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#1 |
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Registered User
Join Date: Jun 2002
Posts: 285
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Beyond Oasis Game Genie codes
I haven't seen any Game Genie codes for this game, so I finally sat down and made some. This is one of those games where the RAM address used in the ROM is not the same as the RAM address you get from a PAR or Gens. For example, the regular RAM address for HP is FF1A72, but the RAM address that's used in the ROM is 008A. If anyone knows why they do this in some games, or has any info on it, please let me know. I'm able to figure out what the new addresses are, but I'm hoping to figure out an easier way to do it.
Here are the codes I've made so far (more are on the way)... Beyond Oasis AABT-AA7R Master code. Use this code if you get a red screen when you use the codes below. RFNA-A6YE Protection from most attacks. 9JKT-AAH4 + 9JLA-AAAA Start a new game with 250 HP. 8TKT-ACH4 + 8TLA-ACAA Start a new game with 500 HP. NTLA-AAAR Start a new game with 100 attack (rank). 8TLA-ACAR Start a new game with 500 attack (rank). 96KT-ALGT Start a new game with the Omega Sword. 96KT-ATGT Start a new game with the Metal Bow. 96KT-A0GT Start a new game with the Hyper Bomb. NOTE: Due to the lack of free time, I haven't tested the codes above through the entire game yet, but they worked fine in the early stages of the game. I'll have more codes tomorrow. Tony. Last edited by Tony Hedstrom : 02-07-2005 at 10:00 PM. |
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#2 |
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Registered User
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Nice codes, Tony.
By the way, there are 2 versions of this game (your codes seems to work in the US version). I have made some GG codes for European version, but I converted only 1 code for using with the US version:NCFT-BNFT + BCFT-AAF0 Press MODE instead of A+B+C to cancel summon (probably for people who have damaged joysticks ).When I convert the rest of codes, I'll post them here. Good luck!
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Thanks for attention. Chemist. Last edited by Chemist : 02-08-2005 at 07:17 PM. |
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#3 |
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Registered User
Join Date: Jun 2002
Posts: 285
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A couple more codes...
REPT-C6XL Your SP doesn't decrease with time (you don't have to cancel the summons). REPT-C6YA Don't lose any SP when you hold button A for 1 second (ie. "Magic Storm"). You still lose SP if you "tap" the A button. Chemist, do you happen to have any info on why they use 2 different RAM addresses? (as mentioned in my prior post.) I figured out a way to find the new RAM addresses used in the ROM, but I need some info on it so I can understand why they do it. I'm guessing they have info on it in the M68k programmers manual, but it's 650 pages long, and I seem to get a headache after reading it for more than 10 minutes. lol. I'm looking forward to seeing your codes. What method do you use to make your Genesis GG codes? Tony. |
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#4 | |
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Registered User
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Something about addresses
Quote:
Actually, the RAM address that used in this ROM isn't 008A, it is 008A(A6) (008A + data stored in the A6 register). You can easily check it out. Launch this game on your Gens emulator, turn on the code 00587A:60FE (I call such ones 'breakpoint codes') and go to the battle. When your character gets hit, the game will stop. Save, turn off the code, go to debug mode and load state. You'll see the following: Code:
00587A move.w $008A(A6),D1 ;at this moment A6=00FF19E8 00587E cmp.w D0,D1 005880 bcc #$02 005882 move.w D1,D0 005884 sub.w D0,D1 ;your GG code (RFNA-A6YE) blocks this instruction Simply add 008A to the current A6 register's contents (00FF19E8) and the result will be FF1A72 (the regular RAM address for HP). You see, there is no mistery. I have at least 2 versions why they do this in some games: 1. This procedure was possibly made to process not only main character's HP, but also HPs of other characters (including enemies, for example). In THIS game, this procedure only process main hero's HP (in other case your code would make enemies or somebody else invincible too), but I can assume that it's the part of the engine or lib, which was made by the manufacturer for this game AND some other games. 2. I'm pretty confident, that this game was written on C language or other high level language. Maybe, it is C compiler made this instruction: "move.w $008A(A6),D1". Who knows... If smth is complicated in my explanations because of my language skills or smth else, please tell me.
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Thanks for attention. Chemist. Last edited by Chemist : 02-14-2005 at 01:34 PM. |
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#5 |
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Registered User
Join Date: Jun 2002
Posts: 285
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Chemist, thanks for the info on that. Now that I understand better how that works, it should be a bit easier to make those types of codes.
