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  • luc-ita
    replied
    Hello nensondubois
    sorry for bother you but...i need your help and your experience in game boy system.
    In Toy Story 2 for GBC I can't find a way to do some codes in assembly, like jump in mid air. Because every value and address is read and written in only one routine. Everything pass through that one. And I can't do nothing in ASM, then.

    Could you please help me?
    Many thanks

    Leave a comment:


  • nensondubois
    replied
    Animaniacs.gb

    Code:
    Move faster
    386-0EE-7F1
    CB6-14E-3B6
    
    Move faster (inverted)
    3E6-0EE-7F1
    CB6-14E-3B6

    Leave a comment:


  • nensondubois
    replied
    Sneaky Snakes.gb

    Time to cut loose and kick it to another music modifier.

    Code:
    Title screen music modifier
    1F1-9BB-E66

    Leave a comment:


  • nensondubois
    replied
    Animaniacs.gb

    Code:
    Hit anywhere (with paddle)
    18A-8D9-B31
    18A-B39-B31

    Leave a comment:


  • nensondubois
    replied
    Animaniacs.gb

    Ok I went digging and located the old codes, plus I made a new palette code for no reason.

    Code:
    Palette setting
    ??E-DBC-E66
    
    Title Screen Music Modifier (Game Boy)
    0?1-4DB-D56
    0?2-F1B-D56
    
    00 - Bonus Win
    01 - Captions
    02 - Level Select
    03 - Password/Roulette
    04 - Practice Level
    05 - Bungle in the Jungle
    06 - Stage Complete
    07 - Mid-Level theme 2
    08 - Remember the A La Mode
    09 - To Scream or Not to Scream
    0A - Level Item (Defeat Boss)
    0B - Death
    0C - Battle with Ralph
    0D - Try to Take Over the World
    0E - Ending
    0F - Title
    
    Title Screen Music Modifier (Super Game Boy)
    0?0-B6B-D56
    0?2-C4B-D56
    
    00 - No Music/Current Song
    01 - Captions
    02 - Level Select
    03 - Password/Roulette
    04 - Practice Level
    05 - Bungle in the Jungle
    06 - Stage Complete
    07 - Mid-Level theme 2
    08 - Remember the A La Mode
    09 - To Scream or Not to Scream
    0A - No Music/Current Song
    0B - No Music/Current Song
    0C - Battle with Ralph
    0D - Try to Take Over the World
    0E - Ending
    0F - Title

    Leave a comment:


  • nensondubois
    replied
    Animanics.gb

    Code:
    Level/Area Select
    01??6EC1
    
    Enable palette selection when played using a Super Game Boy
    00F-C18-E6E
    
    Enable border Screensavers when played using a Super Game Boy
    00F-D18-E6E




    I made two more codes for this game but I don't have the time nor patience to dig through my old posts at gscentral when it was a thing. I'll see if I can find the GB/SGB title screen music modifiers from way back soon.

    Leave a comment:


  • nensondubois
    replied
    Animanics.gb

    Code:
    Press Start at logos to see ending
    080-88B-F72
    
    Press Start at logos to see test cutscene
    090-88B-F72
    
    Skip intro screens (Game Boy)
    EA8-B3B-D5D
    EA7-D2B-D5D
    EA0-89B-D5D
    
    Skip intro screens (Super Game Boy)
    EA8-51B-D5D
    EA8-B0B-D5D
    EA7-D2B-D5D
    EA0-89B-D5D
    
    Multi-Jump
    00A-F6B-F72
    
    By using the Game Genie code 00A-F6B-F72 to multi-jump it is possible to reach Pinky & The Brain's contraption in Bungle in the Jungle. Physics for the structure are partially implemented as you can only stand on the lower and upper sides by multi-jumping onto them. Don't worry, Pinky & the Brain are both completely harmless and are invincible themselves! Exit by multi-jumping back out.
    
    It is impossible to interact with Pinky & The Brain. I guess the developers were testing something otherwise there wouldn't be any physics associated nor programmed into the structure that was partially implemented.
    
    Seriously, were you ever wondering about this? I Finally decided to take a look.


    Last edited by nensondubois; 09-11-2016, 09:19:05 PM.

    Leave a comment:


  • nensondubois
    replied
    Bomberman GB.gb

    Code:
    Walk through walls
    462-F7E-E62
    3E2-B2E-3B1

    Leave a comment:


  • nensondubois
    replied
    Bomberman GB.gb

    Code:
    Enemies are invisible
    552-AFF-4C2

    Leave a comment:


  • nensondubois
    replied
    Bomberman GB.gb

    Code:
    Start on level (A and B games will represent the same levels selected achieving the same progress outcome)
    3E7-AFE-7F1
    ??7-B0E-3B5
    
    ?0 ?-1 A 
    ?5 - Unused ?-6 level card screen (no level data)
    ?6 - Unused ?-6 level card screen (no level data)
    ?7 - Boss Battles A

    Leave a comment:


  • nensondubois
    replied
    Bomberman GB (USA, Europe).gb

    Code:
    Load Border 1 Unused Placeholder Tiles
    ??8-B3F-A2B (55 or 60)
    
    Load Border 2 Unused Placeholder Tiles
    ??8-F5F-2AB  (55 or 60)
    
    Always Load Border 1
    C98-E7F-915
    
    Always Load Border 2
    DF8-D2F-C4D
    Last edited by nensondubois; 09-07-2016, 11:09:11 PM.

    Leave a comment:


  • nensondubois
    replied
    Lion King.gb

    Code:
    Enemies are invisible
    00A-0FD-80A

    Leave a comment:


  • nensondubois
    replied
    I have no more ideas for this game.

    Kirby's Dream Land 2.gb

    Code:
    Disable PAL_PRI palette swapping to the software changes
    000-989-E6E

    Leave a comment:


  • nensondubois
    replied
    Kirby's Dream Land 2

    Code:
    Super Game Boy SOUND continues to play through all levels and areas
    00A-DF8-E6F
    
    Thunder SOUND, etc will continue to play upon entering levels instead of stopping.
    Last edited by nensondubois; 09-02-2016, 05:21:00 PM.

    Leave a comment:


  • nensondubois
    replied
    Kirby's Dream Land 2

    Code:
    Companion select (Must join companion to gain selected companion)
    01??71A0
    01 - Rick
    02 - Kine
    03 - Coo
    Last edited by nensondubois; 09-01-2016, 12:51:48 PM.

    Leave a comment:

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