Tom & Jerry - The Ultimate Game Of Cat And Mouse! (USA):
Also known as Tom & Jerry (and Tuffy).
AESKALLA
AAEKVLLP
ATOGSUSZ - Jump in mid-air (no walking animation, when releasing up while climbing you fall down).
SXKGUESE - Can fall any distance without taking damage. Alternative to the one in the database.
ATXYXVSZ - Invincible against enemies (not spikes, falling too far or drowning).
AANKKLIA - Shoot while jumping to be suspended in air (you can still move back and forth), you can then jump away when you want to. Shoot repeatedly to move down.
LXVYKPAA - Start at ending scene where you have defeated Tom, Tuffy will be rescued even if you don't have the key. Walk to the end of the screen to view ending.
AEVGAPEA - Spider web has no effect.
SXOKPVSE - Can move in intro, you need a jump in mid-air code to pass some intros as the trigger is at a specific point at the far right of the screen on some intros, on most you just walk to the end of the screen. Most intros have no hit detection.
OZXKEOPX - Press UP anywhere to move up (faster than climbing), can't enter doors.
OZSGSXPX
OZUGUVPX
OZXKEOPX - Climb anywhere, can't enter doors.
AAXKAZAP - Walk on water.
Some RAM information:
Wizards & Warriors (USA):
ASOPNXGP - Can levitate higher.
NNOPNXGO - Can levitate much higher.
AEOOOXPL - Can levitate as high as you want.
AANZUYZA
AINXNYEL - Don't need gems to bribe guard.
AEKSXSXY - Open any door without key.
AEKXUEZZ
AEUXKEPL - Open any chest without key.
SAEXSTIZ
ELEXVVSZ
PEULAAZA - Jump in mid-air (you also fall a bit slower).
YOELTATP - Don't continually jump when holding jump button (can be used with the jump in mid-air code for cleaner result).
Ram:
Zoda's Revenge - StarTropics 2 (USA):
SEXUYOXS
EXULAPXU - Jump in mid-air (also allows you to move anywhere while jumping, but be sure you don't land where you normally couldn't land or game might softlock or do something unpredictable), jumping too high softlocks the game. Be sure to be at least half a block higher than the platform you jump to (jumping up two blocks on a platform normally isn't possible and the game softlocks if you don't have any height above the ground when you land). The game may become misaligned if you jump over things that you couldn't be above normally (like "ceilings").
The above code was mainly to answer a walk anywhere request, I hope this will do because a walk through walls code would be nearly or perfectly impossible, the game has checks pretty much everywhere which puts the game in a endless loop if something is unexpected. Even if bypassing those checks the result will be that you are misaligned to the stage. I think this is because there are different altitudes/levels that you can walk on, and passing "under" solid objects confuses the game as that shouldn't be possible.
This is the walk through walls code I made, which is far from working correctly, but maybe someone might see how it could be done better:
SXVLILSA
AEXLYEVY
SXUUITSA
SXXLZTSA
SXKULLSA
SZVUZTSA
SXELTTSA - Walk through walls, game softlocks sometimes and gets misaligned other times. Unpredictable results may also happen (like suddenly transporting you to a different room). AEXLYEVY disables the "sanity check" that otherwise softlocks the game when moving through walls, but there's many others and if some of them is disabled the game starts running arbitrary code or do something else that's unpredictable.
To bypass a check just click "Step Into" in the debugger when the game softlocks and disable the check (usually BEQ FE which just redirects it to itself which can be changed to BEQ 00 instead). I will look into this more later as there could be a different way to walk through walls (I've simply changed 85 to A5 so that the x/y position doesn't revert to the previous value when hitting a wall, I tried doing it a different way also but that had problems as well).
AAVVZKGA - Enable debugging feature "When having entered a dungeon hold SELECT when exiting the dungeon to complete it".
Ram:
Some general debugging information in FCEUX:
Can be used for breakpoint conditions:
K = Page. Example; K==#0B only triggers breakpoint if the page is 0B.
P = Program counter. Example; P!=#BA32 only triggers breakpoint if the instruction is NOT at BA32. Remember to use # and not $.
P is very useful for breakpoint on reading, maybe a address is read all the time but you need to know if it is read somewhere else, then you can set a P condition to skip that breakpoint so that only the read somewhere else triggers the breakpoint.
Also known as Tom & Jerry (and Tuffy).
AESKALLA
AAEKVLLP
ATOGSUSZ - Jump in mid-air (no walking animation, when releasing up while climbing you fall down).
SXKGUESE - Can fall any distance without taking damage. Alternative to the one in the database.
ATXYXVSZ - Invincible against enemies (not spikes, falling too far or drowning).
AANKKLIA - Shoot while jumping to be suspended in air (you can still move back and forth), you can then jump away when you want to. Shoot repeatedly to move down.
