The pointer table to the sprite graphics in DKC is at 3BCC9C-3BF78F. Each pointer is 4 bytes long, meaning there are a total of 2,748 referenced sprites. DKC uses the C00000-FFFFFF mapping for this table, so subtract C00000 to get the actual PC address.
However, there are approximately 150 additional sprites (all unused) that aren't referenced in this table, which is what "(No pointer, but graphics are stored in ROM)" means.
This reminds me, there are still many more to add!
The sprite format itself, which all three DKC games use, is as follows:
Byte 1: Number of 16x16 tiles in Group A
Byte 2: Number of 8x8 tiles in Group B
Byte 3: Start of Group B 8x8 tiles relative to start of graphics (Measured in 8x8 tiles)
Byte 4: Number of 8x8 tiles in Group C
Byte 5: Start of Group C 8x8 tiles relative to start of graphics (Measured in 8x8 tiles)
Byte 6: Start of Group D 8x8 tiles relative to start of graphics (Measured in 8x8 tiles)
Byte 7: Where to place Group D in VRAM upon the display of this sprite. (Measured in 8x8 tiles)
Byte 8: Number of 8x8 tiles in Group D
Bytes: Tile coordinate data, in order by Group (signed; 1 byte X, 1 byte Y)
Bytes: Sprite graphics for Groups A, B, and C
Bytes: Group D graphics, if present.
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