Banjo-Kazooie
Banjo-Kazooie
|
| Banjo-Kazooie |
|---|
Also known as: Banjo to Kazooie no Daibouken (JP)
|
In Banjo-Kazooie, Mario fell into a nuclear power plant and mutated into a strange bear with a bird stuck to his back. The same fallout transformed all the Power Stars into Jiggys as well.
Contents
1 Unknown Debugging Numbers
2 Test Map
3 Unused Music
3.1 Advent
3.2 Early Click Clock Wood #1 (House Summer)
3.3 Early Click Clock Wood #2 (House Autumn)
3.4 Mumbo's Raindance (Rain)
4 Unused Underwater Themes
4.1 Freezeezy Peak
4.2 Wozza's Cave
4.3 Rusty Bucket Bay Engine Room
5 Unused Fanfares
5.1 Quit
5.2 Door Open
5.3 Mystery
6 Unused Graphics
6.1 Firefly
6.2 2D Button Icons
6.3 Rusty Bucket Bay Toxic Pool
6.4 Christmas Tree
6.5 Coconut
6.6 Tree
6.7 Early Empty Honeycomb
6.8 Early Hourglass
6.9 Lockup's Mouth
7 Unused Models
7.1 Picture
7.2 Debug Stuff
7.3 "ON VACATION" Sign
7.4 BK Flag
8 Random Honeycombs
9 Vent
10 Exit to Witch's Lair
11 Stop 'n' Swop
12 Unused Gameplay Demos
12.1 Spiral Mountain
12.2 Gruntilda's Lair
12.3 Freezeezy Peak
12.4 Rusty Bucket Bay
13 Oddities
13.1 Out Of Bounds Level Geometry
13.2 Song Name Oddity
13.3 Animation Filenames
14 Unused Text
15 Debugging Text
16 Regional Differences
16.1 Title Screen
17 Version Differences
17.1 Gnawty's House in Springtime
17.2 Slippery Slopes
17.3 Xbox Live Arcade
17.4 Texture Changes
Unknown Debugging Numbers
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Figure out what the numbers represent. Also, create a GameShark code to access them manually. |

If the video or audio interface glitches or locks up, these yellow numbers will appear on screen which are drawn to the framebuffer by the CPU. These numbers don't show up if the game simply crashes. It's currently unknown what the numbers actually represent. Some emulator plugins will sometimes display these numbers during gameplay. These number only appear to be present in the US 1.0 version of the game.
Test Map

This simple test map consists of eight slopes arranged in a circle formation. All of them are too steep for you to walk up all the way, you will slide down. It was presumably used to test walking up steep slopes, both normally and with the Talon Trot. This map only exists in the US 1.0 version of the game.
The following code replaces Mumbo's Mountain with the test map. Any objects seen here are from Mumbo's Mountain.
8136ABFA 14D6
8136ABFC 0000
Unused Music
There are four unused songs which can heard in game by using one of the below GameShark codes. There are also two unused versions of the Click Clock Wood theme and an unused Mumbo Jumbo song called "Mumbo's Raindance".
8128189A ???? - U V1.0
812806DA ???? - U V1.1
812816BA ???? - E
812806DA ???? - J
Advent
Value: 0039
The most famous due to theories of where it would be used. It's unknown exactly where it would've been used, but the internal name for the room which contains the entrance for Freezeezy Peak (Witch - Flr 2, Area 2 : Spooky/Advent) suggests that it may have been an early theme for that level.
Early Click Clock Wood #1 (House Summer)
Value: 0048
An unused variant of the Click Clock Wood theme. The name suggests that it may have been intended for Nabnut's or Gnawty's house.
Early Click Clock Wood #2 (House Autumn)
Value: 0049
Another unused variant of the Click Clock Wood theme.
Mumbo's Raindance (Rain)
Value: 004D
An unused song for Mumbo. A similar sounding song would later appear in Banjo-Tooie for Mumbo's spells, suggesting that feature may have been intended for Banjo-Kazooie.
Unused Underwater Themes
The music tracks for several areas of the game contain MIDI channels which are never played. These make up the "aquatic" (underwater harp) versions of the music in several areas where it is impossible to swim underwater. To hear these in game, use one of the music modifier codes from above, then stand near the entrance to Mumbo's Mountain in Gruntilda's lair.
Freezeezy Peak
Value: 0003
In-game, it is impossible to swim in the water in Freezeezy Peak because it is too cold (and also very shallow). While you can become submerged using the walrus transformation, the music does not change.
Wozza's Cave
Value: 006B
As with its parent level of Freezeezy Peak, the water in Wozza's Cave is too cold to swim in and the music again does not change in the underwater tunnel accessible through the walrus transformation. It seems that at some point in development, this cavern was meant to be swam through instead of using the walrus.
This track can actually be heard during the normal game, albeit through an odd bug: if the Wozza's Cave BGM comes up in a "What level is this music from?" question in the Grunty's Furnace Fun quiz, this version and the regular version will play layered, because the game is not told to mute the MIDI channels containing the harp sound.
It can also be heard without glitches by drowning in Wozza's cave.
Rusty Bucket Bay Engine Room
Value: 0035
By far the oddest of the lot, as there is absolutely no place for swimmable water to exist in the engine room in Rusty Bucket Bay. According to Gregg Mayles on Twitter, he originally intended to flood the engine room, so this track is presumably a leftover from that.
Unused Fanfares
Quit
Value: 005C
Quit is a shorter version of the Game Over fanfare (which has the internal name Last Bit). It might have been used for the Game Over screen before the cutscene was implemented.
Door Open
Value: 0037
This resembles the tune played when Mumbo transforms Banjo, albeit with softer instrumentation. It is later used in Banjo-Tooie if you let Dingpot replenish your items.
Mystery
Value: 0019
This jingle is used when you collect the unused random honeycomb.
Unused Graphics
Firefly
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A firefly which looks similar to the Beehives' bees, even using the same sprite for its wings! It most likely would've appeared in Bubblegloop Swamp, adding extra atmosphere to the level.
2D Button Icons
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2D button icons found near the dialogue font graphics. These were likely meant to appear in the dialogue instead of the button names.
Rusty Bucket Bay Toxic Pool
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Most of the textures for the toxic pool in Rusty Bucket Bay can't be seen in-game normally since the water texture is completely opaque and Banjo can't swim under it.
Christmas Tree
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A small graphic of the Christmas tree in Freezeezy Peak.
Coconut
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An unused dialogue icon for what appears to be a coconut.
Tree

An unused 2D tree which can be seen in some early footage of the game.
Early Empty Honeycomb
| Early | Final |
|---|---|
An early version of the empty honeycomb icon, which looks like an altered copy-paste of the filled honeycomb icon. The final version is redone from scratch and makes the difference between the two more distinct.
Early Hourglass
| Early | Final |
|---|---|
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An early version of the hourglass icon which has skulls on it.
Lockup's Mouth
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The eye texture for the Lockup enemies in Treasure Trove Cove has a mouth which isn't visible in game.
Unused Models
Picture

This was probably intended to show up in one of the rooms in Mad Monster Mansion with all the other pictures.
Debug Stuff
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These look like icons and text which would be used in a debug mode. No idea how they were used, though.
"ON VACATION" Sign

This was very likely for use in Mumbo's hut in the Winter area of Click Clock Wood. Instead, a Beehive tells Banjo that Mumbo's on vacation.
