Barrel Idle
06C4-0704 = Donkey Kong, Mine Cart Angles
0708-0710 = Donkey Kong, Mine Cart Idle
0714-0720 = Donkey Kong, Vertical Rope Idle
0724-0728 = Donkey Kong, Vertical Rope Turning
072C-0740 = Donkey Kong, Vertical Rope Ascent/Descent
0744 = Donkey Kong, On Flapping Expresso
0748-076C = Donkey Kong, Tagging In
0770-0780 = Donkey Kong, Tagging Out
0784-07A0 = Lives Counter Icon, Normal
07A4-07D4 = Donkey Kong, Lost Bonus Game
07D8-0854 = Donkey Kong, Won Bonus Game & Defeated Boss
0858-087C = Donkey Kong, World Submap, Walking
0880-08A8 = Donkey Kong, World Submap, Victory Dance
08AC-08B4 = Donkey Kong, Ending, Looking to Fourth Wall
08B8-0950 = Donkey Kong, Ending, Distracting Diddy, Kicking Diddy, Laughing, and Getting Bit on Finger by Diddy
0954-09A8 = Diddy Kong, Idle
09AC-09E8 = Diddy Kong, Walking
09EC-0A1C = Diddy Kong, Running
0A20-0A6C = Diddy Kong, Jumping
0A70-0ABC = Diddy Kong, Cartwheel
0AC0-0AFC = Diddy Kong, Death Fall
0B00 = Diddy Kong, Hurt
0B04-0B48 = Diddy Kong, Ledge Teeter
0B4C-0B90 = Diddy Kong, Stomping Baddy & Fired From Barrel Cannon
0B94-0BC4 = Diddy Kong, Won Bonus Game & Defeated Boss (0BC0 and 0BC4 UNUSED)
0BC8-0BD4 = Diddy's Hat, Thrown
0BD8-0C34 = Diddy Kong, Lost Bonus Game (0BDC, 0BE4, 0BEC, 0BF4, 0C08, 0C10 and 0C18 UNUSED)
0C38-0C70 = Diddy Kong, Swimming
0C74-0C84 = Diddy Kong, Barrel Pickup
0C88-0CA8 = Diddy Kong, Barrel Carry (0C88 Doubles as Barrel Idle)
0CAC-0CF8 = Diddy Kong, Barrel Throw
0CFC = Diddy Kong, On Flapping Expresso
0D00-0D20 = Diddy Kong, On Idle Animal Buddy
0D24-0D34 = Diddy Kong, On Running Animal Buddy
0D38-0D68 = Diddy Kong, Crouching
0D6C-0D98 = Diddy Kong, Crawling
0D9C-0DA8 = Diddy Kong, Transition to Crawling
0DAC-0DBC = Diddy Kong, Mounting & On Attacking Animal Buddy
0DC0-0DCC = Diddy Kong, Vertical Rope Idle
0DD0-0DD4 = Diddy Kong, Vertical Rope Turn
0DD8-0E04 = Diddy Kong, Vertical Rope Ascent/Descent
0E08-0E34 = Diddy Kong, Riding Steel Keg
0E38-0EB0 = Diddy Kong, Swinging on Rope
0EB4-0EF4 = Diddy Kong, Mine Cart Angles
0EF8-0F00 = Diddy Kong, Mine Cart Idle
0F04-0F34 = Diddy Kong, Tagging In
0F38-0F58 = Diddy Kong, Tagging Out
0F5C-0F9C = Diddy Kong, Removing Hat & Scratching Head
0FA0-1050 = Diddy Kong, Ending, Distracting DK, Stomping on DK's Foot, Laughing, and Getting Knocked Down by DK (0FA0-0FA8 and 0FBC-0FD0 also used for Watching "Shell Game" Barrels)
1054-1070 = Diddy Kong, World Submap, Walking
1074-109C = Diddy Kong, World Submap, Victory Dance
10A0-1170 = Diddy Kong, Ending, Hat Knocked Off by DK, Kicked by DK, Biting DK's Finger, Laughing, and Putting Hat Back On
1174-1190 = Panel from Cranky's Broken Gramophone
1194-11D8 = Donkey Kong, Intro, Dropping from Top of Screen
11DC-1240 = Donkey Kong, Intro, Swinging from Top of Screen
