Code:
Start in debug menu (https://twitter.com/nensondubois_/status/1057370104143405056) 0E1-57F-E6A Make GB/SGB Compatible (menu is unreadable and corrupt and missing graphics cause the game to be unplayable.) 001-D5F-C42
Start in debug menu (https://twitter.com/nensondubois_/status/1057370104143405056) 0E1-57F-E6A Make GB/SGB Compatible (menu is unreadable and corrupt and missing graphics cause the game to be unplayable.) 001-D5F-C42
Title screen music modifier ??0-8DB-E6E
Invulnerable 028-64B-E6E 022-959-E6E 02E-B28-E6E Set SGB A Bomb exploding SOUND (Last line sets BGM flag) ??5-20B-D5A ??5-21B-E68 ??5-22B-E6E ??5-23B-E6A
Tamori no Picross.bs Game Select music modifier (Two variations of unused songs from Mario no Super Picross as well as a brand new unused jingle are in the ROM. They can be accessed with the Game Genie code C029A4??, replacing the game select music. All songs have looped/non-looping versions and subtracting or adding 40 from the current song's value will play them; an example would be adding 40 to 05 plays the looped version of the unused jingle.) C029A4?? Sound Test replaces Title Screen (A slightly more functional sound test than the one present in Mario no Super Picross can be accessed by using the PAR code 7E09E40B or C0240F0B at the title screen. Down increases the value, Up decreases it. Setting 13 is for music, 14 is for sound effects, 15 fades out the music and every other setting will crash the APU. Songs ID: 4B, ID: 05 and ID: 08 are unused.) 7E09E40B C0240F0B
Mario no Super Picross.sfc Select A Data Screen music modifier (There are two unused songs, but their purpose here is not clear. All songs can be heard at the Select A Data Screen using this PAR code C02B79??. All songs have looped/non-looping versions and subtracting or adding 40 from the current song's value will play them; an example would be adding 40 to 05 plays the looped version of the unused jingle.) C02B79?? Sound Test replaces Title Screen (A hidden sound test exists and can be accessed by using the PAR code 7E119C0E or ROM address C021B20E at the title screen. Songs 05, 07 and 0B are unused. Pressing Up or Down will toggle between BGM/SF. Left or Right will select the song/sfx number, A plays music and B or X will play the currently selected sound effect. Y will restart the song. Song number 19 is the last song before silence or crashing the APU.) 7E119C0E C021B20E Data Clear replaces Title Screen (A clear all data screen exists and can be accessed by using the PAR code 7E119C0F or ROM address C021B20F at the title screen. All progress will be lost if you choose to erase. Not used, however, individual save files can be erased in-game by pressing A, B and select on the highlighted file.) 7E119C0F C021B20F
Improve Power Glove Control ZASLPKIO EASLLGLA Last night I had the idea to make games more compatible with the NES Power Glove, for better or for worse. I was binge watching Gaming Historian videos (I rarely do this in general these days) and I was upset that Novac's games weren't released as Power glove exclusive titles. I soon raised the same point on Twitter soon after with the idea to make games work better using the device. Super Mario Bros. is the first test subject and it works. Well, at least without completely rewriting the physics engine (I could do it but it wouldn't work on hardware without a flashcart, and who has the time?) So, I came up with a solution to make Mario controllable anywhere using the A button, or if you're using the Power Glove, make a fist and release to drop Mario. Mario's Y position is controlled by the Power Glove's internal setting for each game it is supposedly supporting backwards-compatible control. Here are the original twitter posts: The former: https://twitter.com/nensondubois_/status/1019808234973081600 The latter: https://twitter.com/nensondubois_/status/1020520494196559872 Conclusion: The proof-of-concept works but there is a potentially problematic limitation as a direct result of conflicting with the climbing physics routine you will become stuck when entering a new screen from a vine climbing upwards. Using two byte changes, this is a really a remarkable fleet considering I did it in 8:12 minutes. Unfortunately I do not have an NES Power Glove to do further testing and codes. This is all based on limited experience with how the Power Glove operates and understanding how it interfaces and reacts to physics. A later revision may be a workaround for fixing the climbing issues as well as making Mario's speed controllable. Please rate, comment and subscribe for more content! Follow me on Twitter: https://twitter.com/nensondubois_ and support patreon: patreon.com/nensondubois also accepting donations via Google wallet at [email protected].
Tintin - Prisoners of the Sun (Europe) (En,Fr,De).gb Title screen music modifier ??7-B28-C4C Tintin - Prisoners of the Sun (Europe) (En,Fr,De).gbc Title screen music modifier ??9-0F8-C4C Valid song ID: 65, 68, 6B, 71, 74, 77, 7A, 7D, 81, 84, 87, 8A, 8C
Title screen music modifier ??0-C0C-C4E
Title screen music / sound effect modifier DEF5:??:B0 Title arrow shoot sound effect / music modifier D7DF:00:08
Title screen music modifier D2D1:??:80
Press Start at intro to view ending 013-459-E62 Title screen music modifier ??3-2F9-E6E
Title screen music modifier (songs start at 03 after the player touches base) ??7-55B-E66 Disable title demo 006-FCB-E6E
Title screen music modifier (songs start at 03 after the player touches base) ??7-55B-E66 Disable title demo 006-FCB-E6E
Title screen music / sound effect modifier CCAA:??:03
Title screen music modifier ??1-5BE-F72
Walk through walls SUOOOGSI SUXONGSI OKXPSGSS
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