Posts for Cronikeys

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Joined: 7/12/2011
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Location: Indianapolis
Thanks for the info blahmoomoo. I'll look into getting reset functionality added to the Banjo-Tooie version of Mupen using that source. As for WIPs, I plan on releasing the first one once I enter Mayahem Temple (about 4 minutes into the run). This is my first 3D TAS (before this I've only worked on Super Mario World hacks) so constructive feedback is going to be very much appreciated. Mupen isn't the greatest so most of my work so far has been setting up ram watch and a way of calculating angles, but I am in Spiral Mountain and I've manipulated the Jinjo RNG so that I will get the white one first.
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Location: Indianapolis
Just letting everyone know I've started working on the Any% TAS. It will be completed without cheats or resets (unless anyone has source code to mupen reset?) but with death warps and save and quits. I plan on collecting: 640 Notes (so I can learn Shack Pack) 70 Jiggies Most moves (excluding Amaze-O-Gaze Glasses, Snooze Pack, Glide, and Sack Pack) No Honeycombs or Cheato Pages Estimated time will be 2:45:00~
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I plan on doing a run. I'm still looking for improvements and time savers though before I get started. I know Swordlesslink and Sonicpacker have expressed interest in helping, too.
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RachelB has helped sort out the issues with Unga Bunga's cave. Here is the updated version of Mupen that supports Banjo-Tooie: http://cronikeys.com/mupen64-bt.rar Let me know if there are any more issues!
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Location: Indianapolis
RachelB wrote:
Did you have to do something to get it to work without a movie? It freezes for me either way.
Yeah, I modified a few files as per the instructions of one of the bug report pages I linked. Here is what I currently have for all of the files: https://dl.dropbox.com/u/118290/mupen-bt.rar
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RachelB wrote:
Can you provide a save state at the above area?
Here's a save state right in front of the door: https://dl.dropbox.com/u/118290/Banjo-Tooie%20%28U%29%20%5B%21%5D.st0 Thank you for your help! I'm looking for a solution as well.
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RachelB wrote:
What is needed to compile mupen on windows? You've got me interested in looking at this.
This software: http://www.bloodshed.net/devcpp.html
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Location: Indianapolis
Well one problem was fixed, but there's still another to take care of apparently. There was a bug that wouldn't let you enter a certain room. I fixed it. You can now enter the room and leave the room in both recompiler and interpretter mode. However, if you're recording a movie it doesn't work. Any insight by people familiar with mupen's code would be very much appreciated. I don't understand why something would work, but not work while recording? Help please x_x
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Location: Indianapolis
Azorae wrote:
Edit: I've run into my first snag. Unga Bungas' Cave fails to load when I enter it from the Treasure Chamber shortcut, resulting in a black screen. I can still load a savestate to get out of it, but I haven't been able to make it through the shortcut.
Just double checked this and can confirm it is an issue. I did some research and found information about it here: http://code.google.com/p/mupen64plus/issues/detail?id=101 I'm working on a fix now, but I have little to no programming experience with C so any help would be appreciated. EDIT: I fixed it lol... I'll release a fix and proof in a sec... need to clean up the code EDIT: It appears to only work when not recording a movie which doesn't make any sense at all... I'm going to keep working on it. Again, any help from someone who knows what they're doing would be very much appreciated! EDIT: I've gotten the door to work in both interpreter and recompiler mode in mupen, but it won't work when recording a movie. I'm going to continue working on it, but like I said I have pretty much no C experience. If anyone is able to help I would very much appreciate it.
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Azorae wrote:
Great job getting the fire egg switch to work, Cronikeys. Is there a download link available for the recompiled Mupen?
