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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
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SNS the truly true way.
Recently I posted evidence that you were given the sandcastle code's in Banjo-Tooie, used them in BK to open secret area's and collect items, then Cold-Swap(while power off) back to Banjo-Tooie to recieve the secret item's in your inventory. I then posted that the only way this could be wrong is if any flag-data set by banjo-Tooie was somehow calculated together with the SNS data in EEPROM. You can read about that here:
http://www.rarewitchproject.com/foru...ad.php?t=15609 Note: I only have shark-food island raised here. Anyways, I have found what seems to confirm 100% that any data written to the sandcastle code on startup come's directly from EEPROM(save-chip on cart) without any additional calculations being done. Let's start with the evidence found in the Assembly code that write's to the SNS Address. Code:
8026Fc04 LWR T9, 0x0007(T6) `Loads sns value from 8026CFC8 BEQ R0, R0, 0x8026CFE0 80285da8. The opcode before this 8026FC00 LWL T9, 0x004(t6) also loads from this address. 8026FC08 SW T9, 0x004(T7) `Stores the sns value to address 0x8027BC2C 8026FC3C LBU T4, 0x002c(T4) `Loads the SNS VAlue from address 0x8027BC2C to register T4 8026FC40 SB T4, 0x0000(T5) `Stores the SNS value to sns address 0x80283400 Okay good, so we have our SNS Variable sitting in memory at 8026FC05. But let's see what happens before it was written to that spot in memory... http://i177.photobucket.com/albums/w...123/SnsAsm.jpg So look at the command that the arrow is pointing to. This is the last command called before the SNS value is written to the SNS Address. Now if you don't understand ASM that command is telling the system to store the value in T9(0x1fc007c0) to address T0+0x4(0xA4800004). Now, 0xA4800004 sure isn't an address in RAM. I believe it is an address in the tiny SPMEM. Anyway's the point here is that apparently the SNS Value doesn't appear to be loaded from RAM. If that's the case, then it has to be loaded directly from EEPROM -> 0x8026CFC8 in RAM. Leaving little question of any Flag data being calculated with that value. However if Subdrag, Icemario, or Coolboyman had a quick look(just to be safe) that would be great. Evidence 2: If you try to change the initial value written to the SNS Address, the code will revert to 0 meaning that you wouldn't have any of the areas unlocked or items collected. This tells me two things. One, that there is some sort of Checksum which means that if the SNS Value being written to RAM isn't the same as the data in EEPROM, then the N64 flags that data as corrupt and clears it from RAM and EEPROM. Two, it would probably be impossible for flag data to combine with EEPROM because it would fail the checksum by having the new data differ from the data found in EEPROM. Evidence 3: Finally, I have figured out where SNS data is stored to in the EEPROM file. First, take a look at this picture: http://i177.photobucket.com/albums/w.../SnsEEprom.jpg The addresses I'm showing here can be found in the EEPROM file (.sav in nemu). I'm showing two different instances here, the top image show's SNS data with Sharkfood Island Raised, and bottom shows both sharkfood island raised and pink sns egg collected. The green value is our SNS variable and it appears the same as it does in RAM. More importantly, in the red is our check-sum values. Again, the SNS Value will need to match the Check-sum values or the check-sum will fail and all SNS data will be deleted. Also, I can confirm that the flag data set by Banjo-Kazooie(starts at 0x803fff00 in ram) uses the same type of check-sum value technique. That way, Banjo-Tooie wouldn't use any corrupt flag data on startup. So there you have it, I'm pretty much confirming it as 99.9% fact that Stop N Swop was only a One-way swap process. Now Rare just needs to admit it ![]() Here is how it truly worked: 1)Obtain sandcastle codes in BT 2)Enter Code in BK, open secret area 3)Collect secret Item 4)Cold-swap with Banjo-Tooie which would utilize BK flag data. 5)Have item's in inventory. If I'm correct, then we should finally have all the info we need to successfully re-create our own version of Stop-N-Swop. The only problem is, we would need some type of re-writable N64 cartridge to store a patched version of Banjo-Tooie on. I don't know a great deal of rom-hacking but if someone can make a four-player ocarina of time patch, then it's possible for someone to patch Banjo-Tooie to read and utilize flag data set by Banjo-Kazooie, I'm just not sure how possible ![]() |
#2
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But is there enough SNS code left in Banjo-Tooie for it to pick up the items from B-K?
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"If nostalgia precipitates actions to return to a fabled, rosy-painted time, then it is an empty thing, doomed to produce nothing but frustration"- Drizzt Do'Urden |
#3
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Quote:
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#4
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...
could someone dumb down what he said for me so I can understand it better? I somehow managed to read the whole thing and am really confused. Something about just swapping from BK to BT and not vice versa, but that's all I could understand. |
#5
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There is no chance that "Flag data"(see Rare's data sharing patent) could be written to the SNS address(this is the code you use to have all sns items) without data in the EEPROM (this is the save chip on your n64 cart. Everytime you save your game data is written here, don't confuse with memory card.) overwriting it.
Last edited by runehero123; 24th April 2008 at 04:09 AM. |
#6
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...nice job, runehero!
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[dee]
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#7
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Quote:
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#8
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Quote:
![]() and it's all backed up in patent. Quote:
Quote:
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#9
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Cold swapping uses the memory pak, right?
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#10
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no, cold swap is have BK in, turn off N64, take BK out and put BT in, turn back on
as oppose to a hot swap, which is have BK in, leave N64 on and take BK out, and but BT in so hot swap means swap carts while on, cold means swap carts while off
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I reject your reality and substitute my own -Adam Savage, Mythbusters |
#11
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Surely in order to do that you just need some overwritable ROM for it? And i'm pretty sure it's fairly easy to get hold of, since people use it all the time for custom computers and such.
But would it be the same spec as the N64? I'm not sure, i've never ripped open any of my carts to look inside, since all my N64 games are good. If I can find a cheap cruddy N64 game i'll probably have a look.
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Wait. No I wasn't. I was never Avarice.
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#12
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GREAT WORK!
I have question. When and where we would cold swapping? Just after collecting SNS item or in area that exist in BT too like Banjo House,Spiral Mountain or entrance in Grunty's Lair? Quote:
For me(based on slaphappy's theory and Gregg's response) it looks like that small part of SNS still exist and can activate Bottles' Revenge in Banjo-Tooie. I have pre-1999 Nintendo 64 so Stop 'N' Swop would be possible on my system.I will test some ideas... Last edited by BanjoPL; 24th April 2008 at 01:16 PM. |
#13
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Quote:
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"Like is like a box of chocolates. You never know what you'll get." Really? Honestly, what idiot gets a box of chocolates, and doesn't know what's gonna be inside? |
#14
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why must you spam every one of these types of theories with yet another idea of what the eggs equaled. No one cares. All you ever do is come up with some random set of things the eggs equal. This isn't about what the got or who you received them from, it's about how SNS physically work. Seriously stop with this garbage, it's spam and no one cares, please make your own topic next time rather then derail someone elses.
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#15
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Sorry...my mistake.Bad post was removed...
Rune said that he will test some BT's stuffs so i hope so that he will back with great news. Last edited by BanjoPL; 25th April 2008 at 03:26 PM. |
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