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NES FCEUD codes by Abystus

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  • Unicode
    replied
    Originally posted by Abystus View Post
    (...)
    Super Mario Bros. 3 (U) GG FCEUX

    Code:
    Always Win At Line up the Pictures Game (Prize will depend on whatever the top picture was.)
    AESSYPAZ
    
    Infinite Tries at Card Match Making Game
    GZVSSEVK
    @BigBossman

    Try em out. If they work for you go right ahead and add em (since this is your request) .
    Abystus, your "Infinite Tries at Card Match Making Game" is great.

    Originally posted by Abystus View Post
    The address that AENIVANY modifies is D8F6 (compare:F7, Value:00), and worked just fine when entered in my Game Genie decoder. I am using version 2.1.5 so you may want to update your client to see if it changes anything on your end. As far as the platforms I am having the same issue with SMB2, and I haven't found a solution to the problem.
    I mean that when I put AENIVANY into "Game Genie Code" field in Encoder / Decoder Tool, the field "Possible Affected ROM File Addresses" doesn't show any ROM addresses affected - it is absolutely blank. I tested this code again on FCEUX 2.1.1 and 2.1.4 which is very similar to your FCEUX 2.1.5 but I still get that issue. Normally, "Possible Affected ROM File Addresses" field will shows a least one ROM address affected if the code which I put in "Game Genie Code" field is working.

    I also sorry to you if I was picky about your codes.
    Last edited by Unicode; 10-18-2011, 12:18:29 PM.

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  • BigBossman
    replied
    Originally posted by Abystus View Post
    Super Mario Bros. 3 (U) GG FCEUX

    Code:
    Always Win At Line up the Pictures Game (Prize will depend on whatever the top picture was.)
    AESSYPAZ
    
    Infinite Tries at Card Match Making Game
    GZVSSEVK
    @BigBossman

    Try em out. If they work for you go right ahead and add em (since this is your request) .
    Thanks. I'll get them added right away.

    Leave a comment:


  • Unicode
    replied
    Originally posted by Abystus View Post
    @Unicode

    The problem is based on something called Two's Complement. What it means is that 00 to 7F in hex are resolved as positive numbers (0 - 127), and 80 - FF are resolved as negative numbers (-128 to -1). A small diagram:

    ... FC FD FE FF 0 1 2 3 4 ...

    The way Super Mario Bros reads the value is in the format above. So basically when you exceed 127 it sees the next value as a negative number which then displays the game over screen. What I did below is make it so that no matter what it sees it bypasses the game over screen. Since the game can't handle negative lives (hex 80 - FF), I just changed the branch that sends you to the game over screen to never send you no matter what value is at that address. I tested this with Mario, so I'm unsure if it works with Luigi.

    Super Mario Bros. (JU) GG FCEUX

    Code:
    Allow More than 127 Lives (Will not show game over screen when exceeding this limit.)
    ASSOGPAP
    Thanks you for "Allow More than 127 Lives" code for SMB1. It is awesome!
    Last edited by Unicode; 10-18-2011, 12:51:17 PM.

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  • OldSchoolGamer
    replied
    While this may be true, there are several phases that cheat codes go through. I doubt anyone would want to have to go back and edit each individual code upon each revision a cheat goes through (it would become very tedious and confusing). When I say "linger" I mean long enough for the person requesting to test them out. In Unicode's case he is here every night around 3am (central), and usually has a reply waiting for me in the morning. When codes are made they are usually within a confined environment, unless we enjoy the game enough to play through the entire thing. I know I can count on Unicode's stubbornness to make sure a cheat is in almost perfect working order. If there is no resolution for the issues found then there is nothing further the hacker can do and the code is added "as is".

    One could say it's the hacker's job to test the codes they make, but like anything else there are so many hours in a day to do this solo. Also these are filled requests so in my opinion it's up to the requester to give it the final stamp of approval.
    true
    Last edited by OldSchoolGamer; 10-17-2011, 11:06:16 PM.

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  • Abystus
    replied
    Originally posted by OldSchoolGamer View Post
    If they happen to be buggy or don't work, then they can always be deleted or edited in the database. Codes sometimes take awhile to get added to the database so I wouldn't suggest that we let codes linger. If we are fortunate enough to lately be getting codes added quickly to the database, I wouldn't change that. Codes can just as easy be edited in the database as the forum. Your codes normally always work anyway.
    While this may be true, there are several phases that cheat codes go through. I doubt anyone would want to have to go back and edit each individual code upon each revision a cheat goes through (it would become very tedious and confusing). When I say "linger" I mean long enough for the person requesting to test them out. In Unicode's case he is here every night around 3am (central), and usually has a reply waiting for me in the morning. When codes are made they are usually within a confined environment, unless we enjoy the game enough to play through the entire thing. I know I can count on Unicode's stubbornness to make sure a cheat is in almost perfect working order. If there is no resolution for the issues found then there is nothing further the hacker can do and the code is added "as is".

    One could say it's the hacker's job to test the codes they make, but like anything else there are so many hours in a day to do this solo. Also these are filled requests so in my opinion it's up to the requester to give it the final stamp of approval.

