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  #11  
Old 20th July 2013, 01:33 PM
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Wally123 Wally123 is offline
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Originally Posted by retroben View Post
I have found the code that sets the frameskip in Banjo-Tooie (U).

Here it is.

No Frameskipping
8007913F 0000

You can find it by searching equal to... 0/4 before/after getting hurt in the cloud-cuckooland cheese room.

I used this cheat in the emucr leaked v1.7.0.50 b23 (yes,I know 2.0/2.1 is out).

Edit:IT ALWAYS WORKS!!!!!
Did you try Right Clicking on the game, clicking on Edit Game Settings, and then uncheck the box next to "Fixed Audio Timing"? That might dissolve the frame skipping issue a bit.
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  #12  
Old 20th July 2013, 05:12 PM
Tasoulis Tasoulis is offline
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Originally Posted by Wally123 View Post
Did you try Right Clicking on the game, clicking on Edit Game Settings, and then uncheck the box next to "Fixed Audio Timing"? That might dissolve the frame skipping issue a bit.
"fixed audio timing" and all the other options and settings in the menus, help a game to reach its maximum VI/s. When you reach the maximum VI/s (60 for US and 50 for PAL roms) you get the maximum frame rate a particular game has (the frame rate you get on the real N64). Most games have maximum frame rate of 30fps (so you get 30fps at 60VI/s). Only F-Zero X runs at 60fps (60fps at 60VI/s). Some run lower than 30, like the Zelda games (20fps at 60VI/s). Banjo Tooie also runs at a sub 30fps with some ups and downs. Normally, you can't increase the maximum frame rate a game has.

This particular gameshark code however does exactly that for Banjo Tooie. It changes the game's default behavior and actually unlocks the maximum frame rate so you can actually run it at 60fps (60fps at 60VI/s) if your PC can handle it, in the same way F-Zero X runs at 60fps normally. Its the only code i've seen that has such a huge effect in any game. Normally, i believe that you need to heavily mod a rom in order to achieve something like that or use a hacked emulator to exploit a couple of games that have their frame rate unlocked (like Goldeneye and Perfect Dark). You can play these games at 60fps using 1964 ultrafast.

The only other option i know that slightly improves frame rates is counter factor. By setting it to "1" some games will benefit and have a steadier frame rate. But still, it wont increase the maximum "locked" frame rate, it only improves slowdown a bit, mostly on RARE's games.

If you want to check a game's actual frame rate (not VI/s) you can enable the option in the Glide graphics menu.

Last edited by Tasoulis; 20th July 2013 at 05:31 PM.
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  #13  
Old 20th July 2013, 11:03 PM
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I know that smash bros. 64 has 60fps in the info bar on pj64,but I am unsure if it truly runs at 60fps.

I think it runs perfectly smooth as it is.

Also,the code only uses one byte
obviously--->8007913F 00xx
xx=number of frames skipped

Has anyone that can run BT at a constant 60fps
with Jabo 1.5.2 D3D6 tried using Daddy T-Rex in Terrydactyland yet?

My computer only has one core and has been through a lot.

Compaq Presario Desktop
2GB RAM
Nvidia Geforce nforce 430
AMD Sempron Processor

I have registry speedhacks (RAM access speed hack,program open time speedhack,and etc.),overclocked RAM chip,overclocked Processor,and slightly overclocked GPU driver.

All of this gets me perfect full speed 60fps/60VI on Banjo-Tooie.

I still hope to see someone post an HD YouTube video of a Banjo-Tooie cartridge running in an actual N64 while using the no frame skipping code in a gameshark cartridge preferably using any analog/non-digital television (analog TVs have smoother/skipless response time than most digital TVs according to Game Grumps).

If anyone knows anybody with these things that can make this video please tell them about it so we all see how much more awesome Banjo-Tooie can really be.

I just hope it works on the console.
If not,you can get a button activator and hold it the entire time after getting past the save files.

Otherwise,I will have to search for a decent "the game is playing" code to use as an activator.

This is a long reply,I have some other codes that I will post in a bit.
I found two codes that tell the game to instantly pause/unpause physically/visually.
You can even have it "paused and still unseeingly move banjo to another spot while it is "paused" LOL.

I also once found an action modifier,but sadly it is a pointer code that needs the not yet made pointer or pointer engine.

If someone is good at making gameshark pointers or pointer engines on N64 games mainly BT,you could help out after I find some well known action numbers and list them on here so they can be easily found again and again in debugger memory search.
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  #14  
Old 20th July 2013, 11:12 PM
Tasoulis Tasoulis is offline
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Quote:
Originally Posted by retroben View Post
I still hope to see someone post an HD YouTube video of a Banjo-Tooie cartridge running in an actual N64 while using the no frame skipping code in a gameshark cartridge preferably using any analog/non-digital television (analog TVs have smoother/skipless response time than most digital TVs according to Game Grumps).

