Joined: 7/12/2011
Posts: 142
Location: Indianapolis
I found a big new time saver for Gobi's Valley. It saves about 20-30 seconds and skips shooting eggs into the Sphynx's nose and the sneezy cutscene. http://www.youtube.com/watch?v=wWxoADFvkSE Edit: This would be if you didn't do it as bee or if you were doing 100% =)
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
Kyman wrote:
EDIT: I recall hacking going OOB in a minigame before, I'm pretty sure you get loaded in the level it's in.
You start at Furnace Fun if you fall OOB in a minigame. I just tested this with MHS. EDIT: Actually, if you touch the "door loading zone" for the minigames, you go back to the level but it's only like semi-loaded. There are no notes. Still testing... will update. EDIT: Hmmm... I think it puts you in the main level but with the flag set to not spawn notes or honeycombs. The jiggies are still there. This is really weird. EDIT: You lose the ability to climb in whatever level you go to. Also, it doesn't go back to normal if you exit the stage. You won't have any notes, feathers, gold feathers, ability to climb, etc. until you re-enter furnace fun or go to the game you exited. For example, if you escape the bee minigame in furnace fun then go back to the bee minigame in CCW, a 30 second timer will appear and you will end up in Furnace Fun if you let it run down to 0.
Joined: 7/26/2006
Posts: 1215
Cronikeys wrote:
Kyman wrote:
EDIT: I recall hacking going OOB in a minigame before, I'm pretty sure you get loaded in the level it's in.
You start at Furnace Fun if you fall OOB in a minigame. I just tested this with MHS. EDIT: Actually, if you touch the "door loading zone" for the minigames, you go back to the level but it's only like semi-loaded. There are no notes. Still testing... will update. EDIT: Hmmm... I think it puts you in the main level but with the flag set to not spawn notes or honeycombs. The jiggies are still there. This is really weird. EDIT: You lose the ability to climb in whatever level you go to. Also, it doesn't go back to normal if you exit the stage. You won't have any notes, feathers, gold feathers, ability to climb, etc. until you re-enter furnace fun or go to the game you exited. For example, if you escape the bee minigame in furnace fun then go back to the bee minigame in CCW, a 30 second timer will appear and you will end up in Furnace Fun if you let it run down to 0.
Haha, a secret hard mode :P I wonder if they turned off climbing for all challenges just for the sake of the Boss Boom Box challenge... Does anything interesting happen if you go to a different challenge area, like escape the bee challenge and go to the tile-matching pyramid?
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
bkDJ wrote:
Cronikeys wrote:
I also wonder what happens if you go to a different challenge area, like escape the bee challenge and go to the tile matching pyramid.
A timer starts and Grunty says what she would normally say for that minigame in Furnace Fun and when the time runs out you're back at the tile you started on. It's really weird :s
Joined: 7/26/2006
Posts: 1215
Cronikeys wrote:
bkDJ wrote:
Cronikeys wrote:
Does anything interesting happen if you go to a different challenge area, like escape the bee challenge and go to the tile-matching pyramid.
A timer starts and Grunty says what she would normally say for that minigame in Furnace Fun and when the time runs out you're back at the tile you started on. It's really weird :s
Could you post a savestate of the game in challenge-escaped mode, please? I'd like to play around with it.
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
bkDJ wrote:
Could you post a savestate of the game in challenge-escaped mode, please? I'd like to play around with it.
Here you go (✿◠‿◠) https://dl.dropbox.com/u/118290/challengeescapemode.pj.zip Keep in mind, I hacked the game to escape the challenge. I made the save state with Project 64 1.7
Patashu
He/Him
Joined: 10/2/2005
Posts: 4044
What happens if you go to furnace fun, escape a mini game, go to furnace fun, use the 'fly under the panels and backflip up into them' trick (or gameshark) and go straight to a minigame panel?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
Patashu wrote:
What happens if you go to furnace fun, escape a mini game, go to furnace fun, use the 'fly under the panels and backflip up into them' trick (or gameshark) and go straight to a minigame panel?
