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Banjo Theories & Stop 'n' Swop SNS? Bottle's Revenge? Share your thoughts on the mysteries of the Banjo series and discuss the new Stop 'n' Swop features in Nuts and Bolts and the XBLA games

 
 
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  #1  
Old 8th March 2008, 06:48 PM
runehero123's Avatar
runehero123 runehero123 is offline
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Beta DK Item's N Area's.

This is some stuff I have found in the DK64 kiosk(beta) cosmetic modifier. Actually, as you will see in just a moment. This code is more of a "Active Item/Event" modifier for each level. First, let's start by watching the video below.

Beta Video
Now, for those of you who have no clue about what I just showed you, let me help analyze the video.

0:00 - 0:29 : Notice the balloon? It's one of them beta life balloon's and they were collectable "on touch". Normal banana balloon's had to be shot in order to obtain the banana's from them. Also, take a good look at the room I am in. It also appear's to be beta. There are 2 row's of door's. Each kong has 2 door's with his/her picture on it. I'm not sure what those door's lead to, but they definetly go somewhere...

0:30 - 1:01 : Okay, so what's the point of showing us the mermaid's place? Well the first thing that's suspicious about this is that in the final version the scene value where this "mermaid room" take's place is actually the Kremling Hideout. The other thing, is that the mermaid herself isn't animated. Which could indicate that the area is incomplete, and was possibly scrapped/or moved in the final version.

1:02 - 1:11 : Before the noob's can say this has something to do with SNS because the color of the square's and question mark's. Sorry, this area is a room that was also in the final version of Crystal Cave's. At first, I was unsure as to why the full thing loaded, but I realized since the whole room rotate's it must actually be treated as an "active object" and not a Cosmetic Object. Still, it's pretty neat.

1:12 - End : I don't see how this escaped my 3d image modifier, but it appear's to be a 3d(!) banana medal. Unfortunately, I can't moonjump up there to see if it's collectable(hopefully someday) but that's what my guess would be. This scene take's place in the big hill in jungle jape's. The area that Diddy kong has access to before the minecart minigame.

Okay cool, but most of you are probably like WTF happened to the level itself? Well, Subdrag mentioned that the Cosmetic's (which make up the actual level) value's might not be referenced in the Rom. That could mean they are still in the Rom but you would have to do some ASM to find them. Which is what I'm hoping to do at some point. Imagine, walking around the full level's in beta...sigh. That may be a while, as I'm pretty busy with other thing's. In the meantime I'll keep you up to date on other interesting discoveries.

Just a list of what's to come...

1) Full Beta Menu Options
2) Active Object Loader (for stuff like the 3d banana medal, and life balloon)
3) Possibly full beta level's.
4) Hopefully I will be able to locate DK's house...

Finally, for all you hacker dude's who like to use Nemu, and because it's the only Emu that will work with my code. Here ya go...don't forget to download my save state in the Attachment. You will need to load the save state, activate this code and then press the start button to be taken into the level. It will load up with the active object's for the scene you specified.

Code:
Level's you can play: NP = Not playable  F = Fully playable  P = Partially  playable (no cosmetics) B = Blank

?? = Scene Value

V 1.0 
8159319C 2004
815FE58C 2005
805FE58E 00??
815C5690 2004
815C5692 00??
815931B8 2005
815931BA 00??
815931B0 2004
815931B2 00??
815C8DFC 2004
815C8DFE 00??
8159319E 00??

V3.0
815F5E5C 2004
815F5E5E 00??
8159319C 2004
8159319E 00??
8166815C 0C1F
8166815E FC00
817FF000 3C1B
817FF002 8073
817FF004 277B
817FF006 CDE4
817FF008 AF64
817FF00C AFA4
817FF00E 0018
817FF010 03E0
817FF012 0008


8FA5 
0018




Tested with V1.0
0004 - P
0005 - NP
0009 - NP
000A - NP
000B - NP
000C - NP
000D - NP
000E - P
000F - NP
0010 - NP
0011 - NP
0012 - NP
0013 - NP
0014 - NP
0030 - P
0057 - P
0059 - F 
005A - P
005B - P
005C - P
005D - P
005E - P
005F - P