BK Flag

A green flag that looks similar to the flags found in Boggy's sled race in Freezeezy Peak which has "BK" on it.
Random Honeycombs
Present in the game are unused random honeycombs which look exactly like regular ones. Upon collecting one, a short unused jingle will play and the honeycombs on Banjo's health bar will start flashing. After a couple of seconds, it'll stop and the currently lit honeycomb will now be how much health Banjo will have. GameShark code 81366CA4 0054 will re-enable the random honeycombs in the US 1.0 version.
Random honeycombs would later appear in Banjo-Tooie, but have a question mark or exclamation mark to differentiate them from normal honeycombs and also allow you to stop the roulette by pressing A.
Vent

Exit to Witch's Lair

An unused option for the pause menu was Exit to Witch's Lair. This option would instantly return you to Gruntilda's Lair from any level, without having to run back to the start pad.
It's featured in a picture in the American instruction booklet, but absent again in the European one.
Using one of the following GameShark codes, you can re-add this option to the pause menu:
| USA V1.0 | Europe | Japan |
|---|---|---|
8036C4FC 0000 | 8036C9B8 0000 | 8036CB0C 0000 |
Stop 'n' Swop

If you manage to collect all the Jiggys and then beat Gruntilda, Mumbo will show you pictures of two eggs and one Ice Key. Using secret built-in codes, you can actually collect these and four more eggs. To enter them, simply go to the sandcastle in Treasure Trove Cove and type in "CHEAT". You should hear a cow mooing. Now, enter any of these codes:
| Code | Description |
|---|---|
| NOW YOU CAN SEE A NICE ICE KEY WHICH YOU CAN HAVE FOR FREE | In Wozza's Cave in Freezeezy Peak, the ice wall will disappear, allowing you to go through into a room containing the Ice Key. As a special note, this was one of the first Stop 'n' Swop items to be discovered due to use of the "Press L to levitate" GameShark code. |
| OUT OF THE SEA IT RISES TO REVEAL MORE SECRET PRIZES | Sharkfood Island will rise out of the sea and you will be able to enter it. Once inside, there's a large structure which you can climb to acquire the Pink Egg. |
| A DESERT DOOR OPENS WIDE ANCIENT SECRETS WAIT INSIDE | In Gobi's Valley, the door which is normally always closed will be opened. Inside, you'll be in a secret room with a sarcophagus which can be opened using a nearby switch. Contained in the sarcophagus is the Blue Egg. |
| DONT YOU GO AND TELL HER ABOUT THE SECRET IN HER CELLAR | In the wine cellar in Mad Monster Mansion, the keg which normally has an X printed on it will be opened. It leads to a secret room with the Cyan Egg inside. |
| AMIDST THE HAUNTED GLOOM A SECRET IN THE BATHROOM | In the bathroom in Mad Monster Mansion, the Green Egg will appear on top of Loggo the toilet. |
| THIS SECRET YOULL BE GRABBIN IN THE CAPTAINS CABIN | The Red Egg will appear in the Captain's Cabin in Rusty Bucket Bay. |
| NOW BANJO WILL BE ABLE TO SEE IT ON NABNUTS TABLE | In Click Clock Wood in winter, the Yellow Egg will appear on the table in Nabnut's house. |
As soon as you collect one of these, a new menu called Stop 'n' Swop will appear at the very end of the game totals, which shows all the eggs and the key you've collected so far. None of these items have an effect in-game; they were actually intended to be used in the sequel, Banjo-Tooie, by quickly swapping the cartridges after turning the power off, hence the feature's name. Unfortunately, due to technical limitations, the feature had to be scrapped - the feature depended on powered-off N64s retaining Rambus memory for 10 seconds, but newer models starting in 1999 reduced the time down to just 1 second, and attempting to swap one cartridge for another and turning the power back on within this time would be exceptionally difficult.
These codes are effectively permanent. New games started after these codes are input will begin with the locations unlocked, and new games started after the items are collected will still have them collected. The only way to erase these items is to use the GameShark code 81283400 0000.
Rare reintroduced the concept in the Xbox Live Arcade release of Banjo-Kazooie: collecting the items both adds them to your inventory in Banjo-Tooie (which makes the breakable N64 carts drop different items for a "Stop 'n' Swop II") and unlocks rare parts in Banjo-Kazooie: Nuts & Bolts.
Unused Gameplay Demos
Present are four unused gameplay demos that can be seen at the title screen in the US 1.0 verison by using the below GameShark codes.
Spiral Mountain
Code:
80371F00 0001
A demo of Banjo running around in Spiral Mountain. Of the four unused demos, this one is the most complete and was probably intended to be used at one point.
Gruntilda's Lair
Code:
80371F00 0069
A short demo that takes place in the first room in Grunty's Lair. Banjo starts at the top of the slope near the first note door, slides down and walks towards the exit before the demo ends.
Freezeezy Peak
Code:
80371F00 0027
80371F03 0006
A demo of Banjo attacking a Sir Slush enemy in Freezeezy Peak. This demo desyncs partway through which causes Banjo to slide off the rooftop and run around in the water.
Rusty Bucket Bay
Code:
80371F00 003F
80371F02 005F
A very short demo that takes place in the captain's cabin in Rusty Bucket Bay. In this demo, Banjo attacks an enemy and jumps once before the demo ends.
Oddities
Out Of Bounds Level Geometry
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Underneath the maze in King Sandybutt's tomb in Gobi's Valley is a large triangle that is never seen in game.
Song Name Oddity
The short fanfare that plays when you complete Grunty's Furnace Fun is internally named "Note Door" indicating that it was intended to play when you open a note door at some point during development. In the final game, the note door fanfare uses the same fanfare for when you collect all 10 Jiggies in a world (internally named "Jig 10").
Animation Filenames
The animations of Banjo and Kazooie firing eggs forwards and backwards are internally named "egg head" and "egg ass" respectively. These filenames would later carry over to Banjo-Tooie.
Unused Text
Present at 0x80277A80 in RAM are internal song names.
Blank
Scrap
Jungle 2
Snow 2
Bells
Beach
Swamp
Crab Cave
Title
Notes
Jinjo
Feather
Egg
Jigpiece
Sky
Spooky
Training
Lighthouse
Crab
Shell
Feather Inv
Extra life
Honeycomb
Empty honey piece
Extra honey
Mystery
You lose
Termite nest
Outside whale
Spell
Witch House
In whale
Desert
In spooky
Grave
Church
Sphinx
Invunerability
Collapse
Snake
Sandcastle
Summer
Winter
Right
Wrong
Achieve
Autumn
Default forest
5 Jinjos
Game over
Nintendo
Ship
Shark
Ship inside
100 Notes
Door Open
Organ sequence
Advent
Slalom
Race win
Race lose
Jigsaw magic
Oh dear
Up
Down
Shamen Hut
Jig 10
Carpet
Squirrel
Hornet
Treetop
Turtle Shell
House Summer
House Autumn
Out Buildings
Hornet 2
Cabins
Rain
Jigsaw Open
Jigsaw Close
Witch 1
Witch 2
Witch 3
Witch 4
Witch 5
Mr Vile
Bridge
Turbo Talon Trot
Long Legs
Witch 6
Boggy sad
Boggy happy
Quit
Witch 7
Witch 8
Spring
Squirrel attic
Lights
Box
Witch 9
Open up
Puzzle complete
Xmas tree
Puzzle in
Lite tune
Open extra
Ouija
Wozza
Intro
Gnawty
Banjo's Pad
Pause
Cesspit
Quiz
Frog
GameBoy
Lair
Red Extra
Gold Extra
Egg Extra
Note door
Cheaty
Fairy
Skull
Square Grunty
Square Banjo
Square Joker
Square Music
Lab
Fade Up
Puzzle Out
Secret Gobi
Secret Beach
Secret Ice
Secret Spooky
Secret Squirrel
Secret Egg
Jinjup
Turbo Talon Trot short
Fade Down
Big Jinjo
T1000
Credits
T1000x
Big Door
Descent
Wind up
Air
Do jig
Picture
Piece up
Piece down
Spin
BarBQ
Chord1
Chord2
Chord3
Chord4
Chord5
Chord6
Chord7
Chord8
Chord9
Chord10
Shock1
Shock2
Shock3
Shock4
Sad grunt
Podium
Endbit
Rock
Last Bit
Unnamed piece
Unnamed piece
Present at 0x802781A0 in RAM are internal world names.
