Project64 Forums

Project64 Forums (
-   Open Discussion (
-   -   Code Or Glitch To Stop Animations From Playing (

Omninaut 31st May 2015 07:25 AM

Code Or Glitch To Stop Animations From Playing
So i've looked on this forum as well as many others online and have yet to find anything on this.

using the LemD3D8.dll plugin, you can rip 3d models from a game. i need a model of banjo, and i realized that the only way to rip them is in the middle of gameplay. The issue is, animators changed scale, position, made the model non-symetrical and changed it to where its nearly impossible to reproduce the original from it.

so what i need is a cheat code or a glitch or anything to stop the animations from playing. usually the models look like a front facing character with their arms up to the sides. this is what i need, NOT the first frame of idle animation or for an animation to freeze at a certain point. sometimes during curruption videos or extreme glitch videos after being hit or falling or something like that, the model resets and it ends up being that model facing forward with arms up just gliding along the floor. i cant seem to replicate it though.

if anyone knows a way to do this, you'd be my hero at this point. thanks in advance :D

retroben 1st June 2015 06:41 AM

Kazooie or Banjo-Tooie?

Here is one of mine for Banjo-Tooie...

80092683 0002

A rather interesting fact about Banjo's "T-Stance" is that he has both arms and legs at width,so it is technically not a T-Stance at all.

I can't remember if I ever found one for the first game,but I am currently hacking through it again since recently.

Omninaut 3rd June 2015 12:07 AM


Originally Posted by retroben (Post 62468)
Kazooie or Banjo-Tooie?
Here is one of mine for Banjo-Tooie...
80092683 0002

Tooie, Any particular trick to get it to work? i created a new cheat, copied 80092683 0002 into the code area, checked the box then reset and the emulator went into the forever black screen. so i loaded up a game and file with the cheat unchecked and then midgame checked it. no change so i went into a different area, and after the screen went black it never came back. so is there any specific thing you've gotta do. also, thank you, you're the first on any forum to actually have a real answer. :)

retroben 3rd June 2015 12:40 AM

What version of PJ64?
It even works on Mupen64Pluse AE,so I can't see why it is giving you so much trouble.

Or what emulator if not PJ64?

The code works with LemD3D8 on PJ64 version.
It also works on 1964 with the plugin.

Nemu64 weirdly gives me an initialization D3D8 error even though other emus let me use the plugin.
But the newer build of Nemu64 with LemD3D9 works fine and the code worked just after loading auto demo without needing to reset.

In case your region copy is different,you need
the (U) [!] version of Banjo-Tooie for this code.

Omninaut 5th June 2015 04:52 AM


Originally Posted by retroben (Post 62510)
What version of PJ64?

In case your region copy is different,you need
the (U) [!] version of Banjo-Tooie for this code., and yea i have the (A) [!] version. would it really make that much of a difference though?

i tried everything and the model has yet to go into the "t-stance", using lemd3d8 makes the whole world go white and with the cheat activated it just crashes the game after awhile. urg. does this not happen to you?

retroben 5th June 2015 05:13 AM

Yeah,you MUST grab the (U) [!] version to use the code.
Otherwise,I will have to port the code to your version as soon as Sunday.

retroben 6th June 2015 12:39 AM

Terribly sorry,I hit some complications and can't do anything until Sunday. :(

Omninaut 6th June 2015 01:51 AM

its fine. i just got a new computer so roms are kinda sketch. i had to do like 3 days of research and use many different antivirus programs just to get this version safely. i dont mind waiting haha thank you btw. Also, whats the difference between the (A)[!] version and (U)[!] version? cant seem to find info online.

retroben 7th June 2015 09:27 PM

Same general thing in all games with different versions,but not as big.
Mostly address location differences from other languages and minor alterations.

Super Smash Bros. is an example of massive differences since the Japanese original "All Stars Dairantou" has different hit sounds (action punches) and obviously Japanese text.

I ported the code to (A) now.

Edit: Oh yeah!,another difference is between NTSC and PAL from the 60VI (NTSC) and 50VI (PAL) framerates which in some cases mean they alter music tempo and/or other details to improve the gaming experience.

8009C173 0002


Another thought,there is two models for Banjo related to camera distance.
Zoomed out is low res and close views use the high resolution model.
Think of it like SM64 King Bob-omb camera,Conker's multiple models,and a few other games that switch models to lower the strain on the N64's processing.

Fact: Banjo's dynamic shadow is an even more minimal model of Banjo,and Breegull Bash's shadow is actually the same high res model as Kazooie herself while Kazooie alone's shadow is the minimal model.
Ported T-stance code above this wall. *snicker*

retroben 8th June 2015 06:35 AM

If you can get the (U) [!] version,I found one of my possibly better codes.

810AE97C 0000

This one affects everything including the shadow.

All times are GMT. The time now is 01:20 AM.

Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2022, Jelsoft Enterprises Ltd.