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  • Code:
    Super Mario Land 1.0
    
    Jump maximum running height while standing
    009-E6B-E62
    
    Jump as high as you want; press A to descend (you will die if you jump too high off the screen)
    179-67B-802
    
    Super Mario Land 1.1
    
    Jump maximum running height while standing
    009-E6B-E62
    
    Jump as high as you want; press A to descend (you will die if you jump too high off the screen)
    179-67B-802


    Last edited by nensondubois; 03-25-2016, 05:37:25 PM.
    "Roll The Bones" - Rush
    Patreon.com/nensondubois Twitter #nensondubois_Youtube.com/user/nensondubois

    Comment


    • Code:
      Game & Watch Gallery 2 .gbc
      
      Modern Helmet 
      
      Always play as Wario in GB/SGB mode (Short version)
      AE8-A6A-5D4
      
      Always play as Wario in GBC mode (Short version)
      AE6-D1A-5D4
      "Roll The Bones" - Rush
      Patreon.com/nensondubois Twitter #nensondubois_Youtube.com/user/nensondubois

      Comment


      • Code:
        Super Game Boy 1 and 2
        
        Enable unfinished unused SNES OBJ_TRN mode
        7E0F0601
        To toggle this in any game at any time, use the following DATA_SND commands:
        79060F007E0100000000000000000000 - Enable OBJ_TRN mode
        79060F007E0000000000000000000000 - Disable OBJ_TRN mode
        
        OBJ_TRN
        
        Code 18 OBJ_TRN. Object Transfer. Command C1. Used to display up to 24 entries of scrollable 8×8 or 16×16 SNES Objects on the screen, comprising a total onscreen palette of 256. Real Bout Special Fatal Fury and Bomberman Quest call OBJ_TRN even though neither game loads data into the SNES VRAM.
        
        The official NOA/NOE Super Game Boy programming document actually defines OBJ_TRN as "Use prohibited", and the function is not explained anywhere because it was unfinished. Practically useful for title screens and cutscenes since the bottommost of the Game Boy screen would be used to transfer object data as well. Here are the unused OBJ_TRN caveats.
        
        {pandocs}
        Byte: Setting:
        0 Command*8+Length (fixed length=1)
        1 Control Bits
        Bit 0 - SNES OBJ Mode enable (0=Cancel, 1=Enable)
        Bit 1 - Change OBJ Colour (0=No, 1=Use definitions below)
        Bit 2-7 - Not used (zero)
        2-3 System Colour Palette Number for OBJ Palette 4 (0-511)
        4-5 System Colour Palette Number for OBJ Palette 5 (0-511)
        6-7 System Colour Palette Number for OBJ Palette 6 (0-511)
        8-9 System Colour Palette Number for OBJ Palette 7 (0-511)
        Palette entrees are ignored if above Control Bit 1 is zero.
        Because each OBJ palette consists of 16 coluors, four system
        palette entries (of 4 colours each) are transferred into each
        OBJ palette. Specific system palette numbers are not required to be
        aligned to a multiple of four, and will wrap to palette number
        0 when exceeding 511. For example, a value of 511 would copy
        system palettes 511, 0, 1, 2 to the SNES OBJ palette.
        A-F Not used (zero)
        
        The recommended method is to "display" Game Boy BG tiles from F9h-FFh left to right as the first 7 characters of the bottom-most character line of the Game Boy screen. As for normal 4KByte VRAM transfers, this area should not be scrolled, should not be overlapped by Game Boy OBJs, and the Game Boy GBP palette register should be set up to avoid conflicting with the normal in-game palettes. SNES OAM data can be defined in the 70h bytes of the Game Boy BG tile memory at following addresses:
        
        8F90-8FEF SNES OAM, 24 Entries of 4 bytes each (96 bytes)
        8FF0-8FF5 SNES OAM MSBs, 24 Entries of 2 bits each (6 bytes)
        8FF6-8FFF Not used, don't care (10 bytes)
        
