Download banjo tooie for project 64




















For a better experience, please enable JavaScript in your browser before proceeding. You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser. Banjo-Tooie HD Retexture. Thread starter Makarov Start date Feb 21, Makarov Texturer. Started In: Finished In:???

Last edited: Feb 22, Why not just update your original thread, has that project been discontinued? Last edited: Feb 26, But i'm Going Rework at all. Can make this? Oh and i've found it on youtube: it's an remake of chrono trigger snes for n64,but square enix have ended the project. They all have a thread in this forum.

Makarov said:. Click to expand Thanks Man! I've Forgot This! During the Tower of Tragedy Quiz, player 2 will be able to control Mingella or Blobbelda at will, similar to the multiplayer version available from the replay menu. The mode is quite functional, but there are still 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. Three pieces of re-used Banjo-Kazooie music are present in the game's files, but only most of one is used. 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 the player collected all five Jinjos in a world. In Banjo-Tooie nothing special happens when a player collects all five Jinjos in a world, and no special fanfare plays when a complete Jinjo family is collected.

Two voice clips that were spoken by the termites in Mumbo's Mountain in Banjo-Kazooie. Fit actually uses the "hut" and "two" voice clips but the voice clips for "three" and "four" go unused. 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. 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. An unused pipe that 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. 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 model for Banjo's House contains two versions of the house. One is used extensively during the intro cutscene, while the other is a largely unseen copy of the house more-or-less as it looked during Banjo-Kazooie. There are subtle differences in the Banjo-Tooie version of the house, including a new diamond-pattern and blue-and-pink-stripe wallpaper instead of the original game's yellow flower pattern, a dark wood ceiling, dark skirting board, and a bookshelf removed to make space for an extra couch and floor lamp.

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 offscreen. It's unknown what these were for. Inside Banjo's house during the opening cutscene is an unseen opaque window texture 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 on-screen for example, if a player hacks 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 ???? 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. Although the player does collect two of the eggs and the Ice Key, they would instead get different lines of dialogue which are spoken by Jamjars.

Jamjars always teaches the player a new move when they find a new silo, whether the player likes it or not. Something I find amazing is that each stage comes with its own music which just comes to show how Loggo went above and beyond to make this a unique game. Banjo-Dreamie is without a doubt the most ambitious Banjo-Kazooie hack out there.

It is quite a bit harder than the original in my opinion, but that can be tallied up to it being meant for people who already have completed the original game and want something new. There are quite a few camera issues caused by the level design.

It is a solid game that squeezes every bit of juice from the hacking process. It feels right at home as a Banjo -Kazooie game from the platforming, the style, the music and even the dialogue. Banjo-Dreamie is a homebrew sequel to Banjo Kazooie with 8 original levels to play through. A must for any BK fan. Article published on N64 Squid. Contents 1 About Banjo-Dreamie 1.



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