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  • nensondubois
    replied
    Ballistic.gbc

    I'll have to get to Puzz Loop codes once I have more time.

    Code:
    Load Unused Super Game Boy Palette 1 Everywhere
    010114CD
    
    Load Unused Super Game Boy Palette 1 Everywhere
    3E0-D1B-6E6
    002-A8B-E6E
    013-18B-E6A
    
    Load Unused Super Game Boy Palette 2 Everywhere
    010214CD
    
    Load Unused Super Game Boy Palette 2 Everywhere
    3E0-D1B-6E6
    002-A8B-E6E
    023-18B-E6A


    Last edited by nensondubois; 05-11-2016, 10:25:44 PM.

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  • nensondubois
    replied
    Ballistic.gbc

    Code:
    Enable Frame Counter Debugger
    044-A5F-C42 
    (Enables a current frame counter that is glitched in most areas of the game. It will properly display in the Ranking section and in-game overriding part of the score display.)
    
    Enable Unknown Counter Debugger
    074-A5F-C42
    (There is a second counter appearing at the bottom of the screen that is completely glitched out making it impossible to know the exact function, but it is likely an animation frame counter)
    
    Load Early Puzz Loop title Screen
    0F0-2DA-80A
    (Ballistic contains a complete title screen graphic complete with tilemapping and palette data that is loaded along with the Mitchell logo. Puzz Loop is the original Japanese version's name and this is a very early title screen when the US release was still called Puzz Loop.
    Game Genie code 0F0-2DA-80A code will load the alternate title screen instead. The Puzz Loop title screen is completely different, for curiosity purposes.
    PRESS START awkwardly resides above the menu selection after pressing start giving hint that this was an early design.)
    
    Enable Unfinished Super Game Boy functions
    031-46F-E6A
    
    Load Unused Super Game Boy Palette 1
    010114CD
    
    Load Unused Super Game Boy Palette 2
    010214CD
    There is also a completely unused Super Mario Bros Deluxe sprites for Mario in all formations.Present only in Ballistic is a complete Mario sprite set carried over from Super Mario Bros. Deluxe. plus partial "PAUSE" text and font data. This may have been used for testing purposes as this is the only piece of data remaining.

    It is unknown how these graphics ended up in an entirely unrelated game. I assume that the programmers wanted to borrow code from Super Mario Bros. Deluxe but based on my close examination they ultimately decided that there were better options. The devlopers obviously had access to the source code of Super Mario Bros. Deluxe.

    This is what I like to call a gaming mystery at the very least... I am unable to find information about who developed Ballistic and I doubt they were given Super Mario Bros. Deluxe source code from Nintendo.

    All references of Super Mario Bros. Deluxe are completely nonexistent in the Japanese version, Puzzle Loop. This was likely intentional for obvious reasons.

    I recall being shocked when I found this among other weird random graphics scattered throughout the Ballistic ROM a few years ago.



    Last edited by nensondubois; 05-10-2016, 09:54:36 PM.

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  • MasterGrand
    replied
    Good job man

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  • nensondubois
    replied
    Well, this is the original Green (Midori) version's Missingno. I was hoping for a bit more in terms of effects but oh well. I'm really glad they reprogrammed Pokemon for the international release... I always achieve the effects I set out with a 99.9% success rate regardless of how shoddy the game's programming works out to be coded.

    Code:
    Always Encounter wild Missingno
    0F2-2A8-F7A




    1400th video that some random idiot is going to thumb down for no reason further proving that the world is completely chaotic and lacking a higher power. Why does Youtube allow this function to continue existing?
    Last edited by nensondubois; 04-28-2016, 12:25:07 AM.

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  • nensondubois
    replied
    Pokemon Red/Blue (USA, Europe)

    Code:
    Player and all NPC move as fast possible
    EA4-02F-D5D

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  • nensondubois
    replied
    Pokemon Yellow (USA, Europe)

    Code:
    Player and all NPC move as fast possible
    EA2-45F-D5D

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  • nensondubois
    replied
    Pokemon Midori

    Code:
    Player and all NPC move as fast possible
    EAE-1FE-D5D
    TAS ideas?

    Last edited by nensondubois; 04-27-2016, 01:18:01 AM.

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  • nensondubois
    replied
    Pocket Monsters - Midori

    Code:
    No Random Battles
    062-2A8-F7A
    Surprised there were no codes listed for this game.



    Last edited by nensondubois; 04-26-2016, 08:11:30 PM.

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  • nensondubois
    replied
    (Pokemon Yellow (USA, Europe)

    Code:
    Always Encounter wild Missingno
    030-189-F7A
    Last edited by nensondubois; 04-26-2016, 03:36:21 PM.

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  • nensondubois
    replied
    Pokemon Blue (USA, Europe)

    Code:
    Always encounter pure wild Missingo 
    00B-059-F7A
    
    Always Encounter wild Missingo
    03F-389-F7A
    Last edited by nensondubois; 04-26-2016, 10:24:34 AM.

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  • nensondubois
    replied
    Pokemon Red (USA, Europe) Untested with other versions

    Code:
    Always encounter pure wild Missingo 
    00B-059-F7A
    
    Always Encounter wild Missingo
    03F-389-F7A
    Last edited by nensondubois; 04-26-2016, 10:24:09 AM.

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  • nensondubois
    replied
    Code:
    Game Boy Mode
    UIEPIVTO
    USXVEXTO

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  • nensondubois
    replied
    Super Mario Bros.

    Code:
    Game Boy Mode (The second line allows the text to be readable and the clouds are easily visible)
    XVOELAYE
    YOSAKGAL
    Last edited by nensondubois; 04-17-2016, 04:39:26 PM.

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  • nensondubois
    replied
    Code:
    Mario Bros.nes
    
    Greyscale Mode
    ILKTLOAO
    ILVIYGAO
    YUVGLKTE
    
    Pickle Mode
    EIKTLOAO
    EIVIYGAO
    YUVGLKTE
    
    Game Boy Mode
    OIKTLOAO
    OIVIYGAO
    USVGLKTE
    
    The other palettes to come soon
    Last edited by nensondubois; 04-17-2016, 11:33:59 AM.

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  • nensondubois
    replied
    Code:
    Infinite time in Test Run
    07E0B99C
    
    Game Genie
    BA38-D49A

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