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Banjo-Kazooie Bitclips Guide

What is a Bitclip/Float Clip?

The floor in BK is entirely made up of triangles. The game uses a barycentric algorithm to tell if Banjo is above any triangle. However, if you're at very specific points on the seams of some triangles, the algorithm will fail to detect Banjo on either triangle adjacent to him, purely due to rounding error. This creates effective gaps in collision that you can fall through.

The floor gaps are about 0.00001 units wide. For reference, banjo moves at 700 units per second in talon trot. For further reference, the seam used for Ninpalk skip is 1 unit wide.

If you are over one of these floor gaps, banjo will start falling through the floor. If you pass through the floor in one frame you can fall out of bounds, but if you are in the floor on a frame then the game will detect it and eject banjo upwards. The easiest way to pass through the floor gap in one frame is to beak bust (giving you enough speed to pass through). Other ways to pass through are to jump from a high ledge or by playing on PAL and doing a very precise jump + lag frame combination.

The ejecting mechanism works differently in Tooie. There are some gaps which hook banjo without ejecting him until he has enough speed to pass through in one frame. This makes bit clips more useful in tooie RTA as you can flutter out of them and ground pound to get back in bounds behind doors and walls.

How are Bitclips Found?

The first ever bitclip in a Banjo game was found by accident in Banjo-Tooie by FalconxFalcon. He found himself randomly clipping out of bounds while not paying attention to the game and holding a slight angle on the joystick outside of a loading zone. A recreation of the first bitclip can be found here:

The8bitbeast then analyzed the clip in depth (hence the name BITclips) to figure out the science behind what happened and why it happened/how it works. He found that they are easier to do in some places by accident in Banjo-Tooie, but they are possible in Banjo-Kazooie as well, although they work a bit differently (refer to the previous section).

The first useful RTA bitclip was RingRush’s Hag 1 early clip in Banjo-Tooie, followed by his WitchyWorld early clip shortly after. The8bitbeast then extended RTA setups to Banjo-Kazooie where he found the first setup for Mad Monster Mansion Early and then Click Clock Wood Early. Since then The8bitbeast and RingRush have been optimizing and developing bitclip setups with the tools at their arsenal.

Modern day, bitclips are found by looking for the seams where the floor triangles meet. The seams are easy enough to find by using memory addresses to find the coordinates of the vertices of the floor triangles. About one in every nine seams works for bitclips. We can then hack Banjo’s position to be exactly along the seam to check for potential bitclip spots along the seam. Or alternatively the bitclip spots can be found mathematically.

After the clipping point is found we then manually test out a handful of different movement options to get somewhat near the spot. Once we are near the spot, we can then use a basic movement simulator to test out millions of combinations of basic movement options (moves will vary depending on BK/BT) and hopefully come out with a simple enough RTA method of getting to the clip spot.

Finally, once a setup is found it is tested on console to ensure that there are no lag discrepancies that might throw things off.

General Information on BK Bitclip Mechanics

For bitclips we need a 100% consistent method of getting to the clip spots, if we move even 0.00001 units too far in any direction then it wont work. To do this we have a variety of different movement options and a variety of different direction/angle change options we can use.

This video goes over both movement options and angle/direction change options, to give a visual along with a slightly less in-depth explanation:

Movement Options

These are all our options for movement when it comes to bitclip setups. However, there is one more factor we need to consider for approaching the clip points – the direction we face. There are generally 2 ways of changing our direction/angle that we use for all setups.

Direction/Angle Change Options

Our first method is just by holding a cardinal direction on the joystick while crouching. This is straightforward, but it can only be done correctly if the camera is fully set otherwise the angle you face will be very slightly different. It is also worth noting you must wait for the camera to stop moving completely if you plan to do a backflip right after.

The second method is by using what we call twirly whirlies. This is the method we use that gives us the most precise directions so there are a lot of different aspects to consider and properties to learn.

To do a twirly whirly, you press C-up and buffer either right or left on the joystick while you get into first person - similar to how we buffer a joystick input while we get in talon trot. Then the camera will continuously change 3 degrees per frame and your goal is to pause on a specific frame to get a specific angle. Then you would let go of all your inputs, unpause, get out of first person, then do whatever movement input is next in your setup.

