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  • nensondubois
    replied
    Ms. Pac-Man (Tengen).nes

    Code:
    Ghosts can move through walls
    OOVPAAAX
    - - - Updated - - -

    Ms. Pac-Man (Tengen).nes

    Code:
    Ghosts can move through walls
    OOVPAAAX

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  • nensondubois
    replied
    Since I'm working on transforming Ms. Pac-Man (Tengen) back into it's original form, Crazy Otto, I figure the game could use a few more codes.

    Code:
    Ms. Pac-Man (Tengen).nes
    
    Ghost don't leave starting area
    OGXAVIVS
    
    All ghost except Blinky are out of the game
    AANETTZA
    
    Blinky out of the game
    AAEAITZA
    
    Inky Out of the game
    GAXEPTZA
    - - - Updated - - -

    Since I'm working on transforming Ms. Pac-Man (Tengen) back into it's original form, Crazy Otto, I figure the game could use a few more codes.

    Code:
    Ms. Pac-Man (Tengen).nes
    
    Ghost don't leave starting area
    OGXAVIVS
    
    All ghost except Blinky are out of the game
    AANETTZA
    
    Blinky out of the game
    AAEAITZA
    
    Inky Out of the game
    GAXEPTZA

    Leave a comment:


  • nensondubois
    replied
    Dragon Dance (USA) (SGB Enhanced).gbc

    Code:
    Start at ending
    0A2-B9F-F7A

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  • nensondubois
    replied
    Dragon Dance (USA) (SGB Enhanced).gbc

    Code:
    Skip intro screens
    002-B9F-F7A

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  • nensondubois
    replied
    Dragon Dance (USA) (SGB Enhanced).gbc

    Code:
    Dragon does not coil after remaining still 
    FA6-D8B-4C1
    
    Dragon spins around indefinitely after remaining still
    EAE-BBB-081
    
    Dragon never shrinks
    FAC-3AB-4C1
    
    Dragon can move anywhere
    B0E-0CB-F76
    
    Infinite time
    00A-64B-19E
    
    Unlock all levels
    642-A5F-E6E

    Leave a comment:


  • nensondubois
    replied
    Columns GB - Tezuka Osamu Characters (Japan) (SGB Enhanced).gbc

    Code:
    Skip intro screen
    099-77F-C46

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  • nensondubois
    replied
    Captain Tsubasa J - Zenkoku Seiha e no Chousen (Japan) (SGB Enhanced).gb

    Code:
    Character Viewer
    01028BFF
    
    Character Viewer
    02F-E3A-F76
    
    GameShark code 01028BFF or Game Genie code 02F-E3A-F76 will replace the main menu with a character viewer offering a dozen hilarious expressions.
    Code:
    UFO GAME
    01098BFF
    
    UFO Game
    09F-E3A-F76
    
    Unmarked Helicopters! Anyone remember the X-Files? Captain Tsubasa J Zenkoku Seiha e no Chousen J SGB Unused Turbo II.png
    
    GameShark code 01098BFF or Game Genie code 09F-E3A-F76 will replace the main menu with a hidden game called UFO GAME. The gameplay is basically a cross between Space Invaders and Centipede – the player must shoot UFOs while avoiding the blue bastard which will home in on him.
    
    Super Game Boy palettes will be black when using the GameShark code because there is no assigned palette. The title screen may have been unfinished, as it has slight graphical glitches.
    
    Present at 0x5E8E amongst the title graphics are additional title graphics for II' TURBO as well. These had been used in the same game found in From TV Animation Slam Dunk 2: Zenkoku e no Tip Off.
    Code:
    Debug Menu
    010B8BFF
    
    Debug Menu
    0BF-E3A-F76
    
    Actually, this is a semi-broken CHR viewer. GameShark code 010B8BFF or Game Genie code 0BF-E3A-F76 will replace the main menu with this screen.
    Code:
    Sound Test
    011E8BFF
    
    Sound Test
    1EF-E3A-F76
    
    Test all the music and sounds in the game using Up and Down. GameShark code 011E8BFF or Game Genie code 1EF-E3A-F76 will replace the main menu with the sound test.
    Code:
    Animation Viewer
    01FE8BFF
    
    Animation Viewer
    1FF-E3A-F76
    
    Test all animations out in the field. GameShark code 01FE8BFF or Game Genie code 1FF-E3A-F76 will replace the main menu with the animation viewer.
    Code:
    Replace PAL01 with the unused Super Game Boy ICON_EN Command
    39C-C5E-C43
    
    There is an unused ICON_EN with the bit setting of 03 disabling palette and controller settings. Game Genie code 39C-C5E-C43 will enable this function, replacing PAL01. Located at 0x1B39.
    Last edited by nensondubois; 08-12-2017, 11:49:42 PM.

