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Banjo-Tooie

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Title Screen

Banjo-Tooie

Also known as: Banjo to Kazooie no Daibouken 2 (JP)
Developer: Rare
Publishers: Nintendo, Microsoft Game Studios (Xbox 360)
Platforms: Nintendo 64, Xbox 360
Released internationally: April 29, 2009 (Xbox 360)
Released in JP: November 27, 2000 (Nintendo 64)
Released in US: November 20, 2000 (Nintendo 64)
Released in EU: April 12, 2001 (Nintendo 64)
Released in AU: 2000 (Nintendo 64)


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
ObjectIcon.png This game has unused objects.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.
PiracyIcon.png This game has anti-piracy features.


PrereleaseIcon.png This game has a prerelease article

Banjo-Tooie is the direct sequel to the popular Banjo-Kazooie, in which Gruntilda uses Weapons of Mass Destruction to destroy Iraq Spiral Mountain and Banjo must journey to the Isle o' Hags to stop her again.

Unused Music

The last four seconds of the Game Over theme cannot be heard in-game, as the game fades out to the title screen (complete with Grunty's laughter being imposed over the music) before the final segment can play. It's not too substantial a loss, as the full version is audible in the Banjo-Kazooie "Game Over" screen.

The fanfare played for opening a Note Door and collecting the final Jiggy of a world. Banjo-Tooie not only has no Note Doors, but nothing special happens upon getting the last of a world's Jiggys.

The fanfare that was used in Banjo-Kazooie when you collected all five Jinjos in a world. In Banjo-Tooie nothing special happens when you collect all five Jinjos in a world.

Unused Sounds

Three sounds from Banjo-Kazooie were retained in the sequel, albeit demoted to "unused".

The sound for collecting an extra life. Rare did away with extra lives for this game.

Two voice clips that were spoken by the termites in Mumbo's Mountain in Banjo-Kazooie. Mr. Fit actually uses the "hut" and "two" voice clips but the voice clips for "three" and "four" go unused.

Unused Areas

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: These levels crash on some emulators. Verify if they crash on real hardware.

Unused Jinjo House

Banjtooie GJinjoHouseRender.png

BanjoTooie-greyjinjohouseingame.png

Code:
81127640 0149

Present among the nine Jinjo houses in Jinjo Village is an unused tenth Jinjo house which has the tag "SHOULDN'T BE HERE". The spots on the wall randomly alternate between purple and brown. The entrance also lacks a loading zone, so you can't exit the house. The exact purpose of this map is unknown.

To access the three below maps in the US version, use the following GameShark code and replace XXXX with one of the below values.

8101E006 XXXX
8101E012 0000
8101BBB8 0800
8101BBBA 7800
8101E000 A08E
8101E002 FFFF
8101E004 201B
8101E008 3C01
8101E00A 8013
8101E00C AC3B
8101E00E 8608
8101E010 201B
8101E014 AC3B
8101E016 860E
8101E018 1CC0
8101E01A F6E3
8101E01C 0000
8101E01E 0000
8101E020 03E0
8101E022 0008

Cave Of Horrors Doors

BanjoTooie-unusedarea1.png

Value: 1D49

A small area which contains a copy of the doors from the Cave of Horrors in Witchyworld.

Empty Square Room

BanjoTooie-unusedarea2.png

Value: 1D56

A large, empty square room with a very glitchy ceiling texture. It may have been intended for Jolly Roger's Lagoon since it's grouped with the rest of the maps for that level.

Empty Map

Value: 1D97

A completely empty map. Trying to access it just displays a black screen.


(Source: Runehero123 & Coolboyman)

Unused Pipe

BanjoTooie-unusedpipe.png

Code:
81127640 0184
80127643 0000

An unused pipe which appears to be an early, unfinished version of the toxic waste pipe that leads to Jolly Roger's Bay. It lacks textures on some parts and uses the opening cutscene song.


(Source: Coolboyman)

Hidden Level Geometry

BanjoTooie-cavernarea.png

Near the power hut in Glitter Gulch Mine is some out of bounds level geometry.


(Source: Ferrox)
BanjoTooie-oven.png

The oven in the prospector's hut in Glitter Gulch Mine has the insides modeled but since it can't be opened, the insides can't be seen.


(Source: Shesez)

Cutscene Oddities

The opening cutscene has a few odd things which are never visible on screen at any point.