Tested with V2.0 & v3.0

0005 - P
0007 - B
0009 - B
0010 - P
0011 - P (Beta mermaid place?)
0012 - NP
0013 - P
0019 - P(Candy music store)
001A - P(Frantic Factory)
0020 - NP
0021 - P
0022 - P (Gloomy Galleon Boss)
0023 - B
0024 - P
0025 - P 
0026 - P (Angry Aztec level)
0027 - B
0029 - B
002A - P (Troff N Scoff)
002B - B
002C - B
002d - B
002E - B
002F - B
0030 - P
0031 - P
0032 - P (Beta room)
0033 - P
0034 - P
0035 - NP
0036 - P/Laggy
0036 - B
0038 - P
0039 - P
003A - P
003B - P
003C - P (Fungi forest Spider Boss, fully playable)
003D - P
003E - P
003F - P
0040 - NP
0042 - NP
0045 - NP
0046 - B
0047 - P
0048 - P (Crystal Caves)
0049 - NP
004A - NP
004B - NP
004C - P
004D - NP
004E - NP
004F - NP
0052 - B
0055 - P
0059 - F
005A - P
005B - P
005C - P
005D - P
005E - P
005F - P
0060 - NP
0061 - P
0062 - B
0063 - NP
0064 - P
0065 - NP
0066 - NP
0068 - NP
0069 - P
006A - B (Choppy Lag)
006B - B
006C - P (Just exploding ooze.)
006D - B
006E - P (Dk Barrel minigame)
006F - B (???)
0071 - P
0072 - P
0073 - NP
0074 - NP
0075 - NP
0076 - NP
007A - NP
007B - NP
007C - NP
007D - NP
007E - NP
007F - NP
0080 - NP
0081 - B
0082 - B
0083 - NP
0084 - NP
0085 - NP
0086 - NP
0087 - NP
0088 - NP
0089 - NP
008A - NP
008B - NP
008C - NP
008D - NP
008E - NP
008F - NP
0092 - NP
0093 - NP
0094 - NP
0095 - NP
0096 - NP
0097 - P (Not listed in final version scene list!)
0098 - P
0099 - P
009A - P (Jack in the box boss, partly playable)
009B - NP
009C - NP
009D - NP
009E - NP
009F - NP
00A2 - NP
00A6 - B
00A7 - B
00C1 - B
00C4 - B


815C5690 2004


=========================================================================== =========================================
Cosmetic Only Research. 

*This section is to study the ASM and find out how the COSMETIC's are  actually loaded into a scene.

80593168 LW A1, 0xCDE4(A1) Load current scene value into register A1. 
80603D30 SW A1, 0x0044(SP) Store Current scene value to memory at  0x807111FC

	<----------Branch 1 sub0------------->
	80603DE8 LW A1, 0x0044(SP) Load Current scene value from memory at  0x807111FC into register A1.
	806041AC SW A1, 0x004C(SP) Store Current scene value to memory at  0x807111BC

		<--------Branch 1 sub1------->
		806041B8 LW T6, 0x004C(SP) Load Current scene value from  memory at 0x807111BC into register T6.
		806041c4 sLL t0, t6, 0X2 Perform Shift Left Logical.
		806041D4 SW T6, 0x003C(SP) Store Current scene value to  memory at 0x807111AC.
		806041d8 ADDU T1, T9, T0 Addition command. 
		(!)806041DC LW T2, 0x0000(T1) Load Value from 8049F200 +  T0. Value MAY be important.(!)
		806042D8 LW V0, 0x003C(SP) Load current scene value from  memory at 0x807111AC into register V0.
		80603DFC SW V0, 0x002C(SP) Store Current scene value to  memory at 0x807111E4

		<--------Branch 1 sub2------->
		8060427C LW T4, 0x004C(SP) Load Current scene value from  memory at 0x807111BC into register T4
		8060428C SLL T2, T4, 0x2  Perform Shift Left Logical.
		
		

	<----------Branch 2 sub0------------->
	80603E3C LW T5, 0x0044(SP) Load Current scene value from memory at  0x807111FC into register T5.

	<----------Branch 3 sub0------------->
	8060409C LW A1,0x0055(SP) Load Current scene value from memory at  0x807111FC into register T5.


