Pokemon Red/Blue (USA, Europe)
Code:
Player and all NPC move as fast possible EA4-02F-D5D
Always Encounter wild Missingno 0F2-2A8-F7A
Enable Frame Counter Debugger 044-A5F-C42 (Enables a current frame counter that is glitched in most areas of the game. It will properly display in the Ranking section and in-game overriding part of the score display.) Enable Unknown Counter Debugger 074-A5F-C42 (There is a second counter appearing at the bottom of the screen that is completely glitched out making it impossible to know the exact function, but it is likely an animation frame counter) Load Early Puzz Loop title Screen 0F0-2DA-80A (Ballistic contains a complete title screen graphic complete with tilemapping and palette data that is loaded along with the Mitchell logo. Puzz Loop is the original Japanese version's name and this is a very early title screen when the US release was still called Puzz Loop. Game Genie code 0F0-2DA-80A code will load the alternate title screen instead. The Puzz Loop title screen is completely different, for curiosity purposes. PRESS START awkwardly resides above the menu selection after pressing start giving hint that this was an early design.) Enable Unfinished Super Game Boy functions 031-46F-E6A Load Unused Super Game Boy Palette 1 010114CD Load Unused Super Game Boy Palette 2 010214CD
Load Unused Super Game Boy Palette 1 Everywhere 010114CD Load Unused Super Game Boy Palette 1 Everywhere 3E0-D1B-6E6 002-A8B-E6E 013-18B-E6A Load Unused Super Game Boy Palette 2 Everywhere 010214CD Load Unused Super Game Boy Palette 2 Everywhere 3E0-D1B-6E6 002-A8B-E6E 023-18B-E6A
Load Unused Super Game Boy Palette 1 (For unknown reasons there are three unused lighter contrast palette settings that exist.) 040-21B-A2A Load Unused Super Game Boy Palette 2 (For unknown reasons there are three unused lighter contrast palette settings that exist.) 080-21B-A2A Load Unused Super Game Boy Palette 3 (For unknown reasons there are three unused lighter contrast palette settings that exist.) 0C0-21B-A2A
Load Unused Super Game Boy Palette 1 031-46F-E6A 012-0B9-E6A Load Unused Super Game Boy Palette 2 031-46F-E6A 022-0B9-E6A There are two unused Super Game Boy palettes in MegaMan Xtreme. Even more interesting is that they're the same palettes and setup as unused in Ballistic and Puzz Loop. Capcom appears in both games so I want to assume that some of the same development team was shared by both games, but I am unable to confirm. I don't have the original chat logs when I was teaching Dypples/Dybbles assembly a few years ago, so here is just a random chat log of us dicking around just because. [REDACTED] Enable Level Select 0101A8D3 Enable Level select A87-93B-7FF Simply, load a stage with the code on, and it will take you to the Level Select menu. The top 2 numbers represent the stage, and the bottom numbers represent "checkpoints." You can only use 00-05 when selecting checkpoints. Selecting 05 for a checkpoint takes you directly to the boss. Here is a list of the stages. 00-Chill Penguin Stage 01-Spark Mandrill 02-Armored Armadillo 03-Storm Eagle Stage 04-Morph Moth Stage 05-Wheel Gator Stage 06-Magna Centipede Stage 07-Flame Stag Stage 08-Palace Grounds (Sigma Stage 1) 09-Intro Stage 0A-Sigma Base 0B-Same As 0A 0C-Sigma Stage 2 (Source: Dybbles, nensondubois) I don't have the original chat logs when I was teaching Dypples/Dybbles assembly a few years ago, so here is just a random chat log of us dicking around just because.
Pocket Camera Display Unused CoroCoro Comics Copyright Screen 6B2-7E8-2AF Enable Unused CoroCoro Comics Album B Photos 111-ECB-196 Enable Unused CoroCoro Comics Compose Photos (36-3B) 01??F7D7 01??F8D7 01??F9D7 01??FAD7 01??FBD7 01??FCD7 Enable Unused CoroCoro Comics Wild Frames 082-DFA-F72 Enable Unused CoroCoro Comics Stamps 009-B5A-E6E 009-CCA-E6E Enable Unused Hot Spot Effects 0FD-199-F76 (The vibrant "S" icon produces a wave top-to-bottom effect. The rest onward produce a quick page flip top-to-bottom effect. It is unknown why the first two were not added.) Game Boy Camera Enable Unused Hot Spot Effects 0FD-159-F76 (The vibrant "S" icon produces a wave top-to-bottom effect. The rest onward produce a quick page flip top-to-bottom effect. It is unknown why the first two were not added.) Display Unused CoroCoro Comics Copyright Screen 6B2-C88-2AF
Access "All Ending Map" Game Genie 38E-AFB-4CA Alternatively, change the following GB-Z80 assembly code in the ROM to access this map: ROM4:4EAF 28 05 jr,z 4EAF ~ to ROM4:4EAF 38 05 jr,c 4EAF I assume this map can be accessed after completing all of the other maps? Otherwise it is an unused or unknown map. I couldn't find any information.
Game Boy Wars 2 Access "All Ending Map" Game Genie 38F-8DB-2AA Alternatively, change the following GB-Z80 assembly code in the ROM to access this map: ROM4:4F8D 28 05 jr,z 4F8D ~ to ROM4:4F8D 38 05 jr,c 4F8D I assume this map can be accessed after completing all of the other maps? Otherwise it is an unused or unknown map. I couldn't find any information.
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