The Rare Witch Project Forums

The Rare Witch Project Forums (https://www.therwp.com/forums/index.php)
-   Banjo Theories & Stop 'n' Swop (https://www.therwp.com/forums/forumdisplay.php?f=30)
-   -   SNS update: I think I know which 4 of the 6 eggs we are supposed to get (https://www.therwp.com/forums/showthread.php?t=1287)

BanjoPL 8th April 2006 10:02 AM

I wonder why Banjo speak only when 2 eggs and ice key are collected.Perhaps we should collect only 3 items?But i think that SNS activator is in BT.This maybe something to Jiggywiggy Super Special Challange and chosen one code and Captain Blackeye.
This is my SNS theory:
BOTTLES'REVENGE YOU WILL GOT WHEN YOU ACTIVATE STOP AND SWOP:p

Yuoko 8th April 2006 02:19 PM

Quote:

Originally Posted by Theguyoverthere
OOPS sorry, remember you can always refer to my sig before pointing out my mistakes.

So that's odd, why would they program it to save after the mystery items unless they were important which apparently they aren't. Or are they?????:confused: :confused: Before you reply, refer to my sig.

If the Mystery Items were to not be important, why in the hell would Rare go through so much trouble with it?:rolleyes:

Theguyoverthere 8th April 2006 06:16 PM

Exactly, so they must do something. Then again it could just be a little bit of BETA left behind, unfortunatly

Dylan Yoshi 8th April 2006 11:21 PM

This probably means nothing, but look at these two screens:
http://img45.imageshack.us/img45/2300/doorinbk5xl.png
http://img105.imageshack.us/img105/9079/doorinbt5ij.png

-The two doors look very similar; the only difference is that the one in BK has horizontal lines on it, while the one in BT has verticle lines.
-They're about the same size.
-They're both located in polluted areas (Rusty Bucket Bay and Quagmire).

I think this could be worth checking into.

s.w.a.t 9th April 2006 03:23 AM

I think that it is just atmosphere.

Dylan Yoshi 9th April 2006 03:39 AM

I thought that at first, too, but the door in BT looks majestic with the brick columns and such.

BanjoPL 9th April 2006 12:10 PM

Maybe door in Banjo-Tooie will open when we did something in the game....I think in BT there is something that we not found yet.It would be SNS activator.

Yuoko 9th April 2006 04:39 PM

Quote:

Originally Posted by BanjoPL
Maybe door in Banjo-Tooie will open when we did something in the game....I think in BT there is something that we not found yet.It would be SNS activator.

Possible, I suppose.
Have we shredded through B-T's memory B-K style yet?

2Gamer11 9th April 2006 04:43 PM

I dont think we have or else rare used a memory hider or something.!?

s.w.a.t 9th April 2006 04:45 PM

A memory hider?

2Gamer11 9th April 2006 04:48 PM

Yeah something that hides memory/code and it hides it from the hacker.

s.w.a.t 9th April 2006 04:50 PM

Impossible. The code the hacker sees is what the developer saw when they made the game.

2Gamer11 9th April 2006 04:52 PM

OK I stand corected

Edit:Oh and nothing is impossible.

DemyGod 9th April 2006 08:26 PM

One question, can we get a cutscene modifer or something to check if there are any more cutscenes? We saw the cutscenes when you put in the secrets code and it shows it open up. For example: You type in the Ice key code and there is a cutscene that shows the glass broken. Maybe we should check that or play around with the cutscenes.

hatrickpatrick 9th April 2006 09:53 PM

1: The cutscene mod would almost definetely solve this whole business, but the problem is that it's been evading us for a very long time. All the main hackers of this game have had a shot at finding it and no one's had much luck, not even Ice Mario, and he's probably searched more than anyone...

My own opinion is that cutscenes in BK/BT are constructed of objects, a warp digit, text, etc, and that the game simply calls a function for each of these. I'm beginning to seriously doubt the existance of a simple Address:value cutscene caller within the game. Don't get me wrong, it could definetely be there but it seems unlikely...