    Super Mario Bros. 3 (U) GG FCEUX

    Code:
    Always Win At Line up the Pictures Game (Prize will depend on whatever the top picture was.)
    AESSYPAZ
    
    Infinite Tries at Card Match Making Game
    GZVSSEVK
    @BigBossman

    Try em out. If they work for you go right ahead and add em (since this is your request) .
    Last edited by Abystus; 10-18-2011, 12:48:32 AM.

    Leave a comment:


  • OldSchoolGamer
    replied
    Originally posted by Abystus View Post
    I think you might have missed this line in the above post:

    Btw I appreciate the adds but can you let em linger a little longer so they can be tested by the requester?

    I usually let Unicode test things out (as we all know he can be picky) before getting them added. I will look into the match game if I get a chance tonight.
    If they happen to be buggy or don't work, then they can always be deleted or edited in the database. Codes sometimes take awhile to get added to the database so I wouldn't suggest that we let codes linger. If we are fortunate enough to lately be getting codes added quickly to the database, I wouldn't change that. Codes can just as easy be edited in the database as the forum. Your codes normally always work anyway.

    Leave a comment:


  • Abystus
    replied
    Originally posted by BigBossman View Post
    Code added.

    I don't have any emulators, just the actual games & systems.

    The match games appear as spade cards that move back & forth beating so many levels. On the 1st world, it generally appears just after beating 1-5.
    I think you might have missed this line in the above post:

    Btw I appreciate the adds but can you let em linger a little longer so they can be tested by the requester?

    I usually let Unicode test things out (as we all know he can be picky) before getting them added. I will look into the match game if I get a chance tonight.

    Leave a comment:


  • BigBossman
    replied
    Code added.

    I don't have any emulators, just the actual games & systems.

    The match games appear as spade cards that move back & forth beating so many levels. On the 1st world, it generally appears just after beating 1-5.
    Last edited by BigBossman; 10-17-2011, 07:44:42 PM.

    Leave a comment:


  • Abystus
    replied
    Originally posted by BigBossman View Post
    Added.

    Also, I've got another idea / request for SMB3:

    Is it possible to allow infinite misses on the match game? Or at least fool the CPU into thinking you haven't missed anything?
    It may be. Do you have a saved state of the match game if possible? I know you get it via one of the little mushroom huts. I really haven't sat down and played that game in a while (I have no clue which hut it would appear in). Btw I appreciate the adds but can you let em linger a little longer so they can be tested by the requester? Just wanna make sure these things work outside of my closed environments .

    Super Mario Bros. (JU) GG FCEUX

    Code:
    Press Start to Complete Current World (Will move you to the next #-1.  Will disable pause feature.)
    OXUAYOPK
    ZEUEAPPA
    SEUEPOPE
    ANUEZPEA
    YEUELPEI
    XVUEGPIE

    Leave a comment:


  • BigBossman
    replied
    Added.

    Also, I've got another idea / request for SMB3:

    Is it possible to allow infinite misses on the match game? Or at least fool the CPU into thinking you haven't missed anything?

    Leave a comment:


  • Abystus
    replied
    @Unicode

    The problem is based on something called Two's Complement. What it means is that 00 to 7F in hex are resolved as positive numbers (0 - 127), and 80 - FF are resolved as negative numbers (-128 to -1). A small diagram:

    ... FC FD FE FF 0 1 2 3 4 ...

    The way Super Mario Bros reads the value is in the format above. So basically when you exceed 127 it sees the next value as a negative number which then displays the game over screen. What I did below is make it so that no matter what it sees it bypasses the game over screen. Since the game can't handle negative lives (hex 80 - FF), I just changed the branch that sends you to the game over screen to never send you no matter what value is at that address. I tested this with Mario, so I'm unsure if it works with Luigi.

    Super Mario Bros. (JU) GG FCEUX

    Code:
    Allow More than 127 Lives (Will not show game over screen when exceeding this limit.)
    ASSOGPAP
    Last edited by Abystus; 10-17-2011, 07:00:14 PM.

    Leave a comment:


  • Abystus
    replied
    Originally posted by Unicode View Post
    Your "Extra Life Every x Coins" and "Press Start to Complete Current Level" codes works perfectly. I thanks you for them!
    But on your new "Enemies Continually Hit Anywhere" code, on my FCEUX 2.1.1 I found the first line of your code AENIVANY don't work. The GameGenie Encoder / Decoder Tool doesn't show any ROM addresses when I enter that code AENIVANY (I tried it on both US versions PRG0 and PRG1). All other lines from second line AEEIUANZ through last line APOLZGEI are working on both revisions. Also, if you find a fix for that issue with moving platforms, this code would be VERY sweet!
    The address that AENIVANY modifies is D8F6 (compare:F7, Value:00), and worked just fine when entered in my Game Genie decoder. I am using version 2.1.5 so you may want to update your client to see if it changes anything on your end. As far as the platforms I am having the same issue with SMB 2, and I haven't found a solution to the problem.

