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submitted 1 month ago by [email protected] to c/[email protected]

Funderful finally managed to reach his goal and break his previous Any% world record on day 104 of his speedrun streams with a time below 59 minutes:

https://www.youtube.com/watch?v=j2wPvkHZe8c&t=10630s

Previous record: 59:00, now 58:29!

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submitted 1 month ago by [email protected] to c/[email protected]

By @[email protected]

In my post about Mr. Vile's rubberbanding I announced a post about Boggy's rubberbanding. That takes more time than I thought. The code for Boggy is not easy to fully understand ๐Ÿ˜…. For now, here's one about the easter egg chances when getting transformed by Mumbo.

For anyone interested in the details: The code for the transformation easter eggs is in the BK decompilation project in src/core2/code_4A6F0.c in lines 325 to 350. The chance calculation uses the game's pseudo-random number generator to create a number between 0 (inclusive) and 1 (exclusive) and then checks if the number is smaller than 0.01 or 0.05 respectively.

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submitted 2 months ago by [email protected] to c/[email protected]

Funderful just managed to beat his previous Any% world record on day 97 of his speedrun streams:

https://www.youtube.com/watch?v=RkgbWCw3rJ4&t=4460s

Previous record: 59:06, now 59:01. He's getting closer to his goal of sub-59.

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submitted 2 months ago by [email protected] to c/[email protected]

Funderful just managed to beat his previous Any% world record on day 92 of his speedrun streams:

https://www.youtube.com/watch?v=K3v4CX9vepg

Previous record: 59:09, now 59:06.

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submitted 4 months ago by [email protected] to c/[email protected]

I recently looked through the code in the Banjo-Kazooie decompilation project to check how the minigames work and to confirm the amount of rubberbanding AI. So here's how Mr. Vile's maximum speed changes compared to the player's (rounded to integer percentages) based on your lead in the score difference. In short: Mr. Vile is only faster than you when you're leading with two or more points and don't use the turbo trainers. I could also confirm that Boggy rubberbands, but that one is more complicated and will take some time to condense into an image ๐Ÿ˜….

For anyone interested in the details: The code for Mr. Vile is in the BK decompilation project in src/BGS/ch/mrvile.c. The max speed is calculated in lines 376 to 386.

First it checks the score difference to set Mr. Viles base speed to 200, 310, 350 or 450 and then it multiplies it with 0.8, 0.9, 0.95 or 1.0 depending on the round. For comparison: the crocodile transformation's max speed is 375, or 500 with turbo trainers.

BTW, when you lose and he tries to bite you, his max speed gets set to 500 (line 413 in mrvile.c), so he's set to eventually outrun you even in turbo trainers.

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submitted 9 months ago by [email protected] to c/[email protected]
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submitted 2 years ago by [email protected] to c/[email protected]

Piped link: https://piped.video/watch?v=gAvlDL5HG9c

I know it's 2 years old at this point, but finally found some time to sit down and play through it. It's really good! They've packed a lot of Zelda references into the game.

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submitted 2 years ago by [email protected] to c/[email protected]

Figured since I just spun up this community, I'd start adding some content. And what better way than with a "what is your favorite world" ice breaker. :P So what worlds do you like? Either in Kazooie or Tooie (or any of the other games, if you have played them).

Personally, for me, I have a bit of a hard time picking in Kazooie; they're all pretty solid. I might go with Bubblegloop, if only for the music (one of the best in the game, besides Rusty Bucket Bay).

For Tooie, it's either Witchyworld or Cloud Cuckooland. The former for being honestly quite a nice tightly packed level, and the latter for being very out there and different.

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submitted 2 years ago by [email protected] to c/[email protected]

Piped Link; I don't know if the bot is here or not: https://piped.video/watch?v=36wclKt4vdk

Interesting discussion on the level design on Banjo-Kazooie, and how it differs from Tooie. Honestly, I kind of agree with much of what he said; I got lost in Tooie levels a lot and the constant switching between characters was a real pain.

But yeah, the level design in the first game was really good. It was always clear where you were in the level, and they were small and dense enough that traveling didn't feel like a chore.

Banjo-Kazooie

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A community for fans of the N64 classic; Banjo-Kazooie and other games in the series!

founded 2 years ago
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