But Yuoko makes an interesting point... We haven't gone through BT nearly as much as BK for 2 reasons:
1: We always thought that BK was a lot more likely to have SnS stuff since even if SnS actually was dropped, BK came out before that happened.
2: BT's memory is impossible. Firstly, action replays, gamesharks, equalizers, and cheat carts in general, crash on it. And I don't just mean the occasional crash. They will literally crash almost immedietely after you've used the code generator or the memory editor, it's a complete nightmare... And I've yet to see an enable code for PAL BT that actually solves these problems...

Yuoko 9th April 2006 10:19 PM

Hat's right, getting to the Coding is pretty much impossible to those who don't use a ROM...
As for the Cutscene Modifier, to save you all who haven't tried messing with the one we have, it's one giant piece of crap.

DemyGod 10th April 2006 12:09 AM

So I guess thats a no, What about Image modifers. Is it possible to search for new items. We can change anything into anything, Correct? Maybe there was a couple new items we would of gotten.

s.w.a.t 10th April 2006 12:58 AM

Dor the cut scene thing, is it possible that they don't use cutscenes in the way you would think? What if they just locked the controls, changed the camers, and added the talking picture thingies over the screen?It would have the same effect.

Go_Nosis 10th April 2006 01:03 AM

Something bugs me. It's like rare seriously went out of their way on tooie.

GS codes make it crash, The cutscenes could be complicated uses of warp codes and image/object modifiers, its almost tweak free (I know, i've tried.)


Kinda seems odd. Suspicious, one would think.

If only I had anything I could use. ANYTHING to help me tweak past walls. I've done some things, but there are specific places I want to check outside of borders, one of them being Jolly's.

DemyGod 10th April 2006 01:22 AM

Quote:

Originally Posted by Go_Nosis
Something bugs me. It's like rare seriously went out of their way on tooie.

GS codes make it crash, The cutscenes could be complicated uses of warp codes and image/object modifiers, its almost tweak free (I know, i've tried.)


Kinda seems odd. Suspicious, one would think.

If only I had anything I could use. ANYTHING to help me tweak past walls. I've done some things, but there are specific places I want to check outside of borders, one of them being Jolly's.

Yeah, I think becuase we got the SNS items in BK they wanted to make sure we got nothing out of Tooie. We got BottlesRevenge, but thats about it.

Yuoko 10th April 2006 02:52 AM

They're still mad about that, you know.
Heh, one side note here...
Does anyone know any way as to get to a Xbox 360 Game's coding?
I'm still investigating Kameo's Giant, pain in the ***, locked door.

2Gamer11 10th April 2006 02:58 AM

Quote:

Something bugs me. It's like rare seriously went out of their way on tooie.

GS codes make it crash, The cutscenes could be complicated uses of warp codes and image/object modifiers, its almost tweak free (I know, i've tried.)


Kinda seems odd. Suspicious, one would think.

If only I had anything I could use. ANYTHING to help me tweak past walls. I've done some things, but there are specific places I want to check outside of borders, one of them being Jolly's.
Fire wall implented in game probably of course what do i now.:confused:

Lemmiwinks 10th April 2006 06:07 AM

There's a walk-through-walls code for BT that I use often. It's the one where you sink through surfaces, and have to jump to stay in the level. I can run GS codes fine on PJ64 - it freezes sometimes, but I've determined that it isn't caused by codes.

Ice Lightning 10th April 2006 11:29 AM

I tried that Walk Through Walls code and Moon Jump code for Banjo-Tooie but I've never been able to get any of them to work. How do they work? I enter the code on Project 64, press C-up for the Moon Jump and nothing happens, I go into first person view. For the Walk Through Walls nothing happens at all.

One of the areas I'd like to explore is outside the walls of Behind the Waterfall. It just seems like that place has more meaning.

BanjoPL 10th April 2006 11:38 AM

I have the same problem...

Yuoko 10th April 2006 11:41 AM

Quote:

Originally Posted by Yuoko
They're still mad about that, you know.
Heh, one side note here...
Does anyone know any way as to get to a Xbox 360 Game's coding?
I'm still investigating Kameo's Giant, pain in the ***, locked door.