If anyone knows anybody with these things that can make this video please tell them about it so we all see how much more awesome Banjo-Tooie can really be.

I just hope it works on the console.
I don't think its possible to work on the console, it will probably just make the frame rate less consistent. The N64 really isn't fast enough to run the game at higher frame rate, if it was they wouldn't need to implement the frameskip in the first place.

It works on emulators because a PC can be hundreds of times more powerful than a N64.
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  #15  
Old 21st July 2013, 03:02 AM
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retroben retroben is offline
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Default Pause codes.

Pause on
80132DCB 0000
80132DCD 0000
Somewhat useless since it makes the screen black.

Pause off
80132DCB 0001
80132DCD 0001
This is frickin awesome because you can move around while in the pause menu.
You can even see yourself walking if the emulator correctly freezes an image instead of being solid white/black.

Oops I meant to say animation modifier.

It is easy to find with 9 then 5 on the end of the addresses.
The following two addresses are a perfect example.
Here is my latest random addresses in jinjo village.

Animation Mod
801A2019 00xx
801A2035 00xx
values:
00=Body movement test?
01=Crouching
02=Sneaking (he looks creepy)
03=Walking
04=Sad walking Banjo falls over
05=Ground Ratta-tat Rap
06=Ledge Hanging
07=Beginning Talon Trot
08=Jump?
09=Fell from a high place
0A=Climbing ladder
0B=Sneak walk
0C=Run
0D=Beginning ledge attack
0E=Turning around after running
0F=Backflip?
10=??? animal action
11=Gold feather run
12=Climbing onto ground
13=Unused ledge animation?
14=Underwater damage
15=Talon Trotting
16=Entering Talon Trot
17=Flutter Jump
18=End of Flutter Jump?
19=Airborne Ratta-tat Rap
1A=End of airborne Ratta-tat Rap
1B=Gold feather jump
1C=Kazooie Z+B Attack
1D=Beginning Beak Buster
1E=Ledge attack
1F=FLYING JINJO WTF (Banjo is high)
20=Pulling out Kazooie gun
21=??? I have no idea
22=Beginning gold feather
23=Gold feather standing
24=Banjo got high again
25=Bouncy size T-stance
26=Talon Trot standing
27=Talon Trot jump
28=Holding invisible object (e.g Targitzan Statue)
29=Yuh oh fall
2A=Spit egg
2B=Lay egg
2C=T-stance
2D=T-stance waving??
2E=BK Collect Jiggy (leftover from Banjo-Kazooie)
2F=Jinjo help dance
30=unkown Jinjo animation?
31=animal action
32=Snowball rolling?
33=Snowball damage?
34-37=T-stance
38=Flying pose
39=Swimming on water
3A-3B=T-stance
3C=Double swim
3D=Kazooie shoes?
3E=Crash landing
3F=Kazooie swim stroke
40=Swamp Boots get
41=Swamp Boots stand
42=Swamp Boots walk
43=Fly attack start
44=Running Shoes
45=Taking off to fly
46=*OW* face first
47=End of Kazooie swim stroke
48=Begin Shock Spring jump
49=Continue SS jump
4A=T-stance
4B=Z+A Backflip
4C=Floating down after backflip
4D=Take Damage
4E=T-stance
4F=Forward Roll Attack
50=Being talked to
51=Ledge Hanging
52=Ledge Kazooie looking down
53=T-stance with growing nose
54=Bouncy T-stance
55=Ledge Banjo looking down
56=Ledge kazooie head peck (Banjo almost falls)
57=Water surface stride
58=Water surface stride
59=Unknown water animation?
5A=Banjos dead
5B=Kazooie pokes out (standing pose)
5C-5D=T-stance
5E-5F=Swollen T-stance
60=T-stance
61=Beak Drill
62=Stony walk
63=Stony stand
64=Stony bash
65=Getting squished
66=Talon Trot Damage
67=T-stance
68=Falling
69=Sidling ???
6A-6E=T-stance
6F=Standing pose
70=Swimming pose for talking/warp pad
71=Banjo swim
72=Holding object
73=Walking with object
74-75=T-stance
76=Strange pose?
77=Failing a mission
78=Weird animation?
79=Weird T-stance
7A=Shrink and grow T-stance
7B=Strange wobble jump/walk T-stance
7C=Rapid shrink and grow T-stance
7D=animal action?
7E=Twitchy head while laying back?
7F=Weird shrunken flying T banjo
80=animal looking around?
81-82=T-stance
83=Grab pack pose
84=Floppy nose T-stance
85=Bounce leaning left/right T-stance
86=Talon Trot talked to
87=Bouncing up/down T-stance
88=Low priority T-stance
89=Banjos arm flapping T-stance
8A=Banjos faster arm flapping T-stance
8B=Perfect T-stance
8C=Banjo thinks he is a honeycomb?
8D=Glitchy Banjo
8E=T-stance
8F=Animated T-stance
90=Twitchy animated T-stance
91=Saiyan T-stancer
92=Super Saiyan T-stancer
93=T-stance
94=Banjo long neck?
95=Kazooie Torturing Banjo
96=Weird hovery T-stance thing
97=Swollen airplane banjo
98=Stretch into the ground
99=Banjo's torso try escape legs!
9A=Banjo's torso punched backward!
9B=Sideways T-stance
9C=Banjo on all fours
9D=Flappy arms floating on back
9E=T-stance effects
9F=Banjo laughs at you in T-stance
A0=Always trying to use kazooie
AF=Pack Whack