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  • nensondubois
    replied
    From TV Animation Slam Dunk 2 - Zenkoku e no Tip Off (Japan) (SGB Enhanced).gb

    Code:
    Super Game Boy 'SOUND' Test
    012-A6A-C42 + 002-AAA-E62
    
    There is a Super Game Boy sound effect test appearing as a garbage screen. Game Genie code 012-A6A-C42 + 002-AAA-E62 will replace the title screen. Press UP and Down to select the A-type sound effect. Press Left and Right to select B-type sounds. A plays A-type sounds while B plays B-type sounds. Select stops both sounds. To set A-Type pitch and volume commands, Hold Start and Press Up to set the pitch, and Left to set the volume incrementing and resetting to initial values. To set B-Type pitch and volume commands, Hold Start and Press Down to set the pitch, and Right to set volume.
    Code:
    Sound Test
    102-A6A-C42
    002-AAA-E62
    
    Aside from a Super Game Boy sound test, there is a standard sound test that lets you test all the music and sounds in the game using Up and Down. Game Genie codes 102-A6A-C42 + 002-AAA-E62 will replace the title screen with the sound test.
    Code:
    UFO Game
    052-A6A-C42
    002-AAA-E62
    
    The UFO game makes a reprise, this time, Turbo is used and the graphics are different than the counterpart found in Captain Tsubasa J: Zenkoku Seiha e no Chousen. Game Genie codes 052-A6A-C42 + 002-AAA-E62 will replace the title screen with a hidden game called UFO GAME. The gameplay is basically a cross between Space Invaders and Centipede – the player must shoot UFOs while avoiding the malice-stricken alien which will home in on him.
    
    Super Game Boy palettes were not programmed and will display the prior screen settings.
    Code:
    Goalie Test
    032-A6A-C42
    002-AAA-E62
    
    Tests goalie field positions. Game Genie codes 032-A6A-C42 + 002-AAA-E62 will replace the title screen with a the goalie test.
    Code:
    Cutscene Animation Viewer
    142-A6A-C42
    002-AAA-E62
    
    Tests all animation cutscenes and scenarios in the game. Game Genie code 142-A6A-C42 + 002-AAA-E62 will replace the title screen with the animation cutscene test.
    Code:
    Halftime Test
    232-A6A-C42
    002-AAA-E62
    
    Tests all Halftime screens. Game Genie code 232-A6A-C42 + 002-AAA-E62 will replace the title screen with the Halftime test.
    Code:
    Timer Test
    242-A6A-C42
    002-AAA-E62
    
    Tests the clock which does not countdown and resets back to 00 after activating. Game Genie code 242-A6A-C42 + 002-AAA-E62 will replace the title screen with the timer test.
    Code:
    Replace PAL01 with the unused Super Game Boy ICON_EN Command
    40E-14D-A2F
    
    There is an unused ICON_EN with the bit setting of 03 disabling palette and controller settings. Game Genie code 40E-14D-A2F will enable this function, replacing PAL01. Located at 0x1B39.
    Code:
    Enable Unused Main Menu Border Set Routine
    00A-45D-E62
    
    Normally, when the game detects that a different border other than the default is loaded, it will load the default when an in-game reset is initiated. There is an additional border check routine that is unused because it is only possible to set the border before the menu selection. Game Genie code 00A-45D-E62 will set the first border allowing the menu border check routine to be active which will now load the default border.
    Last edited by nensondubois; 08-12-2017, 11:49:07 PM.

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  • nensondubois
    replied
    From TV Animation Slam Dunk - Gakeppuchi no Kesshou League (Japan) (SGB Enhanced).gb

    Code:
    Debug Screen
    011-82B-F7E
    012-B8B-F72
    
    Game Genie code 011-82B-F7E will enable an extremely cumbersome debug screen select upon pressing start at the title screen. Most screens will crash outright and load incorrect CHR data and only allows you to select sub-menus; because of this, use the the code 012-B8B-F72 then enter the game select menu. A number will appear at the upper-right corner. All menus after 03 will crash the game.
    00 - Returns you to the title screen
    01 - CHR viewer for characters. Severely broken.
    02 - Message viewer. Displays all messages. CHR is sort of broken.
    03 - Screen viewer. Displays a screen for each scenario. CHR is sort of broken.
    Code:
    Dunk Test
    A02-BAB-6EC
    042-B8B-F72
    
    Game Genie codes A02-BAB-6EC + 042-B8B-F72 will access the Dunk Test menu. Setting 0 will successfully complete a dunk and play the one second SGB clapping sound.
    Code:
    Status Test
    A02-BAB-6EC
    072-B8B-F72
    
    Game Genie code A02-BAB-6EC + 072-B8B-F72 will allow you to test player statuses.
    Code:
    Sound Test
    A02-BAB-6EC
    
    Game Genie code A02-BAB-6EC will access the Sound Test menu.
    Code:
    Replace PAL01 with the unused Super Game Boy ICON_EN Command
    A66-7C8-3B4
    
    There is an unused ICON_EN with the bit setting of 03 disabling palette and controller settings. Game Genie code A66-7C8-3B4 will enable this function, replacing PAL01. Located at 0x1B39.