gs
coshow
whale
haunted
desert
beach
jungle
swamp
ship
snow
tree
training
intro
witch
battle
Present at 0x80377740 in RAM are internal room names.
(gcSectionMin)
Training - Spiral Mountain
Jungle
Beach - Pirate Ship Hold
Beach - Crab Shell
Beach
Beach - Sand Castle
Whale
Jungle - Termite Hill
Swamp - Crocodile Head
Swamp - Turtle
Desert
Desert - Pyramid 1 (Match the pairs)
Desert - Pyramid 2 (Maze)
Desert - Pyramid 3 (Water)
Desert - Pyramid 4 (Snake)
Desert - Sphinx
Desert - Secret Chamber
Haunted House
Haunted House - Organ
Haunted House - Cellar
Intro - Start - Nintendo
Intro - Start - Rareware
Intro - End Scene 2 : Not 100
Intro - Grunties Lair - Scene 1
Intro - Grunties Lair 2
Intro - Grunties Lair 3 - Machine 1
Intro - Grunties Lair 4 - Game Over
Intro - Grunties Lair 5
Intro - Inside Banjo's Cave 1 - Scenes 3,7
Intro - Inside Banjo's Cave 2
Intro - Inside Banjo's Cave 3
Intro - Spiral 'A' - Scenes 2,4
Intro - Spiral 'B' - Scenes 5,6
Intro - Spiral 'C'
Intro - Spiral 'D'
Intro - Spiral 'E'
Intro - Spiral 'F'
Intro - Spiral 'G'
Intro - End Scene 3 : All 100
Intro - Grunty Threat 1
Intro - Grunty Threat 2
Intro - End Scene
Intro - End Scene 4
Whale - Inside A
Whale - Inside B
Whale - Inside C
Haunted House - Dining Room
Haunted House - Room 1
Haunted House - Room 2
Haunted House - Room 3 : Fireplace
Haunted House - Church
Haunted House - Room 4 : Bathroom
Haunted House - Room 5 : Bedroom
Haunted House - Room 6 : Floorboards
Haunted House - Barrel
Haunted House - Shamen Hut
Haunted House - Septic Tank
Ship
Ship - Anchor room
Ship - Prop Room
Ship - Warehouse 1
Ship - Warehouse 2
Ship - Container 1
Ship - Container 3
Ship - Crew Cabin
Ship - Hold
Ship - Store Room
Ship - Galley
Ship - Navigation Room
Ship - Container 2
Ship - Captain's Cabin
Tree - Start
Tree - Main (Spring)
Tree - Main (Summer)
Tree - Main (Autumn)
Tree - Main (Winter)
Swamp - Shamen Hut
Tree - Shamen Hut (Spring)
Tree - Shamen Hut (Summer)
Tree - Shamen Hut (Autumn)
Tree - Shamen Hut (Winter)
Snow - Inside Xmas Tree
Snow - Igloo
Snow - Shamen Hut
Tree - Wasp Hive (Summer)
Tree - Wasp Hive (Spring)
Tree - Wasp Hive (Autumn)
Tree - Squirrel House (Spring)
Tree - Squirrel House (Summer)
Tree - Squirrel House (Autumn)
Tree - Squirrel House (Winter)
Tree - Squirrel Room 1 (Winter)
Tree - Squirrel Room 2 (Autumn)
Tree - Squirrel Room 2 (Winter)
Tree - Top (Spring)
Tree - Top (Summer)
Tree - Top (Autumn)
Tree - Top (Winter)
Witch - Flr 1, Area 1 : Mumbo
Witch - Flr 1, Area 2
Witch - Flr 1, Area 3
Witch - Flr 1, Area 3a : Cauldron
Witch - Flr 1, Area 4 : Pirate ship
Witch - Flr 1, Area 5 : Pipes room
Witch - Flr 1, Area 6 : Witch statue
Witch - Flr 1, Area 7 : Swamp/Snow
Witch - Flr 2, Area 1 : Sand Chamber
Witch - Flr 2, Area 2 : Spooky/Advent
Witch - Flr 2, Area 4 : Dark room
Witch - Flr 2, Area 5 : Crypt outside
Witch - Flr 2, Area 5a : Crypt inside
Witch - Flr 3, Area 1
Witch - Flr 3, Area 2 : Ship side
Witch - Flr 3, Area 3
Witch - Flr 3, Area 4 : Tree trunks
Witch - Flr 3, Area 4a
Witch - Flr 4, Area 1 : Quiz Room
Witch - Flr 5, Area 1 : Gruntie's rooms
Witch - Battlements
Snow - Wozza Cave
Training - Banjo Cave
Training - Banjo Cave Save
(gcSectionMax)
Present at 0x80378550 in RAM is text for the unused Exit to Witch's Lair option.
EXIT TO WITCH'S LAIR
Present at 0x803950C0 in RAM is a test string for the quiz at the end of the game.
THIS IS A SLIGHTLY LONGER PIECE OF TEXT FOR THE QUIZ DIALOGS!
Present at 0x80368801 in RAM is a hidden copyright.
** BANJO KAZOOIE (c) RARE Ltd 1998 **
| Early | Final |
|---|---|
| MY OILY SCUM WILL MAKE YOU GASP AND CHOKE WHEN YOU'RE IN GRUNTY'S GRASP! | MY OILY WATER, IN YOU PLUNGE, YOU'LL LOSE AIR WHILE IN THAT GUNGE! |
An early version of the message Grunty says when you jump into the water in Rusty Bucket Bay. This change was likely done to make it more clear that Banjo still loses air when swimming on the surface. The earlier line is also fairly disjointed and loose in terms of rhyming.
| Early | Final |
|---|---|
| YOU'LL USE YOUR AIR UP DOUBLE FOLD. I'VE MADE THE WATER ICY COLD. | YES THAT'S RIGHT, SWIM UNDER THERE, ICY WATER TAKES DOUBLE AIR! |
An early version of the message Grunty says when you swim under the icy water in the winter section of Click Clock Wood. It's a slightly awkward line for Grunty to state she directly made the water ice-cold when the level's seasonal cycle can be directly manipulated by the player.
COOL...
AN ENORMOUS ICE KEY! WE OUGHT TO KEEP THIS FOR LATER.
