Code:
Load Unused Super Game Boy Palette 012-F1B-E6 Guess they couldn't decide on a proper contrasting palette (02-03 are duplicates)
Access Special Maps 10E-74B-E6A
Spot.gb Skip scrolling Intro screen EAF-23F-D5D
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.
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.
Access "All Ending Map" 38D-B2B-4CA 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.
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
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.
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
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