Tony. |
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#6 |
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Registered User
Join Date: Jun 2002
Posts: 285
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Chemist, you may already know about this, but I'll post it anyways...
There's a fairly recent mod of Gens that has a better debugger. Here's the "Readme.txt" from it: Gens 2.12a KMod 0.4 - 06Dec'04 Based on the Gens 2.12a source code from SourceForge Use it to hack or debug, not to play At this time, it's only Genesis point of view but it will help MCD or 32X dev too Mod done to original Gens 0.0 replace Debug == X by Debug == DMODE_XXXXX for easier reading 0.0 call debug = screen minimize (if fullscreen) 0.0 change CPU->Debug and Options menu 0.0 debug M68K 0.0 debug z80 0.0 debug VDP (pal/tile) 0.0 debug VDP Registers 0.0 debug sprites 0.0 debug ym2612 0.0 debug PSG 0.0 watchers 0.1 scroll tiles by line 0.1 pal indicator (red arrow) 0.1 select current pal in VDP debug by click 0.1 show/hide layers (known as Genecyst patch) 0.1 save/load watcher (<gamename>.wch) 0.1 create watchers dirctory on init 0.2 Debug config window 0.2 special config file (gens_kmod.cfg) 0.2 autoload watchers (thx Fonzie!) 0.2 spy log (<gamename>.log) 0.2 spy strange register data (known as CharlesMD patch) 0.2 spy full sprite limit 0.2 log/watcher name ok when loading from history rom (fix) 0.2 spy bad read (68K Byte, 68K Word) 0.2 spy bad write (68K Byte, 68K Word) 0.3 bug : on pause mode, if debug window called, no redraw (black screen) 0.3 bug : YM2612 now updated while game paused 0.3 bug : pal red arrow now centered 0.3 bug : correct YM2612 TimerB value 0.3 fix : VDP redraw optimized (thx Fonzie) 0.3 fix : Sprite redraw optimized 0.3 'blue pause' optionnel (Fonzie req) 0.3 dump VDP tiles to bmp 0.3 dump sprite to bmp 0.3 dump ym2612 instr (y12 or ff) 0.3 supp key to delete a watcher (Varcies req) 0.3 ins key to delete a watcher 0.3 active/desactive any pal (color or black) 0.3 sprite zoom 0.3 tile zoom 0.4 bug : memory fault on sprite dump (thx RedAngel) 0.4 bug : bad tile selection 0.4 bug : no tiles refresh while paused (thx tomman) 0.4 Spy/Message on separate window 0.4 debug CD 68k 0.4 debug CD CDC 0.4 debug CD Reg 0.4 debug CD GFX 0.4 debug VDP Registers more readable 0.4 spy DMA to hack gfx 0.4 spy DMA limit error (thx CMD) 0.4 dump M68K rom (interesting when CD or 32X game) 0.4 dump S68K rom (interesting when CD or 32X game) 0.4 Register 31: Timer 0.4 Register 30: Message 0.4 Register 29: Pause Gens 0.4 special registers calls in zip file available in Debug... I think you'll easily find out how it works ![]() Thanks to StefD, Fonzie, RedAngel, Eidolon's Inn users and SEF users Kaneda (http://www.consoledev.fr.st) =============================== I've tried it before, and it seems to work pretty good. The "Watcher" feature is pretty cool, it lets you see RAM addresses in real time. Also, the debugger text is easier to read than regular gens. Here's the web site address: http://www.consoledev.fr.st This should be a direct link for d/l: http://www.chez.com/kaneda/files/gensKMod_04.zip Tony. |
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#7 |
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Registered User
Join Date: May 2004
Posts: 47
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This is the kind of feature I would like to see in a SNES emulator. :] I'd see ZSNES with an improved cheat search engine along with breakpoints and memory watches... hm! I think I'll take a look to see how hard it will be to add basic debugging features like this in ZSNES...
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~ ~ :wq! |
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#8 |
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PAR and GBA CB Hacker
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how do make a log that you can look at? all i see is the memory going really fast cant even choose an adress,the watcher is kool thou.