I just thought of something...
IF, (and that's a BIG If.) we found some way to get that door open, we went through, and it said "Please Insert Banjo-Threeie disk now!", I would laugh so ****ing hard...:rolleyes:

hatrickpatrick 10th April 2006 11:48 AM

There's another problem with hacking Tooie... Even if we DO get past the nightmare crashes, the games memory is much like CBFD's, albeit not quite so bad. Nothing ever stays where it's put, and every time you finally find the variable you're looking for, chances are it'll have moved to another address by the time you get to the place where you have to use is. And I've always found fiddling with pointers to be a COMPLETE nightmare, actually finding where they are is one thing, and then you discover that there's a pointer which points to the 2nd pointer, which points to the function. So you have to fix 2 codes. Then you discover the THIRD pointer, and so on...

Quote:

What if they just locked the controls, changed the camers, and added the talking picture thingies over the screen?It would have the same effect.
That's basically what they DO do, but they also use object/warp mods when a different room to the one you're already in is involved. The warp mod tells the camera where to come in.

The control lock is an interesting one though... When I went looking for the cutscene mod in BK a few months ago, I found what I can only describe as "demo control codes". They basically have a programmed set of moves for banjo to execute, one for each cutscene. So if you switch the control code to, say, the digit for the MM intro scene, banjo will act as he does in that demo. Many digits in this modifier seem to have completely random effects, he randomly attacks the ground, jumps around, etc...

The 2nd control code is for viewpoint/control set. Say, for example, a level has 2 cutscenes in the same place, a cutscene and a demo. This has a different digit for each type. It also allows you to take control of banjo at any time by changing the digit to 03 or 09 (depends what area you're in). Setting it to 0A causes banjo to act out the SnS ending cutscene (IE: If you put it to 0A in freezeeasy peak, banjo does all the moves he does to get to the Ice Key, if you do it in Gobi's Valley he does the moves he uses for the coffin, etc etc... If you do it in a non SNS level the game crashes)

Finally, the simplest of the demo control codes: It's a simple activator which can be set to 1 or 0. It switches between whether you can move freely, or whether you're stuck in one spot (IE while talking to a character).

I highly suspect that there are more of these, but again, hacking them is horrible because if you go to a digit which has no actions assigned to it, the game crashes. So we have to turn to emulators, and unfortunatly PJ64 can only use emucheat, which moves the bytes all over the place, and Nemu64 has probably the most akward hacking program I've ever come accross...

Lemmiwinks 10th April 2006 04:40 PM

Quote:

Originally Posted by Ice Lightning
I tried that Walk Through Walls code and Moon Jump code for Banjo-Tooie but I've never been able to get any of them to work. How do they work? I enter the code on Project 64, press C-up for the Moon Jump and nothing happens, I go into first person view. For the Walk Through Walls nothing happens at all.

One of the areas I'd like to explore is outside the walls of Behind the Waterfall. It just seems like that place has more meaning.

That's strange, they work fine for me. Here are some pics I took with the code, of Jolly's and Behind the Waterfall.

http://s33.photobucket.com/albums/d7...njo%20screens/

If that link doesn't work, tell me. What's interesting is that the water outside of Jolly's is swimmable, yet it's different from the water in the actual level. I could hear the seagulls too.

hatrickpatrick 10th April 2006 09:50 PM

He's right, I can't get those codes to work either... I'm using PAL (UK) BT... Can anyone help me? Walk through walls and moon jump are all I need...

icegod 10th April 2006 11:29 PM

Be sure to use the must be on code, even on an emulator, some codes won't work without.

hatrickpatrick 11th April 2006 09:58 AM

Ah well now we're getting to the root of the problem...
What IS the PAL must be on code? NONE of the code sites have it, and they don't have it in the new code/dev section here either... Does anyone know if it's even been found in PAL yet?

