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
- Close Banjo-Kazooie: Recompiled.
- Copy bk_save_state.nrm and bk_save_state_logger.dll to the game's mods folder.
- Keep both files in the same folder.
- Start the game.
- 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
- Feche o Banjo-Kazooie: Recompiled.
- Copie bk_save_state.nrm e bk_save_state_logger.dll para a pasta mods do jogo.
- Mantenha os dois arquivos na mesma pasta.
- Inicie o jogo.
- 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.