BanjoTooie-hiddenklungo.png

At the very beginning, there's a second, completely untextured model of Klungo. After the camera starts panning down, it moves towards the boulder briefly before disappearing. It's likely that at one point, the opening cutscene was going to show Klungo walking up to the boulder.


(Source: Shesez)

BanjoTooie-hiddencubes.png

In the scene where Banjo looks at his cards, three white low-poly spheres can be found off screen. It's unknown what these were for.


(Source: Shesez)

BanjoTooie-window.png

Inside Banjo's house during the opening cutscene is an unseen window on the ground.


(Source: Ferrox)

Unused Graphics

Muscular Jinjo

Banjotooie-MuscularJinjo.png

A huge, musclebound Jinjo with fangs. Possibly an early Minjo design, scrapped for looking too different from Jinjos, making it too obvious at a glance that it's a Minjo.

Textures

Banjotooie-truckhealthicon.png

This icon is used for the Truck whenever a health display is forced onscreen (for example, if you hack the Truck into Old King Coal's fight). It's a grey silhouette of an unknown object with a question mark in it. Since the truck cannot get hurt, it has no regular health display. According to the game's designer Gregg Mayles, this icon was likely a placeholder for characters that didn't have a dialogue icon.

BanjoTooie-HoneyBoobs.png

The texture used for Honey B's chest. She wears a yellow top which covers up most of her breasts, so half of this texture is never actually seen in-game.

An unused icon for a yellow skull. Red and green skulls were added in the XBLA version but are still unused.

N64 XBLA
BanjoTooie-Flower.png BanjoTooie-yellowskull.pngBanjoTooie-redskull.pngBanjoTooie-greenskull.png
BanjoTooie-boxtexture.png

The texture for the right side of the Banjo-Tooie box in the menu can't be seen in-game due to the camera angle.

Unused Objects

Using the Gameshark code 81093486 ???? in the US verison, you can spawn these objects in game.

(Source: retroben)

Falling Leaves

BanjoTooie-fallingleaves.png

Value: 0204

Falling leaves that were used in the autumn section of Click Clock Wood in Banjo-Kazooie.

Torch Enemy

BanjoTooie-torchenemy.png

Value: 02AE

An angry torch that doesn't do anything. Some concept art reveals that it was intended to appear in the flooded caves in Glitter Gulch Mine. It would've lit up dark areas and chase the player whenever they're nearby.

Rare Crate

BanjoTooie-rarecrate.png

Value: 03BC

A metal crate with "FRAGILE" and the Rare logo on it which would've fit in Grunty Industries. It can be destroyed with Grenade Eggs or a Clockwork Kazooie.

Trap Bubble

BanjoTooie-trapbubble.png

Value: 0460

A bubble that looks like the bubble that takes you to Cloud Cuckooland. When you jump into it, you'll be temporarily trapped inside until you tap A a few times to break free.

Unused Animations

The dance Banjo does when he collects all jiggies in a level in Banjo-Kazooie exists as a leftover. However, the player maintains control of Banjo when collecting jiggies, so the animation is never seen.

Unused Warp

The metal pipe in the icy side of Hailfire Peaks contains a second warp zone at the end of the pipe which can't be accessed normally since there's no way around the first warp zone.

Bottles' Revenge

A dummied-out game mode which allows Player 2 to antagonize Player 1, which can be re-enabled with a GameShark code.

Version Code
UK
80130402 0001
8008B4D1 0002
Aus
80130172 0001
8008B4D1 0002
Japan
801255C2 0001
80080881 0002
US
8012B3F2 0001
800810C1 0002

When you start a new file, you'll get an additional cutscene where Bottles' spirit turns evil. Player 2 can now use Devil Bottles to take control of the baddies and try to hinder Banjo's progress. However, Devil Bottles is not available in boss battles, and will disappear when you enter a boss room. The rest of the game's story remains unchanged when in this mode.

In this mode, the first player plays the game as normal. When Banjo is near an enemy, Devil Bottles will hover over it and player 2 can control it and make it attack by pressing B. If multiple enemies are nearby, player 2 can press R to switch between them. Additionally, a radar will appear at the bottom right corner of the screen.

