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bk save state

Single-slot in-memory beta save/load state mod for Banjo-Kazooie: Recompiled. Restores player, camera, inventory, map state, pickups, and mob snapshots for testing and casual use.

By Yasu
Last updated 4 days ago
Total downloads 46
Total rating 0 
Categories Mods
Dependency string Yasu-bk_save_state-1.0.75
Dependants 0 other packages depend on this package

README

Save State MOD for Banjo-Kazooie: Recompiled Version: 1.0.75

Included files

  • bk_save_state.nrm
  • bk_save_state_logger.dll

Do not rename these files. Keep both files in the same mods folder. The runtime log file, bk_save_state.log, is created automatically next to the DLL.

SHA256

  • bk_save_state.nrm: DA69485DE30DD25A3758AA46DD426D70ACEFEB7E36D1C5CB5EF853951F101A14
  • bk_save_state_logger.dll: 94488E5C848C7F43DA13BFB14C32BCDBC6675ADD705FFD415EA84EFFFF5C905A

============================================================ ENGLISH

Overview This MOD adds a beta save state system to Banjo-Kazooie: Recompiled. It is designed as a quick in-game restore tool for testing and casual use. It is not a replacement for the normal game save system and it is not a full emulator save state.

Installation

  1. Close Banjo-Kazooie: Recompiled.
  2. Copy bk_save_state.nrm and bk_save_state_logger.dll to the game's mods folder.
  3. Keep both files in the same folder.
  4. Start the game.
  5. Open the MOD configuration screen if you want to change the input mode or log level.

Controls The MOD uses one save slot only.

Button Mode: D-pad

  • D-pad Up: save state.
  • D-pad Down: load state.

Button Mode: L + D-pad

  • Hold L + D-pad Up: save state.
  • Hold L + D-pad Down: load state.
  • In this mode, D-pad Up and D-pad Down should not trigger save/load by themselves.

Button Mode: Disabled

  • Save/load hotkeys are disabled.

Configuration options

  • Button Mode: D-pad, L + D-pad, or Disabled.
  • Log Level: Normal, Debug, or VERBOSE.

Hook messages

  • SAVED!: a state was saved.
  • RESTORE START: restore started.
  • RESTORED!: restore finished.
  • NO SAVE: load was requested before creating a save state.
  • BUSY: save/load was requested while another restore process was still active.
  • MAP CHANGED: the MOD detected a map transition during restore handling.

Hook messages are shown for about 2 seconds and use frame timing so the display duration respects the player's frame rate.

What is saved

  • One in-memory save slot.
  • Player position and rotation.
  • Player movement-related state needed for a practical restore.
  • Camera state and camera recovery.
  • Inventory, health, air, lives, and item counters.
  • Main gameplay time counter, so the hour counter can return to the saved time after load.
  • Current map state, including relevant map flags, cube bits, actors, dropped pickups, and supplemental mob snapshot data.
  • Restored mobs receive a short collision grace period to avoid false damage immediately after load.

Current restore behavior

  • The player position is briefly pinned after load to avoid sliding away from the restored point.
  • Camera recovery is applied after restore.
  • Restored mobs have temporary collision suppression after load to avoid false damage and audio issues.
  • Dropped pickups are cleaned/restored according to the saved snapshot to reduce duplicated drops.

Limitations

  • Single slot only.
  • The save slot is in memory only. It is lost when the game is closed or restarted.
  • This is not a full emulator state.
  • It does not save the whole process memory, full audio engine state, all particles, all projectiles, all temporary effects, or every possible transient object.
  • Hourglass/countdown/minigame timers are not fully restored.
  • Dynamic actors and mobs are handled by the current snapshot logic, but some edge cases may still exist depending on map, object type, or timing.
  • The normal in-game save should still be used for permanent progress.
  • If a restore behaves incorrectly, create a fresh save state in the current map before continuing.

Troubleshooting

  • If save/load does not respond, check Button Mode in the MOD configuration.
  • If using L + D-pad mode, hold L before pressing D-pad Up or D-pad Down.
  • If a problem happens, set Log Level to Debug or VERBOSE and check bk_save_state.log in the mods folder.
  • The log includes dated entries with milliseconds.