        The format of SNES OAM Entrees are:
        
        Byte 0 OBJ X-Position (0-511, MSB is separately stored, see below)
        Byte 1 OBJ Y-Position (0-255)
        Byte 2-3 Attributes (16bit)
        Bit 0-8 Tile Number (use only 00h-FFh, upper bit zero)
        Bit 9-11 Palette Number (use only 4-7)
        Bit 12-13 OBJ Priority (use only 3)
        Bit 14 X-Flip (0=Normal, 1=Mirror horizontally)
        Bit 15 Y-Flip (0=Normal, 1=Mirror vertically)
        
        END OF NOTES
        
        POST COMMENT:
        
        The format of SNES OAM MSB Entrees are unknown. However, 2 bits are used per entry: One bit is the most significant bit of the OBJ X-Position. The other bit specifies the OBJ size (8×8 or 16×16 pixels).
        
        well I finally found out how to activate this elusive function, or what was finished... well, that's not entirely true; I knew about this for around a year or so, and posted about in my blog. I was jut doing other things and rampant testing. Though, I was suspicious of its existence, I found some weird routines and traced them for over an hour and sure enough, it really does exist... just with a few silly glitches.
        
        I'm probably going to post more info on this new discovery and some old codes pertaining to the Super Game Boy 1/2 BIOS and how it interacts with various games, and other things.
        Last edited by nensondubois; 12-02-2015, 06:48:15 PM. Reason: adding notes of unused OBJ_TRN caveats from pandocs
        "Roll The Bones" - Rush
        Patreon.com/nensondubois Twitter #nensondubois_Youtube.com/user/nensondubois

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        • Code:
          Donkey Kong Land.gb
          
          Save game to have 100% on any file
          17E-C19-4C2
          "Roll The Bones" - Rush
          Patreon.com/nensondubois Twitter #nensondubois_Youtube.com/user/nensondubois

          Comment


          • Code:
            Donkey Kong Land 2
            
            Start a new game on Barrel Bayou
            7A2-719-4C2
            
            Dixie does not descend when using her hair to float
            008-B6F-3B7
            "Roll The Bones" - Rush
            Patreon.com/nensondubois Twitter #nensondubois_Youtube.com/user/nensondubois

            Comment


            • Code:
              Donkey Kong Land 2
              
              All sprites are invisible
              001-39D-4C8
              001-55D-4C8
              "Roll The Bones" - Rush
              Patreon.com/nensondubois Twitter #nensondubois_Youtube.com/user/nensondubois

              Comment


              • Code:
                Donkey Kong Land 3
                
                All sprites are invisible
                001-FBD-4C8
                002-17D-4C8
                "Roll The Bones" - Rush
                Patreon.com/nensondubois Twitter #nensondubois_Youtube.com/user/nensondubois

                Comment


                • Code:
                  Donkey Kong Land 3
                  
                  Dixie does not descend when using her hair to float
                  009-0FF-3B7
                  "Roll The Bones" - Rush
                  Patreon.com/nensondubois Twitter #nensondubois_Youtube.com/user/nensondubois

                  Comment


                  • Code:
                    Kirby Tilt N Tumble.gbc
                    
                    Make Game Boy/Super Game Boy compatible
                    001-BFF-F72
                    "Roll The Bones" - Rush
                    Patreon.com/nensondubois Twitter #nensondubois_Youtube.com/user/nensondubois

                    Comment


                    • Code:
                      Earthworm Jim 2 - Menace to the Galaxy.gbc
                      
                      Can complete level without needing to collect nuts
                      C0D-A0B-190
                      
                      Super Jump
                      417-B4B-4C2
                      418-14B-4C2
                      
                      Mega Jump
                      647-B4B-4C2
                      648-14B-4C2
                      
                      Ultra Jump
                      7F7-B4B-4C2
                      7F8-14B-4C2


                      Last edited by nensondubois; 03-25-2016, 05:35:29 PM.
                      "Roll The Bones" - Rush
                      Patreon.com/nensondubois Twitter #nensondubois_Youtube.com/user/nensondubois