LXVYKPAA - Start at ending scene where you have defeated Tom, Tuffy will be rescued even if you don't have the key. Walk to the end of the screen to view ending.
AEVGAPEA - Spider web has no effect.
SXOKPVSE - Can move in intro, you need a jump in mid-air code to pass some intros as the trigger is at a specific point at the far right of the screen on some intros, on most you just walk to the end of the screen. Most intros have no hit detection.
OZXKEOPX - Press UP anywhere to move up (faster than climbing), can't enter doors.
OZSGSXPX
OZUGUVPX
OZXKEOPX - Climb anywhere, can't enter doors.
AAXKAZAP - Walk on water.
Some RAM information:
Code:
[COLOR=white]0050[/COLOR]: 04 - Walk right --> 06 --> 0C when stopping. 08 - Walk left --> 0A --> 0C when stopping. 0B - Subtract one health point --> 10 --> 13 --> 18 --> 1C --> 20 --> 01. 10 - Does a sliding move. 12 - Jump --> 00 when landing. 16 - Climb up. 1C - Hold on to ladder. 1E - Climb down. 20 - Is set at the beginning of stage. 26 - Shoot --> 2A. 38 - Drown. 3E - Die. 44 - Auto move in intros --> 14 when exiting intro. [COLOR=white]004F[/COLOR]: 00 - Stand. 01 - Walk. 03 - Jump. 04 - Climb. 0D - Shoot --> 82 --> 03 --> 00 81 - Take damage. 8C - Walk into door/walk out of door. 95 - Drown. 98 - Auto move in intros. D8 - Step on pin. [COLOR=white]04A7[/COLOR] - Level/area.
Wizards & Warriors (USA):
ASOPNXGP - Can levitate higher.
NNOPNXGO - Can levitate much higher.
AEOOOXPL - Can levitate as high as you want.
AANZUYZA
AINXNYEL - Don't need gems to bribe guard.
AEKSXSXY - Open any door without key.
AEKXUEZZ
AEUXKEPL - Open any chest without key.
SAEXSTIZ
ELEXVVSZ
PEULAAZA - Jump in mid-air (you also fall a bit slower).
YOELTATP - Don't continually jump when holding jump button (can be used with the jump in mid-air code for cleaner result).
Ram:
Code:
[COLOR=white]04C8[/COLOR]: 01 - Stand. 02 - Jump.
SEXUYOXS
EXULAPXU - Jump in mid-air (also allows you to move anywhere while jumping, but be sure you don't land where you normally couldn't land or game might softlock or do something unpredictable), jumping too high softlocks the game. Be sure to be at least half a block higher than the platform you jump to (jumping up two blocks on a platform normally isn't possible and the game softlocks if you don't have any height above the ground when you land). The game may become misaligned if you jump over things that you couldn't be above normally (like "ceilings").
The above code was mainly to answer a walk anywhere request, I hope this will do because a walk through walls code would be nearly or perfectly impossible, the game has checks pretty much everywhere which puts the game in a endless loop if something is unexpected. Even if bypassing those checks the result will be that you are misaligned to the stage. I think this is because there are different altitudes/levels that you can walk on, and passing "under" solid objects confuses the game as that shouldn't be possible.
This is the walk through walls code I made, which is far from working correctly, but maybe someone might see how it could be done better:
SXVLILSA
AEXLYEVY
SXUUITSA
SXXLZTSA
SXKULLSA
SZVUZTSA
SXELTTSA - Walk through walls, game softlocks sometimes and gets misaligned other times. Unpredictable results may also happen (like suddenly transporting you to a different room). AEXLYEVY disables the "sanity check" that otherwise softlocks the game when moving through walls, but there's many others and if some of them is disabled the game starts running arbitrary code or do something else that's unpredictable.
To bypass a check just click "Step Into" in the debugger when the game softlocks and disable the check (usually BEQ FE which just redirects it to itself which can be changed to BEQ 00 instead). I will look into this more later as there could be a different way to walk through walls (I've simply changed 85 to A5 so that the x/y position doesn't revert to the previous value when hitting a wall, I tried doing it a different way also but that had problems as well).
AAVVZKGA - Enable debugging feature "When having entered a dungeon hold SELECT when exiting the dungeon to complete it".
Ram:
Code:
[COLOR=white]004F[/COLOR] - Delta Jump (jump speed).
Some general debugging information in FCEUX:
Can be used for breakpoint conditions:
K = Page. Example; K==#0B only triggers breakpoint if the page is 0B.
P = Program counter. Example; P!=#BA32 only triggers breakpoint if the instruction is NOT at BA32. Remember to use # and not $.
P is very useful for breakpoint on reading, maybe a address is read all the time but you need to know if it is read somewhere else, then you can set a P condition to skip that breakpoint so that only the read somewhere else triggers the breakpoint.
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