1244-12A8 = Donkey Kong, Intro, Dancing
12AC-12CC = Donkey Kong, Donkey Kong Island Map, Walking
12D0-12EC = Diddy Kong, Donkey Kong Island Map, Walking
12F0-130C = Horn from Cranky's Broken Gramophone (UNUSED)
1310-133C = Cranky's Gramophone
1340-1348 = DK's Boombox, Normal
134C-1358 = DK's Boombox, Rocking
135C-13B0 = Donkey Kong, Intro, Shocked after Boombox hit by TNT Barrel
13B4-13D4 = Cranky's Walking Stick, Dropped
13D8-1404 = Cranky Kong, Intro, Winding up Gramophone Turntable
1408-1418 = Cranky Kong, Intro, Emerging from Bottom of Screen After Being Stomped by DK
141C-1454 = Cranky Kong, Intro, Throwing TNT Barrel and Laughing
1458-1470 = Cranky Kong, Intro, Falling
1474-14D0 = Cranky Kong, Intro, Shocked after Boombox lands on Gramophone
14D4-151C = Cranky Kong, in Rocking Chair, Swinging Walking Stick
1520-156C = Cranky Kong, in Rocking Chair, Idle
1570-1584 = Army, Curling into Ball
1588-15A0 = Army, Rolling
15A4-15AC = Army, Idle
15B0-15BC = Army, Hurt (First Frame is Defeated animation)
15C0-15D4 = DK Barrel, Normal
15D8-15F4 = Extra Life Balloon
15F8-1604 = King K. Rool, Idle
1608-1614 = King K. Rool, Throwing Crown
1618-1630 = King K. Rool, Running
1634-1650 = King K. Rool, Hurt (Also part of Defeated animation)
1654-1680 = King K. Rool, Defeated
1684-16A4 = King K. Rool, Jumping
16A8-16D4 = K. Rool's Crown, Thrown
16D8 = Kong's Banana Hoard Sign
16DC = K. Rool's Cannonball
16E0 = Giant Rambi Token
16E4 = Giant Expresso Token
16E8 = Giant Winky Token
16EC = Giant Enguarde Token
16F0 = Jumbo Barrel, Funky's Flights
16F4 = Jumbo Barrel, Map
16F8-172C = Funky Kong, Lifting Sunglasses and Smiling
1730-173C = Funky Kong, Idle
1740-1764 = Funky's Surfboard, Funky Lifting Sunglasses and Smiling
1768-1774 = Funky's Surfboard, Funky Idle
1778-178C = Candy's Blown Kiss
1790-17D0 = Candy Kong, Blowing Kiss
17D4-17FC = Candy Kong, Idle
1800 = Donkey Kong Island, As Seen from Gang-Plank Galleon
1804-1818 = Gang-Plank Galleon, Donkey Kong Island Map
181C-1828 = Kritter Icon, Spell it Out Bonus Areas
182C = Extra Life Balloon from Hidden Banana Bunch Cache
1830 = Dumb Drum Boss, Normal
1834 = Dumb Drum Boss, Defeated
1838 = Dumb Drum Boss, Pouring
183C-1854 = Lives Counter Icon, Popping
1858 = GO Barrel
185C = STOP Barrel
1860 = ON Barrel
1864 = OFF Barrel
1868-1878 = Gnawty, Defeated
187C-1880 = Gnawty, Turning
1884-18A0 = Gnawty, Walking
18A4-18E0 = Oil Drum Flame
18E4-1920 = Oil Drum Flame, Shrinking
1924 = Oil Drum
1928-1944 = Dropped Banana
1948 = Big Banana
192C = Lightning Bolt (UNUSED)
1930 = Golden 'K'
1934 = Golden 'O'
1938 = Golden 'N'
193C = Golden 'G'
1940-19C4 = Golden Alphabet, Spell it Out Bonus Areas
19C8-19DC = Butterfly
19E0-19F4 = Banana Bunch
19F8-1A10 = Very/Really Gnawty, Jumping
1A14-1A20 = Very/Really Gnawty, Laughing
