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ShadowLinky

Furnace Fun Moves (FFM)

Sep 1st, 2015
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  1. ==========Furnace Fun Moves (FFM)==========
  2.  
  3. For runners who need help with getting a setup file, see bottom.
  4.  
  5. What's it do?
  6. This glitch enables you to transfer learnt moves from one file to another.
  7. This way you can start an empty file and gain all the moves upon entering Gruntilda's Lair for the second time or entering Mumbo's Mountain.
  8. It is also possible to use this to forget moves on a file ( use file with not all moves, activate glitch on file with all moves ). You do forget the moves as you cannot talk to Bottles to relearn them.
  9.  
  10. Why is it allowed?
  11. Some people bring up the argument that this should be banned because it requires having a file with progress on it. However before FFM was ever found, runs ALREADY used a file with progress on it. A file that had seen the intro cutscene was required to be able to skip it. To activate this effect all you have to do is hover over a file that has seen the intro cutscene. This means any file that has made it into grunty's lair.
  12. If we were to ban FFM, we should ban skipping the intro cutscene as well as both these things copy over memory addresses to an empty file. The fact that one takes 2 seconds to do versus the other taking 3 minutes to do, doesn't change the fact that they both require a file with some form of completion on it. Banning skipping the intro cutscene would mean not a single run is valid anymore.
  13.  
  14. Here is also a hypothetical scenario: Someone is doing runs and they decide to take a break and go practice some furnace fun. In the process of doing so, they get down to 0 lives. They do a timer square and get the hive in CCW. They don't have any gold feathers and end up dying trying to kill all the zubbas. Then they say alright I might as well start another run. Then when they get to MM, they realize they have all the moves.
  15. Should that person's run be DQed if he PBs with it?
  16. The main point of this scenario is that the glitch can be activated by accident.
  17.  
  18. How do you set it up?
  19. By getting a game over in a furnace fun minigame ( the clock tiles ). Getting a game over means you have to die in the minigame with zero lives.
  20. After getting a game over, you will see the game over cutscene and then be sent back to the title screen.
  21. Now the glitch is set up for use on any file. The moves that will transfer are the ones you have learned on the file you just did the setup on.
  22. It will activate when you enter a level, enter a diff area of the lair or re-enter the lair through spiral mountain.
  23. Note: it will not activate in banjo's house or spiral mountain.
  24.  
  25. WARNING: resetting the console before activating the glitch, will deactivate it ( so you have to redo the setup ).
  26.  
  27. How does this work exactly?
  28. Video by KaptainKohl explaining it : https://www.twitch.tv/kaptainkohl/v/72465843
  29. Summary:
  30. FFM works because of how FF handles the move bitfield( an address in memory that hold all the moves that the player currently has on that file). When entering FF the game makes a copy of that bitfield to a random memory address temporarily. This is because when the player walks over a tile the game takes away all the moves from banjo so you can do them on the tiles. And since it takes them away it needs a way to give them back. So when you leave a tile it gives the moves back.
  31. Also if banjo dies in the lava or exits one of the 2 loading zones in the lair there the game takes what is in the temp mem and makes it the new moves memory address then clears itself. Then when banjo reenters FF it makes a new one again.
  32. So when you enter a minigame in FF the game actually takes you to the level that the minigame takes place in, so you are leaving the lair.
  33. If you were die in the minigame it doesn’t do anything with the temp memory address since you are no longer in the lair. If you game over in the minigame it still does nothing with the temp mem address and it still stores your moves there when you game over and go to the menu. Now once you enter a new file and are in the lair again if you die, or enter a loading zone in the lair it will take whats in the temp address and make it the current moves learned because the game still thinks you never left FF, thus giving the new file all the moves that the other file learned.
  34.  
  35.  
  36. REQUIREMENTS FOR SETUP FILE FOR 100% SPEEDRUNS:
  37. If you want to run BK 100% using FFM, you need a setup file that has reached Furnace Fun ( 765 notes total ), and has not learned the eggs or flying moves ( eggs being near conga in Mumbo's Mountain, Flying being in Treasure Trove Cove on top of the ship ).
