Wario Land II (USA, Europe) (SGB Enhanced).sgb
Code:
Invulnerable / disable enemy and special object collision C90-F6B-193
Start in Flagman DD menu (This code allows you to start Wario Land II in the main menu of the minigame Flagman DD albiet without the music, and it will break your continued progress if you start a new game and continue from there because you will start at the level select screen on the second stage permanently unless you select New Game and clear the data, or use a code to give you access to all treasures and stages completed.) 100-33B-C4E D80-35B-80D
001-C3B-19E
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.)
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".
Invulnerable GXVUZTAX Die instantly GXVLZTAX No enemies (may get stuck) GXVEIPAX Disable HUD GZKNTPAX Drunk Mode (enemies are blurry like you're drunk) GXXVLGAX
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
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.
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.
Status Test A02-BAB-6EC 072-B8B-F72 Game Genie code A02-BAB-6EC + 072-B8B-F72 will allow you to test player statuses.
Sound Test A02-BAB-6EC Game Genie code A02-BAB-6EC will access the Sound Test menu.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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