The worst part about this code is that it can change its address location immediately without even entering/exiting into a different area.
Remember to search from 001A0000 to find the two addresses more easily.

I did once find an action modifier code but I have no more time to look for it today.

Last edited by retroben; 24th November 2013 at 11:35 PM.
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  #16  
Old 21st July 2013, 09:57 PM
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Default Action modifier.

Here it is,the action modifier!
The last address it was on for me is 801C4247.

Action Modifier (d-pad down)
D1081084 0400
801C4247 00xx
Values:
01=Stand
02=Sneak
03=Walk
04=Run
05=Jump
06=Ratta-tat Rap
07=Crouch
08=Talon-Trot Action?
09=Spit egg
0A=Lay egg
0B=Action Glitcher
0C=Slide Turn (infinite jumps)
0D=Jiggy out after Z+B Attack
0E=Take Damage
0F=Beak Buster
10=Flutter Jump
11=Airborne Ratta-tat Rap
12=Z+A Jump/Land
13=Z+B Attack
14=Enter Talon-Trot
15=Talon-Trot Stand
16=Talon-Trotting
17=Exit Talon-Trot
18=Always rising fly
19=Hold to fly sorta
1A=Enter Gold feather
1B=Gold Feather Stand
1C=Gold Feather Run
1D=Gold Feather Jump
1E=Exit Gold Feather
1F=Invincible Slowfall (infinite jumps)
20=Land after jump
21=Shock Spring
22=Shock Spring Jump
23=Take Flight
24=Flying
25=Get Swamp Boots
26=Swamp Boots Stand
27=Swamp Boots Walk
28=Swamp Boots Jump
29=Sticky Action
2A=Fly Attack
2B=Glitch Maker Action
2C-2E=Cancel Actions
2F=Normal Fall
30=Action Cancel
31=Roll
32-33=Washing Machine
34=Cancel Actions
35-36=Washing Machine
37=Get Stuck
38=Washing Machine
39=Slide forward while held
3A-3C=Action Cancel
3D=High Falling (funny to use)
3E=Washing Machine
3F=Action Cancel
40=Get stuck
41=Short Bounce after jump (get stuck)
42-43=Get stuck
44=Dance Bow from Banjo-Kazooie (press during beak buster)
45=Talon-Trot Action?
46=Get stuck
47-4D=Kazooie Alone Actions (instant play as)
4E=Floaty action?
4F=On pole/vine
50=Climbing pole/vine
51-53=Action freezer
54=Death
55=Swamp Boots??
56=Action freezer
57=Ended Fly Attack
58=Death By Crash Landing?
59=Possible Beta Flying
5A=Action freezer
5B=Cutscene auto-walk
5C=Unload Banjo
5D-5E=Action freezer
5F=Banjo Alone Z+C Down action
60=Action freezer
61=Snooze Pack
62=Action cancel
63=Action freezer
64=TNT
65=Action cancel
66=Action freezer
67-68=Kazooie action?
69-6A=Stuck Stand
6B=Standing?
6C=Action freezer
6D=Action cancel
6E=Action freezer
6F=Crashes game
70=Standing?
71=Talon Trot action?
72=High Fall Damage
73-75=Action cancel
76=Beta Fly?
77=Action cancel
78=Swim action
79=Talon trot?
7A=Action cancel (infinite jumps)
7B=Talon trot?
7C=Action freezer
7D=Sack Race Mode
7E=Sack Float water?
7F=Swim
80=Sack Float water
81-82=Pack Whack?
83=Submarine
84=Swim Pose
85-88=Beejo
89=Action freezer
8A=Death?
8B=Bee Taking Flight
8C-8D=Bee Flying
8E=Action freezer
8F=Action cancel
90=Glide forward
91=Beta flight?
92-93=Action cancel?
94=Action freezer
95=Debug Ground movement???
96=Action cancel
97=Kazooie alone
98=Zoom In
99=Beta flight?
9A=Talon Trot?
9B=Swamp Boots?
9C=Springy Step Jump
9D=Action cancel??
9E=Climb Something?
9F=Action cancelish
A0=Kazooie takes a look
A1=Crash into blackness
A2-A3=Action freezer
A4=Mutual Gold Invincibility
A5=Enter/Exit Gold Feathers
A6=Ledge Hang
A7=Ledge Move
A8=Midair Ledge Hangable
A9=Ledge Attack
AA=Ledge Climb
AB-AC=Action freezer
AD-AF=Stonyjo (HE LOOKS FUNNY!)
B0=Action freezer
B1=Action cancel
B2-B3=Stonyjo (infinite jumps)
B4=Action freezer
B5=Stony/action freezer
B6=Beak Drill
B7=Landing/glitch
B8=Separation Pad
B9=Kazooie keeps looking around
BA-BE=Kazooie Alone action
BF=Swim action
C0=Bee action
C1-C2=Kazooie alone action
C3=Kazooie alone SS Jump
C4=Kazooie wing spin
C5-C6=Action freezer
C7=Kazooie alone action
C8=crashes game
C9=Banjo visibility
CA=Break point crash
CB=invisible banjo

