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NES FCEUD codes by Abystus

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  • Abystus
    replied
    Originally posted by OldSchoolGamer View Post
    This is a good idea. But the code needs tweaking because every shot will shank to the left.

    You tap the "A" button a total of 3 times for each swing. The first tap is to begin your swing, the second tap is for the distance, and the third tap is for accuracy. You press the "A" button to begin your swing, then you press the "A" button again when the slider reaches your desired distance. If you want to hit the ball the furthest, you must tap the "A" button when the slider reaches all the way at the end on the left side of the bar. When the slider moves back to the right, you must tap the "A" button when the slider reaches the starting point so that the ball will accurately travel straight. If you tap the "A" button before the slider reaches the starting point, the ball will shank to the right. If you tap the "A" button after the slider passes the starting point, the ball will shank to the left.

    Now the problem with your code is that during the sequence of the accuracy of your shot, you have the slider transported to the right of the starting point. Which means every shot will shank to the left. Your code involves the accuracy, not the distance. You have to have the slider transported back to the starting point instead of having it to the right of the starting point.

    You press "A" to begin your swing, then press "A" again when the slider reaches the end of the left side of the bar... after doing that, the slider automatically transpots to the right of the starting point. Which means every shot will shank to the left. You have to have the slider automatically transport back to the starting point.

    I hope you understand what I'm trying to explain to you. It's difficult for me to put this in words. You will see what I mean when you test this code. To fix it, you must have the slider transported back to the starting point. If you fix this code, than it will be great because every shot will be accurate.
    I adjusted the accuracy to be where the shot started originally. Hopefully that resolves the problem with the drift. Also I renamed the cheat as originally I thought it was a hit anywhere, but turns out I just couldn't hit the ball as I didn't know the mechanics of the meter. So this is more of a endless shot type code with max accuracy. Hope the changes help.
    Last edited by Abystus; 09-28-2011, 01:10:56 AM.

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  • OldSchoolGamer
    replied
    Always Hit The Ball (Hit Anywhere)
    This is a good idea. But the code needs tweaking because every shot will shank to the left.

    You tap the "A" button a total of 3 times for each swing. The first tap is to begin your swing, the second tap is for the distance, and the third tap is for accuracy. You press the "A" button to begin your swing, then you press the "A" button again when the slider reaches your desired distance. If you want to hit the ball the furthest, you must tap the "A" button when the slider reaches all the way at the end on the left side of the bar. When the slider moves back to the right, you must tap the "A" button when the slider reaches the starting point so that the ball will accurately travel straight. If you tap the "A" button before the slider reaches the starting point, the ball will shank to the right. If you tap the "A" button after the slider passes the starting point, the ball will shank to the left.

    Now the problem with your code is that during the sequence of the accuracy of your shot, you have the slider transported to the right of the starting point. Which means every shot will shank to the left. Your code involves the accuracy, not the distance. You have to have the slider transported back to the starting point instead of having it to the right of the starting point.

    You press "A" to begin your swing, then press "A" again when the slider reaches the end of the left side of the bar... after doing that, the slider automatically transpots to the right of the starting point. Which means every shot will shank to the left. You have to have the slider automatically transport back to the starting point.

    I hope you understand what I'm trying to explain to you. It's difficult for me to put this in words. You will see what I mean when you test this code. To fix it, you must have the slider transported back to the starting point. If you fix this code, than it will be great because every shot will be accurate.
    Last edited by OldSchoolGamer; 09-28-2011, 12:48:57 AM.

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  • Abystus
    replied
    NES Open Tournament Golf (U) GG FCEUX

    Code:
    Always Hit The Ball With Perfect Accuracy
    OZXXKGSX
    IZXXSGNS
    @OldSchoolGamer

    I wasn't able to find your other requests (due to not finding the addresses that control those values, but I may try again in the future when I have more time to tear the game apart). I did however think about this hack to try when I got home today from work. I was able to hit the ball with any club selected, any speed shot, and was tested on a few different holes. Test it out (since you love this game ha) and let me know what you think. A code of this caliber may make me hate this game less as I can actually hit the ball to progress further into the game .
    Last edited by Abystus; 09-28-2011, 02:07:19 AM.

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  • OldSchoolGamer
    replied
    That might be as close as I can get on that one.
    Ok, no problem. The code still lets me keep one extra club so that's better than nothing. I look foward to seeing the other codes for this game. Thanks again.

