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NES FCEUD codes by Abystus
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Operation Wolf (U) GG FCEUX
Code:Press Start to Complete Current Level (Prison Camp and Airport still require you to rescue at least one prisoner, otherwise using this code will fail those missions.) ZOOKAOUT No Delay Between Shots (May want to use with an Infinite Ammo code.) AAOZSIPL
Last edited by Abystus; 09-21-2011, 08:04:31 PM.
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Hey @Abystus, I please for some GameGenie codes for my favorite NES game Hudson's Adventure Island:- player always have enabled the plant powerup which gives you double points from fruits that refill player's health bar (it is shown on the screenshot);
- player can stop completely and stand on one place while riding skateboard (normally this is impossible);
- reversible skateboard (similar to official Galoob's code for Hudson's Adventure Island 2);
- player can collect and have up to 255 Extra Lives (normally the player can't have more than 9 Extra Lives);
- player get a Extra Life for every 20 000 / 50 000 points for score through the whole game.
I want also a following GameGenie codes for Mega Man games:- maximum 255 Health and Weapon power for all NES Mega Man games except Mega Man 2 for which these codes already exists, including your fixed "255 Maximum Life" code;
- powerup items, such as Health and Weapon Capsules, Extra lives, Eddie (In Mega Man 4-6), E-Tanks, e.t.c. always reappear after they are already collected for all Mega Man games except Mega Man 4 for which this code is already made by @Whipon;
- player can collect up to 255 Extra Lives instead 99 for Megaman 1-3 and only 10 Extra Lives for Mega Man 4-6;
- player can collect up to 255 E-Tanks for Mega Man 2-6.
Thanks you in advance!
Last edited by Unicode; 09-22-2011, 03:02:55 PM.
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lol. How in the world could you ever collect more than 99 extra lives in that game?player can collect up to 255 Extra Lives instead 99 for Megaman
I like this request though:player can stop completely and stand on one place while ride skateboardLast edited by OldSchoolGamer; 09-22-2011, 02:36:10 PM.Now broadcasting from the underground command post. Deep in the bowels of a hidden bunker. Somewhere under the brick & steel of a nondescript building. We've once again made contact w/ our leader, OSG
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Hudson's Adventure Island (U) GG FCEUX
Code:Press Start to Complete Current Level (Do not use on level 8-4, or you won't see the ending.) IKVETPPG AVVEYOOZ GXVELPVA Manual Control Skateboard (Turns off automatic forward momentum allowing you to control when you move. You won't be able to go backwards.) ALSAIIEI Always Have Plant Power-Up AEEEKUZP Collectable Items Never Disappear (Unless you collect them, or you leave the screen.) ATKAEUVI Allow 255 Lives Collectable (Will glitch lives display when more than 9 lives are collected.) NNVANOPE Extra Life Anytime Score is Earned AESAEOLA AESASPTA
Last edited by Abystus; 09-23-2011, 01:33:23 AM.
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Mega Man (U) GG FCEUX
As far as the "always reappear after they are already collected" request, power-ups seem to already reappear when you come back to the screen for this game at least.Code:Collectable Items Never Disappear (Unless you collect them, or you leave the screen.) SUULTVVN 255 Maximum Life/Weapon Energy (Only 28 shown onscreen. Still start the stage with the default amount of health/weapon energy.) NYNOLKGO 255 Maximum Lives NYVKKALV
Last edited by Abystus; 09-24-2011, 04:51:46 PM.
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About "Extra Life Anytime Score is Earned" code, under my "player get a Extra Life for every 20 000 points" request for "Hudson's Adventure Island" game I mean getting a Extra Lives in same way as in NES game "Hudson's Adventure Island 2" - i. e. when I score 20 000, 40 000, 60 000, 80 000, 100 000, 120 000, 140 000 and so on.Originally posted by Abystus View PostHudson's Adventure Island (U) GG FCEUX
Code:Press Start to Complete Current Level (Do not use on level 8-4, or you won't see the ending.) IKVETPPG AVVEYOOZ GXVELPVA Manual Control Skateboard (Turns off automatic forward momentum allowing you to control when you move. You won't be able to go backwards.) ALSAIIEI Always Have Plant Power-Up AEEEKUZP Collectable Items Never Disappear (Unless you collect them, or you leave the screen.) ATKAEUVI Allow 255 Lives Collectable (Will glitch lives display when more than 9 lives are collected.) NNVANOPE Extra Life Anytime Score is Earned AESAEOLA AESASPTA
All other your codes for Hudson's Adventure Island are OK - they're very cool.
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Without heavily modifying the routine (building a custom routine with my own code) it would be difficult. The score is calculated in a very weird way (everything is stored in negatives such as FF, FE, FD, etc), along with the compare method using a few different addresses to tell how much score is needed to give you an extra life (these address values change/increase through other routines when you have completed a previous set of requirements to gain a life through score). Basically it's a bunch of work that I am not sure is even worth the effort (would most likely be a very large code).Originally posted by Unicode View PostAbout "Extra Life Anytime Score is Earned" code, under my "player get a Extra Life for every 20 000 points" request for "Hudson's Adventure Island" game I mean getting a Extra Lives in same way as in NES game "Hudson's Advernture Island 2" - i. e. when I score 20 000, 40 000, 60 000, 80 000, 100 000, 120 000, 140 000 and so on.
All other your codes for Hudson's Adventure Island are OK - they're very cool.
If you wanna have someone else look at this one ("player get a Extra Life for every 20 000 points") please feel free to do so.Last edited by Abystus; 09-24-2011, 02:06:48 PM.
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Mega Man 2 (U) GG FCEUX
Code:255 Maximum Lives NNEAALLV 255 Maximum Energy Tanks IZNAZLGA Collectable Items Never Disappear (Unless you collect them, or you leave the screen.) SSNLNKVS Special Items Always Re-appear After Being Collected (Includes E-Tanks, Power Capsules, etc that are placed throughout the levels.) OUVVASOO
Last edited by Abystus; 09-25-2011, 12:59:12 PM.
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Mega Man 3 (U) GG FCEUX
This game has a very weird way of handling health/weapon energy (no health/weapon energy is equal to 80 hex which is 123 decimal, and not 0 like it should be). I made a codes that allowed up to 255 (by allowing it to roll past 255 to accommodate the change in minimum health/weapon energy, but you still die when your bar runs out the first time (even though you have tons of health, the death is tied to the bar running out, not the value at the health address...)) so I may pass on the 255 maximum health/weapon energy codes unless you just want me to post it. Changing any of this underlying code in the way that it reads the min health (death trigger) may be a bigger task than it's worth, and will most likely would break the onscreen display as well. Checking the values of health with the 4th and 5th games it appears it had the same programmer (along with the same starting value for the health/weapon energy) so things aren't looking up for those 2 either.Code:Collectable Items Never Disappear (Unless you collect them, or you leave the screen.) SIUUNVVS Special Items Always Re-appear After Being Collected (Includes E-Tanks, Power Capsules, etc that are placed throughout the levels.) AEXOXGKI 255 Maximum Lives NNULUVOO SUKLNTSA
Last edited by Abystus; 09-25-2011, 12:27:55 AM.
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Do you mean they always drop something, or do you mean they always drop something specific? I know nolberto82 tackled them dropping specific things all the time, and always drop something all the time for most (if not all) of the mega man games for the NES already.Originally posted by helder View PostAbystus I have a request just because its a little challenging and fun at the same time. Have a code for enemies always drop items as well as what item they drop like i did for Megaman X2.Last edited by Abystus; 09-25-2011, 02:52:22 AM.
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