============================================================ PT-BR

Visao geral Este MOD adiciona um sistema beta de save state ao Banjo-Kazooie: Recompiled. Ele foi feito como uma ferramenta rapida de restauracao dentro do jogo, util para testes e uso casual. Ele nao substitui o save normal do jogo e nao e um save state completo de emulador.

Instalacao

  1. Feche o Banjo-Kazooie: Recompiled.
  2. Copie bk_save_state.nrm e bk_save_state_logger.dll para a pasta mods do jogo.
  3. Mantenha os dois arquivos na mesma pasta.
  4. Inicie o jogo.
  5. Abra a tela de configuracao do MOD se quiser mudar o modo dos botoes ou o nivel do log.

Controles O MOD usa apenas um slot de save.

Modo Button Mode: D-pad

  • D-pad Up: salvar state.
  • D-pad Down: carregar state.

Modo Button Mode: L + D-pad

  • Segure L + D-pad Up: salvar state.
  • Segure L + D-pad Down: carregar state.
  • Neste modo, D-pad Up e D-pad Down sozinhos nao devem ativar save/load.

Modo Button Mode: Disabled

  • Os atalhos de save/load ficam desativados.

Opcoes de configuracao

  • Button Mode: D-pad, L + D-pad ou Disabled.
  • Log Level: Normal, Debug ou VERBOSE.

Mensagens do hook

  • SAVED!: o state foi salvo.
  • RESTORE START: a restauracao comecou.
  • RESTORED!: a restauracao terminou.
  • NO SAVE: o load foi acionado antes de existir um save state.
  • BUSY: save/load foi acionado enquanto outro processo de restore ainda estava ativo.
  • MAP CHANGED: o MOD detectou troca de mapa durante o tratamento do restore.

As mensagens do hook aparecem por cerca de 2 segundos e usam contagem por frame para respeitar o frame rate da tela do jogador.

O que e salvo

  • Um unico slot em memoria.
  • Posicao e rotacao do personagem.
  • Estado de movimento necessario para uma restauracao pratica.
  • Estado da camera e recuperacao da camera.
  • Inventario, vida, ar, vidas e contadores de itens.
  • Contador principal de tempo de gameplay, fazendo o cronometro de horas voltar para o tempo salvo depois do load.
  • Estado do mapa atual, incluindo flags relevantes, cube bits, atores, itens dropados e snapshot complementar dos mobs.
  • Mobs restaurados recebem um curto periodo sem colisao para evitar dano falso logo apos o load.

Comportamento atual do restore

  • A posicao do personagem fica presa por poucos frames depois do load para evitar que ele patine para fora do ponto restaurado.
  • A camera e recuperada apos o restore.
  • Mobs restaurados recebem supressao temporaria de colisao para evitar dano falso e problemas de audio.
  • Itens dropados sao limpos/restaurados conforme o snapshot salvo para reduzir duplicacao de drops.

Limitacoes

  • Apenas um slot.
  • O slot fica somente em memoria. Ele e perdido ao fechar ou reiniciar o jogo.
  • Isto nao e um save state completo de emulador.
  • O MOD nao salva toda a memoria do processo, estado completo do audio, todas as particulas, todos os projeteis, todos os efeitos temporarios ou todos os objetos transitorios possiveis.
  • Timers de hourglass/countdown/minigame nao sao totalmente restaurados.
  • Atores dinamicos e mobs sao tratados pela logica atual de snapshot, mas ainda podem existir casos especificos dependendo do mapa, tipo de objeto ou momento do save/load.
  • O save normal do jogo ainda deve ser usado para progresso permanente.
  • Se algum restore se comportar de forma errada, crie um novo save state no mapa atual antes de continuar.

Solucao de problemas

  • Se save/load nao responder, confira o Button Mode na configuracao do MOD.
  • Se estiver usando L + D-pad, segure L antes de apertar D-pad Up ou D-pad Down.
  • Se acontecer algum problema, coloque Log Level em Debug ou VERBOSE e confira bk_save_state.log na pasta mods.
  • O log inclui entradas datadas com milissegundos.