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.
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
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
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.
It works on emulators because a PC can be hundreds of times more powerful than a N64.
Somewhat useless since it makes the screen black.
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.
00=Body movement test?
02=Sneaking (he looks creepy)
04=Sad walking Banjo falls over
05=Ground Ratta-tat Rap
07=Beginning Talon Trot
09=Fell from a high place
0D=Beginning ledge attack
0E=Turning around after running
10=??? animal action
11=Gold feather run
12=Climbing onto ground
13=Unused ledge animation?
16=Entering Talon Trot
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
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
2E=BK Collect Jiggy (leftover from Banjo-Kazooie)
2F=Jinjo help dance
30=unkown Jinjo animation?
39=Swimming on water
3F=Kazooie swim stroke
40=Swamp Boots get
41=Swamp Boots stand
42=Swamp Boots walk
43=Fly attack start
45=Taking off to fly
46=*OW* face first
47=End of Kazooie swim stroke
48=Begin Shock Spring jump
49=Continue SS jump
4C=Floating down after backflip
4F=Forward Roll Attack
50=Being talked to
52=Ledge Kazooie looking down
53=T-stance with growing nose
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?
5B=Kazooie pokes out (standing pose)
66=Talon Trot Damage
70=Swimming pose for talking/warp pad
73=Walking with object
77=Failing a mission
7A=Shrink and grow T-stance
7B=Strange wobble jump/walk T-stance
7C=Rapid shrink and grow T-stance
7E=Twitchy head while laying back?
7F=Weird shrunken flying T banjo
80=animal looking around?
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
8C=Banjo thinks he is a honeycomb?
90=Twitchy animated T-stance
92=Super Saiyan T-stancer
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!
9C=Banjo on all fours
9D=Flappy arms floating on back
9F=Banjo laughs at you in T-stance
A0=Always trying to use kazooie
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.
Here it is,the action modifier!
The last address it was on for me is 801C4247.
Action Modifier (d-pad down)
0C=Slide Turn (infinite jumps)
0D=Jiggy out after Z+B Attack
11=Airborne Ratta-tat Rap
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
22=Shock Spring Jump
25=Get Swamp Boots
26=Swamp Boots Stand
27=Swamp Boots Walk
28=Swamp Boots Jump
2B=Glitch Maker Action
39=Slide forward while held
3D=High Falling (funny to use)
41=Short Bounce after jump (get stuck)
44=Dance Bow from Banjo-Kazooie (press during beak buster)
47-4D=Kazooie Alone Actions (instant play as)
57=Ended Fly Attack
58=Death By Crash Landing?
59=Possible Beta Flying
5F=Banjo Alone Z+C Down action
71=Talon Trot action?
72=High Fall Damage
7A=Action cancel (infinite jumps)
7D=Sack Race Mode
7E=Sack Float water?
80=Sack Float water
8B=Bee Taking Flight
95=Debug Ground movement???
9C=Springy Step Jump
A0=Kazooie takes a look
A1=Crash into blackness
A4=Mutual Gold Invincibility
A5=Enter/Exit Gold Feathers
A8=Midair Ledge Hangable
AD-AF=Stonyjo (HE LOOKS FUNNY!)
B2-B3=Stonyjo (infinite jumps)
B9=Kazooie keeps looking around
BA-BE=Kazooie Alone action
C1-C2=Kazooie alone action
C3=Kazooie alone SS Jump
C4=Kazooie wing spin
C7=Kazooie alone action
CA=Break point crash
Action un-stuck code (d-pad up)
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.
That's some nice work you've done
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.
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)
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
04=Clockwork Kazooie 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)
This code is obviously one byte less than the current egg type code.
Last edited by retroben; 23rd July 2013 at 11:02 PM.
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.