The mode is quite functional, mind you, but there still remain unimplemented features that caused the mode's dummying out. The two players were to switch positions upon the baddies landing a kill, so successfully thwarting player 1 would allow player 2 to take a turn as Banjo. Boss battles were also intended to be playable, with Old King Coal being the only known attempt, but it was found that putting a human in control of a boss was too difficult to win against, ruining the patterns that boss fights are predicated upon.


(Source: Ice Mario, SubDrag (Rare Witch Project), Rare(ware) (YT))

Unused Text

Banjo-Kazooie Leftovers

OOOH AN EGG! I'M SURE WE'LL FIND A USE FOR THIS SOMEWHERE.

WOW ANOTHER ONE OF THOSE SPECIAL EGGS!

COOL AN ENORMOUS ICE KEY! WE OUGHT TO KEEP THIS FOR LATER.

Three lines that were spoken by Banjo and Kazooie in Banjo-Kazooie when they collect the Stop & Swop eggs and the Ice Key. Although you do collect two of the eggs and the Ice Key, you instead get different lines of dialogue which are spoken by Jamjars.

HEY, THAT MUCH BAD MAGIC!
WASHER NOT AS GOOD AS BEAR.
DON'T COME BAWLING TO MUMBO IF CAN'T GET THROUGH ALL WORLDS

Leftover text from Banjo-Kazooie, from activating the WISHYWASHYBANJO cheat.

Unused Dialogue

PRESS A TO LEARN THE MOVE, OR B TO BE DISMISSED.
HAVE IT YOUR WAY. I'M OUT OF HERE.

Jamjars always teaches you a new move when you find a new silo, whether you like it or not. Since collecting Notes is necessary to learn from him, this suggests that at one time learning moves may have required payment of Notes and not just possession.

Early Final
NO, NO, KLUNGO, YOU STAY THERE, TRY AND STOP THAT STUPID BEAR! NO, NO, KLUNGO, YOU STAY HERE, I'LL BE BACK, HAVE NO FEAR!

An earlier version of the message Grunty says in the intro when Klungo tries to catch up to her.

WA-HEY! WA-HEY!

Text that likely would've been in the ending cutscene where Cap'n Blubber waves at the camera.

THEY'RE ALL GONE!
COME AND SEE ME IN MY THRONE ROOM, AND I'LL TELL YOU WHAT HAPPENED.

This message is spoken by King Jingaling if you manage to rescue a Jinjo before you speak to him, which is impossible without cheats or glitches.

THE TIMER IS NO MORE, SO NOW YOU MAY TAKE ALL DAY.

Could be an older version of the message given when Jiggywiggy takes pity on you for failing at his timed challenges and removes the time limit.

Location Text

SHOULDN'T BE HERE
JINJO FAMILY HOUSE

The location text of the inaccessible Grey Jinjo House. It can be found among the Isle O' Hags location text.

GRUNTILDA'S LAIR
( TOWER ROOM )

Unused location text for the tower room in Gruntilda's Lair which can be found among the Spiral Mountain location text. In the final game, you can only access the first room as all other areas are blocked off by debris. Also, an unfinished entity (chgruntylairexttowerwindow) exists in the game code, but is never used. It's likely that this was a breakable object used to block entry to the tower room.

In Game Wireframe
BanjoTooie-gruntystoweringame.png BanjoTooie-gruntystowerwireframe.png

However, it seems that at one point it was possible to go there. One of the windows on the tower of Grunty's Lair actually has an opening modeled out. This detail can't be seen in game, but by viewing the wireframe, it can be seen.

HAD BEEN REMOVED?

This can be found among the location text for Hailfire Peaks.

GLOWBO CAVE

Present among the location text for Cloud Cuckooland is text for an area called "Glowbo Cave". No such area appears in the final game, but it may have been an early name for the central cavern area.

QUIZ MULTI
QUIZ TEST

These two can be found among the location text for Cauldron Keep. "QUIZ MULTI" doesn't show up when playing a multiplayer match of Tower of Tragedy.

Warp Text

SILO 8
SILO 9
RIDICULOUSLY SECRET AREA 1

Unused "where y'goin, punk" text for Jamjars' overworld transportation silos. There are 7 of them in the game, hence the unused ones starting at 8.