This dialogue is spoken by Kazooie when Banjo collects the Ice Key which is normally inaccessible.
PRESS THE Z TO READ THE INSTRUCTIONS AGAIN, OR START TO QUIT OUT OF THE GAME AT ANY TIME.
Unused text for the puzzle mini game inside Banjo's house. Pressing Start does quit the game but pressing Z does nothing.
Debugging Text
Present at 0x80278340 in RAM is some audio-related debugging text.
comusic.c
n_csplayer.c
n_seqplayer.c
FALSE
seqp->state != AL_PLAYING
seqp->state == AL_STOPPED
seqp->bank != NULL
event->type == AL_SEQ_MIDI_EVT
TRACE: '%s' {Line %d}
inst != NULL
Present at 0x80275658 in RAM is this string.
HjunkDire:218755
A lot of development related strings that are sometimes loaded into memory, but never displayed on screen. These were likely displayed on a developer console.
Unrecognised 2D prop %d - remove it from BanjoReactiveObjs in gsprops.c!
Unrecognised 3D prop %d - remove it from BanjoReactiveObjs in gsprops.c!
parentInst->Radius<=10
parentInst->Radius>=1
baavatar.c: This message means that bug #93 is fixed!
mode != baBanjoRestModeNull
(clock >= 0) && (clock < baBanjoClockLastClock)
badraw.c : baDrawMake :(CS) : Loading Banjo model
id < NUM_BANJO_SPHERES
C–(flag > baFlagNull) && (flag < baFlagLastFlag)
ffinput == baInputWaterDive
(id >= baKeyButtonStart) && (id < baKeyLastButton)
gsWorldGetSection() == gcSectionSpiralMountain
(done >= 0) && (done < baKnowDoneLastDone)
(done >= 0) && (done < baBanjoKnowLastKnow)
(knowledge >= 0) && (knowledge < baBanjoKnowLastKnow)
&Done-&Know == 1
------------------------------- OUT OF MAP! ---------------------
Don't know the id %d
bamesg.c: Queue is too big!
bamesg.c: Did not expect to get ChMsg_HitYou (CS)
bapreload.c : baPreLoadMake :(CS) : Pre-loading player model
bareact.c: Can't find a reaction to match the hitFx #%d
state < bsLastState
line < MAXRANGELINES
id < baTimerLast
numActiveBoosts < sizeof(AnimVels) / sizeof(float)
bscroc.c : bsCrocEatMake :(CS) : Crocodile food
ChMsg_RideStop was received
cabalookat.c: caBanjoCtrl is %d
cabalookat.c: Did not expect Mode to be %d
Spline.ref != -1
cabaspline.c: You have overlapped a 'Spline leave' box with a 'Spline goto' box (CS)
Me.link.List[index].used == 0
(List[index].used) && (List[index].camType == camType)
cadb.c: I expected to be passed camera type %d, but I was given camera type %d instead
cadb.c: Camera %d does not exist!
List[index].used
cadbdist.c : caDbDistMake :(CS) : Camera inst (distance data)
cadbdolly.c : caDbDollyMake :(CS) : Camera inst (fixed pos)
cadbfixpos.c : caDbFixPosMake :(CS) : Camera inst (fixed pos)
cadbfixposrot.c : caDbFixPosRotMake :(CS) : Camera inst (fixed pos and rot)
setup < sizeof(MarkerTable)
caworld.c: Bad setup number! (%d)
cofont : meMakeWorld :(ON) : Characters table
cofont : meMakeWorld :(ON) : Font units table
cofont : meMakeWorld :(ON) : Text units table
cofont : meMakeWorld :(ON) : Text world structure
INFO on Peak Gfx/Mtx/Vtx values:.Gfx=%d MAX=%d, Mtx=%d MAX=%d, Vtx=%d MAX=%d
gcSectionMin < section && section < gcSectionMax
dsIndexIsUsed(W->fadeindex, 1)
seq>=0
seq >= 0
(W) && (rate>0) && (rate<32768)
comusic.c: Trying to lock a non-existent tune (%d)
coMusic: Warning! You're trying to fade a non-existent tune (%d) to nothing?
comusic.c : coMusicMake :(JS) : W - Seq. List
cosectionstor : coSectionStorSave :(PJM): Saved section for re-entry
CubeList.top <= CubeList.base + CubeListMax
dbhit.c: Too many triangles - array overflow avoided - Tell CS
dbvtx.c : dbVtxMake :(MB) : Vtx array
index > 0 && index < ds->noBlocks
dsindex.c : dsIndexMake :(MB) : dsIndex..index > 0
0 <= index && index < (list->top - list->base) / list->blockSize
dst >= list->base && dst < list->top && src >= list->base && src < list->top
index >= 0 && index <= (list->top - list->base) / list->blockSize
dslist.c : dsListMake :(MB) : list.fx->audio
noTransitions >= 0..fx - fxBase
fxbanjoscore.c : fxBanjoScoreTick :(GS) : Demand Loading scoreboard 25d frame
fxbanjoscore.c : fxBanjoScoreTick :(GS): Demand Loading scoreboard 25d frame
fxbubble.c : fxBubbleMake :(JS) : 'inst'
fxbubble.c : fxBubbleMake :(JS) : 'Scales'
fxbubble.c : fxBubbleMake :(JS) : loading texture1
fxbubble.c : fxBubbleMake :(JS) : loading texture0
ERROR: fxBubbleMake : Not enough memory for inst
fxbubble.c : fxBubbleMake :(JS) : 'Frames'
fxbubble.c : fxBubbleInsert :(JS) : 'b'
fxcommon3score.c : fxCommon3ScoreTick :(GS): Demand Loading scoreboard 3d frame
fxcommonscore.c : fxCommonScoreTick :(GS): Demand Loading scoreboard 25d frame
fxenergybar.c : fxEnergyBarTick :(GS): Demand Loading scoreboard 25d frame
particleRef<MaxBit2D
particleRef>MinBit2D
particleRef<MaxBit3D
particleRef>=0
fxextracombs.c : fxExtraCombsTick :(GS): Demand Loading scoreboard 25d frame
fxfont : meFontMakeLUT :(PJM): Font lookup table
fxfont.c : fxFontMake :(KC) : Loading temporary scoreboard font texture
fxfont.c : fxFontMake :(KC) : Reload scoreboard alpha font
fxfont.c : fxFontMake :(KC) : Reload scoreboard numeric font
fxfont.c : fxFontMake :(KC) : Load scoreboard alpha font
glStringLen(pnt->Text) < 32.fl
yfadesize<=MAX_FADE_HEIGHT
fxfont : fxFontMake :(PJM): Font print list
fxfont.c : fxFontMake :(KC) : Load Japanese font
fxfont.c : fxFontMake :(KC) : Load scoreboard numeric font
fxfont.c : fxFontMake :(KC) : Load dialog alpha/numeric font
fxgen.c : fxGenMake :(MB) : frames
fxgen.c : fxGenMake :(MB) : model
lvel <= hvel
lyaw <= hyaw
lpitch <= hpitch
fxgen.c : fxGenCtrlMake :(PJM): CtrlList for automatic fxGen driver
fxgenerator.c : fxGenMake :(MB) : gen
G[d].used
d > 0 && d < MaxUnits
fxgendl.c: Had to delete an fxGenDl myself!
