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Null Joypad, I/O registers not responsible for audio playback for SNSF ripping (will load cutscenes but it won't do much else in terms of CPU) 00806980
Null Joypad, I/O registers not responsible for audio playback for SNSF ripping (will load cutscenes but it won't do much else in terms of CPU) 00806980
Access Star Picross Course and Time Trial on any file (Options are not saved to RAM, however puzzle completion and times are saved.) 3E0-5BB-193 020-5CB-19E
Enable Debugging Functions FF3-67F-E6A Enable Debugging Functions 01FFA1C5 01FFA2C5 The same debugging routines are present in A Bug's Life, Toy Story 2, and Men in Black The Series.gbc http://tcrf.net/Men_In_Black_The_Series Black suits, shades and a dental plan better than the FBI's won't even be able to rescue this game. I found more debugging functions in another crap game. The game would have been great if Mark Ortiz finished the Super Game Boy Soundtrack. Oh well, at least the title screen music was almost finished and left unoptimised but never was included in the ROM. Still refuses to make the game playable. LOL Unused Music Every last Super Game Boy song from A Bug's Life (Game Boy) remains inside the game, A Bug's Life Super Game Boy music can be accessed via Game Boy Game Genie codes 0?7-5BF-E6A + 57C-43F-3B4 + 07C-44F-F72. Alternatively, the Super Nintendo PAR code 010340?? will also work on emulators. The main SOU_TRN command is loaded at 0x0D28 along with the required DATA_SND listing. 49000000000000000000000000000000 790009000BADC202C909D01AA9018D00 790B09000B42AFDBFF00F0052073C580 791609000B032076C5A9318D00426868 79210900016000000000000000000000 79000800034C00090000000000000000 Main Theme ID 01 Level Theme 1 ID 02 Level Theme 2 ID 03 Fight Hopper ID 04 Bonus Level ID 05 It's Tough to Be a Bug. ID 06 Starting at 0x2D8BC is a ton of development-related text, some of it is leftover from A Bug's Life! Several debugging features exist and are quite useful too. Enable them by using the Game Genie code FF3-67F-E6A or Gameshark codes 01FFA1C5 01FFA2C5. Power Weapon Your Cricket gun will be super-powered for a few shots by holding Select and pressing A. This will destroy any enemy onscreen in with single shot. Once the debugging features are enabled, level skipping features become accessible. Pause and Press Start and Select to skip the level, password included. Secondly, level-segments can also be skipped by pausing and pressing Start and A. Alternatively, when the Access Code 2409 is entered in the game's password menu, entire level skipping features and restarting the level with A button is enabled. Enabled along with level skipping, a free-movement mode is activated. Hold Select, and press Up, Right, Left or Down to move anywhere onscreen. Keep in mind that obstacles cannot be phased through and enemies still hurt you. Let go of the buttons to drop and resume normal controls. Alternatively, the access code 0601 will only allow you levitate until Up is released. Several Super Game Boy functions are unused. Tiertex testing. A single 4100000000 packet can be found in the listing located at 0x757 and never used, though there is actually another SOUND command located at 0xC58 and called when starting the game. Bits 80 80 00 80 are set. Game Genie code 578-A5F-F77 will replace the loaded command PAL_PRI with SOUND. Additional codes ??7-58F-E6A + ??7-59F-E6A + ??7-5AF-E6A + ??7-5BF-E6A will allow you to play and internal Super Game Boy sound. Used to set the SNES Prgram Counter to a specified address. Alternatively, the JUMP can be used to set a new address for the SNES NMI handler, the NMI handler remains unchanged if all bytes 4-6 are zero. 0x737 shows a JUMP Super Game Boy Packet that is loaded during startup though it does nothing since bytes 4-6 are set to zero. 378-A5F-F77 will replace the loaded command PAL_PRI with JUMP. This code will indefinitely hang the Super Game Boy BIOS, so an actual playable code is needed. Super Game Boy command packet 71 disables in-game palette and or controller selection schemes, which can be disabled by the game developer. Alternatively, palettes can be set to revert back to the game's enhanced palette. Game Genie codes 678-A5F-F77 + 037-68F-E6A will replace the loaded command PAL_PRI with ICON_EN setting the bit to 03, disabling palette and controller selections, as suggest by the other Tiertex games that disabled features. PAL_PRI. Command C9, when bit 01 is set to 01, palettes are switched back to default when directed to by the game. Kirby's Dream Land 2, Donkey Kong (Game Boy), Donkey Kong Land and other games are examples. Loaded after PAL_SET with all bits set to 00. Game Genie code 017-48F-E6A will set the loaded PAL_PRI command to 01. Game Genie codes 278-A5F-F77 + 017-28F-E6A will load and set the unused PAL_PRI command setting the bit to 00. (Source: nensondubois)