MINE: REFUSE BANJO AND KAZOOIE MESSAGE
MINE: REFUSE BANJO ONLY MESSAGE
MINE: REFUSE KAZOOIE ONLY MESSAGE
MINE: REFUSE BCKB MESSAGE
MINE: REFUSE TNT DETONATOR MESSAGE

Unused Warp Pad text for Glitter Gulch Mine. Mumbo's "you can't do that" message is the only used one, blocking him from warping directly into Wumba's Wigwam (the only one in the game where the pad is inside instead of outside).

FIREICE: REFUSE BANJO AND KAZOOIE MESSAGE
FIREICE: REFUSE BANJO ONLY MESSAGE
FIREICE: REFUSE KAZOOIE ONLY MESSAGE
FIREICE: REFUSE MUMBO JUMBO MESSAGE
FIREICE: REFUSE BCKB MESSAGE
FIREICE: REFUSE SNOWBALL MESSAGE

Unused Warp Pad text for Hailfire Peaks. There are no Warp Pad restrictions in this world. One possibility is that at one time the Snowball transformation wasn't allowed to warp into the Fire Side, which would make one particular Jiggy substantially more difficult.

FANTASY: LOCATION 3
FANTASY: LOCATION 4
FANTASY: LOCATION 5
FANTASY: REFUSE BANJO AND KAZOOIE MESSAGE
FANTASY: REFUSE BANJO ONLY MESSAGE
FANTASY: REFUSE KAZOOIE ONLY MESSAGE
FANTASY: REFUSE MUMBO JUMBO MESSAGE
FANTASY: REFUSE BCKB MESSAGE
FANTASY: REFUSE BUMBLE BEE MESSAGE

Unused Warp Pad text for Cloud Cuckooland. The world only has two Warp Pads, hence the unused text for destinations 3, 4, and 5, though unlike the similar Cauldron Keep it's large enough to have merited more at some point. Presumably these extra pads would have been the source of the unused restrictions.

CASTLE: LOCATION 3
CASTLE: LOCATION 4
CASTLE: LOCATION 5
CASTLE: REFUSE BANJO AND KAZOOIE MESSAGE
CASTLE: REFUSE BANJO ONLY MESSAGE
CASTLE: REFUSE KAZOOIE ONLY MESSAGE
CASTLE: REFUSE MUMBO JUMBO MESSAGE
CASTLE: REFUSE BCKB MESSAGE

Unused warp pad text for Cauldron Keep. Like Cloud Cuckooland, this area only contains two warp pads. However, it was planned to be a full fledged world at one point before being scaled down due to time constraints.

Nintendo SpaceWorld 2000 Demo Text

Text leftover from the Nintendo Space World 2000 demo.

JOIN BANJO THE BEAR AND HIS WISE-CRACKING BREEGULL PARTNER KAZOOIE, AS THEY CONTINUE THEIR BATTLE AGAINST A RECENTLY-EXHUMED GRUNTILDA THE WITCH AND HER EVIL SISTERS.
DISCOVER AND EXPLORE 8 BREATHTAKING NEW WORLDS ON THE MYSTERIOUS ISLE O' HAGS AND BATTLE 10 UNIQUE BOSSES IN YOUR QUEST FOR THE JIGGIES AND A SHOWDOWN WITH THE WART-COVERED COVEN.
THIS TIME THE DYNAMIC DUO HAVE AN AMAZING ARSENAL OF OVER 40 ABILITIES AT THEIR DISPOSAL, INCLUDING THE BREEGULL BLASTER, CLAW CLAMBER BOOTS, BILL DRILL AND THE WACKY CLOCKWORK KAZOOIE EGGS!
EVEN THE ODDS BY KICKING KAZOOIE OUT OF BANJO'S BACKPACK, ALLOWING THE PLAYER TO CONTROL THE BEAR AND BIRD SEPARATELY.
ALSO CONTROLLABLE ARE MUMBO JUMBO AND HIS AMAZING BAG OF SPELLS AND 8 WEIRD AND WONDERFUL TRANSFORMATIONS, COURTESY OF HUMBA WUMBA, MUMBO'S GLAMOROUS RIVAL.
ERR, YOU GO FIRST KAZOOIE...
THE TEAM BEHIND THE AWARD-WINNING BANJO-KAZOOIE RETURN WITH AN ALL-NEW EPIC ADVENTURE, FEATURING EVERYBODY'S FAVORITE BEAR AND BIRD DUO.
A WHOLE CAULDRON-FULL OF NEW FEATURES AWAIT, INCLUDING REFINED TEXTURES, DOLBY SURROUND, 16:9 ENHANCED WIDESCREEN MODE,
REAL-TIME LIGHTING, AN EXPANDED INTERACTIVE SOUNDTRACK AND MORE MINI-GAMES THAN YOU CAN SHAKE A BROOMSTICK AT!
TOOIE FEATURES OVER 125 NEW CHARACTERS, PLUS THE WELCOME AND NOT-SO-WELCOME RETURN OF A FEW FAVORITES. AND YES, THE JINJOS ARE BACK AND STILL HAVEN'T LEARNT TO STAY OUT OF TROUBLE.
CHALLENGE YOUR FRIENDS OVER A SERIES OF MORE THAN 10 MULTIPLAYER GAMES FOR UP TO 4 PLAYERS, INCLUDING THE HILARIOUSLY UNIQUE EGG-BLASTING FIRST-PERSON SHOOTOUTS!
WELL, THAT'S IT. WHY NOT PLAY SOMETHING FROM THE GAME NOW?