  #2  
Old 8th March 2008, 07:23 PM
Fox McBanjo's Avatar
Fox McBanjo Fox McBanjo is offline
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Wow, nice work. I wonder, would the beta Fridge show up in DK's house? Or would it be too far back in developement? Anyway, this is great, Rune, I can't wait to see the results of this. :thumbsup


  #3  
Old 8th March 2008, 07:40 PM
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runehero123 runehero123 is offline
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Quote:
Originally Posted by Fox McBanjo
I wonder, would the beta Fridge show up in DK's house? Or would it be too far back in developement?
Well, I'm not sure when that image with the BK fridge was released. However, I'm hoping that the Dk fridge was an active object and not a cosmetic. We would have more of a chance of finding it if so.

I'm willing to bet that Dk's house has to be another scene digit. If so, it's probably one of the digit's with a (B). Which mean's that something with my code(v3.0) must skip over a command that load's the active object's for that level. I haven't figured that out yet, but I hope to soon.

Also, one more mystery I hope to unlock. If Jungle Japes boss was the armadillo from Crystal Cave's, then who would the boss of Crystal Cave's have been. One way I could explain this is that in the kiosk they decided to use the second armadillo boss just so player's would have more of a challenge.


  #4  
Old 8th March 2008, 07:49 PM
ssj's Avatar
ssj ssj is offline
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Thats cool! Is there anything in particular u want testing?


  #5  
Old 8th March 2008, 07:55 PM
runehero123's Avatar
runehero123 runehero123 is offline
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Not at the moment, I'm still trying to figure out why Project64 won't work with this code. It work's fine in nemu though. If you want, you could have a look around crystal cavern's(active objects) in Nemu.

At the moment, I will probably do some sort of compare hacking between the Final Version and the Kiosk Version's menu system. I'm hoping that since this is beta, there may be a working debug menu in there .


  #6  
Old 8th March 2008, 08:31 PM
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Quote:
Originally Posted by runehero123 View Post
Also, one more mystery I hope to unlock. If Jungle Japes boss was the armadillo from Crystal Cave's, then who would the boss of Crystal Cave's have been. One way I could explain this is that in the kiosk they decided to use the second armadillo boss just so player's would have more of a challenge.
while you are doing that find out what the Fungi forest boss was supposed to be because you face the dragonfly for the second time in that level just like crystal caverns
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  #7  
Old 8th March 2008, 08:55 PM
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That was really interesting. Good work there, I'm looking forward to more findings.


  #8  
Old 8th March 2008, 10:24 PM
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ZOMG 1:02 HAVEZ STUPZ N SWUPZ CAUSE IT HAVEZ QUEZTION MARKZ N SNS COLORZ LOLOLOLOLOL

Seriously talking, why can't you moon jump to the banana medal?
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  #9  
Old 9th March 2008, 02:43 AM
runehero123's Avatar
runehero123 runehero123 is offline
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Quote:
Originally Posted by Donkey Kazooie
while you are doing that find out what the Fungi forest boss was supposed to be because you face the dragonfly for the second time in that level just like crystal caverns
Um, the first dragonfly boss is in Angry Aztec. Haven't found that scene digit yet, or gotten it to load. So...

By the way, I've made some progress on porting the code over to Project 64, give me a day and I should have a working version.

I've made some progress on hacking out the active object modifier as well. It may be some time before I finally figure it out though.

Quote:
Originally Posted by L-Button
ZOMG 1:02 HAVEZ STUPZ N SWUPZ CAUSE IT HAVEZ QUEZTION MARKZ N SNS COLORZ LOLOLOLOLOL

Seriously talking, why can't you moon jump to the banana medal?
I can't moonjump because that code doesn't exist on the kiosk rom. Also, I'm not sure I want to make one because the one posted here is like 20+ lines of code. However, I was able to collect the banana medal in one of the Angry Aztec room's. Scene digit 16.


  #10  
Old 9th March 2008, 07:57 AM
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Hey that balloon you collected at the start is exactly like the balloons you have to pop in the mini-games in BT, I was just doing the Witchy World jumping castle mini-game about 5 minutes ago and I realised that the balloons I was shooting eggs at were simply coloured versions of the balloon in that you popped in that video!
Probably, no correction, definitely nothing, but it's still cool that they were used for something right?
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  #11  
Old 9th March 2008, 10:19 PM
runehero123's Avatar
runehero123 runehero123 is offline
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Little update, I got some of the code to work in Project 64. Basically, just the active object's. No characters yet. I'll also post the cosmetic modifier.

