I managed to get many more wacky results with recent tests I did today. A follow up video will be made soon. Noteworthy things include: Corrupted animations, T-Posing Kazooie, corrupted Kazooie texture, missing vertices (that affect collision), vertices exploding, one of the shoe songs playing out of nowhere (confirming that audio related glitches can happen), energy honeycombs graphics corrupted.
Banjo-Tooie is my favorite game of all time. That would be so amazing. It may allow for level editing too, which afaik, it's only available for Banjo-Kazooie.
This is very interesting to me. If anyone has seen the depth of breaking Zelda:OOT down to it's code and being able to manipulate it through bugs anyone can do (if they try), I feel like this video is scratching the surface of that world, potentially manipulating the values and data to make really weird things happen, and maybe in our favour in the future for, an example, speed runs.
Absolutely. Not sure if you have checked my follow-up video, but I did get way more interesting results. Personally, I am a big fan of these glitches for the nature of randomness, the corruption-aspect, the possibility of an Arbitrary Code Execution, and so on. I'm not much of a speedrunner guy, but, if this were to be used in a Speedrun, it would be amazing. Either TAS or human-viable. On my follow-up video, I managed to get rid of the jello from Cloud Cuckooland at the very start. The effect even changed the collision, meaning I could get Banjo inside the jello by getting inside his backpack. Other effects from the second video include: T-Posing Kazooie, Corrupted Graphics (textures, sprites), corrupted models (animations going wild, vertices exploding, bones of models expanding, and so on).
Anything can probably have an effect, the number of Jiggies, notes, certain flags you have "completed" on your save file, things on your backpack, the exact placement you are in a map and so on. Banjo-Tooie is a very complex game, so I assume there's a lot of things that are worthy trying. Apparently this glitch was discovered before and it's known as the Pack Index Manipulation, I was not aware of it, but, I did get results that weren't previously seen, the 2nd video I posted is a lot more interesting, because I got graphical corruptions, animations going crazy, getting rid of collision, and so on. There is a Bizhawk script that was set up to help with this glitch, but I think it's more related to the warp-side of things. This glitch has been used in order to use the Warp Pad teleport to other Warp Pads outside the world you are in. It was even possible to get to the top of Cauldron Keep without having to do the Tower of Tragedy. A lot of these techniques are very precise, so it's very likely these will be only TAS tricks for a long time.
I managed to get many more wacky results with recent tests I did today. A follow up video will be made soon. Noteworthy things include:
Corrupted animations, T-Posing Kazooie, corrupted Kazooie texture, missing vertices (that affect collision), vertices exploding, one of the shoe songs playing out of nowhere (confirming that audio related glitches can happen), energy honeycombs graphics corrupted.
I know Banjo Kazooie just got decompiled. Maybe the decomp for Banjo Tooie will pick up now.
Banjo-Tooie is my favorite game of all time. That would be so amazing. It may allow for level editing too, which afaik, it's only available for Banjo-Kazooie.
@@gabrielwoj Yeah, Banjo Tooie is easily a top ten for me. I'd be surprised if it never happened.
This is very interesting to me. If anyone has seen the depth of breaking Zelda:OOT down to it's code and being able to manipulate it through bugs anyone can do (if they try), I feel like this video is scratching the surface of that world, potentially manipulating the values and data to make really weird things happen, and maybe in our favour in the future for, an example, speed runs.
Absolutely. Not sure if you have checked my follow-up video, but I did get way more interesting results. Personally, I am a big fan of these glitches for the nature of randomness, the corruption-aspect, the possibility of an Arbitrary Code Execution, and so on. I'm not much of a speedrunner guy, but, if this were to be used in a Speedrun, it would be amazing. Either TAS or human-viable.
On my follow-up video, I managed to get rid of the jello from Cloud Cuckooland at the very start. The effect even changed the collision, meaning I could get Banjo inside the jello by getting inside his backpack. Other effects from the second video include: T-Posing Kazooie, Corrupted Graphics (textures, sprites), corrupted models (animations going wild, vertices exploding, bones of models expanding, and so on).
Would Bottles Revenge Mode being enabled in proximity have any effect on things?
Anything can probably have an effect, the number of Jiggies, notes, certain flags you have "completed" on your save file, things on your backpack, the exact placement you are in a map and so on. Banjo-Tooie is a very complex game, so I assume there's a lot of things that are worthy trying.
Apparently this glitch was discovered before and it's known as the Pack Index Manipulation, I was not aware of it, but, I did get results that weren't previously seen, the 2nd video I posted is a lot more interesting, because I got graphical corruptions, animations going crazy, getting rid of collision, and so on.
There is a Bizhawk script that was set up to help with this glitch, but I think it's more related to the warp-side of things. This glitch has been used in order to use the Warp Pad teleport to other Warp Pads outside the world you are in. It was even possible to get to the top of Cauldron Keep without having to do the Tower of Tragedy.
A lot of these techniques are very precise, so it's very likely these will be only TAS tricks for a long time.
It might even be possible to enable Bottles Revenge using this glitch.
Is 0:00 to 6:19 meant to be muted?
As mentioned on the subtitles, some were recorded without audio due to a mistake I did on OBS Studio while recording.