A description of the game.

AFRAID NOT!
JUST BECAUSE YOU ARE PLAYING THIS AT SPACEWORLD DOESN'T
MEAN YOU CAN GO THROUGH EVERY EXIT!

A message that was likely used whenever the player tried to access certain parts of the level.

SHOW DEMO

A string likely used to indicate the version of the game. It can be found right before the "Copyright 2000 Nintendo/Rare" string, indicating that it was likely displayed on the title screen.

BANJO-KAZOOIE 2 SPACEWORLD 2000.
PLEASE CHOOSE SOMETHING TO PREVIEW.
EXPLORE A WORLD.
PLAY A MINI-GAME.
BATTLE A BOSS.
MULTIPLAYER MADNESS.
STORY AND GAME INFO.
PLEASE CHOOSE A WORLD TO EXPLORE.
MAYAHEM TEMPLE.
WITCHYWORLD.
JOLLY ROGER'S LAGOON.
GRUNTY INDUSTRIES.
PLEASE CHOOSE A MINI-GAME TO PLAY.
MAYAN KICKBALL.
BALLOON BURST.
'SAUCER OF PERIL' RIDE.
CHOMPA'S BELLY.

Various menu text. The game was known as Banjo-Kazooie 2 then, which is exceptionally weird given how it was called "Banjo-Tooie" in the ending of the first game.

PLEASE CHOOSE A BOSS TO BATTLE.
TARGITZAN.
MR. PATCH.
KING WOO FAK FAK.
WELDAR.

King Woo Fak Fak is an early name for Lord Woo Fak Fak.

PLEASE CHOOSE A MULTIPLAYER GAME.
MAYAN KICKBALL.
TARGITZAN'S SHOOTOUT.
DODGEMS CHALLENGE.
MINI-SUB SHOOTOUT.

More mini-games.

WHAT WOULD YOU LIKE TO VIEW?
VIEW THE STORY.
GAME INFORMATION.
I'M AFRAID THAT OPTION IS NOT AVAILABLE AS THERE IS NOT ENOUGH MEMORY IN YOUR MACHINE.

The Space World 2000 demo actually used the N64 Expansion Pak, so this was likely shown if it wasn't installed. The final game doesn't use the Expansion Pak at all.

Misc.

SELECT TYPE OF GAME.
1-PLAYER
2-PLAYER BOTTLES' REVENGE
BOTTLES' REVENGE EXPLANATION
2 PLAYERS ARE REQUIRED TO START A BOTTLES' REVENGE GAME.

Unused menu text for the cut Bottles' Revenge mode.

SELECT A LOCATION TO SKIP TO FROM THE MENU BELOW.
PRESS A TO MAKE A SELECTION‚
PRESS B TO CANCEL THIS MENU.
THE DECISION IS YOURS!
TEMPLE : MAIN
TEMPLE : STADIUM LOBBY
TEMPLE : GATE AREA
TEMPLE : QUICKSAND AREA
TEMPLE : MUMBO'S SKULL
MINE : MAIN
MINE : LOCO AREA
MINE : BOILER
MINE : CELLS
MINE : CRUSHER
WITCHYWORLD : MAIN
WITCHYWORLD : STAR SPINNER
WITCHYWORLD : BIG TOP INTERIOR
WITCHYWORLD : DARK DEMON CAVE
LAGOON : MAIN
LAGOON : UFO INTERIOR
LAGOON : SEAWEED
LAGOON : BOTTLES
MULTIPLAYER : 1 PLAYER
MULTIPLAYER : 2 PLAYERS
MULTIPLAYER : 4 PLAYERS
MULTIPLAYER : SUB : 2 PLAYERS
FACTORY : MAIN
PREHISTORIC : MAIN
PREHISTORIC : NEST

Text for a level select. Compared to the amount of rooms in the game, it is substantially incomplete. It may have been used in the Space World 2000 demo.