                      Comment


                      • Code:
                        Earthworm Jim 2 - Menace to the Galaxy.gbc
                        
                        Disable music
                        006-9BB-E6E
                        
                        Press Start button at password screen to see unused printer screen 1 (the game will not print regardless because the programming for printing the password was not finished)
                        131-83B-80A
                        
                        Press Start button at password screen to see unused printer screen 2 (the game will not print regardless because the programming for printing the password was not finished)
                        141-83B-80A
                        
                        Press Start button at password screen to see unused printer screen 3 (the game will not print regardless because the programming for printing the password was not finished)
                        151-83B-80A
                        
                        Press Start button at password screen to see unused printer screen 4 (the game will not print regardless because the programming for printing the password was not finished)
                        161-83B-80A
                        
                        Press Start button at password screen to see unused printer screen 5 (the game will not print regardless because the programming for printing the password was not finished)
                        171-83B-80A
                        
                        Press Start button at password screen to see unused printer screen 6 (the game will not print regardless because the programming for printing the password was not finished)
                        181-83B-80A
                        
                        Staff Roll replaces title screen
                        0C2-84F-E66


                        Last edited by nensondubois; 03-25-2016, 05:32:06 PM. Reason: better codes. Not finished
                        "Roll The Bones" - Rush
                        Patreon.com/nensondubois Twitter #nensondubois_Youtube.com/user/nensondubois

                        Comment


                        • Code:
                          Earthworm Jim 2 - Menace to the Galaxy.gbc
                          
                          Title screen music modifier (banks will go out of range past song 25)
                          ??2-7FF-E6E
                          00-0F - Bank 1
                          10-1F - Bank 2
                          20-2F - Bank 3


                          Last edited by nensondubois; 03-25-2016, 05:32:44 PM.
                          "Roll The Bones" - Rush
                          Patreon.com/nensondubois Twitter #nensondubois_Youtube.com/user/nensondubois

                          Comment


                          • Code:
                            Dr. Mario.nes
                            
                            Place pill to instantly win round
                            GVUPAAAA
                            "Roll The Bones" - Rush
                            Patreon.com/nensondubois Twitter #nensondubois_Youtube.com/user/nensondubois

                            Comment


                            • Code:
                              Hoyle Card Games.gbc
                              
                              Make Game Boy/Super Game Boy compatible (Intro skip version; graphics do not fully load. This code lets you partially play the games though with corrupt graphics and sometimes they will hang. You can at least listen to the music of your choice with this code and the "Play ??? song everywhere code" I made to play the unused song.
                              211-62F-E65
                              "Roll The Bones" - Rush
                              Patreon.com/nensondubois Twitter #nensondubois_Youtube.com/user/nensondubois

                              Comment


                              • Decided to fill in the "invincible" request by adaml but I clicked on "Fill" and it just took me to the request page and I couldn't take any further action.

                                Code:
                                Boulder Dash.gb
                                
                                Invincible
                                007-499-E62
                                003-159-E62
                                002-FB9-E62
                                
                                Infinite time to continue
                                00F-41C-3BE
                                
                                Press down to clear any obstacle (diamonds will not be collected if they are below you when you move over them. Useful for getting out of situations where you become trapped or if you want to clear rocks for a passageway.)
                                EAF-98A-081
                                
                                Press in any direction for a diamond explosion (this will kill you so use the 'Invincibility' code.)
                                00D-EDA-C4A
                                00D-E0A-C4A
                                00D-D3A-C4A
                                00D-C6A-C4A
                                Last edited by nensondubois; 12-08-2015, 07:51:36 PM. Reason: request fill problem
                                "Roll The Bones" - Rush
                                Patreon.com/nensondubois Twitter #nensondubois_Youtube.com/user/nensondubois

                                Comment

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