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Editor, Experienced player (729)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
*sigh* it is possible to boot up, but impossible to beat. Get the facts straight.
Homepage ☣ Retired
Experienced player (617)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
heh, A while ago I was playing around with BT and seeing if using a different region would allow me to get past the fire egg switch. Not wanting to have to do everything again, I used the same .eep file for all four regions (A, U, J, E) with surprising results I might add. I thought loading the same .eep file would give me the same save but I was mistaken. With only 7 Jiggies, I had unlocked every level in the game and completed the trivia quiz, just by loading an external .eep file (still, however the fire egg door, was still closed. Also AKA is sort of right; the japanese version of the rom does not get past the opening cutscene before it crashes.
Measure once. Cut twice.
Joined: 2/1/2008
Posts: 347
The guys over at Mupen64Plus just made Banjo-Tooie get past the fire egg switch! The emulator's bug apparently had something to do with not handling changing CPU modes properly. I wonder if this means that DK64 will work now... unless it already has been working. http://code.google.com/p/mupen64plus/issues/detail?id=51 So if it ever gets rerecording capabilities, this game can be done! (assuming there are no other game stopping glitches)
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
Joined: 7/26/2006
Posts: 1215
blahmoomoo wrote:
The guys over at Mupen64Plus just made Banjo-Tooie get past the fire egg switch!
Holy crap, finally! Now that we know the issue, (and that issue thread is pretty informative), couldn't the fix be back-ported to mupen64?
Joined: 8/1/2006
Posts: 428
In case anyone decides to TAS this in the near future: The diving glitch (Z+C while walking off a ledge over water) works extremely well with the split-up moves. Kazooie's egg-hatching move and Banjo's sack hop and nap moves in particular will get you to the bottom of any body of water and into a few places you shouldn't be able to go solo. And they look hilarious.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
MezzoDragon
He/Him
Joined: 5/27/2007
Posts: 120
To whoever decides to do a TAS for this game: When doing mini-games, such as the Flying Saucer one, will you try to get all the targets? Since such games are on a rail with a fixed speed, getting all of the targets may be cool to watch, no? Sorry for asking a very stupid question.
Player (57)
Joined: 7/7/2008
Posts: 872
Location: Utah
Of course it would, it wouldn't be a TAS without completing the mini-games perfectly. ;)
Active player (277)
Joined: 5/29/2004
Posts: 5712
Don't we need to figure out all the "randomized from start" stuff first? Like Jinjo color locations if you're not going for 100%, the locations of the polar bear kids at Witchyworld, various passwords and other things like the treasures in Jolly Roger's Lagoon. I would think you want to find where the choices are located in memory, when they're decided, how you can manipulate them, and which combination of random elements makes for the quickest run. Though, I guess that first you have to find out all the possibilities the normal way...
put yourself in my rocketpack if that poochie is one outrageous dude
Player (116)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
If anyone wants to make this a teamed effort, i would be glad to jump on board. I love this game.
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Player (57)
Joined: 7/7/2008
Posts: 872
Location: Utah
I'll probably try to find some tricks and glitches I guess. I'm free all day right now.
Former player
Joined: 3/23/2004
Posts: 95
I don't know if people would be adverse to this, but I suggest using the cheats to make banjo and kazooie move more quickly and make the enemies move more quickly (to balance it out). The characters walk too slowly in this game.
Former player
Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
Maybe I do this one too...I need to think about it =) I can imagine the routeplanning and its a nightmare...lot more complex tha kazooie... And no cheats! If I do this, i wont use any cheats =)
Current Projects: ???
Joined: 6/2/2007
Posts: 55
Sami wrote:
Maybe I do this one too...I need to think about it =) I can imagine the routeplanning and its a nightmare...lot more complex tha kazooie... And no cheats! If I do this, i wont use any cheats =)
That would be amazing, Sami...and yeah I don't even do much with TAS, but just trying to imagine a route gives me a headache...then again I only 100%'d the game, I don't remember the minimal requirements... unless you're going for 100%, which would be a looooooooooong movie...it was fine with BK because it's such a classic but BT isn't as much... but an any% would still kick ass
Joined: 4/13/2009
Posts: 431
There is a run of BT at SDA. Perhaps the route from there could be used until a better one can be found? I am eager to see a first TAS of the game. Subsequent ones would only be better, no, so what is the harm?
Joined: 12/31/2009
Posts: 4
Think it's possible to get to Wooded Hollow with 0 Jiggies using the roof in the picture below? EDIT: *White Jinjo house* and it was found possible by Kyman, though it's not possible Jiggy-less.
MezzoDragon
He/Him
Joined: 5/27/2007
Posts: 120
Even if a 100% TAS is going to be long (albeit shorter than the SDA run), I would watch it in its entirety. Besides, having 100% on the shooting parts will be cool, no?
Editor, Active player (428)
Joined: 9/29/2008
Posts: 706
Location: Canada
WarPyxis wrote:
Think it's possible to get to Wooded Hollow with 0 Jiggies using the roof in the picture below?
Your wish is my command. Do note that you can't do it with 0 jiggies because when you get to the door there is a invisible wall and King J says NO!
Joined: 12/31/2009
Posts: 4
Kyman's right, I tested it myself. Though we can't get to Wooded Hollow Jiggy-less, this still might save some time on the route to Wooded Hollow.
Former player
Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
Yeah but who is going to do any% TAS? =) When I started my own, its 100% like BK =)
Current Projects: ???
Editor, Active player (428)
Joined: 9/29/2008
Posts: 706
Location: Canada
I'm confused, how wouldn't that be useful for 100%?
Player (116)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
why are these posts being copied in both threads? (the banjo kazooie thread and this one? wouldn't it be more efficient to only have them in one area?)
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Joined: 12/31/2009
Posts: 4
Yeah, sorry about that... I just saw Banjo Kazooie and post without thinking.
Joined: 4/29/2005
Posts: 1212
I would watch a Any% and a 100% TAS for this game. This game isn't as good as the first, but it's still a decent game.
MezzoDragon
He/Him
Joined: 5/27/2007
Posts: 120
Same here. Though, I'd rather see a 100% TAS than an any%. Both will be interesting, nonetheless.
Former player
Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
I'm thinking to start TASing this game =) I wonder does it run in emulator bug free now? If anybody have beat this game on emulator without any bugs and erros, let me now. 100% completion is even better. And if anybody know where to get some world maps of this game I would like to see those, I can't do routeplanning without those :)
Current Projects: ???
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