fxsnow.c : fxIceMake :(MB) : model
fxice.c : fxIceMake :(PJM): fxIce particle DBase
fxice.c : fxIceMake :(PJM): fxIce
fxjinjoscore.c : fxJinjoScoreTick :(GS): Demand Loading scoreboard 25d frame
fxleaves.c : fxLeavesMake :(MB) : model
fxleaves.c : fxLeavesMake :(MB) : fxLeaves
fxmix.c : meMakeFrame :(MB) : frame
mix->frame
fxrain.c : fxRainMake :(MB) : model
fxrain.c : fxRainMake :(MB) : fxRain
(rgb[0] != 255) || (rgb[1] != 255) || (rgb[2] != 255)
RefTable[ref].ref == ref
ref < sizeof(RefTable) / sizeof(struct Unit)
fxscore.c : fxScorePreLoad :(KC) : Quick-Load permanent scoreboard graphic
fxscore.c : fxScorePreLoad :(PJM): Pre-Load permanent scoreboard graphic
step->fx1
step->fx0
fxstep.c : fxStepMake :(CS) : fxStep info
fxwaterbar.c : fxWaterBarTick :(GS): Demand Loading scoreboard 25d frame
meFxTable[inst].active
gcaudio.c: The last sfx ref for this (now invalid) entry was %d
gcaudio.c: meFxTable[%d].active = %d called from line %d
gcaudio.c: Bad audio reference: %d
(ref > 0) && (ref <= MAXREFS)
ref <= MAXREFS
ref > 0
gcaudio.c: Too many sound effect references have been used! (CS)
!meFxRefGetValue(me->ref)
cam->pan >= 0 && cam->pan <= 127
start > stop
start < stop
gcaudio.c: You are trying to quick play a looped sound (%d)
*idx<HITlistSIZE
areaId < MAX_AREA_IDS
gccube.c : gcCubeMake :(GDS): gsGrid: infinite size grid with hits
gccube.c : gcCubeMake :(PJM): gsGrid: infinite size grid
gccube.c : gcCubeMake :(MB) : base
gccube.c : gcCubeMakeBIL :(PJM): BILbase
gccube.c : meGenArray :(PJM): Layer Array
gccube.c : gcCubeMakeBAREA :(PJM): Bounding Areas Array for Jigsaw pieces
gccube.c : gcCubeMakeBAREA :(PJM): Bounding Areas Array for Cameras
gccube.c : gcCubeMakeBAREA :(PJM): Bounding Areas Array
gccube.c : gcCubeBoundInsert :(PJM): Bounding Area List
gccube.c : gcCubeBoundInsertCam:(PJM): Camera Bounding Area List
gccube.c : gcCubeBoundInsertJig:(PJM): Jigsaw Bounding Area List
hed->id < MAX_AREA_IDS
gccube.c: Unknown camera bits in mask %x hex
VisNext<MaxCamBoxes
maxTo>minTo.Me
mult[2]<=MaxGridSize
rel<Me
mult[2]
rel>=0
Me.JapBodge != 2
Me.JapBodge != 1
inslen + curlen < INSERT_TEXT_LENGTH
Me.charID[Me.J] < MAX_CHARS - DIALOG_BANJO
gcdialog.c : meDialogDemand :(KC) : Dialog structure
gcDialogInProgress()
Me.CleanUpCount < MAX_DIALOG_BOXES
Me.Qsize < MAX_DIALOG_QUEUE
SplineNum >= 0 && SplineNum < obDialogSplineEnd - obDialogSplineStart
gcfloor.c : gcFloorMake :(CS) : Floor hit info
flag >= 0 && flag < gcGameFlagMax
flag >=0 && flag < gcGameFlagMax-N+1
flag >= 0 && flag < gcGameFlagMax-N+1
Me.top <= Me.min + Max
gchoneysaw.c: Incorrect honeysaw number (%d) - honeysaw probably does not have a 'honeysaw bounding area'
gcHoneySet:. Incorrect honey number (%d) - honey probably does not have a 'honey bounding area'
gcjigsaw.c: Incorrect jigsaw number (%d) - jigsaw probably does not have a 'jigsaw bounding area'
gcJigsawSet:. Incorrect jigsaw number (%d) - jigsaw probably does not have a 'jigsaw bounding area'
jig >= 1 && jig <= NoJigs
flag >= 0 && flag < gcLevelFlagMax
flag >=0 && flag < gcLevelFlagMax-N+1
flag >= 0 && flag < gcLevelFlagMax-N+1
gcMap: There is a problem with the section model - please show this to MB
gsmap.c : gcMapMake :(MB) : model (2)
Me.hit0 && gl3d1GetVtx(Me.model0)
gsmap.c : gcMapMake :(MB) : model (1)
gcPause.c : gcPauseMake :(KC) : Ice key model
gcPause.c : gcPauseMake :(KC) : Easter egg model
gcPause.c : gcPauseMake :(KC) : Japanese Total Title
gcPause.c : gcPauseMake :(KC) : Button graphic
gcPause.c : gcPauseMake :(KC) : Stick graphic
gcprops.c : gecPropsGetModel3 :(MB) : Demand loading model
gcprops.c : gcPropsGetModel2 :(PJM): Demand loading frame
gcprops.c : gcProps3Make :(PJM): Me2
gcprops.c : gcProps3Make :(MB) : Me3
gcPropsTick: The FORCED demand dumping has ended early because a usable free region was recovered from 'Me2'
gcPropsTick: The FORCED demand dumping has ended early because a usable free region was recovered from 'Me3'
Order[i] <= Upper
Question->Lines[boxID] <= MAX_LINES_PER_BOX.numWrong > 1
numCorrect + numWrong > 2
correct > 0 && correct <= numCorrect
numCorrect > 0..glDialogGetLanguage() < numLangs
gcQuestion.c : meQuestionDemand :(KC) : Raw Question Data
Callback
Timeout >= 0
Number >=0 && Number < gcQuestionNumberOfQuestions(Category)
Category >= 0 && Category < NUMBER_CATEGORIES
Question
gcQuestion.c : gcQuestionMake :(KC) : Fixed raw question data
gcQuestion.c : gcQuestionMake :(KC) : Question Data
flag >= 0 && flag < gcQuizFlagsMax
gcQuizFlags.c : gcQuizFlagsMake :(KC) : Quiz flags
EggBounce
gcshamensaw.c: Incorrect shamensaw number (%d) - shamensaw probably does not have a 'shamensaw bounding area'
gcShamenSet:. Incorrect shamen number (%d) - shamen probably does not have a 'shamen bounding area'
gsmap.c : gcSkyMake :(MB) : model
numPoints > 0
switchNo < MAX_SWITCHES.switchNo > 0
value >= 0 && value <= 255
gcswitch.c : gcSwitchMake :(CS) : Switch list for intro characters
gctransition.c : meSetMode :(MB) : Model
gctransition.c : meSetMode :(MB) : Model (white)
gctransition.c : meSetMode :(MB) : Model (black)
flag >= 0 && flag < gcVolatileMax
flag >= 0 && flag < gcVolatileMax-N+1
Data->NumSounds == 0
index <= MAX_FRAME_SEQS.index <= MAX_SYLLABLES
Data->DrawBoxFlag
Head drawing
gcZoomBox.c : gcZoomBoxMake :(KC) : Head graphic
Text[i].NumLines <= MAX_LINES_PER_ZOOMBOX
Data->DrawOldHead
Data->TextLine
gcZoomBox.c : gcZoomBoxMake :(KC) : Demand loaded dialog box model
gcZoomBox.c : gcZoomBoxMake :(KC) : Zoom Box Data
(tickIdx >= geEdPropsCamGotoFirst) && (tickIdx <= geEdPropsCamGotoLast)
head->opcode >= 0 && head->opcode < mcOpcodeMax
switchId >= 0 && switchId < dbSwitchMax
model
distance > FadeInDistance && distance <= 30000
grp->childIp != 0
gl3d1.c: Asking for switch %d, when only values 0 to %d are valid (switchId %d)
End model
Start model
Transparency
alpha < 255
gl3d1.c : gl3d1Draw :(MB) : glDbLoading (virtual) model.Ez
(((int) model) & 3) == 0
0 <= joint && joint < anim->size
glanim1.c : glAnim1Make :(MB) : anim
cycle >= 0 && cycle <= 1
glanim1: cycle is %5.32f
0 <= cycle && cycle < 1.<€..(cycle >=0) && (cycle < 1.0)
anim3->tweenTo
anim3->tweenFrom
anim3->anim2
anim3->anim1
glanim3.c : glAnim3SetAnim :(MB) : Animation.anim3
glanim3.c : glAnim3 :(MB) : anim3
1 != 0 && l2 != 0
glCalc.c : glCalcMake :(ON) : 'ASin2' inverse sine table
lz < uz
ly < uy
lx < ux
min[2] < max[2]
min[1] < max[1]
min[0] < max[0]
ToFrom==OUTgoing || ToFrom==INcoming
%c%cH
If this is not enough to solve your woes then you'll probably be seeing my happy self again!!!