I posted this in the N64 Emulator forum. Someone with more experience compiling should make a "real release" I guess? If anyone wants to chat with me about making a more polished release of the recompiled emulator you can PM me on IRC, Skype or this forum. Download: http://cronikeys.com/mupen64-bt.rar Open: mupen-bt\mupen64_src-rerecording-v8\winproject\mupen64.exe Open Banjo-Tooie Play movie: mupen-bt\The Fire Switch.m64 Files modified: r4300.h r4300.c pure_interp.c cop0.c Functions added: shuffle_fpr_data set_fpr_pointers (part of r4300.c/h and called in pure_interp.c and cop0.c) From this original source: http://code.google.com/p/mupen64-rr/downloads/detail?name=mupen64_src-rerecording-v8-AVISplit.7z&can=2&q= Mupen64Plus code segments from this source: http://code.google.com/p/mupen64plus/downloads/detail?name=mupen64plus-bundle-src-1.99.5.tar.gz&can=2&q=
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Location: Indianapolis
Also, here is the current RTA route by Pjii for Any%: http://pastebin.com/eHxLJ7hU I've talked with a few people who are interested in doing an Any% (70 Jiggies) TAS and I think that is the way to go with this game. An Any% TAS will be around 2:45 and a 100% TAS would be about 2 hours longer (due to minigames, boss fights, and cutscenes). A cheats run is very boring to watch in my opinion since it's basically just walking around getting notes without any action. Plus, the quiz show at the end would be a large portion of the run. For those who aren't familiar, the cheat run is basically opening Mayahem Temple (first world), entering a cheat chamber, using a cheat to open all the other worlds, collecting notes and required moves, then beating the final boss. I'm currently working on finding a way to beat the game with fewer than 70 Jiggies. I found a way to bypass the 55 Jiggy barrier and reach Cauldron Keep early, but like Banjo-Kazooie note doors, skipping one is useless unless you can also skip the later ones. Link to video
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Download: http://cronikeys.com/mupen-bt.rar Open: mupen-bt\mupen64_src-rerecording-v8\winproject\mupen64.exe Open Banjo-Tooie Play movie: mupen-bt\The Fire Switch.m64 I don't know much about compiling so someone else can make a cleaner release. Files modified: r4300.h r4300.c pure_interp.c cop0.c From this original source: http://code.google.com/p/mupen64-rr/downloads/detail?name=mupen64_src-rerecording-v8-AVISplit.7z&can=2&q=
Post subject: Mupen64Plus to Mupen-rr Porting
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Joined: 7/12/2011
Posts: 142
Location: Indianapolis
I'm a big fan of Banjo-Tooie and was sad that it couldn't be TASed. There was a fire switch in Isle o' Hags that you couldn't get past - it was simply impossible to hit. I saw that Mupen64plus let you get passed it, so I compared the code between Mupen64plus and Mupen-rr, patched Mupen-rr with some Mupen64plus additions, and voila: Link to video Banjo-Tooie can now be TASed. I'm posting this here because there might be other games in a similar situation - where they don't work in Mupen-rr and they do work in Mupen64plus. I don't really know much about programming (I literally just crosschecked the C files of the two source codes) and was able to do it fairly easily.
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As proof, here's the first TAS to legitimately get past the fire switch: Link to video
Experienced Forum User
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:
Experienced Forum User
Joined: 7/12/2011
Posts: 142
Location: Indianapolis
Kirkq and I found that if you ground pound 4, 5, or 6 huts and then go directly to Conga's area, you will skip the jiggy jig: Link to video The fact that entering a room cancels the effect (by resetting the RNG) makes it inconvenient for any speedrun route, so this won't be used in any% or 100% in Mumbo's Mountain. The same "wrong direction" thing can happen in other levels: http://www.twitch.tv/ringrush/c/1617781 So, maybe there's a use for this RNG manipulation elsewhere.
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Link to video This eliminates backtracking in 100%. You no longer need to visit Freezeezy Peak before Gobi's Valley. I estimate it saves about 2 minutes. It was found by Kirkq, me, and RingRush. Kirkq found you could clip here as bee, RingRush and I thought to try it as Banjo while flying, and I was the first to clip while flying. In any% news: this works as Bee, so +10 more notes in Gobi's Valley (can't get the notes in Sandybutt's Tomb).