Cosmetic Modifier:
?? = scene digit
81593168 2005
8159316A 00??
81605AE4 2005
81605AE6 00??
815FE4E4 2005
815FE4E6 00??

51 = Test map

Active object loader code:
815931B8 2005
815931BA 00??

`Loads level object's, but not enemy's.

I'll need to port the event modifier to PJ64 as well. I found a strange beta area. It's the same scene digit as the "Lanky, on a way to a boss". I think it may be some area in Kremling hideout. When you enter it with everything activated (except cosmetic's) this strange machine type wall load's with the camera rotating around it.


  #12  
Old 10th March 2008, 03:10 AM
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great job Run, I tried 03 on the active object mod and there were 2 tiny kong warp pads. 06 is AWESOME too!

0016 has a banana medal that you can collect. It fully works too. It's weird though, since originally there was a banana bunch there in the final version. Maybe in the beta there were no bananas, just banana medals, or possibly banana's were just used to open the boss doors, and banana medals weren't related at all and were just used as separate collectibles.

Last edited by Maniac; 10th March 2008 at 12:00 PM.


  #13  
Old 11th March 2008, 12:53 AM
runehero123's Avatar
runehero123 runehero123 is offline
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You know what, after reading the Snide's text, I just came up with an interesting theory. Check this out.

In the kiosk rom, if you load up Snide's HQ he will explain that if you bring him enough blueprint's he can tell you the "Big Gun's" weak-point's. In the final version he say's that he will give you more time to de-activate the gun.

This draw's me to another point. We see that the big collectable Banana Medal's were used in each level(likely 1 for each kong). If you didn't have a time-limit then that could change the whole level.

My theory, is that you had to actually battle the big Gun machine, and Snide would help you by telling you it's weak-point's. I found a scene digit (beta) that load's up a cut-scene. The camera center's on something that look's like a big machine. Mysteriously this scene digit in the final is (001C - On the way to a boss (Lanky)).

Just a theory for now I guess.

Anyway's I was able to port a modifyed version of the other code. This one will load up enemy's, object's, and level event's. Try it on the Frantic Factory Boss. However, it doesn't work in every scene so I'll have to fix it up a bit.

Code:
815931AC 2004
815931AE 00??
815931B8 2005
815931BA 00??
81621648 2004
8162164A 00??
81621688 2004
8162168A 00??
81621718 2004
8162171A 00??
815c8f00 2005
815c8f02 00??
81621740 2004
81621742 00??
81593208 2004
8159320a 00??
81593210 2005
81593212 00??
815bc7c4 2010
815bc7c6 00??
8166e054 200B
8166e056 00??
81667504 2010
81667506 00??
81593260 2005
81593262 00??
81691B44 2004
81691B46 00??
81691B50 2005
81691B52 00??
81695594 2004
81695596 00??
81593324 2009
81593326 00??
81593370 200C
81593372 00??
815933B4 2004
815933B6 00??
815934DC 2004
815934DE 00??
816D23B4 2004
816D23B6 00??
8166E054 200B
8166E056 00??


  #14  
Old 11th March 2008, 05:22 AM
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Some_wierdGuy Some_wierdGuy is offline
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i dont think you would have fought the gun

i mean, its a big stationary object, id say you might destroy the gun in the process of fighting the boss (maybe blowing bits off it to land on the boss, or you make the boss accidentally attack it them self...)

but i dont really know... just i don't see how you could 'fight the gun'...
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  #15  
Old 15th March 2008, 04:41 PM
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Quote:
Originally Posted by Some_wierdGuy View Post
i dont think you would have fought the gun

i mean, its a big stationary object, id say you might destroy the gun in the process of fighting the boss (maybe blowing bits off it to land on the boss, or you make the boss accidentally attack it them self...)

but i dont really know... just i don't see how you could 'fight the gun'...
What I beleave he ment is that the gun would have been firing at you and you wound be doing sometihng ot attack it,
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