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#9 |
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Registered User
Join Date: Jul 2004
Posts: 47
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I was wondering if it would be possible to make infinity weapons codes and infinity s.p. Oh, it would also be great if you could make infinity golden keys or all of the keys for that matter. So that we don't have to worry about picking the keys up in time before they disappear. Thanks
Last edited by walker : 02-17-2005 at 06:49 AM. |
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#10 | |
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Registered User
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Quote:
Thank you very much, Tony! I didn't know about this.
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Thanks for attention. Chemist. |
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#11 |
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Registered User
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Beyond Oasis Game Genie codes
Finally, I've converted those codes and made some new. There are codes for US version of this game (Beoynd Oasis):
1)83NA-AA2G - Almost invincible Almost nothing can harm your character. Ali will not die even if his HP=0! 2)ACXT-CA6T - Trolls can't catch Ali Code (1) successfully protects Ali from their regular attacks, but can't make him um... uncatchable (is this word exists?) by these creatures. To prevent this, enable code (2). 3)AADT-EA30 - Giant worms can't catch Ali Giant worms are very dangerous opponents. If one of them catch Ali, he can't escape. So don't let them even touch you! 4)AW8T-AAHT - Untouchable (regular hits) This code isn't really necessary when you have the code (1) enabled. However, you can enable this and observe how it works. 5)MXFT-AAF4 - Invincibility (this property is like that Shade gives you). Put it to your collection. This is my first version of invincibility code. When Ali goes to the new location, he gives this property. But it it breaks after jump (that's why, IMO, invincible (blinking) Ali is not allowed to jump). 6)98CT-BE5J - Weapon turns into the infinite weapon after using Choose your favorite weapon, use it one time and you will see this wonderful symbol of infinity under it's picture. 7)RGCT-A6XJ - Weapons don't finish up You can use this code or #6, not both. 8)ALCT-AA5E - Infinite weapons actually are not infinite (except knife) Use this code if you want to finish up your infinite weapon. 9)REPT-C6VR - Don't lose SP when A button is tapped "We've got the winning team!". This code completes "The Infinite SP Trilogy", which was created by Tony and I. ![]() 10.1)RFWA-A6TE - Open red door without a key 10.2)RFWA-A6TY - Open blue door without a key 10.3)RFWA-A6VE - Open green door without a key 10.4)RFWA-A6VY - Open yellow door without a key Now you don't have to worry about picking up the keys. Codes (10.1)-(10.4) at your service. If you need more powerful effect, take a look at these ones: 11.1)M4JA-AA72 - Walking through the right wall 11.2)M4JT-AA44 - Walking through the left wall 11.3)M4KA-AA4A - Walking through the bottom wall 11.4)M4KA-AA9C - Walking through the upper wall Codes (11.1)-(11.4) enables "walking through walls effect" for all characters. If you need "4-in-1" code, see below. 12)ACRA-BY3N - Walking through walls One-string equivalent of codes (11.1)-(11.4). Plus most of fishes can't move, but it's not big trouble, isn't it? ![]() If you go towards the wall (with purpose to walk through this) against the water or air stream, the WTW code will not work. To fix this problem, use the following code (code 11 or 12 must be enabled too): 13)ABWA-AA9T - "Service Pack" to codes 11 and 12 Code:
/============ //============ ///====Wall==== ////============ /////============ //// -|Water - /// - V ___ ^ - // - /Ali\|- / - - \___/ - Ali can't walk through the wall in this situation with only code (11) or (12) being enabled. Add this "Service Pack" one to the code (11) or (12) and you will fix this trouble. You can also disable streams with this code: 14)ALFT-AA4W - Disable active zones Disables "active zones", which include streams and invisible teleports to other locations. It means you can't leave current location, when this code is enabled. You can walk through walls now... what about air? 15)AGRA-BT3L - Walking on the air 16)ABPA-AA58 - Walking on the air But if you press jump button, Ali will fall down. It is not the downside: in some situations your character must fall down. The only difference between codes (15) and (16): if you disable code 16 while Ali is standing on the air, he will immediately fall. 17)ABSA-AA6L - You can jump on the air Use it if you like to jump on the air. (Don't forget to enable the code (15) or (16) before using this one) To be continued?.. Yes, if you have other requests! P.S. As I told before, I'm not native English speaker. So, if smth is complicated in my explanations or if you find any grammatical errors, please tell me. I will be grateful for this.
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Thanks for attention. Chemist. Last edited by Chemist : Today at 08:19 AM. |
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