You go to a minigame. Nothing special happens =(
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
I found this silly lil' clip in Rusty Bucket Bay. It might be useful as an oob warp to the beginning of the level. It also shows a weird way to use the edge glitch as means of clipping that reminds me of the way used on the left side of the Grunty door. http://www.youtube.com/watch?v=sQDV4gwhIj8
Player (210)
Joined: 7/7/2006
Posts: 798
Location: US
(EDIT: Ringrush) had the idea to use a talon trot "skid" to rejump and get to the Clanker's Cavern puzzle portrait to open the world early without shock jump. This should save a bit of time in 100% if possible. I got within about 1 frame of making the jump successful, but it's extremely tedious to perfect. I feel like it should be possible with a perfect angle. I theorize that you need to initiate the rejump between about 636 and 645 Z coordinates. The angle you're facing is really important, and the spinning camera makes this terribly difficult to optimize. There are two different frames on which you can beak with promising results, I would try both of them. If you jump from closer to the door you'll have a higher Z coordinate. If you jump from further from the door, you'll have slightly less X and Y distance to cover. The height of the platform is 700, I believe you can beak up there as long as you're above about 660 Z height. This is one of my better attempts: http://www.mediafire.com/download.php?m8iiaz7igz0zax2 -------------------------------------------------- Cronikeys also had the idea to get OoB after filling in the Click Clock Wood puzzle to open the world. This would warp you back to the pipe in the room with the 180 note door, saving about 15 seconds. If you can jump high enough to land on the cut branch on the tree near where I jump in the following video, you can easily get out of bounds over the top. Again, I was just short of getting enough height to do so. Here's my best attempt: http://www.mediafire.com/?sap47r1b6gzahzu --------------------------------------------------- Memory Addresses: XPosition: 00C67C98 ZPosition: 00C67C9C YPosition: 00C67CA0 XVelocity: 00C67CB8 YVelocity: 00C67CC0 ZVelocity: 00C67CEC JiggyAmount1: 00C71A48 (for reference) JiggyAmount2: 00C71A5C (for reference)
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
Kirkq wrote:
Cronikeys had the idea to use a talon trot "skid" to rejump and get to the Clanker's Cavern puzzle portrait to open the world early without shock jump. This should save a bit of time in 100% if possible.
This one was Ringrush's idea, but yeah thank you for posting those and working so hard on them Kirk =)
Joined: 7/12/2011
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Location: Indianapolis
http://www.youtube.com/watch?v=E-bqW72DvhI Method for getting all the remaining notes in Clanker's Cavern and a faster way to clip into a cabin in Rusty Bucket Bay. http://www.youtube.com/watch?v=VllsR1QR91k Demonstration of a weird glitch that places Banjo in the wrong area during a cutscene. I thought it might lead to an 810 note door skip, but upon further testing it is unlikely (unless the cutscene end can be prevented and you can gain control of Banjo).
Player (210)
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Pausing does something weird to banjo's movement oscillation. It's extremely minor, but if harnessed, this might be enough to make the Clanker's Cavern puzzle jump. I'm trying to make sense out of it.
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
Someone found Back in Time in Banjo-Kazooie. They did it on console and there is no video of it happening. Here's what is known: -L was being held down the whole time by rubberband -Other buttons may have been pressed during the entire process -Started a game on file 1 -Did Spiral Mountain 100% route (6/6 honeycombs meaning extra HP) -Entered Grunty's Lair and watched the first cutscene (may have reset the console during this cutscene) -If they didn't reset, they went to save and quit immediately after entering lair (may have reset the console during game over cutscene) -Console may have never actually been reset, but if it was it was during one of the two cutscenes (Lair 1 or Game Over) -Ended up in Mad Monster Mansion with time of 0 after letting the intro play for potentially 5 minutes -May have pressed start during intro and gone to file 3 which already had about 60% collected This was done on original console without gameshark on Version 1.1 cartridge. The system crashed after they exited from the area outside MMM to the room with Gobi's Valley puzzle podium.
Joined: 1/3/2006
Posts: 334
What exactly does Back in Time mean?
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
Phallosvogel wrote:
What exactly does Back in Time mean?
They gained control of the demo. It's in a lot of games afaik Here's a video of a similar glitch in Twilight Princess: http://www.youtube.com/watch?v=L0Rv6ZES7N0 Update if anyone wants to check this out:
<themaranyarlathotep> Updated version of what is believed to have happened: <themaranyarlathotep> L button is held down entire time even before console is turned on. Save slot one is selected and a new file is started. <themaranyarlathotep> Bottles tutorials are skipped and all six honey combs are collected. <themaranyarlathotep> No damage is taken. <themaranyarlathotep> Exactly 2:55 is spent in spiral mountain. When entering Grunty's Tower, the cut scene is most likely skipped. Once entering GL game is save and quit exactly 5 seconds is spent in GL. <themaranyarlathotep> The reset is believed to have happened Somewhere between Hitting save and quit to the demos playing. <themaranyarlathotep> If a reset is done at all. <themaranyarlathotep> This is everything I am sure happened.
Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
I've been looking into this a bit, and it's certainly a pain. At the beginning of each level in the intro demo, your health is set to 5. Even though you run into enemies and get hit, your health does not fall. Picking up health heals you up to 5 health. The only time that your health decreases is when you take fall damage in Gobi Valley. If your health is at 0 (by means of cheating), you will die from getting hit by any normal enemy. After you die, you spawn on that map with 0 of most items, and 25 mumbo tokens. Health is set when you load up the game, at the beginning of the first Nintendo logo/rareware sequence. I have no idea how it works off of reset, I'm not sure how accurate mupen rerecording reset is. From save and quit, health remains at it's current value until the first demo plays, where it is set to 5. I've done all this testing in mupen using cheat engine to memory watch. If you managed to carry 0 health over into the demos, you would die at mumbo's mountain in set 1, and treasure trove cove in set 2. I don't know exactly how this is supposed to work to get to MMM. I'm starting to think it doesn't need a reset though, if I can trust mupen to be accurate with its reseting. Edit: Also, when you respawn, the game acts normally, and it doesn't seem to crash. I don't think this is what happened in the talked about glitch. Edit 2: Another thing. R0bd0g suggested that I do this. When you save and quit, pretty much when Mumbo says "Come back to Mumbo's", you press start once. Then, you press start around when tootie says "now". Pretty much, exiting as the game exits. I only got this on emu, so idk if it is legit, because its funky. When done on file 1: Files 2 and 3 are deleted. When done on file 2: Either Files 1 is deleted, or 2 is copied onto 1 and 3 remains the same. When done on file 3: File 2 is deleted, file 3 is copied onto file 1. I have no idea the exact timing, I just spammed with turbo on. Still no sign of BiT...
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
Editor, Expert player (2330)
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Location: Germany
Joined: 3/15/2012
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Location: Canada
One thing I noticed is (this is probably known), after the intro song ends if you spam start during the fade out, it advances which scene you get... Like you hit it once and you get CC instead of MM. 4 times and you get the intro song again. IDK if that's involved in the glitch or if, if you can figure out how to work it, it'd make it faster to get to MMM.
Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
MUGG wrote:
Welcome back Abahbob
Welcome back to you too. I'm just here for bk, then I'm gone again.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
Just some facts about BiT (I've hacked my way into it with MHS) and why I'm not really looking into it: -You can't save -It crashes consoles when you leave areas (not emulators) -No doors in the lair are open (you can leave through doors but then can't re-enter) -You have the ice key -You have all moves The no saving thing is kind of a dealbreaker in my opinion. I don't really think it counts as beating the game if you don't do it on one of the files, right? Also, you'd still need 810 notes so this probably wouldn't make the game any shorter. Also, you can't reset so it would add a LOT of lair walking back to Mumbo's Mountain depending on which BiT cutscene you ended up in. So, things about it that would save time: -Having all moves (no bottles conversations) -Therefore, you could get into Freezeezy Peaks early using the 350/450 note door skip thing I found (saving 8 more jiggies bringing the total required down to 33... IF you count this as beating the game -- which I don't!) Again, I argue that using this BiT can't really count as beating the game since it doesn't take place on a save file. -- Also, regarding the file deletion thing - I'm 99.99999% positive that's an emulator bug. I've tried unsuccessfully to replicate that on console (I found it like 2 months ago). Testing on console is hard though so I might be wrong.
Joined: 2/1/2008
Posts: 347
Reaching the credits (that is, the game believes that it has been completed) is the usual standard for beating a game. That is, there is nothing in the rules talking about needing to use saves to qualify a movie (other than not starting from a save except in special circumstances). Of course, if the fact that you can't save would make the TAS slower than if you didn't utilize BiT, that's a good reason not to use it.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
blahmoomoo wrote:
Reaching the credits (that is, the game believes that it has been completed) is the usual standard for beating a game..
Eh... most people would be interested in gametime and you wouldn't be able to get that with this. Also, it's impossible to beat the game like this on console. That's been proven (I saw it). It crashes when loading different areas of the lair. Even if it's possible on emulator (which it is), I don't think TASes should do things that don't work on console :|
Editor, Player (44)
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Yeah, exploiting emulator glitches is against the rules (and should be against the rules), except where completely unavoidable. (And even then, a better method is to fix the emulator.)
Joined: 2/1/2008
Posts: 347
Cronikeys wrote:
Also, it's impossible to beat the game like this on console. That's been proven (I saw it). It crashes when loading different areas of the lair. Even if it's possible on emulator (which it is), I don't think TASes should do things that don't work on console :|
Right, so it shouldn't be done for that reason. I recall the Super Mario Land 2 "glitched" TAS was originally invalid because the emulator had a bug in how it emulated echo ram (or something like that), causing the glitched up world to act completely differently from the console. Later the emulator got a fix for that. Luckily, they were still able to utilize the glitch. Pity that you can't do much with BiT on the console, but it sounds like they did something funky to make the demo work anyway.
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.