Increase the value for 'Max' in 'gldb.c' to %d
object >= 0 && object < MemRoot->noOfObjects
gldb.c : glDbReset :(MB) : 'MemIndex'
gldb.c : glDbReset :(MB) : 'MemRoot'
gldb.c : glDbReset :(PJM): 'PjmLibObjs'
gldb.c : glDbReset :(PJM): 'PjmLibCount'
gldb.c : glDbReset :(PJM): 'PjmLibraryQik'
gldb.c : glDbReset :(PJM): 'PjmLibrary'
glDb: Description: '%s'
glDb: Trying to glDbLoadObject(unknown object id %d ~ NB. should be 0 to %d)
glDb: Cannot load to address as size of block is not large enough
OriginalSize>=0 && OriginalSize<1024*1024*2.glDbGetClass(object)!=dbClassNull
object was %d
glDb: PjmLibrary is too small for number of objects being loaded
Me.obDialog == -1
Me.RawBlock == NULL
glDialogGetLanguage() < dlgLangs
gldialog.c : meDialogDemand :(KC) : Raw dialog data
obDialog == Me.obDialog
value<((Name+1)*1000)
value>=(Name*1000)
Name<ErrMax.Name>=0
glface.c : glFaceMake :(MB) : glFace
glfx.c : glFxMake :(CS) : Allocating audio heap
new360fx.ctl
(mix >= 0) && (mix <= 127)
(pan >= 0) && (pan <= 127)
gameData[VERSION_OFFSET] == SAVE_GAME_VERSION
Assertion failed: '%s' in file %s, line %d
glGlobalAnCtrlFail failed: NOT a valid anCtrl pointer %p, in file %s, line %d
iMax > i
(char*) gu - (char*) gid == gsize
glid.c : glIdMake :(MB) : glId
me->frameNo < glFrames1GetNoOfFrames(me->frames)
me->frames
(i > 0) && (i < MAXITEMS) && (Items[i].used)
(item > 0) && (item < MAXITEMS) && (Items[item].used)
glitem2d.c : glItem2SetFrames :(CS) : 2D frame(s)
(item > 0) && (item < MAXITEMS)
Allocating mini frame buffer for jiggy subgame
jigInfos[id-1].data.link
id>start && id<=end
LF_ANKLEC
RT_ANKLEC
LF_KNEEB
RT_KNEEB
LF_ANKLEB
RT_ANKLEB
NECKA
BACKA
BASEA
RT_WINGC
RT_WINGB
RT_WINGA
LF_WINGC
LF_WINGB
LF_WINGA
RT_ANKLEA
RT_KNEEA
RT_HIPA
LF_ANKLEA
LF_KNEEA
LF_HIPA
GEN_ZZ
GEN_YY
GEN_XX
GEN_WW
GEN_VV
GEN_UU
GEN_TT
GEN_SS
GEN_RR
GEN_QQ
GEN_PP
GEN_OO
GEN_NN
GEN_MM
GEN_LL
GEN_KK
GEN_JJ
GEN_II
GEN_HH
GEN_GG
GEN_FF
GEN_EE
GEN_DD
GEN_CC
GEN_BB
GEN_AA
GEN_Z
GEN_Y
GEN_X
GEN_W
GEN_V
GEN_U
GEN_T
GEN_S
GEN_R
GEN_Q
GEN_P
GEN_O
GEN_N
GEN_M
GEN_L
GEN_K
GEN_J
GEN_I
GEN_H
GEN_G
GEN_F
GEN_E
GEN_D
GEN_C
GEN_B
GEN_A
HEAD
TAIL_TIP
TAIL
RT_TOES
RT_BTOES
LF_TOES
LF_BTOES
TAIL_C
TAIL_B
TAIL_A
RT_WRIST#
RT_WRIST
RT_SHOULDER#
RT_SHOULDER
RT_KNEE#
RT_KNEE
RT_HIP#
RT_HIP
RT_ELBOW#
RT_ELBOW
RT_ANKLE#
RT_ANKLE
NECK#
NECK
LF_WRIST#
LF_WRIST
LF_SHOULDER#
LF_SHOULDER
LF_KNEE#
LF_KNEE
LF_HIP#
LF_HIP
LF_ELBOW#
LF_ELBOW
LF_ANKLE#
LF_ANKLE
CENT
BASE#
BASE
BACK#
BACK
0 <= action && action < glJoyActionMax
Top - Base > 0
Top - Base < Max - 1
(move > 0) && (move < MAXMOVES) && (Moves[move].used)
(move > 0) && (move < MAXMOVES)
index >= 0 && index < pose->size
glpose.c : glPoseMake :(MB) : Pose.
