Sorry about the delay, the first few weeks back to school are always a bit chaotic... Luckily the Annual Back to School Riot at my school didn't involve any casualties (lucky, considering last year... You really just don't want to know :D)
I've now got an M code for BT. Thanks to Subdrag and Slaphappy for porting it (or rather, discovering that it didn't need to be ported at all >_>) It doesn't stop the crashes, by a long shot, but it does slow them down (My shock at getting past the title scene was extreme) so with a bit of luck it'll makr hacking the game a bit easier: F1000302 0002 F100030E 0005 (same in PAL and NTSC) Again, if anyone can give us the codes for the RSA1 and Silo 8 & 9 menu options, that's be great. I'm going to try and get a moon jump for BT... |
*Tries to sticky*
*doesn't work* *Attemps to sticky again* *People say NO to the sticky* *Theguyoverthere gives up* Sweet, I'm glad to hear you finally found it! Now you can start hacking it a little easier! First start with an infinate jiggies code... :) |
Doesn't have to be ported... Well, I could've figured that. :D
Anyways, I hope we'll get somewhere! |
Right, well I asked on AR/Dev, so we just have to wait now and hope someone can figure out the PAL Moon Jump (Gah, I don't remember BT being this.... akward???) It used to be hosted here but a lot of RWP's codes seem to have disappeared >_<
I'll have a go at hacking the SnS counter for BT's secret eggs (I have a theory at the moment, that since having the eggs / not having them is controlled by a simple counter, if there are more eggs in BT, how would the game react if I set it to, say, 4? Could be interesting to see...) Until then, if anyone has the BT PAL moon jump, we'd really, REALLY appreciate it... |
Just tried something similar to that on the ROM, Hatrick. I used the 100% complete code at the start of the game. Although the game is 100% complete, you'd need to leave the area and come back in order for the Pink Egg to dissappear from Spiral Mountain. This I took advantage of. I collected the Pink Egg and immediatly went to Heggy.
As you probably know, the 100% complete game cheat makes it so going to Heggy results in the game freezing until you turn it off. Instead, Banjo threw BOTH the blue and pink eggs into the nests, but Heggy only hatched the Pink Egg, leaving the Blue one unhatched. I tried using Kazooie to hatch it, but it didn't work. However, the glitchyness with Heggy for the 100% complete game cheat makes this find unreliable. |
We know that in Banjo-Tooie are some werid stuffs:
-Bottles'Revenge:menu,cutscene,mode -Glowbo Cave in Cloud Cuckoland -Radicously Secret Area 1 -Silo 8 -Silo 9 -Gruntilda's Lair(Tower Room) -Seagull song -Challange 16/128 jiggies -missing Chosen One Y code -BK base egg changed to cyan,green and red eggs Now we know that textures for cyan,green and red eggs exists in BT. Maybe Rare removed half of Stop N Swop? Maybe they removed ice key,pink,blue and yellow eggs SNS connection?(small pink,blue and yellow eggs and ice key in BT are ashes of this ) But maybe half of SNS works and we can swap cyan,green and red eggs from BK to BT? I think that there IS something in Banjo-Tooie that we not discovered yet. |
Right, update time: I'm back to BK.
I wholeheartedly agree with Banjo PL above. We've only scratched the surface of BT and it need a lot more exploration. However, BT is too hard to hack for now. SubDrag says he's trying to find the old RWP codes which were deleted by mistake, so I'm going to hold off hacking BT for a while and see if they get the codes back... So I'm revisiting probably one of the biggest EVER discoveries in BK, hacking wise, which was forgotten about with all the chaos going on at the time (this topic was skyrocketing towards 3000 posts, and people were posting just for the sake of posting). The Cutscene Mod. I personally think that this is one of the best things we ever found for BK, and if there's anything which might help us find secret scenes, it's that code. You might remember at the time, we never had the entire cutscene mod, we found different bits of it. I'm going to post it all in my next few posts (be warned - this is a wall of text. Those of you with no interest in hacking should probably ignore the next few...) But to those who ARE, this could come in EXTREMELY handy, if we can compile a digit list and find the other codes involved (I always assumed a cutscene mod would be a simple, one line digit, like the "partial activator" below - obviously not so simple...) I always said at the start that I thought secrets could be found a lot easier with a cutscene mod, and I still believe that. If there is a secret cutscene in the game, this is a good way of trying to find it. |
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Shouldn't this go in the other forum?
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[quote]I wasn't messing around to much with the cutscene, because when you use the activator, you get strange results. Put in a value and Banjo and the objects in the level disappear. Put the value back to zero or it's original value and the objects come back but not Banjo. So I'd have to reload the level to get him back. Tedious at best. Well, I found the location to get Banjo back and it has couple other behaviors. So if your going to investigate the activator, this will be beneficial. NTSC 8037BFB8 00XX 00 - Banjo's Gone 01 - Banjo's Back 8037BFB9 00YY 00 - Banjo's Frozen 01 - Banjo's Movable 8037BFBA 00ZZ 00 - Banjo's Shadow's Gone 01 - Banjo's Shadow's Back Here are the PAL counterparts: 8037C988 00XX 8037C989 00YY 8037C98A 00ZZ At the very least it'll save some time.[quote] Briefly, he discussed the possible operation of the cdes: Quote:
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Finally, he talked about the first (and so far, only) known SNS controller:
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I'd help, but I have no controller + crap computer.
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Woah. Alot of text. But you say you need all the code in a list? Sure I'm up to it. It's the most I can to for our hero in green.
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Uh...'scuse me, but...shouldn't this topic be moved HERE now, with all the other Stop 'N' Swop topics?
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