You can continuously turn right without any issue, but you cannot continuously turn left otherwise your angle will change a bit on a miniscule level every full loop causing your angle to be off just slightly. Now this doesn’t mean you have to continuously hold right and pause on every full loop, what you can do instead is hold right to get to the angle you want to pause at, and if you fail then you can buffer left while unpausing, go back to the left so you go a bit past the angle you want, pause again, buffer right while you unpause, then attempt to get the right angle again while turning right. This is faster than making a full loop for every attempt (In that example left and right are interchangeable, you can try and get your pause while holding right or left - it doesn't matter). Point is to just avoid doing a full loop (especially while holding left). Example:

It’s worth noting that if you’re going left/right at full speed, it's ok if you accidentally move the camera up or down a tiny bit. It will mess with your visual cues a bit but will still work if you can still pause on the right angles.

Another thing to keep in mind is the possibility of getting a lag frame. A lag frame can happen if Grunty talks while you turn, or it could spontaneously happen while you face a laggy part of the room you are in. A lag frame changes the angle you are on by 1.5 (keep in mind normally you turn 3 degrees per frame) so the pattern is thrown off and it can make it impossible to get the right angle. Fortunately, you can fix this sometimes by trying to force another lag frame. The best way to do this is to purposely face towards a laggy part of the room and pause, then sometimes you’ll get another lag frame and the patterns will revert back to normal (1.5+1.5=3). Unfortunately, there isn’t really a way to tell if you got a lag frame other than being able to recognize when your pauses are unusually off.

Finally, there will be some instances where you must pause very shortly after getting into C-up. In some of these cases, your moving angle (the actual angle Banjo is facing) will be changing at a constant speed like normal, but your facing angle (the angle that the camera shows you) will still be accelerating to the normal speed it turns at. This just means that if you have to pause almost instantly, and you get it first try, your visual cues would be a tiny bit different compared to if you were to get it on another attempt when your camera is moving at a constant speed. Most tutorials/documents will show you both cues, so you won’t have to worry.

BGS Early

Coordinates + Written Setup for Frame A

Coordinates (assumes Practice ROM, Y coordinate might differ in some situations but shouldn’t matter) Instructions once you are at the corresponding coordinates
X: -2000.000000
Y: 76.000000
Z: -3056.000000
Facing Angle: 0.009000
Moving Angle: 0.009000
Full Beakbarge (hold B but not Z)
X: -1999.925903
Y: ~5.000000
Z: -2580.382812
Facing Angle: 0.009000
Moving Angle: 0.009000
Full Beakbarge (hold B but not Z)
X: -1999.851684
Y: 5.000000
Z: -2103.682861
Facing Angle: 0.009000
Moving Angle: 0.009000
Talon Trot and buffer holding right stick. Continue holding right as you're taking swamp water damage (should be bitten 3 times). Pause right before camera switch, unpause, wait for banjo to look right, then go into first person.
X: 1950.452514
Y: ~0.000000
Z: -300.362945
Facing Angle: 181.905426
Moving Angle: 181.905426
Twirly right to 175 degrees then Normal Punch (2 frame window). If missed, continue twirly right for a second then twirly left to hit 175 degrees.
X: 1959.210937
Y: ~0.000000
Z: -422.716430
Facing Angle: 175.905395
Moving Angle: 175.905395
Do 2 Punch Cancels then Twirly left to 256 degrees.
X: 1959.431884
Y: ~0.000000
Z: -425.801879
Facing Angle: 256.905395
Moving Angle: 256.905395
Do a Punch Cancel then Twirly left to 295 degrees.
X: 1957.925415
Y: ~0.000000
Z: -426.152282
Facing Angle: 295.905395
Moving Angle: 295.905395
Do a Punch Cancel then Twirly left to 22 degrees.
X: 1956.534179
Y: ~0.000000
Z: -425.476562
Facing Angle: 22.905395
Moving Angle: 22.905395
Perform 2 Punch Cancels and Beak Bust at the peak of your jump.