SELECT A CHARACTER TO CHANGE INTO
PRESS A TO MAKE A SELECTION‚
PRESS B TO CANCEL THIS MENU.
THE DECISION IS YOURS!
BANJO-KAZOOIE
MUMBO JUMBO
STONY
GOLDEN GOLIATH
DETONATOR
BULLION VAN
MINI-SUB

Text for an incomplete character select.

TEXT ERROR?

This can be found among Jamjars' dialogue.

TESTING... YEP, IT WORKS!

This can be found in three times in the files.

--DUMY LINE--

This can be found after Captain Blubber's dialogue.

ME AFRAID THIS DIALOG NOT USED.

This can be found among Wumba's dialogue.

THIS DIALOG IS NOT USED ANYMORE REMOVE

This can be found among Grunty's dialogue for the Pot O' Gold Shooting Challenge.

WITCHYWORLD ENTRANCE SIGNPOST 3

WITCHYWORLD ENTRANCE SIGNPOST 4

A couple of placeholder strings for the signs in front of Witchyworld.

--REMOVE ME LATER--

This can be found four times among the Terrydactyland NPC dialogue.


(Source: Ferrox)

Internal Filename Oddities

  • The animations of Banjo and Kazooie firing eggs forwards and backwards are internally named egg head and egg ass respectively. The same goes for the animations of Kazooie firing eggs alone.
  • The internal filename for the Hoop Hurry mini game is hoop swoop which was likely an earlier name.
  • The Clockwork Kazooie is internally known as babykaz (Baby Kazooie).


(Source: Ferrox)

Development Text

Some text for a crash handler can be found at 0x80041841 in RAM.

Fault: CPU Exception in thread %d!
Fault: WATCH GFX!
We seem to be stuck in an infinite loop!
[%d] Out of Memory!
Fault: Halt!
Error: Software lock in thread %d!

Additional debugging text can be found compressed in the ROM.

core
 (********,********) 
 SP: ********    PC: 
 (*f)() 
-********
%s
Stack trace: %s
SP = %08X, PC = %08X, RA = %08X
Work-Station
N64
Unable to trace, invalid PC,RA!
-------------------------------------------------------------

DPC_STATUS_XBUS_DMEM_DMA
DPC_STATUS_FREEZE
DPC_STATUS_FLUSH
DPC_STATUS_START_GCLK
DPC_STATUS_TMEM_BUSY
DPC_STATUS_PIPE_BUSY
DPC_STATUS_CMD_BUSY
DPC_STATUS_CBUF_READY
DPC_STATUS_DMA_BUSY
DPC_STATUS_END_VALID
DPC_STATUS_START_VALID
SP_STATUS_HALT
SP_STATUS_BROKE
SP_STATUS_DMA_BUSY
SP_STATUS_DMA_FULL
SP_STATUS_IO_FULL
SP_STATUS_SSTEP
SP_STATUS_INTR_BREAK
SP_STATUS_YIELD
SP_STATUS_YIELDED
SP_STATUS_TASKDONE
SP_STATUS_SIG3
SP_STATUS_SIG4
SP_STATUS_SIG5
SP_STATUS_SIG6
SP_STATUS_SIG7
BD
IP8
IP7
IP6
IP5
IP4
IP3
IP2
IP1
Interrupt
TLB modification exception
TLB exception on load or instruction fetch
TLB exception on store
Address error on load or instruction fetch
Address error on store
Bus error exception on instruction fetch
Bus error exception on data reference
System call exception
Breakpoint exception
Reserved instruction exception
Coprocessor unusable exception
Arithmetic overflow exception
Trap exception
Virtual coherency exception on intruction fetch
Floating point exception (see fpcsr)
Watchpoint exception
Virtual coherency exception on data reference
CU3
CU2
CU1
CU0
RP
FR
RE
BEV
TS
SR
CH
CE
DE
IM8
IM7
IM6
IM5
IM4
IM3
IM2
IM1
KX
SX
UX
USR
SUP
KER
ERL
EXL
IE
FS
C
Unimplemented operation
Invalid operation
Division by zero
Overflow
Underflow
Inexact operation
EV
EZ
EO
EU
EI
FV
FZ
FO
FU
FI
RN
RZ
RP
RM
%s: x%08X 
<   ,   %s  >
S.NaN
Q.NaN
+ve INF
-ve INF
%.6e
%d
pc:x%08X
cause
at:x%08X v0:x%08X v1:x%08X a0:x%08X
a1:x%08X a2:x%08X a3:x%08X t0:x%08X
t1:x%08X t2:x%08X t3:x%08X t4:x%08X
t5:x%08X t6:x%08X t7:x%08X s0:x%08X
s1:x%08X s2:x%08X s3:x%08X s4:x%08X
s5:x%08X s6:x%08X s7:x%08X t8:x%08X
t9:x%08X gp:x%08X sp:x%08X s8:x%08X
ra:x%08X %s          badvaddr:x%08X
fpcsr
f0  %-13s f2  %-13s f4  %-13s
f6  %-13s f8  %-13s f10 %-13s
f12 %-13s f14 %-13s f16 %-13s
f18 %-13s f20 %-13s f22 %-13s
f24 %-13s f26 %-13s f28 %-13s
f30 %-13s
sr
RDP current = 0x%08X   (0x%016llx) 
RDP start   = 0x%08X   (0x%016llx) 
RDP end     = 0x%08X   (0x%016llx) 
RDP status:
RSP status:
Free memory was %d bytes

