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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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  #196  
Old 23rd April 2008, 02:32 AM
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runehero123 runehero123 is offline
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Quote:
Originally Posted by Coolboyman
This applies to every game, and since cold swapping was never completed, it would not be a feature in an emulator.
I have a question here. Nemu64 after you stop a game, and open up the memory editor all the data from the game you shut down is still in there.

Sometimes after exiting one rom and loading another, it will cause that rom to crash on boot-up. This happened to me with DK64 and DK kiosk I think...not sure what game's exactly. To fix the problem I had to restart Nemu64 or clear the ram by switching from 8mb ram to 4mb ram and back again.

So, is it possible that somehow the data is being cold-swapped in nemu?


  #197  
Old 23rd April 2008, 02:46 AM
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Quote:
Originally Posted by runehero123 View Post
I have a question here. Nemu64 after you stop a game, and open up the memory editor all the data from the game you shut down is still in there.

Sometimes after exiting one rom and loading another, it will cause that rom to crash on boot-up. This happened to me with DK64 and DK kiosk I think...not sure what game's exactly. To fix the problem I had to restart Nemu64 or clear the ram by switching from 8mb ram to 4mb ram and back again.

So, is it possible that somehow the data is being cold-swapped in nemu?
No, because the emulator wasn't programmed to clear the RAM upon closure, so the RAM data just remains there as dummy data until new data comes in. That explains why ssj had DK64 data after 400000+, since Banjo-Kazooie/Tooie was never programmed in the first place to have data that far up (since it didnt need the expansion pack)

My guess would be if they crashed it's because some variables in the RAM need to be 00, and the game doesn't write data there since it would be 00 anyway (I'm not sure which games these apply too, but they vary). If it doesn't write the data, the data from the previous game would remain there.

Last edited by Coolboyman; 23rd April 2008 at 02:56 AM.


  #198  
Old 23rd April 2008, 02:59 AM
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Quote:
Originally Posted by Coolboyman
That explains why ssj had DK64 data after 400000+, since Banjo-Kazooie/Tooie was never programmed in the first place to have data that far up (since it didnt need the expansion pack)
I understand. So if I had data sitting in RAM at 400000+, it wouldnt be affected when I boot-up Banjo-Kazooie? If so, I have a pointer address(points to flag area in bk) that can set BK's flag data past 400000+ , and if Nemu doesn't overwrite that data on boot-up I could figure out a way to have Banjo-Tooie use the Flagged data at some point.


  #199  
Old 23rd April 2008, 06:00 AM
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Well too late for me to get involved at this point. Damn you time difference!!!


  #200  
Old 23rd April 2008, 06:47 AM
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Hm, wow. Some debate you guys got going on here.

Thoughts From the Dumb Artist:

LEAVE SSJ ALONE!!! LEAVE 'IM ALONE!!!

Seriously. *Chomps apple* The little guy just got excited and jumped the gun is all.
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  #201  
Old 23rd April 2008, 07:04 AM
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man, i would have gotten excited too if i found this, i mean, can anyone here honestly say that if you were the one to find this you wouldnt have gotten excited, maybe thinking you somehow activated SNS between DK and BK?
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  #202  
Old 24th April 2008, 02:08 AM
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Quote:
Originally Posted by Some wierdGuy
maybe thinking you somehow activated SNS between DK and BK?
No, because there is no way any data from Donkey Kong64 could allow you to have the ice-key already collected. What logic is there to that? Read the patent, everything you need to know is in there.


  #203  
Old 24th April 2008, 07:10 AM
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Some_wierdGuy Some_wierdGuy is offline
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yes, but even if you have heard it cant happen, you all of a sudden get it to do it(or you think you do)

you cant say you wouldn't think maybe that was wrong, and you did somehow do it...
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  #204  
Old 25th April 2008, 04:21 PM
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Found another cool glitch today. Went into the austrailian banjo tooie rom. Loaded up a us savestate just after I collected the purple egg in sharkfood island and the text had dissapeared I got some kind of debug text apearing in the top left hand corner.

http://img104.imageshack.us/my.php?image=eggqf5.jpg

Last edited by ssj; 25th April 2008 at 04:50 PM.


  #205  
Old 26th April 2008, 10:00 AM
hatrickpatrick hatrickpatrick is offline 1 Highscore
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Looks like the end of the egg collection text ("I'm sure we'll find a use for this somewhere...") No Banjo's head though?


  #206  
Old 26th April 2008, 11:57 AM
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Wow that's weird, Hatrick's probably right though.
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  #207  
Old 13th May 2008, 07:28 AM
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ARRRG!! I wish I could see the video, but ssj removed it from 'Tube!
I'm no hacker, but would it be possible to get the coding for the Ice Key from a BK ROM, then put it into a Dk64 ROM somehow? Or would that just fsck up the ROM?


  #208  
Old 13th May 2008, 12:21 PM
BanjoLink BanjoLink is offline
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Is there a mirror of the video? I want to see for myself, even if it is a "glitch".


  #209  
Old 13th May 2008, 01:54 PM
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Why bump an old thread that has been proven to be a glitch, and the video itself wasn't that great, I can do the same with video editting.
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  #210  
Old 14th May 2008, 01:05 AM
Goldfish Goldfish is offline
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what was the video/thread about? I know it was just a glitch but im curious


 

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