Coordinates + Written Setup for Frame B

Coordinates (assumes Practice ROM, Y coordinate might differ in some situations but shouldn’t matter) Instructions once you are at the corresponding coordinates
X: -2000.000000
Y: 76.000000
Z: -3056.000000
Facing Angle: 0.009000
Moving Angle: 0.009000
Full Beakbarge (hold B but not Z)
X: -1999.925903
Y: ~5.000000
Z: -2580.382812
Facing Angle: 0.009000
Moving Angle: 0.009000
Full Beakbarge (hold B but not Z)
X: -1999.851684
Y: 5.000000
Z: -2103.682861
Facing Angle: 0.009000
Moving Angle: 0.009000
Talon Trot and buffer holding right stick. Continue holding right as you're taking swamp water damage (should be bitten 3 times). Pause right before camera switch then unpause.
X: 1951.228271
Y: ~0.000000
Z: -277.042541
Facing Angle: 181.430114
Moving Angle: 181.430114
Do a Normal Punch then Twirly right to 136 degrees
X: 1948.166992
Y: ~0.000000
Z: -399.670928
Facing Angle: 136.430114.
Moving Angle: 136.430114
Do 3 Punch Cancels then Twirly left to 307 degrees.
X: 1951.365112
Y: ~0.000000
Z: -403.032745
Facing Angle: 307.430114
Moving Angle: 307.430114
Do 2 Punch Cancels then Twirly left to 337 degrees.
X: 1948.908813
Y: ~0.000000
Z: -401.152618
Facing Angle: 337.430114
Moving Angle: 337.430114
Do a Punch Cancel and Beak Bust at the peak of your jump.

Coordinates + Written Setup for Frame C

Coordinates (assumes Practice ROM, Y coordinate might differ in some situations but shouldn’t matter) Instructions once you are at the corresponding coordinates
X: -2000.000000
Y: 76.000000
Z: -3056.000000
Facing Angle: 0.009000
Moving Angle: 0.009000
Full Beakbarge (hold B but not Z)
X: -1999.925903
Y: ~5.000000
Z: -2580.382812
Facing Angle: 0.009000
Moving Angle: 0.009000
Full Beakbarge (hold B but not Z)
X: -1999.851684
Y: 5.000000
Z: -2103.682861
Facing Angle: 0.009000
Moving Angle: 0.009000
Talon Trot and buffer holding right stick. Continue holding right as you're taking swamp water damage (should be bitten 3 times). Pause right before camera switch, unpause, wait for banjo to look right, then go into first person.
X: 1962.417114
Y: ~0.000000
Z: -264.322906
Facing Angle: 180.813446
Moving Angle: 180.813446
Twirly left to 189 degrees then Normal Punch (2 frame window). If missed, continue twirly left for a second then twirly right to hit 189 degrees.
X: 1941.509521
Y: ~0.000000
Z: -385.194793
Facing Angle: 189.813446
Moving Angle: 189.813446
Do a Punch Cancel then Twirly left to 252 degrees.
X: 1941.245849
Y: ~0.000000
Z: -386.718841
Facing Angle: 252.813446
Moving Angle: 252.813446
Do a Punch Cancel then Twirly left to 264 degrees.
X: 1939.768188
Y: ~0.000000
Z: -387.175842
Facing Angle: 264.813446
Moving Angle: 264.813446
Do a Punch Cancel then Twirly left to 22 degrees.
X: 1938.227905
Y: ~0.000000
Z: -387.315673
Facing Angle: 60.813446
Moving Angle: 60.813446
Perform 3 Punch Cancels and Beak Bust at the peak of your jump.

Cue Cards

These visual cue cards are meant to be looked at during runs starting out since memorizing every step of every setup can be difficult. They contain all the pause confirmation screens and some helpful advice on visual cues.