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Gobi's Valley RBA Route Idea -Walk towards sphinx getting notes on hill -Get notes on left paw -Get notes behind sphinx -Enter sphinx through seam in back -Get notes inside of sphinx -Exit and get notes on right paw -Get notes by Blue Egg Door -Get notes by Grabba -Get one note on the back of the Speed Climb Pyramid while heading toward running shoes -Get two notes by running shoes -Get notes on side of flip tile pyramid -Get notes going down front of flip tile pyramid -Get notes on left stairs in front of flip tile pyramid -Get notes in bottom pit area in the painful sand -Get notes on right stairs in front of flip tile pyramid -Walk around rim of middle pit getting notes -Get 4 notes on steps up to sandybutt's tomb -Push button to open Speed Climb Pyramid -Get notes on speed climb pyramid -Go inside and fly out of bounds below the water to get notes in Speed Climb Pyramid -Fly through the top of the pyramid to oob warp to start of the level and exit 81 notes Estimated time: 4 minutes -- Also, I found a way to get the Jinjos jiggy in FP "walrusless": Link to video
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I found a way to get out of bounds in the BGS lobby as Banjo using RBA. In this video, you can see what I was talking about regarding the water outside Bubblegloop Swamp: Link to video If a way were found to clip to this lower plane as Banjo, then seven more Jiggies could be skipped. There's also a weird teleport thing when I surface that I need to look into. I think it's related to the "backwards long trot" thing and "Sphinx Clip" I posted a while ago.
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I was wrong -- ignore everything I said about the water in and around BGS. You -can- swim in it if you enter it from out of bounds (still no way to get out of bounds, though).
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AnotherUser wrote:
http://i.imgur.com/t4zOs.jpg?1 It's kind of late to throw this idea out there, but I was wondering if you could clip through mumbo's mountain entrance through this crack in the door (or is it just a graphical "illusion" thingy?). Keep it up with the progress. I'm enjoying all these new glitches and stuff. Glad to see the route planning is mostly complete.
There are tons (more than 20) doors like this in Banjo-Kazooie. They're also like that in Banjo-Tooie (and why Clockwork eggs are broken). I've tried for many hours on all of them with no luck. Other notable ones: entrance to BGS, 50 note door, 150 note door, etc etc. If there was a way through them, I think it would probably be similar to the Sphinx clip but I'm 99% sure that has something to do with getting hurt. And thank you :)
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Thanks andypanther :)
bkDJ wrote:
Depth, from the side? Can we see a screenshot of that? Sounds interesting :)
Here you can see the depth of the marshy water. It's like this in the level, too. Normal water doesn't have this depth and is only a single "pixel" or whatever high. On the subject of levels early though, if you hack your way OOB it is possible to swim under the map AND enter TTC early: If a way to get out of bounds was found in the TTC lobby area then it's possible that we could skip an additional two jiggies. I have tried and have gotten Kirkq to help test some stuff, but I thought I would post it here. I've tried all obvious things (superfalling on the rubble, the cannons on the side of the ships, walking into seams/corners, etc.).
bkDJ wrote:
And I bet the sand in GV is similar in that the floor beneath the sand damages you and the opaque "water" is just for show.
Yeah, it works in a similar way where the ground is what hurts you. The CCW bramble field works like that, too.
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t3h Icy wrote:
How much will "Reverse Bee Adventure" be used in the current run plans?
It will be used to enter Clanker's Cavern, Gobi's Valley, and Rusty Bucket Bay without paying the required jiggies. In these worlds, only notes will be collected.
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I made a video of that clip I mentioned: http://www.youtube.com/watch?v=sFMHaW3YJMI It's incredibly precise so I think it might have something to do with BK's model's angle while edge clipping or maybe even how zoomed out the camera is. That sounds silly, but the camera has been known to affect the precision of Banjo's z-position (if you look down while in first person on a honeycomb box you slide, if you got to first person while termite you move like 4 pixels down, etc.). Anyway, this has inspired me to look over some other things I've tested to see if I can get them to work trying various angles and camera positions. Also, I made save states in mupen after getting RBA (reverse bee adventure - escaping CCW lobby as bee to enter worlds without paying). Let me (or anyone on the TAS team) know and we can send them to you.
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Synx wrote:
Are you female Cronikeys?
Yes. Also, so this post is on topic there's a new way to oob warp in CCW. I will wait a little bit before making a video in case I find any other clips -- trying to do compilation videos now since there are so many.