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Joined: 2/9/2006
Posts: 124
Link to video seems useful but i dont know the current state of this game well enough to say for sure
Joined: 12/17/2009
Posts: 28
Using that glitch, I was able to get 20 notes in the plateau (using the ground pound to get notes on the sign), and if the treble clef in Jinjo Village is gotten (u can get that without grip grab?) thats 40 notes, still not enough to accept Jamjars fire eggs training (45 notes)
Joined: 9/14/2010
Posts: 13
I suppose while there's still some interest in this game I should post the rest of the useful things I found for whoever didn't see them already. Waste Disposal Plant, getting Jiggy in toxic water behind grating from the wrong side. http://www.youtube.com/watch?v=oZdId9Ll6TU Compilation of every place I found where Taxi Grab works. http://www.youtube.com/watch?v=KhVzK05Qq9c Stomping Plains without Snooze Pack. http://www.youtube.com/watch?v=IHo7zsnUlEs
Experienced player (608)
Joined: 10/23/2004
Posts: 706
Wow, all very impressive :)
Current Project: - Mario Kart 64
Joined: 12/19/2010
Posts: 126
looks nice, but is anyone TASing this game at the moment?
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Joined: 4/29/2005
Posts: 1212
I think Sami is planning on it, if it ever becomes TASable. What is the status of this game as far as playability? Or does Mupen still suck ass?
Joined: 12/19/2010
Posts: 126
i don't know, but i really really hope that someone (if not only Sami) will do this game
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Joined: 5/30/2011
Posts: 29
I'm thinking I may start up a run soon. Route planning will be a bitch, though.
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
bkDJ wrote:
"Banjo-Tooie cannot be [played on mupen] because the plateau fire egg switch cannot be activated to open the gate to the witchyworld area." Or can you get that to work too?
Unless this is resolved, I can't see a way to make a TAS for this game.
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Editor, Active player (434)
Joined: 9/29/2008
Posts: 706
Location: Canada
Comicalflop wrote:
bkDJ wrote:
"Banjo-Tooie cannot be [played on mupen] because the plateau fire egg switch cannot be activated to open the gate to the witchyworld area." Or can you get that to work too?
Unless this is resolved, I can't see a way to make a TAS for this game.
I believe it was resolved easily in mupen64plus, so couldn't the "patch" or whatever be ported to mupen64 rerecording? I understand this might be an easier said than done situation, but has anyone looked into this?
Joined: 5/30/2011
Posts: 29
bkDJ wrote:
"Banjo-Tooie cannot be [played on mupen] because the plateau fire egg switch cannot be activated to open the gate to the witchyworld area." Or can you get that to work too?
I'm not entirely sure whether the problem has been resolved, but I'll play through the entire game once to see if Mupen64Plus has fixed all emulation problems for this game.
Joined: 12/19/2010
Posts: 126
hopefully, because i can't wait to see a TAS of this game
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Joined: 12/17/2009
Posts: 28
glitch theorycrafting? http://cinemassacre.com/2011/08/12/banjo-tooie-glitches/ first one looks interesting.
Joined: 12/19/2010
Posts: 126
sure does, and @Ashra: is Banjo-Tooie TASable?
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Joined: 5/30/2011
Posts: 29
flezki wrote:
sure does, and @Ashra: is Banjo-Tooie TASable?
Still not sure, I haven't been able to get my mupen to work correctly.
Joined: 12/19/2010
Posts: 126
Ashra wrote:
flezki wrote:
sure does, and @Ashra: is Banjo-Tooie TASable?
Still not sure, I haven't been able to get my mupen to work correctly.
Damn... that's not good, and I guess you are the only one trying to get it to work (correct me if I'm wrong)
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Joined: 5/30/2011
Posts: 29
flezki wrote:
Damn... that's not good, and I guess you are the only one trying to get it to work (correct me if I'm wrong)
Well, I haven't even attempted to run Mupen for a while. I'll probably end up messing around with it again sometime this week. Hopefully if I can get BT to run, I'll start up a WIP.