1A24-1A2C = Very/Really Gnawty, Hurt (Also part of Defeated animation)
1A30-1A54 = Very/Really Gnawty, Defeated
1A58-1A7C = Master Necky/Sr., Spit Coconut
1A80-1AA8 = Master Necky/Sr., Defeated
1AAC-1ABC = Master Necky/Sr., Hurt (Also part of Defeated animation)
1AC0-1AD0 = Master Necky/Sr.'s Coconut
1AD4-1AF4 = Queen B., Normal
1AF8-1B00 = Queen B., Hurt (Also part of Defeated animation)
1B04-1B24 = Queen B., Defeated
1B28-1B64 = Barrel Cannon
1B68-1BA4 = Blast Barrel
1BA8-1BC4 = Continue Barrel, Normal
1BC8 = Continue Barrel, Busted (UNUSED)
1BCC = Jungle Leaf Entrance, Normal (UNUSED)
1BD0 = Jungle Leaf Entrance, Busted (UNUSED)
1BD4 = Barrel, Normal
1BD8-1BF4 = Barrel, Collapsing (UNUSED)
1BF8-1C14 = Barrel, Roll
1C18-1C24 = Barrel, Picked Up
1C28 = Fragile Barrel, Roll
1C2C-1C38 = Fragile Barrel, Pick Up (Last frame is also the Thrown frame)
1C3C = Oil Drum, Small (UNUSED)
1C40 = Oil Drum, Small, Cut Out Top (UNUSED)
1C44 = Dumb Drum, Normal
1C48 = Dumb Drum, Defeated
1C4C = Dumb Drum, Upside-Down (UNUSED)
1C50-1C6C = Oil Drum Flame, Small (UNUSED)
1C70 = TNT Barrel, Normal
1C64-1C80 = TNT Barrel, Picked Up (Last frame is also the Thrown frame)
1C84-1CEC = Mine Cart, Moving at All Angles
1CF0-1D30 = Krash, Mine Cart Angles
1D34-1D3C = Krash, Mine Cart Idle
1D4C = Mine Cart, Derailed
1D44-1D60 = Clownfish (UNUSED)
1D64-1D80 = Smoke
1D84-1DAC = Clambo
1DB0 = Item Cache, Wooden Slats (UNUSED)
1DB4-1DBC = Necky's Coconut
1DC0-1DC8 = Mini-Necky's Coconut
1DCC = Animal Crate, Winky
1DD0 = Animal Crate, Expresso
1DD4 = Animal Crate, Rambi
1DD8-1DDC = Animal Crate, Flattened
1DE0 = Animal Crate, Enguarde
1DE4 = Animal Crate, Squawks
1DE8-1DEC = Kritter, Turning
1DF0-1E14 = Kritter, Jumping
1E18-1E34 = Kritter, Walking
1E38-1E54 = Kritter, Defeated
1E58-1E84 = Explosion
1E88-1EA4 = Klump, Walking
1EA8-1EC0 = Klump, Defeated
1EC4 = Klump, Turning
1EC8 = Klump, Blocking
1ECC-1EF4 = Winky, Idle
1EF8-1F0C = Dropped Feather from Necky (UNUSED)
1F10-1F48 = Continue Barrel Stars
1F4C-1FB8 = Winky, Hopping
1FBC = Winky, Hurt
1FC0-1FEC = Collision Starburst (1FC0, 1FC8, 1FD0, 1FD8, 1FE0 and 1FE8 UNUSED)
1FF0 = Fuel Drum, 5 units
1FF4 = Fuel Drum, 4 units (UNUSED)
1FF8 = Fuel Drum, 3 units
1FFC = Fuel Drum, 2 units (UNUSED)
2000 = Fuel Drum, 1 unit
2004-201C = Diddy's Hat, Thrown (2)
2020-2040 = Squidge, Normal
2044 = Item Cache, Jungle
2048 = Item Cache, Mine, Uncovered
204C = Item Cache, Factory
2050 = Item Cache, Temple
2054 = Item Cache, Forest
2058 = Item Cache, Ice Cave
205C = Hidden Entrance, Jungle, Right
2060 = Hidden Entrance, Jungle, Left
2064 = Hidden Entrance, Mine, Right
2068 = Hidden Entrance, Factory, Left
206C = Hidden Entrance, Temple, Right
2070 = Hidden Entrance, Forest, Left
2074 = Hidden Entrance, Ice Cave, Left
