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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 30th November 2007, 12:54 AM
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SNS on purpose?

I was wondering if Rare left what they did of Stop in Swop in because they purposely did instead of just scrapping it. I think it's kind-of weird that if they scrapped it that the still left the Ice Key and eggs, instead of having bits here and there. Because the actual process is gone, but the items still remain. This also made me wonder if the game needed the items for the game to work. I highly doubt it, but I was just wondering. State your opinion.

Last edited by Rickwakefan123; 30th November 2007 at 12:55 AM. Reason: Typo


  #2  
Old 30th November 2007, 01:15 AM
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It was left in because it would take too long to delete it....
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  #3  
Old 30th November 2007, 01:39 AM
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I was under the impression that S'n'S was cancelled after B-K was finished, but before B-T was released. Thus, the Eggs and Key were still in B-K.


  #4  
Old 30th November 2007, 02:33 AM
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Hey... what if it was just a way to get publicity for the sequel?

Highly improbable, considering the info we know, but still, interesting idea, methinks.
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  #5  
Old 30th November 2007, 01:07 PM
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I think Avarice has the right reason. Plus thing is, it can be, though not always, be easier to just disable or hide stuff, right then remove it. I mean, first thing you have to remember, how many lines of code probably make up S&S. If you're not careful removing the code, you could cause problems. Because not only do you have to remove the code making up S&S, you got to alter any other lines of code that would have interacted with it, so they don't crash or glitch the game. I mean, MissingNo from the origional Red/Blue games is a example of what can happen if you're not carefull removing data.


  #6  
Old 30th November 2007, 05:12 PM
hatrickpatrick hatrickpatrick is offline
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That's the whole point of us still looking for SNS - It WAS dropped after BK's release, so BK's end of it must still be intact...


  #7  
Old 2nd December 2007, 01:05 AM
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Quote:
Originally Posted by hatrickpatrick View Post
That's the whole point of us still looking for SNS - It WAS dropped after BK's release, so BK's end of it must still be intact...
I'm pretty sure we could have a working swop if we had a game on end B that could pick up the flags in BK. We have all the flags and activators we need in BK, we just need something that can recognise it in BT.


  #8  
Old 2nd December 2007, 04:12 AM
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Quote:
Originally Posted by AndyNPC View Post
I'm pretty sure we could have a working swop if we had a game on end B that could pick up the flags in BK. We have all the flags and activators we need in BK, we just need something that can recognise it in BT.
Sorry, but I don't think SubDrag is going to fit in a BT cartridge anytime soon.


  #9  
Old 2nd December 2007, 10:35 PM
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Actually, I might try to program it on reading the flags. But the thing is...

1)It has to be done on boot-up
2)I would need it to do something...yes, something...

If it's on bootup then I'll probably have to use a dissassembler to do the job.


  #10  
Old 2nd December 2007, 11:02 PM
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Quote:
Originally Posted by Mandolin View Post
Hey... what if it was just a way to get publicity for the sequel?

Highly improbable, considering the info we know, but still, interesting idea, methinks.
Right on the nose on that one Mandolin, well at least half right...

Stop 'N' Swop was a clever marketing ploy established by Rare to really make Banjo-Tooie look a winner when compared to its predesceser.
What Rare wasn't expecting though was the whole plan to melt like a wet piece of tissue paper.
You see, in between the years of Banjo Tooie and Banjo Tooie, Gruntilda wasn't the only one to get crushed...
Let me take you back, fellow Rare Witch Members, to a distant time, of 1999...

The Banjo team sits eagerly, disapointed looks plastered on their young faces.
Each employee tries desperatly to solve a problem that could take a lifetime...
If only...
"Eureka!" An employee shrieks.
All of the others glance up, a glimmer of hope shines in their eyes.
"We drop the connection!" He states winded, as though flooded with ideas.
"Bullocks!" Another shouts, "We'd do that mate, but we've already promised them 'aven't we?"
"No no no" The winded employee rebutals. "We keep the prizes, we just lose the connection!"
The others stare on with little understanding.
The winded employee sighs.
"I know, I know, thats what Stop 'N' Swop is. The ability to have a connection between the two, but what if we were to...to just have the items in the second game!"
"Ah, but you are forgetting," Pipes another employee. "We've already promised that they'd be able to go back and get the items..."
The employee looks stern as the others nod in agreement.
"Listen guys," The winded employee admits once more. "I would like to promise the sun and the moon too, but face it, it just isn't possible...We need to go from where we're at, and work up."
The employees lower their heads.
"I know it looks bad now guys," the employee states. "But, when we're done, they won't know the difference."
"But the connection is the most important aspect of-"
"Was, was the most important aspect, but its different now..."
The employees look lost for words.
"Trust me, no one will know. In fact years and years and years from now, no one will even care."
The employees look desperate.
"He's right..." sighs an employee. "He's right."
"Right!" shouts the winded employee. "Let's get crackin'!"


  #11  
Old 2nd December 2007, 11:09 PM
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Meet the Cast -

Rambus: The Blundering idiots who took the Swop out of Stop N Swop. Now it's just Stop...

Nintendo: Confused minions that allowed the new concurrent RDRAM's into their newly shipped N64 system's.

Rare: The one to take all the blame.


  #12  
Old 3rd December 2007, 12:24 AM
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Rickwakefan123 Rickwakefan123 is offline
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Hey Rune when you said Dissasembler, do you mean that you can convert the assembly language back into C++ to read and re-program?


  #13  
Old 4th December 2007, 02:36 AM
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Quote:
Originally Posted by Rickwakefan123
Hey Rune when you said Dissassembler, do you mean that you can convert the assembly language back into C++ to read and re-program?
No, I was talking about LemASM. Just a program that reads the assembly in the N64 rom. Its on Nemu.com .

Last edited by runehero123; 4th December 2007 at 02:43 AM.


  #14  
Old 4th December 2007, 03:03 AM
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Quote:
Originally Posted by runehero123 View Post
Meet the Cast -

Rambus: The Blundering idiots who took the Swop out of Stop N Swop. Now it's just Stop...

Nintendo: Confused minions that allowed the new concurrent RDRAM's into their newly shipped N64 system's.

Rare: The one to take all the blame.
Sadly true.
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  #15  
Old 4th December 2007, 07:43 PM
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Rickwakefan123 Rickwakefan123 is offline
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Oh. But is it possible to convert it bsck into C++, like an easy automatic way such as a program, or would it even be neccesarry(SP?)?


 



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