Setup A, B, and C Cue Cards by Funderful

MMM Early

Coordinates + Written setup for Early Frame

Coordinates (assumes practice ROM, Y coordinate might differ in some situations but shouldn’t matter) Instructions once you are at the corresponding coordinates
X: 300.000000
Y: -807.276672
Z: 6494.000000
Facing Angle: 181.583999
Moving Angle: 181.583999
Talon trot straight forward to the next set of coordinates. Audio cue is 4 intervals of 10 clucks after the slide, then pause right after the 48th cluck. Visual cue is pause right when the black dot is at the bottom of the screen.
X: 350.750488
Y: 0.000000
Z: 234.461181
Facing Angle: 359.442016
Moving Angle: 359.442016
Wait until Banjo looks to his right, left, then forward and do a backflip straight left and mash C-up while landing
X: 111.135856
Y: 229.000000
Z: 242.071884
Facing Angle: 269.432983
Moving Angle: 269.432983
Twirl left to 284 degrees then do one short beakbarge (tap B don’t hold Z)
X: -103.345664
Y: 229.000000
Z: 297.272888
Facing Angle: 284.432983
Moving Angle: 284.432983
Wait for banjo to face his right then twirly right to 197 degrees then do one punch cancel
X: -103.809028
Y: 229.000000
Z: 295.797271
Facing Angle: 197.432983
Moving Angle: 197.432983
Get in talon trot and twirly right to 287 degrees (in talon trot) then get out of talon trot and do one punch cancel
X: -102.333404
Y:229.000000
Z:295.333892
Facing Angle: 107.432983 (not in talon trot)
Moving Angle: 107.432983
Twirl right to 92 degrees and do a punch cancel
X: -100.788131
Y: 229.000000
Z: 295.268.249
Facing Angle: 92.432983
Moving Angle: 92.432983
Do another punch cancel
X: -99.242858
Y: 229.000000
Z: 295.202606
Facing Angle: 92.432983
Moving Angle: 92.432983
One final punch cancel and beakbust at the peak of your jump

Coordinates + Written setup for Later Frame

Coordinates (assumes practice ROM, Y coordinate might differ in some situations but shouldn’t matter) Instructions once you are at the corresponding coordinates
X: 300.000000
Y: -807.276672
Z: 6494.000000
Facing Angle: 181.583999
Moving Angle: 181.583999
Talon trot straight forward to the next set of coordinates. Audio cue is 4 intervals of 10 clucks after the slide, then pause right after the 48 clucks. Visual cue is pause right when the black dot is at the bottom of the screen.
X: 350.977722
Y: ~0.000000
Z: 211.128997
Facing Angle: 359.442016
Moving Angle: 359.442016
Wait until Banjo looks to his right and faces forward, then crouch turn straight right (angle: 89.450988). Wait until banjo faces right, left, then forward again while crouching to ensure the camera is stable, then backflip straight left and mash in and out of C-up to land efficiently.
X: 111.503303
Y: 229.000000
Z: 219.693145
Facing Angle: 269.432983
Moving Angle: 269.432983
Wait for Banjo to look to his right, left, then forward for the camera to stabilize, then crouch turn straight down and do one punch cancel
X: 111.443313
Y: 229.000000
Z: 221.238647
Facing Angle: 357.777099
Moving Angle: 357.777099
Twirly right to 337 degree then do one punch cancel
X: 110.759859
Y: 229.000000
Z: 222.626129
Facing Angle: 333.777099
Moving Angle: 333.777099
Twirly right to 282 degree then do one punch cancel
X: 109.251525
Y: 229.000000
Z: 222.968185
Facing Angle: 282.777099
Moving Angle: 282.777099
Twirly left to 36 degree then do one punch cancel
X: 110.177520
Y: 229.000000
Z: 224.207015
Facing Angle: 36.777099
Moving Angle: 36.777099
Twirly left to 90 degree then do a punch cancel
X: 111.724044
Y: 229.000000
Z: 224.186035
Facing Angle: 90.777099
Moving Angle: 90.777099
Do another punch cancel
X: 113.270568
Y: 229.000000
Z: 224.165064
Facing Angle: 90.777099
Moving Angle: 90.777099
One final punch cancel and beakbust at the peak of your jump

Videos

MMM Early Early Frame TAS demonstration by RingRush:

MMM Early Later Frame TAS demonstration by RingRush:

MMM Early Early Frame Video Tutorial by Azmi:

MMM Early Later Frame Video Tutorial by Azmi:

Cue Cards

These visual cue cards are meant to be looked at during runs starting out since memorizing every step of every setup can be difficult. They contain all the pause confirmation screens and some helpful advice on visual cues.