2078 = Revealed Entrance, Cave
207C = Hidden Entrance, Cave, Right (UNUSED)
2080 = Hidden Entrance, Cave, Left (UNUSED)
2084-20A4 = Donkey Kong, Watching "Shell Game" Barrels/Ending, Getting Distracted by Diddy
20A8-2118 = Donkey Kong, Ending, Foot Getting Stomped on by Diddy, Knocking Down Diddy, Wiping Hands, and Turning Around
211C = Steel Keg, Normal
2120-2128 = Steel Keg, Picked Up
212C-2148 = Steel Keg, Rolling
214C-2164 = DK Barrel Emblem, Normal
2168-2174 = Chomps Jr., Defeated
2178 = Klaptrap, Turning
217C-2180 = Klaptrap, Defeated
2184 = Tank Platform, 0 units
2188 = Tank Platform, 1 unit
218C = Tank Platform, 2 units
2190 = Tank Platform, 3 units
2194 = Tank Platform, 4 units
2198 = Tank Platform, 5 units
219C = Directional Platform, Down
21A0 = Directional Platform, Sides
21A4 = Directional Platform, Up
21A8-21B0 = Track Platform
21B4-21E0 = Krusha, Walking
21E4-21F8 = Krusha, Defeated
21FC-2210 = Krusha, Laughing
2214-2218 = Krusha, Turning
221C-2240 = Bonus Timer Numerals (0-9)
2244-2278 = Croctopus, Spinning
227C-228C = Croctopus, Idle to Spinning
2290-22CC = Croctopus, Idle
22D0 = Croctopus, Defeated (UNUSED)
22D4-22E8 = Croctopus, Turning
22EC-2320 = Expresso, Flying
2324-2348 = Expresso, Jumping
234C-2394 = Expresso, Idle
2398-23DC = Expresso, Running
23E0 = Expresso, Hurt
23E4-23F8 = Manky Kong, Defeated
23FC-2414 = Manky Kong, Idle
241C-2454 = Manky Kong, Throwing Barrel
2458-248C = Squawks, Normal
2490-2498 = Squawks, Turning
249C = Clambo's Pearl
24A0-24BC = Tuna (UNUSED)
24C0-24CC = Bitesize, Defeated
24D0-24DC = Bitesize, Turning
24E0-2510 = Bitesize, Normal
2514-2530 = Stave from Busted Barrel
2534-2550 = Stave from Busted Barrel (2)
2554-2564 = Slippa, Alternate Defeat (UNUSED)
2568 = Platform, Cave
256C = Platform, Mine
2570 = Platform, Factory
2574 = Platform, Temple
2578-25CC = Rambi, Idle
25D0-25EC = Rock Chunk, Large
25F0-260C = Rock Chunk, Small
2610-262C = Rockkroc, Running
2630-2660 = Rockkroc, Transforming into Rock
2664-266C = Rockkroc, Turning
2670-26AC = Rope, Swinging
26B0-26C8 = Hanging Lamp
26CC-26D0 = Rambi, Turning
26D4-270C = Rambi, Walking
2710-2728 = Rambi, Jumping
272C = Rambi, Hurt
2730-274C = Rambi, Horn Attack (All except 2738 and 2748 UNUSED)
2750-278C = Chomps, Normal
2790-27A4 = Chomps, Defeated
27A8-27C8 = Chomps, Turning
27CC-2808 = Chomps Jr., Normal
280C-282C = Chomps Jr., Turning
2830 = Arrow Sign
2834 = EXIT Sign
2838-2864 = Smoke (2)
2868-2894 = Slippa, Normal
2898-28B4 = Slippa, Turning
28B8-28D4 = Klaptrap, Walking
28D8-28EC = Klaptrap, Bonus, Stomped
28F0-290C = Enguarde, Idle/Swimming
2910-2944 = Mine Cart Sparks
2948-295C = Slippa, Defeated
2960-2968 = Diddy/Boss Defeated Stars
296C = Rope, Vertical Section
2970 = Enguarde, Hurt
2974-298C = Enguarde, Bill Attack
