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#11
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#12
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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. |
#13
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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. |
#14
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It works on emulators because a PC can be hundreds of times more powerful than a N64. |
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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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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. |
#17
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That's some nice work you've done
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#18
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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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http://theoatmeal.com/comics/cat_vs_internet |
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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. |
#20
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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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banjo-tooie, gameshark |
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