Gauntlet II.gb Speed up game (The game has issues with massive slowdown. This will speed up the game. However, massive enemies on screen will still slow down or when a sound sample is played due to perpetually high CPU usage taking place. This cannot be fixed without reprogramming the entire game from the ground up. Using the Brainboy and Monster Brain GBC game enhancers you can enjoy the game in double speed mode with no slowdown. The game can still crash and there can be glitches. This is just a proof of concept idea and really isn't meant for casual game play, so use at your own caution.) 181-C5F-6EA
Press Start at Title Screen to enter Event Select 073-ADC-F7A
Fix Underwater Jumping 00F-55A-E6E Jump Higher From Water 84F-5AA-913 Super Jump From Water A0F-5AA-913 Mega Jump From Water C0F-5AA-913 Ultra Jump From Water FFF-5AA-913
Jump Higher 84F-5EA-913 Super Jump A0F-5EA-913 Mega Jump C0F-5EA-913 Ultra Jump FFF-5EA-913
Paddle can pass through left side of stage 180-C8E-2AA Paddle can pass through right side of stage 180-D9E-08A
Mickey's Dangerous Chase A few jump codes Jump as high as you want with normal ascent; press A to descend 636-F4D-B35 0A6-F9D-C46 Jump as high as you want with slow ascent; press A to descend 636-F4D-B35 Jump maximum height double jump (the game lacks proper height control programming for the jumping mechanic) 3F9-91E-916
Unused Super Game Boy Functions Enable Palette Selection when played using a Super Game Boy (ICON_EN is set to 00 enabling palettes along with the intended effect of the unused PAL_PRI command.) 00C-21D-E6E Super Game Boy Palettes do not swap back to the game's programmed palette when a palette command setting is loaded 00C-21D-E6E 003-0AC-E6E Nintendo planned extra Super Game Boy features and may have cut back on a few likely due to time constraints, or other reasons. Play Selected Unused Super Game Boy SOUND instead of PAL_PRI command ??2-F7F-2A6 (2E-33) ?92-F6F-C4E Every single Super Game Boy SOUND effect is listed, and none are used anywhere. Interestingly, the GBC re-release completely removes them from the packet listing. Starting at 0x2E49 and ending at 0x32F9 is the complete listing of unused Super Game Boy SOUND commands. Pro Mahjong Kiwame GB as well as a few other games share a nearly identical unused SOUND command listing. 41010003000000000000000000000000 41020003000000000000000000000000 41030003000000000000000000000000 41040003000000000000000000000000 41050003000000000000000000000000 41060003000000000000000000000000 41070003000000000000000000000000 41080002000000000000000000000000 41090002000000000000000000000000 410A0002000000000000000000000000 410B0002000000000000000000000000 410C0001000000000000000000000000 410D0001000000000000000000000000 410E0001000000000000000000000000 410F0003000000000000000000000000 41100003000000000000000000000000 41110000000000000000000000000000 41120000000000000000000000000000 41130000000000000000000000000000 41140001000000000000000000000000 41150001000000000000000000000000 41160002000000000000000000000000 41170003000000000000000000000000 41180003000000000000000000000000 41190000000000000000000000000000 411A0000000000000000000000000000 411B0002000000000000000000000000 411C0001000000000000000000000000 411D0002000000000000000000000000 411E0001000000000000000000000000 411F0001000000000000000000000000 41200002000000000000000000000000 41210001000000000000000000000000 41220001000000000000000000000000 41230002000000000000000000000000 41240001000000000000000000000000 41250001000000000000000000000000 41260003000000000000000000000000 41270000000000000000000000000000 41280000000000000000000000000000 41290001000000000000000000000000 412A0000000000000000000000000000 412B0003000000000000000000000000 412C0000000000000000000000000000 412D0003000000000000000000000000 412E0000000000000000000000000000 412F0000000000000000000000000000 41300002000000000000000000000000 41800000000000000000000000000000 41008000000000000000000000000000 41000120000000000000000000000000 41000220000000000000000000000000 41000320000000000000000000000000 41000410000000000000000000000000 41000510000000000000000000000000 41000610000000000000000000000000 41000720000000000000000000000000 41000800000000000000000000000000 41000900000000000000000000000000 41000A00000000000000000000000000 41000B00000000000000000000000000 41000C30000000000000000000000000 41000D20000000000000000000000000 41000E70000000000000000000000000 41000F70000000000000000000000000 41001010000000000000000000000000 41001100000000000000000000000000 41001210000000000000000000000000 41001320000000000000000000000000 41001400000000000000000000000000 41001530000000000000000000000000 41001620000000000000000000000000 41001700000000000000000000000000 41001800000000000000000000000000 41001900000000000000000000000000 (Source: nensondubois) [url]https://tcrf.net/index.php?title=Wario_Land_II&oldid=112408[/url] - look at old revision of article to find the ridiculously redacted info. Lastly, the SOUND table was removed completely form the GBC re-release of the game.
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