2990-299C = Enguarde, Turning
29A0-29B4 = Tire, Loose, Bounced On
29B8-29CC = Tire, In Ground/Ceiling, Bounced On
29D0 = Tire, In Ground/Ceiling, Normal
29D4-29F0 = Tire, Loose, Rolling
29F4-2A10 = Mincer
2A14 = Winky Token
2A18 = Expresso Token
2A1C = Rambi Token
2A20 = Enguarde Token
2A24-2A48 = Necky, Throwing Coconut
2A4C = Necky, Defeated
2A50-2A7C = Mini-Necky, Flying
2A80 = Mini-Necky, Defeated
2A84-2AA0 = Mini-Necky, Spitting Coconut
2AA4-2ACC = Necky, Flying
2AD0-2ADC = Zinger, Normal
2AE0-2AF0 = Zinger, Defeated
Sprite header/tilemap format(used throughout DKC trilogy)
Byte 1: number of 2x2 tiles in tilemap
Byte 2: number of 1x1 tiles in tilemap
Byte 3: start of 1x1 graphics
Byte 4: relative starting offset of graphics(10= start at second tile)
Byte 5: unused byte?
Byte 6: First tile to use for second group of graphics
Byte 7: where to place this group(10=second row in RAM)
Byte 8: number of 1x1 tile graphics group 2 is comprised of
Byte 9: X-coordinate of first tile
Byte 10: Y-coordinate of first tile
Byte 11: X-coordinate of second tile
Byte 12: Y-coordinate of second tile
...etc., until start of graphics
3E8572-3E88E1 Animation sequence pointers (440 pointers, each is two bytes)
3E88E2-3EEF50 Animation sequences
Animation sequence format
LL ss SS LL ss SS LL ss SS ... 80 00
LL: Length of time to display frame (00-7F)
ss SS: Sprite pointer relative to $3BCC9C (low, high)
Animation sequence scripts(many are still unknown)
These scripts are placed before the animation frame on which they are executed.
80 00: end of animation (loops to beginning)
81 ll mm hh: jump to ASM subroutine at hhmmll
82 oo OO: jumps to animation sequence at offset OOoo
83 ll mm: jumps to ASM subroutine at mmll (unknown trigger)
84 ll mm hh: jump to ASM subroutine at hhmmll when object turns around
85 LL ss SS -- --:
86 LL ss SS -- -- xx XX yy YY:
87 LL ss SS xx XX yy YY:
88 xx XX yy YY:
8B LL ss SS xx XX yy YY:
8C -- --:
8D -- -- -- --:
8E ??: Play sound effect ?? on the following animation frame
8F ??: Play sound effect ?? on the following animation frame(different channel?)
90 ??: Play sound effect ?? on the following animation frame(different channel?)
3CC388-3CC3D5 Title screen/map screen/Kong family animation sequence pointers (78 pointers, each is 2 bytes)
3CC3D6-3CEF99 Title screen/map screen/Kong family animation sequences
Title screen/map screen animation sequence format(much is still unknown)
00 00 00 00 ll LL ss SS 00 00 00 00 ll LL ss SS ... 00 00 00 00 FE FF
ll LL: Length of time to display frame (000-7FF)
ss SS: Sprite pointer relative to $3BCC9C (low, high)
FE FF: end of animation (loops to beginning)
As a bonus, many of the unused sprites I've found after weeks of spelunking through the DKC ROM can be found in this topic. Enjoy!