Setup 1 cue cards by Trynan

Setup 2 cue cards by Trynan

CCW Early

Coordinates + Written Setup for Setup A

Coordinates (assumes practice ROM, Y coordinate might differ in some situations but shouldn’t matter) Instructions once you are at the corresponding coordinates
X: -2096.000000
Y: 814.000000
Z: 785.000000
Facing Angle: 108.000000
Moving Angle: 108.000000
After the puzzle switch cutscene do 1 bearpunch
X: -1995.793457
Y: 799.999938
Z: 752.441162
Facing Angle: 108.000000
Moving Angle: 108.000000
After Banjo faces his right, do a full beakbarge (hold B don’t hold Z)
X: -1336.160400
Y: -0.000003
Z: 547.861145
Facing Angle: 108.000000
Moving Angle: 108.000000
Once banjo faces to his right get in talon trot while buffering straight right. Audio cue is 5 intervals of 10 clucks, then pause right after the 54th cluck. Visual cue is the black spot in the green moss at the top of CCW (see tutorial videos)
X: 125.843078
Y: 999.999938
Z: -4147.593261
Facing Angle: 227.218444
Moving Angle: 227.218444
Unpause and do a short beakbarge (tap B don’t hold Z)
X: -36.705371
Y: 1008.010375
Z: -4298.018554
Facing Angle: 227.218444
Moving Angle: 227.218444
Shockpad jump straight left (hold Z + left+ A during the charge up) and let go of left while you slide
X: -160.812866
Y: 1600.000122
Z: -3596.107910
Facing Angle: 2.483734
Moving Angle: 2.483734
Once you come to a full stop, twirly left to 134 degrees then do a short beakbarge (tap B don’t hold Z)
X: -2.804376
Y: 1600.000000
Z: -3751.294433
Facing Angle: 134.483734
Moving Angle: 134.483734
Do one punch cancel
X: -1.700906
Y: 1600.000122
Z: -3752.378173
Facing Angle: 134.483734
Moving Angle: 134.483734
Twirly left to 194 degrees then do a punch cancel
X: -2.087736
Y: 1600.000122
Z: -3753.875732
Facing Angle: 194.483734
Moving Angle: 194.483734
Do one more punch cancel
X: -2.474566
Y: 1600.000122
Z: -3755.373291
Facing Angle: 194.483734
Moving Angle: 194.483734
Twirly right to 92 degrees then do one punch cancel
X: -0.929351
Y: 1600.000122
Z: -3755.440429
Facing Angle: 92.483734
Moving Angle: 92.483734
Get in talon trot and turn right to 17 Degrees then do a punch cancel
X: -0.464677
Y: 1600.000122
Z: -3753.965332
Facing Angle: 17.483734
Moving Angle: 17.483734
Do one more punch cancel and beakbust at the peak of your jump

Coordinates + Written Setup for Setup B

Coordinates (assumes practice ROM, Y coordinate might differ in some situations but shouldn’t matter) Instructions once you are at the corresponding coordinates
X: -2096.000000
Y: 814.000000
Z: 785.000000
Facing Angle: 108.000000
Moving Angle: 108.000000
After the puzzle switch cutscene do 1 bearpunch
X: -1995.793457
Y: 799.999938
Z: 752.441162
Facing Angle: 108.000000
Moving Angle: 108.000000
After Banjo faces his right, do a full beakbarge (hold B don’t hold Z)
X: -1336.160400
Y: -0.000003
Z: 547.861145
Facing Angle: 108.000000
Moving Angle: 108.000000
Once banjo faces to his right get in talon trot while buffering straight right. Audio cue is 5 intervals of 10 clucks, then pause right after the 54th cluck. Visual cue is the black spot in the green moss at the top of CCW (see tutorial videos)
X: 146.043273
Y: 999.999938
Z: -4139.197753
Facing Angle: 226.985748
Moving Angle: 226.985748
Unpause and do a short beakbarge (tap B don’t hold Z)
X: -15.892944
Y: 1009.093200
Z: -4290.279785
Facing Angle: 226.985748
Moving Angle: 226.985748
Shockpad jump straight left (hold Z + left+ A during the charge up) then drop all your inputs right after Banjo does a small turn at the end
X: -172.727401
Y: 1600.000000
Z: -3599.532958
Facing Angle: 352.365051
Moving Angle: 352.365051
Twirly left to 127 degrees then do a short beakbarge (tap B don’t hold Z)
X: 3.294567
Y: 1600.000000
Z: -3733.941406
Facing Angle: 127.365051
Moving Angle: 127.365051
Twirly right to 88 degrees then do a punch cancel
X: 4.840605
Y: 1600.000122
Z: -3733.897216
Facing Angle: 88.365051
Moving Angle: 88.365051
Twirly left to 226 degrees then do a punch cancel
X: 3.721202
Y:1600.000122
Z: -3734.964599
Facing Angle: 226.365051
Moving Angle: 226.365051
Do another punch cancel
X: 2.601799
Y: 1600.000122
Z: -3736.031982
Facing Angle: 226.365051
Moving Angle: 226.365051
Do one more punch cancel
X: 1.482397
Y: 1600.000122
Z: -3737.099365
Facing Angle: 226.365051
Moving Angle: 226.365051
Get in talon trot and turn left to 331 Degrees (in talon trot) then get out of talon trot and do a punch cancel
X: 0.741191
Y: 1600.000122
Z: -3735.741943
Facing Angle: 331.365051
Moving Angle: 331.365051
Do one more punch cancel and beakbust at the peak of your jump