0 <= delta && delta <= 1
gfxTop - gfxBase <= MaxGfx
vtxTop - vtxBase <= MaxVtx
glquick.c : glQuickMake :(PJM): 'quick/vtxTop/vtxBase/unit->gfx' space
frames->noOfFrames <= MaxSizes
glrcp.c : glRcpReset :(MB) : VtxBase[1]
glrcp.c : glRcpReset :(MB) : VtxBase[0]
glrcp.c : glRcpReset :(MB) : MtxBase[1]
glrcp.c : glRcpReset :(MB) : MtxBase[0]
glrcp.c : glRcpReset :(MB) : GfxBase[1]
glrcp.c : glRcpReset :(MB) : GfxBase[0]
glRecordMake: Replay buffer (GDS 15/3/98)
0 <= refNo && refNo < dbRefMax
glref.c : glRefMake :(MB) : glRef
K
HZ
RCP
CPU
spareSlot4!=-1
spareSlot4 != -1
glscore.c: Don't know marker %d
glseq.c : glSeqInsert :(CS) : Load midi sequence into RAM before playing
N < MAXSEQS
glseq.c : glSeqMake :(CS) : List of pointers to sequences in RAM
nspans>=1
glspline.c : glSplineMake :(PJM): Spline
glspline.c : glSplineMake :(PJM): Spline Slider list
glspline.c : glSplineMake :(PJM): 'lst' table
glspline.c : glSplineMake :(PJM): Slots for SFX/MIDI (array)
glspline.c : glSplineMake :(PJM): SliderList (array)
glspline.c : glSplineMake :(PJM): SplinesList (array)
!fail
glsurface.c: Mismatch of surface table with surface %d on line %d
glsurface.c: Passed a surface of %d on line %d
texNo >= 0 && texNo < dbTexAnimMax
Units[me]
glunit.c: Failed on meAlloc() - cannot allocate a unit
link = %x
anim = %x
item = %x
move = %x
ctrl = %x
glunit.c: Unit #%d
me!=-1
(Me >= 0) && (Me < MAXUNITS)
Units[unit].active
! (maker->mode == gsMakerModeRamWrite && maker->ramMin)
gsmaker.c : gsMakerMakeDb :(JS) : Loading Db object
gsmaker.c : gsMakerMakeDb : Unable allocate memory for maker
gsmaker.c : gsMakerMakeDb :(JS) : gsMaker
maker->ramPtr + size <= maker->ramMax
!list2
!list
gsprops.c : gs PropsMakeModule :(PJM): DLoad list for avatar objects
gsPropsTickDemLoad: The FORCED demand dumping has ended early because a usable free region was recovered
gsprops.c :gsPropsGetRemoteQuick:(PJM): Demand Loaded frame/quick for 2d remote avatar
link->BaddieFlag
gsprops.c : gs PropsMaker :(PJM): HitsBits
gsprops.c : gsPropsMakeRoamsList:(PJM): gsPRoam list for avatar links (29/10/97)
(prop->avatar.parent)->avatar == (gsPropAvatar) prop
(prop->avatar.parent)->Plist == grid
gsprops.c : me Insert :(PJM): props
!LockPBase
gsprops.c : gs Props Read :(PJM): prop list
gsprops.c : gs Props Read :(PJM): ctrl list (19/05/97)
gsprops.c : gs Props Read :(PJM): ctrl list (6/10/97)
gsprops.c :gsPropsGetRemoteModel:(PJM): Demand Loaded model for 3d remote avatar
(glDbGetClass(link->DemandLoadObj) == dbClassRaw || glDbGetClass(link->DemandLoadObj) == dbClassNull)
mode == gcModeDemo || mode == gcModeEdit || mode == gcModeGame || mode == gcModeNone
**** This version is too old to load the section - please upgrade to a newer version ****
!level || !overlay || glOverlayIsCurrent(overlay)
iu->userNext
Me.sound2
Me.sound1
Me.id0 && Me.id1
water1 && water2
water
sub
Me.sound
mafish.c : maFishMake :(MB) : Units
mafish.c : maFishMake :(MB) : Gens
mafish.c : maFishMake :(MB) : Sphere model
mafish.c : maFishMake :(MB) : Fish model
malens.c : maLensMake :(MB) : Model
maorgan.c: dialogEnd when current mode is %d
key >= 0 && key < 24
Cat >= 0 && Cat < NUMBER_OF_CATEGORIES
Flag >= 0 && Flag < Pool[Cat]
maQuiz_Quiz->Alarm
maQuiz.c : maQuizMake :(KC) : Quiz Lights
maQuiz.c : maQuizMake :(KC) : Quiz Data
meDummyFlags[num].link
meActiveFlags[num].link
num < NUM_GATES.num >=0 && num < NUM_BRIDGES
meBridgeLinks[num]
pntBoggy
Me.boggyLink
WARNING: (maslalom.c) - You must set a valid radius
distGatesSq
* WARNING * :maSnowButton.c: Jigsaw 45 CANNOT find it's bootup marker point
* WARNING * :masnowy.c: Jigsaw 49 CANNOT find it's bootup marker point
blink >= 1 && blink <= 4
mawhale.c : maWhaleMake :(MB) : Model
s->avatar
pid >= 0 && pid < Me.uTop - Me.uMin
u->audio
pcworld.c : pcWorldMake :(MB) : pcUnits
pcworld.c : pcWorldMake :(MB) : Model
prop->PTyp && ! prop->remote
inst->Mode == ModeBang
ctrl < MAXCTRLS
state < stDbLastState
(colour >= 0) && (colour <= 6)
suaudio.c : suaudioMake :(PJM): Slots for SFX/MIDI (array)
gsPropsGetIfRemoteModel(inst->avatar)
gsPropsUnlockMarker(inst)
gl3d1GetSkeleton(model)
gsPropsLockMarker(inst)
OBJECT TYPE CODE:
inst->dbvtx[i]
Test sphere size load subaddie: meGetRemoteModel
flags & DOUBLE_VERTEX
subaddie.c :suBaddieInsert:(PJM): Instances DBase (ch_Instance)
(link)->meTickerSpline
RAWFiles
(ctrl->cycleStart >= ctrl->markStart) && (ctrl->cycleStart <= ctrl->markEnd)
(mode > anCtrlModeNull) && (mode < anCtrlModeLastMode)
(dir == 0) || (dir == 1)
(tw == anCtrlTweenModeOff) || (tw == anCtrlTweenModeOn)
(mode == 0) || (mode == 1)
(cycle >= 0) && (cycle < 1)
anctrl.c : anCtrlMake :(CS) : Animation controller
ctrl->used
(mode > anCtrl2ModeNull) && (mode < anCtrl2ModeLastMode)
speed > 0
andb1.c: Possible leak (quiz not active) in index %d
Anims[ref].mode != meModeNull
----
USED
%3d :
%3d> - :
%3d> X :
Total memory used = %d bytes (largest so far = %d)
| .Ref>Use: Tick: Data | Ref>Use: Tick: Data
andb2.c : anDb2GetAnim :(CS) : glDbLoading animation data
obAnim < obAnimEnd
anseq.c : anSeqMake :(CS) : anSeq header.loop
chbaddie.c : chBaddieMake :(PJM): RList
me->def->section
me->mode == TargetMove
pnt->SndLoop
FXGEN2 == NULL
FXGEN1 == NULL
Oops - had to delete lemming bounce object. Please tell Graham
* WARNING * :chBringStatueTick: Jigsaw 70 CANNOT find it's bootup marker point
pnt->ChildLink
me->audio[1]
me->audio[0]
chcamel2.c : chCamel2Make :(MB) : Sphere model
pnt->Radius<=10.pnt->Radius>=1
GetMarkerWp
chclimbbase.c: was found (at %s), seem to be rather far apart!
chclimbbase.c: The base at %s and the closest top marker that
chclimbbase.c: Could not find any Climb Top marker points corresponding to the base at %s
MoleData[RADIUS_TO_TABLE].camera != NO_CAMERA
pnt->Radius > MIN_MOLEHILL && pnt->Radius < MAX_MOLEHILL
MoleData[RADIUS_TO_TABLE].learn != LEARN_NOTHING
MoleData[RADIUS_TO_TABLE].dialog != NO_DIALOG
sppoint.c : spPointInsert :(MB) : Test model
sppoint.c : spPointMake :(MB) : point
chflags.c : chFlagsBuild :(PJM): User Flags table
total < (1 << 3)
chgoblinhood: Help! I don't recognise this section as being on the tree level
chgodmother.c: I am saying more than I know! Help me!