Action un-stuck code (d-pad up)
D1081084 0800
801C4247 0001
Sets action to stand to free up movement.

This is the most elusive code to find because it changes so frequently.

I managed to get banjo to fly in jinjo village.

The code's universal address type is 801xxxx7<-
by this I mean that it can always have all but the X numbers.
This will make it easier to find and set start addr. with 001B0000.

Another thing that is kinda awesome is that you can make a savestate to retain the code's current address position if it moves randomly.

If I can,I will attach the 1.24MB savestate if anyone wants it.

Last edited by retroben; 22nd July 2013 at 10:13 PM.
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  #17  
Old 22nd July 2013, 09:47 PM
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That's some nice work you've done
__________________
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Originally Posted by dsx! View Post
are you american or something
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  #18  
Old 23rd July 2013, 02:24 PM
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Quote:
Originally Posted by retroben View Post
Also,the code only uses one byte
obviously--->8007913F 00xx
xx=number of frames skipped
No, the segment is 32 bits wide, not eight, and it is going to continue to use 4 bytes until you actually reverse-engineer the code properly next time.

Valid values for the frame skipper are 0x00000000 to 0x7FFFFFFF, not 0x00 to 0xFF. The fact that you think the opposite is true only proves your laziness.

So if a game tries to write past the lower 8 bits of the frame skipper to set a higher frame skip than 0xFF, your code will fail to apply its effect. However, why in the hell would a game use a frame skip of 256 or higher? Why not just be lazy and do it the incomplete way?
It's certainly not my problem; I can tell you that much.

Also, 1.7 hacked sucks. Hopefully the cheats/memory searching crashes were all fixed in 2.1, but I haven't tested. They said something about fixing those things; I just don't know how much.
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  #19  
Old 23rd July 2013, 09:55 PM
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All that matters is that it works for its intended purpose of no frame skipping.
I've noticed every time you enter another area,frameskip turns back on.
It would be quite easy to use with a real N64 on an activator.
If it is going too slow,you can go between two areas to enable skipping again.

No frameskip (L)
D1081084 0020
8007913F 0000

I would at least like to hear someone's experience with it on a real N64 console.
For now,I'm gonna try and find some more codes like the action mod.

Edit:I found the egg modifier code again,remember,this is merely at the last address it was at for ME.

current egg type
801C4CA5 00xx
xx values:
00=Blue eggs
01=Fire eggs
02=Grenade eggs
03=Ice eggs
04=Clockwork Kazooie eggs
05=Invisible eggs?
FF=Invisible eggs with unusual counter (2)

Just remember my short guide to find these kind of codes again,and that you can exploit savestates to retain a location.

801xxxx5=universal location numbers
xxxx=address numbers to find

Edit2:Now i've just found the gold egg code.

Activate unlimited Gold eggs (d-right)
D1081084 0100
801C2B94 0002
This code is obviously one byte less than the current egg type code.

Last edited by retroben; 23rd July 2013 at 11:02 PM.
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  #20  
Old 25th July 2013, 05:33 AM
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DP

I noticed with the activator based no frameskip code,whenever you enter a launch
plant in Cloud Cuckooland,it resets the frames to skip immediately.

When I was searching for banjo-tooie stuff on google and I found a really old topic.
In this topic on December 22nd 2008,someone wanted to see hailfire peaks with no lag.
I think we should spread news about the no frameskip code so
more people can enjoy playing Banjo-Tooie at perfectly full speed on PJ64.

Maybe someone can create a topic on Rare Witch Project and/or Rareware Central
telling everyone about this awesome code.


... Ironically,I also made a no frameskip code for Sonic Classic Collection
a few months ago that can be found on the gbatemp forum.
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