  38. Slot 2 is the easiest slot to use for the setup, but there's no difference to using slot 1,2 or 3. Preferably you use slot 1 for a practice file, slot 2 for a setup file and slot 3 for runs.
  39.  
  40. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
  41. \\\\\\\\\\\\\\\\\\FFM FILE\\\\\\\\\\\\\\\\\\
  42. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
  43.  
  44. There are GameShark codes to set up your FFM file for you if you own one. See these pastebins:
  45. GS NTSC: https://pastebin.com/2tnwFuYe
  46. GS PAL: https://pastebin.com/ZUdfBhkc
  47. Thanks to Mittenz for these.
  48.  
  49. The optimal FFM file would skip opening CCW as you can get just above 765 notes to open Furnace Fun, you would have this amount of notes for each level:
  50.  
  51. BE WARY OF THE GOBI NOTES: NEED TO GET RUBEES NOTES AND SPHINXY NOTES. THIS MEANS DOING GOBI CLIP AND MAKE SURE TO GET RUBEES NOTES BEFORE FILLING THE MOAT WITH WATER OTHERWISE YOU CAN'T USE THE FLIGHT PADS IN THE MOAT
  52.  
  53. Level | Jiggies | Notes (total) | Jiggies needed to open (total)
  54. Gruntilda's lair | 8 | none (0) | none (0)
  55. Mumbo's Mountain | 8 | 100 (100) | 1 (1)
  56. Treasure Trove Cove | 6 | 91 (191) | 2 (3)
  57. Clanker's Cavern | 8 | 94 (285) | 5 (8)
  58. Bubblegloop Swamp | 9 | 100 (385) | 7 (15)
  59. Freezeezy Peak | 7 | 92 (477) | 8 (23)
  60. Gobi's Valley | 6 | !91! (568) | 9 (32)
  61. Mad Monster Mansion | 9 | 100 (668) | 10 (42)
  62. Rusty Bucket Bay | 0 | 100 (768) | 12 (54)
  63. Click Clock Wood | / | / | no need to open
  64.  
  65. The jiggy total adds up to 63, so you can skip 9 jiggies of your choice and still be good.
  66. Note total comes to 768 so you can only miss 3 notes total.
  67.  
  68. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
  69. \\\\\\\\\\\\\\\\\\FFM FILE\\\\\\\\\\\\\\\\\\
  70. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
  71.  
  72. FOR REFERENCE:
  73. A full list of how many jiggies / notes you can get without eggs or feathers:
  74.  
  75. Level | Jiggies (total) | Notes (total) | Jiggies needed to open (total)
  76. Gruntilda's lair | 9* | none (0) | none (0)
  77. Mumbo's Mountain | 8 | 100 (100) | 1 (1)
  78. Treasure Trove Cove | 9* | 100* (200) | 2 (3)
  79. Clanker's Cavern | 8 | 94 (294) | 5 (8)
  80. Bubblegloop Swamp | 9 | 100 (394) | 7 (15)
  81. Freezeezy Peak | 7 | 92 (486) | 8 (23)
  82. Gobi's Valley | 6 | !91! (577) | 9 (32)
  83. Mad Monster Mansion | 9 | 100 (677) | 10 (42)
  84. Rusty Bucket Bay | 10 | 100 (777) | 12 (54)
  85. Click Clock Wood | 8 | 100 (877) | 15 (69)
  86.  
  87. * in TTC it is possible to reach the top without flying, but it's pretty hard to do. However, if you can do it, you can get more notes and jiggies faster. As the witch switch is up here, this also affects the Lair's jiggy count.
  88.  
  89. !! In gobi's valley, make sure to do every jiggy you can before flooding the middle. The flight pads down there in the sand are active even if you have not learned flying, so these can be used to do rings jiggy and to enter Rubee's pyramid to get the notes.
  90. Also getting Jinxy's jiggy requires doing gobi clip as you can't unplug jinxy's nose with eggs.
  91.  
  92.  
  93. I'll change this up if anything is unclear or if I missed something
  94. ShadowLinky
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