* WARNING * :chhipirate.c / meChangeModeJig: Jigsaw 20 CANNOT find it's bootup marker point
chhipirate.c: I can't seem to find the request marker!
me->audio
chhoney.c: Can't find a honey bounding area for the newly setup honey piece at %s!
!honeyFullMask
honeyFullCount==1
chIDPodium: I could not obtain a sub for ID %d
Jiggy game data 4
Jiggy game data 3
Jiggy game data 2
Jiggy game data 1
chjiggy.c : meTick . :(GS) : jiggy frame image
chjiggy.c : meTick . :(GS) : Duplicate map model
chjigsaw.c: Can't find a jigsaw bounding area for the newly setup jigsaw piece at %s!
unit->sfx2
chlmonkey.c: This software only works on the Jungle
chmiditrigger.c: I was asked to trigger an effect, but there are no more in the table
inst->yaw < (sizeof(Main) / sizeof(struct Unit))
pnt->Radius > 0 && pnt->Radius < MAX_MOLEHILL
gcVolatileGet(gcVolatile_PhysicalChallenge_Active)
dsListGetSize(me->list) > 0
chphoto.c : meTick . :(GS) : Duplicate map model
chphysctrl: Oh dear, I couldn't change Banjo into a crocodile
spell > baBanjoBeBanjo && spell <= baBanjoBeBee
spell > baBanjoBeBanjo && spell <= baBanjoBeWasher
chshamen.c: Can't find a shamen bounding area for the newly setup shamen coin at %s!
!gcVolatileGet(gcVolatile_EndGameSequence_Active)
sharkRoam == NULL
chshipprop2.c : chShipProp2Make :(MB) : Model
pnt->wsExists
pt->Radius<=2
pt->Radius>=1
radius<=9
radius>=1
radius<=6
* WARNING * :chsmashes(), meSeq2: Jigsaw #%d CANNOT find it's bootup marker point
Level > gcLevelMin && Level < gcLevelTraining
WaterDropSound
* WARNING * :chSmashesTick_SwampSwitch1: Jigsaw 32 CANNOT find it's bootup marker point
* WARNING * :chSmashesTick_SwampSwitch37: Jigsaw 37 CANNOT find it's bootup marker point
pnt->Radius<=2
* WARNING * :meSetupJigsaw53: Jigsaw 53 CANNOT find it's bootup marker point
chswarm.c : meMakeBees :(KC) : Bee Data
chSwarm_AudioInUse
chswarm.c : chSwarmTick :(KC) : Shadow Model
Me.active > 0
chtreecamel.c : chTreeCamelMake :(MB) : Spit model
pnt->Mode == BM_VegPatch_NewGame
me->part < 7
chvile1.c : chVile1Make :(MB) : Model
mode >= MoveNone
mode < MoveNone
chVile1GetPart(me->vile1) > 0 && chVile1GetPart(me->vile1) < 7
chvile3.c : chVile3Make :(MB) : Vile3 model
Regional Differences
Title Screen
In order to accommodate the language difference and altered title, which translates to Banjo and Kazooie's Great Adventure, the Japanese version's logo was completely redesigned.
| Japanese | International |
|---|---|
![]() | ![]() |
Version Differences
Gnawty's House in Springtime
In Click Clock Wood, there's a beaver named Gnawty who is locked out of his home. Normally, you would destroy the rock in Summer and then return in Fall to claim your Jiggy (and return in Winter for an empty honeycomb).
In the US 1.0 and European versions of the game, it is possible to destroy the rock in Spring as well. To do so, you must run around the area to the path which leads around the center tree, and position yourself so you're roughly above the area where the rock blocking the tunnel is. From here, you need to shoot down eggs to destroy the rock (it's difficult but possible). Alternatively, you can use the beak buster attack above Gnawty to access the walk underwater glitch.
Once you do this, the camera will show the flower (or the place where it would be if you have not planted it). You will then be able to jump down and swim into the tunnel. While it does exist (despite there being no way to enter it during the normal course of the game), it is untextured, and just leads into nothingness from which you can jump into the void.
The rock in the spring area was made indestructible in the US 1.1, Japanese, and XBLA versions of the game.
Slippery Slopes
In the US 1.0 version of the game, when Banjo is on a slope that is too steep/slippery, he'll be able to stand on it for a couple of seconds before sliding off of it. In the US 1.1, European, Japanese and Xbox Live Arcade versions, Banjo will instantly slide off it. This fixes a glitch where you can climb to the top of the termite mound in Mumbo's Mountain without having to transform into the termite.
Xbox Live Arcade
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Other stuff, if any. |
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:
- Most importantly, Notes now stay collected permanently (like the sequels), substantially lowering the difficulty of collecting them all (as it no longer has to be done all in one visit and one life).
- This change resulted in a bug - Notes collected during the scenes of Bottles' Bonus Puzzles would not count but remain in their collected state, rendering them permanently lost. This bug was later 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 Stop 'n' Swop items are automatically available if the console has a Banjo-Tooie or Nuts & Bolts save on it. Collecting them leads to bonuses in said games similar to the original feature's intent.
- Most Nintendo references have been removed:
- The N64 "N" no longer exists on the intro screen.
| N64 | XBLA |
|---|---|
![]() |
- The "Nintendo" logo on Mumbo's xylophone now reads "Microsoft game studios".
- Banjo still plays a Game Boy to represent file 3, but the startup noise no longer plays.
- Pressing L+R+B to skip dialogue no longer works. (This feature was undocumented in the N64 versions.)
| N64 | XBLA |
|---|---|
![]() |
- In the N64 version, the textures surrounding the entrance to Freezeezy Peak are incorrectly stretched. This was fixed in the XBLA version.
Texture Changes
| N64 | XBLA |
|---|---|
![]() | ![]() |
The poster found in one of the Rusty Bucket cabins previously featured Berri from Twelve Tales: Conker 64. Since her design was changed after the initial release of Banjo-Kazooie, this poster was changed to an image of Conker for the Xbox Live Arcade release.
| 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 |
| Related Games | |
| Windows, Mac OS X, Linux, Nintendo Switch | Yooka-Laylee (Prototype) |
Categories:
- Games developed by Rare
- Games published by Nintendo
- Games published by Microsoft Game Studios
- Nintendo 64 games
- Xbox 360 games
- Games released in 1998
- Games with unused areas
- Games with hidden development-related text
- Games with unused graphics
- Games with unused models
- Games with unused cinematics
- Games with unused items
- Games with unused music
- Games with unused text
- Games with debugging functions
- Games with regional differences
- Games with revisional differences
- To investigate
- Needs more images
- Banjo-Kazooie series
Cleanup > Needs more images
Cleanup > To investigate
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with regional differences
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused cinematics
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused items
Games > Games by content > Games with unused models
Games > Games by content > Games with unused music
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Rare
Games > Games by platform > Nintendo 64 games
Games > Games by platform > Xbox 360 games
Games > Games by publisher > Games published by Microsoft > Games published by Microsoft Studios > Games published by Microsoft Game Studios
Games > Games by publisher > Games published by Nintendo
Games > Games by release date > Games released in 1998
Games > Games by series > Banjo-Kazooie series
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