Coordinates + Written Setup for Setup C

Coordinates (assumes practice ROM, Y coordinate might differ in some situations but shouldn’t matter) Instructions once you are at the corresponding coordinates
X: -2096.000000
Y: 814.000000
Z: 785.000000
Facing Angle: 108.000000
Moving Angle: 108.000000
After the puzzle switch cutscene do 1 bearpunch
X: -1995.793457
Y: 799.999938
Z: 752.441162
Facing Angle: 108.000000
Moving Angle: 108.000000
After Banjo faces his right, do a full beakbarge (hold B don’t hold Z)
X: -1336.160400
Y: -0.000003
Z: 547.861145
Facing Angle: 108.000000
Moving Angle: 108.000000
Once banjo faces to his right get in talon trot while buffering straight right. Audio cue is 5 intervals of 10 clucks, then pause right after the 54th cluck. Visual cue is the black spot in the green moss at the top of CCW (see tutorial videos)
X: 166.467437
Y: 999.999938
Z: -4131.429199
Facing Angle: 226.649902
Moving Angle: 226.649902
Unpause and do a short beakbarge (tap B don’t hold Z)
X: 5.419607
Y: 1006.542785
Z: -4283.458007
Facing Angle: 226.649902
Moving Angle: 226.649902
Shockpad jump straight left (hold Z + left+ A during the charge up) then drop all your inputs right after Banjo does a small turn at the end
X: -191.646499
Y: 1600.000000
(from here on out it your Y differs a bit its fine)
Z: -3604.247314
Facing Angle: 350.003356
Moving Angle: 350.003356
Twirly right to 122 degrees then do a short beakbarge (tap B don’t hold Z)
X: -3.835106
Y: 1600.000000
Z: -3721.619873
Facing Angle: 122.003356
Moving Angle: 122.003356
Do one punch cancel
X: -2.523505
Y: 1600.000122
Z: -3722.439453
Facing Angle: 122.003356
Moving Angle: 122.003356
Twirly left to 152 degrees then do a punch cancel
X: -1.797468
Y: 1600.000122
Z: -3723.805175
Facing Angle: 152.003356
Moving Angle: 152.003356
Twirly left to 197 degrees then do a punch cancel
X: -2.249757
Y: 1600.000122
Z: -3725.284179
Facing Angle: 197.003356
Moving Angle: 197.003356
Get in talon trot and turn left to 209 Degrees (in talon trot) then get out of talon trot and do a punch cancel
X: -1.499838
Y: 1600.000122
Z: -3723.931396
Facing Angle: 29.003356
Moving Angle: 29.003356
Do another punch cancel
X: -0.749919
Y: 1600.000122
Z: -3722.578613
Facing Angle: 29.003356
Moving Angle: 29.003356
Do one more punch cancel and beakbust at the peak of your jump

Videos

CCW Early Setup A Tutorial by Azmi:

CCW Early Setup B Tutorial by Azmi:

CCW Early Setup C Tutorial by Azmi:

Cue Cards

These cue cards are meant to be looked at during runs starting out since memorizing every step of every setup is difficult. Each folder contains images with a step by step process explained through images, diagrams, and short descriptions. The idea is to open the first of each image during a run, and once you know which setup you have, you can open the corresponding image and just press the right arrow key to go to the next image in the folder until you’ve completed all the steps.

CCW Early setup A, B, and C cue cards by Azmi & CrozB