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  • nensondubois
    replied
    Killer Instinct.sgb

    One old code and a new code.

    Code:
    Always fight at the unused stage (Someone else provided the Gameshark code on the Mortal Kombat forums a long time ago, yet I can't find it. I converted the code to Game Genie.)
    094-A6D-E62
    024-A8D-E6A
    C74-A9D-6EA
    
    Title screen music modifier
    ??6-279-E6E
    
    Incomplete track listing
    07 - Gangsta
    0E - Orchid
    Last edited by nensondubois; 08-12-2017, 10:30:15 PM.

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  • nensondubois
    replied
    Super Mario Bros. 2 (U) PRG 0 / 1 / USA.nes

    Code:
    Invulnerable
    GXVUZTAX
    
    Die instantly
    GXVLZTAX
    
    No enemies (may get stuck)
    GXVEIPAX
    
    Disable HUD
    GZKNTPAX
    
    Drunk Mode (enemies are blurry like you're drunk)
    GXXVLGAX

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  • nensondubois
    replied
    Super Mario Bros. 2 (U) PRG 0 / 1 / USA.nes

    Code:
    Restore unused death DPCM sound effect with music
    SZXAPKSE
    SZXATKSE
    
    Restore unused death DPCM sound effect with music (With DPCM hiccups; due to stopping the game form muting DPCM on track changes, which causes the sample to not play.)
    YPXAIKYE
    
    Disable music when a DPCM plays (resume music by jumping or playing a non-DPCM sound effect)
    APUEIUYP
    
    Restore unused death DPCM sound effect without music
    APXAIKYA
    
    Jump to hear unused death sound effect
    EAUEOGPA
    
    Crazy DPCM that sounds very wrong (use with TKEATSPE)
    SLXEPUSE
    
    Trivia: The DPCM sound effects in Super Mario Bros 2 / USA are actually conversions of the FDS channel's FM from the original version that was released in Japan as 夢工場ドキドキパニック Yume Kōjo Doki Doki Panikku, literally "Dream Factory: Heartbeat Panic".


    Last edited by nensondubois; 08-22-2017, 02:30:14 AM.

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  • nensondubois
    replied
    Mortal Kombat 4 (USA, Europe) (SGB Enhanced).gbc

    Code:
    Enable Reptile (long version)
    C9C-41C-7F4
    FFD-A3C-A2A
    38D-9EC-4CA
    
    Enable Reptile (Short version)
    18D-5EC-6EA
    38D-9EC-4CA


    Last edited by nensondubois; 08-03-2017, 08:03:32 PM.

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  • nensondubois
    replied
    Soukoban Densetsu - Hikari to Yami no Kuni (Japan) (SGB Enhanced).gbc

    Code:
    Title screen music modifier
    ??0-49A-E6E

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  • nensondubois
    replied
    Soukoban Densetsu - Hikari to Yami no Kuni (Japan) (SGB Enhanced).gbc

    Code:
    Load unused Super Game Boy palette
    111-31B-6EE
    001-3BB-6EA
    (Here's the lost matching border palette. There's also an oddly matching overlay appearing to fit anywhere. There is also a variation which removes the lowermost 8x8 tilemapping.
    
    I guess they chose a black and white palette for the final because it makes your custom palettes stand out and they wanted focus on that feature? They could have given the option to switch between the two.)
    
    Loads unused palette without modifying ATTR_BLK attributes
    001-3BB-6EA
    
    8x8 Border Restoration Fix
    008-6DB-D5A
    
    https://twitter.com/nensondubois_/status/891869088988975105
    Took 4 minutes. To fix the border, modify 0x01086D to 00 from 0C or via Game Genie code 008-6DB-D5A. Seriously, how did they fuck this up? What, were the game developers blind? I don't know, for a game that focuses on a feature like this, you would think someone in the planning team and testing phases beyond graphical design would notice an anomaly this obvious? Well, no, apparently, because the first skull is the only one that fully matches with your custom palette. So, maybe the border's ability to adapter with the player's palette was an afterthought? More on the skulls later because I will restore their tiles as well.)


    Last edited by nensondubois; 08-01-2017, 11:55:04 PM.

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