Usage Guide
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You may have RAM limited to 4MB. Most romhacks for Banjo-Kazooie (and other N64 games) mandate the use of expanded memory.
If you're using an emulator, you need to set memory size to 8MB. You can find this in the settings section of most emulators.
If you're using an N64 console, you need to acquire and physically install an N64 Expansion Pak (black with a red top). Official ones made by Nintendo can be found on second-hand marketplaces for around 50 USD. Third-party ones may go for cheaper.
This mod allows you to "save" and "load" your in-game state (to an extent), allowing convenient repetition of segments and areas, or warping across areas in the game while maintaining different states of progress.
Press L + D-Right in-game to make a save. These saves will be visible in the .
Press L + D-Left or all four C-buttons in-game to do a full load. This will warp Banjo to the map that the save was made at, restore his items and flags, as well as his position, velocity, and other attributes.
Press L + D-Down in-game to do an instaload / position load. This will reset Banjo's position to the one set at the time the save was created, but not much else. The map the save was created in must match the current map in order for it to work.
This is a mechanism for "resetting Banjo's state" to certain parts of speedrunning routes, with all the relevant in-game flags and items that a speedrunner would have at that part of the route.
When in-game, press the D-Up button to bring up the in-game menu, and the B button to close it.
Press the L button and R button to flip between the different pages. The content on these pages are detailed below.
Hold the C-Down button for a few seconds to delete the data held in the current slot. This is never really needed, as slots can be overwritten by simply saving to them again. This may help though with clearing up visual clutter from saves you don't need anymore.
Saved slots do not persist across resets. Data is only kept while the console remains powered on, and everything is lost on reset.
While "Snooie" (for Banjo-Tooie) supports this, Snapper (Banjo-Kazooie) currently does not.
This allows you to easily warp to any map in the game.
Press D-Up and D-Down to select a row to change, and press D-Left and D-Right to change the value.
Level: the name of the level to warp to
Room: the name of the room/subarea/map inside the level to warp to
Variant: (if applicable to level+room combo) choose a specific patch that is applied after your warp that changes the game in a certain way that may be useful. This can be used to e.g. warp to Freezeezy Peak with the Twinkly Star ready to trigger, etc.
Form: turn into a specific Mumbo transformation upon completion of the warp
If available for your current level + room combo, text will appear below it that says that it is available. This will reset your flags accordingly, after the warp is complete.
If not available for your current level + room combo, text will appear below it that says that it is not available. This will not change anything after warp.
This page contains a few extra options that are included for convenience.
The practice ROM (as of v0.35) doesn't restore object state, so things like notes and jinjos that you collected before a save will reappear after load. In some instances (like practising getting the 5th jinjo in a world), it can be helpful to have the game remember your collected jinjos even if it still shows them physically in the world.
This option allows that. Loading a snap (even a snap saved before the setting was enabled) will restore these counts (notes, jinjos, etc.). The problem is, since the original notes and jinjos have respawned, you can collect them TWICE. This causes strange behaviour, so this setting lives in the experimental section. If you don't go out of your way to collect the same items multiple times, this option can be very helpful. This problem doesn't apply to "neutral" items like eggs, feathers etc.; those items are safe to collect multiple times.
This setting is reversible (turning it off and then loading a snap will restore the counters to zero), but I haven't tested for side effects.
Hide Bottles' messages about note scores, and messages about getting an item for the first time (egg, health, etc). We still keep the 50 note door message in MM as well as some other messages, because they might be useful for practice.
I never checked to make sure this setting is exhaustive, so it's experimental. If you find any messages hidden that should be shown, or messages shown that should be hidden, please let me know.
This setting is fully reversible; turning it off will start showing the messages again.
Additional options are available in the pause menu.
To access these, open the normal pause menu by pressing the START button, wait a second or two for all the options to show up, then press D-Left.
The ROM has a few passive features:
Warps straight to file select when the ROM loads
All cutscenes are skippable by default
In order to use these, go to the , and warp to a level + room combo with the Reset OE option set to your desired speedrunning route.
This shows an array of save slots that contain the information that you have .
Use the D-Pad buttons to change the currently selected slot. Changing the slot is done instantly, so doing this, closing the menu, and then will now use the updated slot.
Press the A button to trigger a full load of the current slot. This is a simple shortcut for loading a slot from the in-game menu. But you can also do the same thing with an .
Reset OE: select a certain route for .
This practice ROM is based on a previous practice ROM that used the Pause Menu to toggle various options. While new options were added that use instead, these older options continue to be available through the Pause Menu instead. Please see for documentation on these options.