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Old 03-06-2005, 10:14 PM   #46
Hackwiz
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Some new ones for Hagane.

Hagane (SNES/GG)

CB6A-5D0D Stage select (note)
##6A-5D6D

(note) ##
DF - Stage 2 Fortress of Doom
D4 - Stage 3 Violated Heavens
D7 - Stage 4 Cry of the Spirits
D0 - Stage 5 Into the Darkness
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Old 03-07-2005, 01:05 PM   #47
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Exclamation

I'm assuming there are no codes for Super Mario World. So can I get a tip?
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Old 03-07-2005, 04:24 PM   #48
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Tip: Check the other thread you made. Codes are there.
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Old 03-07-2005, 10:43 PM   #49
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Don't take wooden nickles

Don't tug on Superman's cape.
Don't spit into the wind.
Don't pull the mask off the old Lone Ranger.
Don't mess around with Jim (Croce).
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Old 03-10-2005, 12:18 AM   #50
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Biker Mice From Mars (SNES/GG)

82B8-C76D Infinite Shield/Armor



Speedy Gonzales (SNES/GG)

C2B4-CFAD Infinite Health
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Old 03-12-2005, 07:15 PM   #51
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R-Type III "The Third Lightning" (SNES/GG)

C26B-C7D0 Infinite Lives
XX6F-CE0D Always Start at Speed Level (note)

(note) XX
D6 - Level 2
DA - Level 3
FD - Level 4
F0 - Level 5


This game is a bear to hack...
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Old 03-14-2005, 11:20 PM   #52
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Hey all,
If anyone has this cartridge and a game genie, I'd appreciate it if you would check out this code. Any game with "Interplay" involved, is really weird to hack.

Blackthorne (SNES/GG)

89C6-1FD4 Infinite Items (note)

(note) Leave the Game Genie off until you pick up the first item. Turn the Game Genie on for infinite items. Turn it off before you pick up the next item. Repeat often...

Thanks in advance,
HW
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Old 03-15-2005, 05:41 PM   #53
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Hackwiz, I agree with you about Blackthorne being really weird to hack. I made a code that makes you invisible to enemies (ie. you can walk right up to an enemy, and they act like you're not even there). It was pretty fun walking right past enemies without them trying to shoot at you. Of course I would give them a "backwards" blast from the trusty shotgun as I walked by. lol. The problem with the code was that whenever you would pick-up an item (bomb, etc), you would be stuck in that spot. It was similar to your code in that you needed to switch it off when you picked up items. I'll see if I can find it in my notes.

Tony.
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Old 03-15-2005, 09:22 PM   #54
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Rune,
The note with the Blackthorne code above, needs to be added to the code at GSCentral.
Very important, because the code, if not used properly, won't allow you to pick up items at all.
Thanks,
HW
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Old 03-16-2005, 11:35 PM   #55
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Tony,
I wonder if it's the same one I came up with for Infinite health (82C8-CFA4)?
I get the same effects you mentioned, but had alot of other unexpected problems ie. not being able to get off elevators...
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Unread 03-17-2005, 06:11 PM   #56
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Yep, same one I had (as well as a couple others which seemed to have the same effect).
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Unread Yesterday, 08:07 PM   #57
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Quote:
Originally Posted by Hackwiz
Hey all,
If anyone has this cartridge and a game genie, I'd appreciate it if you would check out this code. Any game with "Interplay" involved, is really weird to hack.

Blackthorne (SNES/GG)

I just took a quick look into this game and I must agree with you also. This is very weird generated code!

I'll use this post as an opportunity to say that I've implemented a new feature in ZSNES in the last two weeks and it greatly helps me find a few codes. I am now able to put breakpoints on memory reads/writes on specific RAM addresses and the game will break when these addresses are accessed. :) It's fun!

Edit:
Just made this code for Blackthorne (U):
Code:
82C8-CFA4    Infinite health (switch off when picking up items)

It does have the same problem as the infinite items code. My guess is that the game has some self-checking procedure that runs to see if a game enhancer is being in use. But it may be something else. :\ If it's the case, it would be nice to find that procedure and hack it a bit. ;P
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Last edited by quad : Yesterday at 08:46 PM.
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Unread Yesterday, 10:32 PM   #58
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They're using 7E0060 in one of them hi-falootin' addressing modes:
LDA $0060
STA $????,X

Rotten buggers.
They did the same thing in "Out of This World."

A lot of different variables fly through 7E0060 during the course of the game, (watch the RAM on the fly). If you have the code turned on at the wrong time...too bad.
It seems like the CPU address, which corresponds to the Infinite health code we all came up with, is also used to change other variables in the game, simply by changing the offset held in the X register. A little bit of programming Shorthand?

HW
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Unread Yesterday, 11:26 PM   #59
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Oh I see. You must be right. They chose to have an all-purpose memory access routine or something. This makes it a bit difficult to create working codes...

I was thinking to find the place that actually calls this procedure when the health is modified. Then NOP-out the call ;P (call an RTS instruction directly). At this moment I'm trying to implement a kind of 'backtracing' feature in ZSNES so that I can see from where it's invoked. Let's see.

Update: I finally managed to implement it. It's similar to gdb "bt" command for those who know it. The only thing is that the backtrace keeps growing and the numbers on the stack are almost never the same. I can't seem to find the problem easily...
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Unread Today, 05:24 AM   #60
Helder
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how bout sharing that zsnes to the rest of us i know i would be interested.
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