Also known as: Banjo to Kazooie no Daibouken 2 (JP)
This game has unused animations.
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.
- 1 Unused Music
- 2 Unused Sounds
- 3 Unused Areas
- 4 Hidden Level Geometry
- 5 Cutscene Oddities
- 6 Unused Models
- 7 Unused Graphics
- 8 Unused Objects
- 9 Unused Animations
- 10 Unused Warp
- 11 Bottles' Revenge
- 12 Unused Text
- 13 Internal Filename Oddities
- 14 Development Text
- 15 Crash Debugger
- 16 Regional Differences
- 17 Version Differences
- 18 Anti-Piracy
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.
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.
|This needs some investigation.|
Discuss ideas and findings on the talk page.
Specifically: The only known emulator that these codes will work in is Project64 1.6. Find a way to load these areas on other emulators and real hardware.
Unused Jinjo House
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
A small area which contains a copy of the doors from the Cave of Horrors in Witchyworld.
Empty Square Room
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.
A completely empty map. Trying to access it just displays a black screen.
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.
Hidden Level Geometry
Near the power hut in Glitter Gulch Mine is some out of bounds level geometry.
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.
The opening cutscene has a few odd things which are never visible on screen at any point.
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.
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.
Inside Banjo's house during the opening cutscene is an unseen window on the ground.
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.
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.
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.
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.
Using the Gameshark code 81093486 ???? in the US verison, you can spawn these objects in game.
Falling leaves that were used in the autumn section of Click Clock Wood in Banjo-Kazooie.
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.
A metal version of the wooden Rare crates seen in Grunty Industries. Unlike the wooden crates, this can only be destroyed with Grenade Eggs or a Clockwork Kazooie.
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.
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.
A dummied-out game mode which allows Player 2 to antagonize Player 1, which can be re-enabled with a GameShark code.
80130402 0001 8008B4D1 0002
80130172 0001 8008B4D1 0002
801255C2 0001 80080881 0002
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. Also, using it in replay mode makes the game think it's in story mode.
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.
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.
|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.
Text that likely would've been in the ending cutscene where Cap'n Blubber waves at the camera.
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.
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.
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.
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.
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.
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. 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. 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! 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. 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.
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.
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.
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.
This can be found among Jamjars' dialogue.
TESTING... YEP, IT WORKS!
This can be found in three times in the files.
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.
OH DEAR, THIS WON'T DO AT ALL! ULP, WHAT'S HAPPENED NOW? 8 MEGABYTES OF MEMORY ARE REQUIRED TO ACCESS ALL THE FEATURES IN THIS E3 2000 DEMO VERSION OF BANJO-TOOIE. BUT I ONLY HAVE 4 MEGABYTES OF MEMORY IN MY MACHINE! I KNOW, STUPID BEAR! THIS MEANS YOU WILL NOT BE ABLE TO EXPLORE THE MAIN WORLDS UNTIL AN EXPANSION PAK IS FITTED. BUT THE FINAL VERSION OF BANJO-TOOIE WILL DEFINITELY RUN IN 4 MEGABYTES WITH ALL FEATURES ENABLED, WON'T IT? OF COURSE IT WILL, YOU FURRY FOOL! RIGHT. I'LL JUST GO AND FIND THAT EXPANSION PAK THEN...
Text left over from the E3 2000 version of the game.
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).
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:
Find a code that actually works.
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.
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
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)
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.
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!
- The Japanese version was renamed to Banjo and Kazooie's Great Adventure 2 and features a completely redesigned logo.
- 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.
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.
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.
Grunty Defeated Cutscene
Is this also in the XBLA version?
- In the ending cutscene, Gruntilda's skull was replaced with a sack that resembles her clothing in the Japanese version of the game.
Probably not complete
|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".
- This also renders Kazooie's Hatch and the Split-Up Pads within meaningless, as there was a yellow egg in there originally.
- 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.
- Audio is very glitchy. Sound effects frequently cut out prematurely, stereo balance breaks whenever you dive underwater, and the theremin instrument lacks vibrato. The latter is most noticeable in the jingle that plays whenever a Jiggy appears.
|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).
|The Banjo-Kazooie series|
|Nintendo 64||Banjo-Kazooie • Banjo-Tooie|
|Game Boy Advance||Banjo-Kazooie: Grunty's Revenge (Prototypes) • Banjo-Pilot (Prototypes)|
|Xbox 360||Banjo-Kazooie: Nuts & Bolts|
|Windows, Mac OS X, Linux, Nintendo Switch||Yooka-Laylee (Prototype)|