VI
IDLE
TIDY
CIC-6105
AUDIO
SCHEDULER
MAIN
JOY
MOTOR
CRASH
Thread
State
Pri
PC
SP
Queue
%s
Stopped
Runnable
Running
Waiting
%3d/%2d
%08X
%08X
%08X
(n/a)

Build: %02d:%02d %02d/%02d/00
Thread: %s

Present at 0x8003CA04 in RAM is this string:

HjunkDire:667812


(Source: Ferrox)

Crash Debugger

Hmmm...
To do:
Import the info from here

Banjo Tooie has a very detailed and complete crash debugger. Everything is drawn by the CPU directly to the framebuffer as the device is assumed to be in an unstable state. Enter the following GameShark code in the US version of the game:

800455E8 0010
FFFECD9F 0010


(GameShark codes: ssj)

Thread Status

Banjo Tooie Thread Status.jpg

The thread status portion of the debugger gives a lot of useful information about the currently running threads, what is able to be run, what has stopped, and what is waiting to be run. It also details the threads current PC, where their stack frames are located, if they have a queue, and their priorities.

Here we can see the 10 threads that run Banjo Tooie

  • VI, (Video Interface) Controls the main video output of the system
  • IDLE, The idle thread that the system waits in when no higher priority thread is runnable
  • TIDY, Assumed to be the games memory management system. Killing it causes the game to no longer function
  • CIC-6105, Security features to prevent duplication
  • AUDIO, Controls producing all ALists (Audio lists) and preparing samples for the RSP
  • SCHEDULER, Manages Audio/Graphics command list generation and processing
  • MAIN, Control's the game's main logic, such as interpreting controller inputs, detecting collision, and AI
  • JOY, Reads joystick data from PIF
  • MOTOR, Assumed to be for nonexistent rumble pack support
  • CRASH, The crash handler thread, which must be started in order to display this screen upon crashing

Current CPU State

Banjo Tooie CPU Status.png

The CPU Status portion of the Crash Debugger provides very basic information of the state of the CPU during the time when an error was detected.

  • It provides all GPR and FPR, as well as the current thread, cause, status, and FPU status
  • The Status register (sr) shows you the current interrupt masks as well.

Here we can see the MAIN thread crashed with an invalid instruction fetch, as seen by the PC being 0x00000003 (not 32 bit aligned)

Call Stack

Banjo Tooie Loaded Modules.png

This screen lists the hierarchy of function calls that occurred leading up to a crash. Functions in static memory are labeled as 'core' in the leftmost column, but this screen can also show the names of DLLs if the crash occurred during a DLL funciton call.

