![]() Precise, exact control over which jiggies were collected, instead of just 0 or all 90 of them (same thing for the 900 musical notes and learned moves bits, including Jamjars' moves you learn in Tooie as well as disabling/re-enabling old moves learned from Bottles in Kazooie) The secret multiplayer Jinjo character unlocked in the game's global settings, possibly some Stop 'N Swop beta stuff Things which I did not have the time/patience to implement: There is no graphical UI frontend to this program feel free to make one if you want, even though the included batch script makes command-line execution equal to if not superior to the ease of throwing in a GUI. You need a 64-bit CPU to run this program unless you want to compile it yourself with all the 64-bit bit-wise logic math going on computing Rareware's crazy checksums, I didn't see a point to bother including 32-bit binaries. The release binaries currently cover both Win64 and Linux/Debian 64-bit. It is capable of doing a few things that GameShark cheat codes are not capable of (due to their lack of bit-precision access, without overwriting over flags when setting bytes), which seems important in this game's case due to Rareware's enjoyment of unaligned data storage, custom checksum security and save buffer swapping and destroying to throw code hackers off. Some people wanted a save editor for Banjo-Tooie to speed up some things.
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