    Originally posted by Unicode View Post
    Your second shorter "Enemies Continually Hit Anywhere (Based on star effect.)" code APNIVAEL + AEESVATA is better so I suggest it replace the original six line code which is already added in database.
    I like the original code as well because it places a fireball above your head as small Mario. It is kinda limited overall (only things that die by fireball), but it's still useful none the less.

    Originally posted by Unicode View Post
    What happens with "Mario and Luigi can collect up to 255 Extra Lives" requests for both SMB games, especially the following for SMB1:

    Super Mario Bros.
    If you play Super Mario Bros. and Mario or Luigi die or complete a level when his number of Extra Lives is more than 127, you'll get Game Over screen. This explains why I'd want you make also a code that prevent game from "Game Over" if the number of Extra Lives exceed 127.
    I just haven't gotten around to it yet. Trying to fix the platform problem proved to be a bigger challenge than I originally intended. I will take a look at this when I get some spare time.


    Originally posted by BigBossman View Post
    Codes added.
    Thanks.

    Leave a comment:


  • BigBossman
    replied
    Codes added.

    Leave a comment:


  • Unicode
    replied
    Originally posted by Abystus View Post
    This game has a debug feature that performs that request. A code should exist already for this in the database.

    Super Mario Bros 3 (U) GG FCEUX

    Code:
    Press Start to Complete Current Level 
    GPNAETTY
    AANAOTLA
    
    Note: Do not use on final ship/castle levels for each map. Do not use Start button to skip the King's intro transformation dialog screen before you enter the ship stages.
    
    (...)
    
    Extra Life Every 10 Coins
    ZEEULAGV
    ZEOLAAGV
    
    Extra Life Every 30 Coins
    TOEULAGV
    TOOLAAGV
    
    Extra Life Every 50 Coins
    ZUEULAGT
    ZUOLAAGT
    
    Extra Life Every 150 Coins
    VOEULAGT
    VOOLAAGT
    
    Extra Life Every 200 Coins
    EKEULAGV
    EKOLAAGV
    
    Extra Life Every 250 Coins
    XNEULAGV
    XNOLAAGV
    Originally posted by Abystus View Post
    Super Mario Bros. 3 (U) GG FCEUX

    Code:
    Enemies Continually Hit Anywhere
    AENIVANY
    AEEIUANZ
    AEUIEEYT
    AENINEZZ
    AAELPGLG
    AAEUTGTL
    APOLZGEI
    
    Note: Only enemies susceptible to Mario's Invincibility Star. Will also let you collect power-ups anywhere including the end of the stage random box. The codes AEEIUANZ and AEUIEEYT will cause mario to act like he is standing on some moving platforms found in later levels from a distance so disable when necessary.
    Your "Extra Life Every x Coins" and "Press Start to Complete Current Level" codes works perfectly. I thanks you for them!

    But on your new "Enemies Continually Hit Anywhere" code, on my FCEUX 2.1.1 I found the first line of your code AENIVANY don't work. The GameGenie Encoder / Decoder Tool doesn't show any ROM addresses when I enter that code AENIVANY (I tried it on both US versions PRG0 and PRG1). All other lines from second line AEEIUANZ through last line APOLZGEI are working on both revisions. Also, if you find a fix for that issue with moving platforms, this code would be VERY sweet!

    Originally posted by Abystus View Post
    Super Mario Bros. (JU) GG FCEUX

    Code:
    Enemies Continually Hit Anywhere
    AEOLTTYZ
    AAXUZTLG
    OXEULTSU
    PEEUGTGZ
    SOOLATKL
    GZXIPYEP
    
    Note: Only enemies susceptible to the fireball. Fire Mario will not be able to shoot fireballs. Based on and includes Nolberto82's "Fireballs Hit Anywhere" code.
    While the "Enemies Continually Hit Anywhere" code works great it really needs to based on the star power instead to kill everything possible. I may look more into that method tomorrow.
    Originally posted by Abystus View Post
    Super Mario Bros. (JU) GG FCEUX

    Code:
    Enemies Continually Hit Anywhere (Based on star effect.)
    APNIVAEL
    AEESVATA
    Your second shorter "Enemies Continually Hit Anywhere (Based on star effect.)" code APNIVAEL + AEESVATA is better so I suggest it replace the original six line code which is already added in database.

    What happens with "Mario and Luigi can collect up to 255 Extra Lives" requests for both SMB games, especially the following for SMB1:

    Super Mario Bros.
    If you play Super Mario Bros. and Mario or Luigi die or complete a level when his number of Extra Lives is more than 127, you'll get Game Over screen. This explains why I'd want you make also a code that prevent game from "Game Over" if the number of Extra Lives exceed 127.
    Last edited by Unicode; 10-17-2011, 06:14:31 AM.

    Leave a comment:


  • Abystus
    replied
    Super Mario Bros. (JU) GG FCEUX

    Code:
    Enemies Continually Hit Anywhere (Based on star effect.)
    APNIVAEL
    AEESVATA

    Leave a comment:

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