Joined: 1/3/2006
Posts: 334
AFAIK BT is not runnable. They somehow fixed it in mupen64+ (I guess) and since this one doesnt have RR-support its pretty useless for us
Joined: 12/4/2011
Posts: 33
Location: Australia
It's a shame that there are all these emulation issues for this game. I'm looking forward to seeing this being TASed one day
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
SwordlessLink has expressed interest in TASing Banjo-Tooie. Does anyone have an update with its TAS-ability in Mupen? I've also found a lot of new glitches: http://www.youtube.com/playlist?list=PLzGKgGmE443V2Ie6rXBrY2OY7LFbPYC68 Once the new finds start slowing down, Pjii from SDA (and current BT world record holder for all categories) is going to route it out using my new glitches.
Joined: 2/1/2008
Posts: 347
If you can find a way to get around this emulation glitch, then a TAS might be possible:
bkDJ wrote:
Secondly Banjo-Tooie cannot be TASed or even played normally because the plateau fire egg switch cannot be activated to open the gate to the witchyworld area.
AFAIK, there hasn't been any development on Mupen64-RR at all (for several years). Mupen64Plus was promising, since they got past this bug, but they never did implement rerecording features, even though it still has development activity... (http://code.google.com/p/mupen64plus/issues/detail?id=58)
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
Experienced player (520)
Joined: 4/14/2009
Posts: 116
Using the slope climbing trick from Banjo Kazooie (eg Ticker's Tower), you can get to the wooden part at the top of Honey B's Beehive. However, I have been unable to do make the last jump from the white part to the brown part and still reset my slope timer. If you can do this, you should be able to scale the brown wood more and possibly flutter to a slope on the outskirts of the level. From there, it looks you can use slope resets to work your way past the Cliff Top entrance, around to the back side of the wall, and all the way across the screen to the Pine Grove entrance, which would skip the Fire Egg switch and presumably allow a TAS. It'd waste time, but at least the run can go on (and it would be a cool trick anyways). Alternatively, if you could get to WitchyWorld early without CKEs (presumably from GGM), you could skip the switch completely. Or, if you can find a way to exploit the Mayhem Temple --> Terrydactyland warp, you should easily be able to get CKEs early and have a back entrance to Witchyworld (and thus Pine Grove). I think if anyone wants to TAS this game, searching for one of the three tricks above would be better than waiting for who-knows-how-long until the Fire Egg switch is fixed. Of course, since nobody has gotten past it, there might be other dead ends, but who knows?
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
RingRush wrote:
Using the slope climbing trick from Banjo Kazooie (eg Ticker's Tower), you can get to the wooden part at the top of Honey B's Beehive. However, I have been unable to do make the last jump from the white part to the brown part and still reset my slope timer. If you can do this, you should be able to scale the brown wood more and possibly flutter to a slope on the outskirts of the level. From there, it looks you can use slope resets to work your way past the Cliff Top entrance, around to the back side of the wall, and all the way across the screen to the Pine Grove entrance, which would skip the Fire Egg switch and presumably allow a TAS. It'd waste time, but at least the run can go on (and it would be a cool trick anyways).
Relevant video on this: http://www.youtube.com/watch?v=xp6LJ8pD1-k I'll try to look for one of those skips you mentioned. They're within the realm of possibility (more so than a working N64 emulator).
Joined: 9/14/2010
Posts: 13
http://www.youtube.com/watch?v=rboDgpfK0ao The glitch Cronikeys found about skewing your angle also skews your hitbox, which means you can grab things through walls with moves that normally wouldn't reach before. The first one shown is probably the only one that has a use though, since the other two shown need Breegull Bash. I think Breegull Bash is the only move that goes further than Taxi Pack, which is unfortunate. Edit: A trick I was unaware of at the time makes you able to get that Jinjo shown in the first clip with Banjo+Kazooie, so disregard that. The video is mostly for documentation purposes now.
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
I edited some code in Mupen-RR and recompiled it. It's now possible to TAS Banjo-Tooie:
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