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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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  #76  
Old 20th April 2008, 11:30 PM
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Hmmm...to me, it looked like he just walked in, and had DK pull a lever; did he find it in the coding to do it, or...?
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Last edited by dmoss; 20th April 2008 at 11:41 PM.


  #77  
Old 20th April 2008, 11:32 PM
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did you actually see the 2nd wozzas cave was still the donkey kong 64 rom. The ice key disspeared and the game was still running (sort of)


  #78  
Old 20th April 2008, 11:35 PM
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Quote:
Originally Posted by ssj View Post
did you actually see the 2nd wozzas cave was still the donkey kong 64 rom. The ice key disspeared and the game was still running (sort of)
If you are refering to me: Do you think I'm the type of person who comments something without seeing it?
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  #79  
Old 20th April 2008, 11:36 PM
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I just tried it, and the ice key was still in the cave, and I wasn't given a new ice key.


  #80  
Old 20th April 2008, 11:36 PM
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Quote:
Originally Posted by L-Button View Post
Well, let's say this again:

When you load a save state from another game, it tends to confuse the emulator, causing errors. For example, if you load a SM64 Sava state in other game, it causes something similar to a cartdridge tilt, in this case, it causes an item collection, the ice key.
I know nothing about any of this, but it sounds like you are saying that this was a random error. If that is what you are saying, would it be reasonable to think that this particular error will only occur with those 2 save-states.
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  #81  
Old 20th April 2008, 11:38 PM
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I just tried it, and the ice key was still in the cave, and I wasn't given a new ice key.
keep trying. And wait about 10 seconds when you load wozzas cave in dk64.


  #82  
Old 20th April 2008, 11:38 PM
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Quote:
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I know nothing about any of this, but it sounds like you are saying that this was a random error. If that is what you are saying, would it be reasonable to think that this particular error will only occur with those 2 save-states.
Quote:
Originally Posted by Coolboyman View Post
I just tried it, and the ice key was still in the cave, and I wasn't given a new ice key.
I think that quote explains all, this seems to be a ramdom error, or at least, it doesn't occur always.
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  #83  
Old 20th April 2008, 11:39 PM
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Quote:
Originally Posted by Coolboyman View Post
I just tried it, and the ice key was still in the cave, and I wasn't given a new ice key.
You being the more advanced and experienced hacker... I'm gonna have to belive you. Sorry ssj.

I just watcehd the video, too. Why did you stop the video with the bluescreen text layer, when you could easily have continiued the video and gained more believabillity with the video running, and you still playing?


  #84  
Old 20th April 2008, 11:39 PM
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Fake

Go to 1:31, and at 1:32 for a SPLIT SECOND you see the ice key and the ice wall there. Then, notice the screen shifts and zooms in a bit then the wall and key vanishes. It looks like he applied two different states, but edited to look like they were the same.

How could the DK64 ROM affect the sav file if it wasn't assigned to it? I believe he just loaded a different one with only the ice key.

Also, I tried doing this myself, my sav file was not affected, and the Ice Key was still there in Wozza's cave.

Last edited by Coolboyman; 20th April 2008 at 11:42 PM.


  #85  
Old 20th April 2008, 11:40 PM
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ITS NOTFAKE


  #86  
Old 20th April 2008, 11:42 PM
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Quote:
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ITS NOTFAKE
Wow thats a very convincing argument.


  #87  
Old 20th April 2008, 11:45 PM
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Thanks L-Button for explaining. I want to believe you ssj but...
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  #88  
Old 20th April 2008, 11:45 PM
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...I'm still going to watch this play out between ssj and cbm...
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  #89  
Old 20th April 2008, 11:45 PM
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Quote:
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hope runehero comes online so he can prove its real for me
I'm going to look at what exactly happens in memory. If you could kindly send me the Save State's I'll see if I can locate the "Flag"(if even that) that's being changed in memory.

Unfortunately, it's impossible to truly test the dk64-bk connection. Why, because Donkey Kong 64 work's off of expansion pack with is volatile and cannot hold memory while powered down. Which stop N swop is meant to be cold-swapped.

Quote:
Originally Posted by Coolboyman
Also, I tried doing this myself, my sav file was not affected, and the Ice Key was still there in Wozza's cave.
Oh...burn. But still, if you would send me those save state's ssj...

Last edited by runehero123; 20th April 2008 at 11:48 PM.


  #90  
Old 20th April 2008, 11:46 PM
Jinjo Chao Jinjo Chao is offline
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Quote:
Originally Posted by Coolboyman View Post
Fake

Go to 1:31, and at 1:32 for a SPLIT SECOND you see the ice key and the ice wall there. Then, notice the screen shifts and zooms in a bit then the wall and key vanishes. It looks like he applied two different states, but edited to look like they were the same.

How could the DK64 ROM affect the sav file if it wasn't assigned to it? I believe he just loaded a different one with only the ice key.

Also, I tried doing this myself, my sav file was not affected, and the Ice Key was still there in Wozza's cave.
That's what I want to know. As far as the emulator is concerned, you are still in DK64, so why would the savefile for B-K be affected?


 

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