Soulreaper41392 12th April 2006 10:44 PM

Ok, I thought of this idea while I was on the toilet last night (I tend to think very well in there for some reason). What if we have to transfer characters from B-T to B-K and use their abilities to get the items? The one that clearly stuck out in my mind was Mumbo. For example, you might have to use Mumbo to cast a spell to raise Sharkfood Island. He might cast a spell to make the Ice Wall move and as for the door in GV....... I can't really think of anything, maybe a 'open sezame' type of spell could be used to open the door. And using Mumbo seems like a perfectly sensable thing, I mean he DOES show you the pictures and he acts like HE KNOWS how to get to them. As for the other eggs, you would need a different character I believe. Which character? Well maybe Blackeye for the RBB one. I can't think of anyone else that might connect with the items, as I have hardly played Tooie. Also, the remaining items might not have to be obtained by using a character, but an item. Maybe different egg types or maybe the doubloons to pay for something. So............ what do you think of this idea?

s.w.a.t 12th April 2006 11:56 PM

Quote:

Originally Posted by Soulreaper41392
Ok, I thought of this idea while I was on the toilet last night (I tend to think very well in there for some reason). What if we have to transfer characters from B-T to B-K and use their abilities to get the items? The one that clearly stuck out in my mind was Mumbo. For example, you might have to use Mumbo to cast a spell to raise Sharkfood Island. He might cast a spell to make the Ice Wall move and as for the door in GV....... I can't really think of anything, maybe a 'open sezame' type of spell could be used to open the door. And using Mumbo seems like a perfectly sensable thing, I mean he DOES show you the pictures and he acts like HE KNOWS how to get to them. As for the other eggs, you would need a different character I believe. Which character? Well maybe Blackeye for the RBB one. I can't think of anyone else that might connect with the items, as I have hardly played Tooie. Also, the remaining items might not have to be obtained by using a character, but an item. Maybe different egg types or maybe the doubloons to pay for something. So............ what do you think of this idea?

For te last time, the ice wall explodes.

Soulreaper41392 13th April 2006 12:01 AM

Well, you see, when I suggested that a while ago everyone said it moves, not explodes. So he either A. Casts a spell and blows the Ice Wall to hell or, B. He moves it using a spell. You still didn't say what you thought of the idea.

s.w.a.t 13th April 2006 12:05 AM

I thought it was okay.
The ice wall explodes, just everyone goes cray because it goes into the walll, therefor it is unsen. They just needed a place to put it.

Theguyoverthere 13th April 2006 02:01 AM

Hey does anyone know if the color of the X on the treasure trove cove map in Rust Bucket Bay in BK is Black or Red? Because some people say that it changes from black to red when you get the pink egg but I'm not sure. On my game, it's black and I don't have any secrets (got rid of them with GS). I was going to try the theory and get the pink egg and see for myself, but I wanted to see if anyone has heard of this before and if it's black, red, or changes, or if it varies by version (PAL or American, 1.1 or 1.0)

Ice Lightning 13th April 2006 10:56 AM

New unused speach?
 
I think I may have just found something strange. You know when you go see Jingaling for the first time, he talks to you and then opens Bottels's back door, then it shows you leaving and it goes to the Meanwhile scene.

Well I have a savestate of this and while Jingaling was talking I paused it and put on the walk through walls cheat. Now, after he had opened the door instead of showing me leaving and going to the Meanwhile scene, it just went straight back to the game. It doesn't leave for me. If I talk to King Jingaling then a very short dialouge goes:

Banjo - Er, King Jingaling?
King J - That's me!
Kazooie - Tell us about your problem again...
King J - My people have been scared away, and I need you to get them all back for me.

Those lines aren't heard anywhere else in the game, are they? If I then leave it then goes to the Meanwhile Scene. How come I was able to stay in there and hear some unused speach instead of walking out autoatically?

kazooieguy 13th April 2006 11:04 AM

interesting

gobi'svengance 13th April 2006 01:23 PM

Yea thats wierd, maybe he says that if you beat the game but not colect all the jinjos?

BanjoPL 13th April 2006 01:56 PM

Another finding in BT....Congratulatios to Ice Lightning!


All times are GMT. The time now is 01:54 PM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2022, vBulletin Solutions, Inc.
Google Authenticator verification provided by Two-Factor Authentication (Free) - vBulletin Mods & Addons Copyright © 2022 DragonByte Technologies Ltd.