  • Some form of queue/thread information. eg. 80079010 is pointed to by the JOY threads queue.
  • Entry point into the module.
  • Location in memory. (Can be replaced with func*)
  • End of module in memory.

Crash Specifics

Banjo-Tooie's crash debugger also contains different screens for different ways the game crashes. Pictures are a TODO. Please refer to the development text.

  • Fault: CPU Exception in thread %d!
  • Fault: WATCH GFX!
  • We seem to be stuck in an infinite loop!
  • [%d] Out of Memory!
  • Fault: Halt!
  • Error: Software lock in thread %d!


(Source: Jombo23 and Authentic)

Anti-Piracy

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.

There's an anti-piracy routine in the game that, if triggered, will make the game lock up on the next screen transition, playing a "weird" sound (likely the fade-out and fade-in sounds overlaid to play at the same time).

Surprisingly enough, even common Nintendo 64 emulators trip over this anti-piracy check, making it incredibly hard to play the game outside of having the physical cartridge (or XBLA/Rare Replay).

Regional Differences

Title Screen

Just like in the first game, Banjo-Tooie has a completely different logo in the Japanese version.

Japanese International
Banjo-Tooie-jptitle.png Banjo-Tooie-title.png

Options/Resolution

USA/Japan Europe/Australia
BanjoTooie-options1.png BanjoTooie-options2.png
  • A screen scale setting was added to the options in the EU and AU versions.
  • The US and JP versions render at 304×226 and the EU and AU versions render at 304×268.

Eggs/Feathers Counters

When the infinite eggs and feathers cheats are enabled, the counters for those items will display LOTS in the North American and Australian versions. In every other version of the game, the counters will display 999.

Trash Can Mini Game Crash

In the North American version of the game, it is possible to crash the game in the trash can germs mini game in Cloud Cuckooland. While the mini game is playing, stand in front of Guffo and rapidly tap B to talk to him. This will queue up too many text boxes and crash the game. In the European, Australian, Japanese, and Xbox Live Arcade versions, this glitch was fixed by not allowing you to queue another text box until the current one is closed.


(Source: Ferrox)

Out of Bounds in Oogle Boogle's Cave

In the Oogle Boogle's cave in Terrydactyland, there's a tunnel that leads to Witchyworld and at the end of the tunnel is a sign. In the North American, Australian, and Japanese versions, it's possible to grab the top of the sign and climb on top of it which allows you to go out of bounds. This was fixed in the European and Xbox Live Arcade versions.

Version Differences

Hmmm...
To do:
Probably not complete
Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

Several things have changed in the Xbox Live Arcade version of the game:

  • The spinning Nintendo 64 logo at the beginning of the game was removed completely.
  • Framerate problems have been fixed.
  • Several textures have been redone. Some are simply in higher quality, while all talking head icons have been redone from scratch, and the speech font has been changed to match that in Nuts & Bolts.
  • The N64 cartridges containing the Stop 'n' Swop items have been removed. Instead, the Mystery Eggs and Ice Key are automatically earned upon collecting them in Banjo-Kazooie. The key and first three eggs unlock the same rewards as the original version, while the other eggs unlock Xbox Live-related things. Heggy's dialogue is altered to suit, though anachronistically.
    • On the other hand, upon hatching all the original eggs, the N64 cartridges get replaced with Bronze, Silver, and Gold Mystery Eggs, which are part of "Stop 'n' Swop II".
  • The save option from the menu is gone, replaced with a menu where the secret tips from Jiggywiggy's temple are listed.
  • The Jinjos menu has been merged into the View Totals menu.
  • Minigames and bosses can be replayed to record times for leaderboards.
  • The Mario reference when talking to Loggo twice has been replaced with "That Well-Known Italian [plumber]".
  • The DK fridge magnet in the Workers' Quarters is now a BK magnet; the relevant quiz show question has been modified to match (the game that doesn't have a magnet is now "Nuts & Bolts").
  • The Donkey Kong doll Goggles holds has had his necktie removed, though it's still rather obviously Donkey Kong. The relevant quiz question has been changed to "an adorable gorilla".
  • The quiz question about the button count of an N64 controller (10) has been changed to an X360 one (13).
  • Jamjars' rhyming speech involving button presses is ruined by the new controller mappings; no effort has been made to come up with new rhymes.
(Source: http://banjokazooie.wikia.com/wiki/Banjo-Tooie_(Xbox_Live_Arcade)