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  • Abystus
    replied
    Originally posted by OldSchoolGamer View Post
    Yes that's what I wanted. I tested the code and it works good but there's one problem... There is a total of 16 clubs total in the clubhouse. Normally, you are only allowed to choose 14 clubs. Your code allows me to select all 16 clubs. But during gameplay, only 15 clubs are displayed that I can use. The "Sand Wedge" club is missing from the gameplay. When I go back into the clubhouse, the "Sand Wedge" club is no longer selected anymore.

    Thanks again for fulfilling my requests for this game. I'm not a big fan of golf neither, whether it's a video game or the real life sport. But this game is special. In my opinion, it is the best golf game ever created. It's very fun and easy to play once you start to get the hang of it and once you start to get a feel of the various factors such as the environment, aiming, and distance.

    I don't want to sound like I'm bragging, but I honestly think I may be the best person in the world at this game. I average a "-20" a game. That means I score a birdie or better on every hole. Good players struggle to just brake even at "0". I've searched internet competitions involving this game, and the winners don't even come close to my average of negative twenty (-20).

    But I have to play this game on a real NES hardware because I've mastered the timing of my swing on a real NES controller. Using any other kind of controller completely throws off my swing. I'm thinking of buying a real USB NES controller that I can use for my NES emulation instead of using my "1G Steel Series" PS1 looking controller that I currently use for all my emulation.
    That might be as close as I can get on that one. It appears the game uses a grid type system to say if you "have" it or not with 0/1 values. My code sets the value for "have" but since the game is only programmed to hold 14 (any extras just kinda overwrite one another). I've found the counter for the number of clubs "selected", the number the game checks as "club space left", etc but nothing so far. The in-game club selector while playing doesn't appear to reference these addresses when selecting other than what is in the list to begin with. I've even tried modifying the address that sets the SW as selected which is fine and dandy, but it has the same outcome as my original code. It''s basically a grid of values so I'm not sure on how to get past it without restructuring the grid to hold one extra spot then modifying everything that reads that grid to get the new spot as well (very large code).

    Yeah, golf games just aren't my thing. The only sports games I ever got into were Tecmo Bowl (just barely), Punch Out, Arch Rivals Basketball, and NBA Jam.
    Last edited by Abystus; 09-26-2011, 09:50:18 PM.

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  • OldSchoolGamer
    replied
    Is this what you wanted for that code request?
    Yes that's what I wanted. I tested the code and it works good but there's one problem... There is a total of 16 clubs total in the clubhouse. Normally, you are only allowed to choose 14 clubs. Your code allows me to select all 16 clubs. But during gameplay, only 15 clubs are displayed that I can use. The "Sand Wedge" club is missing from the gameplay. When I go back into the clubhouse, the "Sand Wedge" club is no longer selected anymore.

    Thanks again for fulfilling my requests for this game. I'm not a big fan of golf neither, whether it's a video game or the real life sport. But this game is special. In my opinion, it is the best golf game ever created. It's very fun and easy to play once you start to get the hang of it and once you start to get a feel of the various factors such as the environment, aiming, and distance.

    I don't want to sound like I'm bragging, but I honestly think I may be the best person in the world at this game. I average a "-20" a game. That means I score a birdie or better on every hole. Good players struggle to just brake even at "0". I've searched internet competitions involving this game, and the winners don't even come close to my average of negative twenty (-20).

    But I have to play this game on a real NES hardware because I've mastered the timing of my swing on a real NES controller. Using any other kind of controller completely throws off my swing. I'm thinking of buying a real USB NES controller that I can use for my NES emulation instead of using my "1G Steel Series" PS1 looking controller that I currently use for all my emulation.
    Last edited by OldSchoolGamer; 09-26-2011, 09:05:56 PM.

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  • Abystus
    replied
    NES Open Tournament Golf (U) GG FCEUX

    Code:
    Keep/Use All Clubs From the Club House
    NNKLAOTE
    @OldSchoolGamer

    Is this what you wanted for that code request? I am not very good at Golf games, and also hate the sport in real life... Let me know if it fits what your needing for that one.
    Last edited by Abystus; 09-28-2011, 02:04:30 AM.

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  • Abystus
    replied
    Originally posted by Unicode View Post
    Your "255 Maximum Lives" and "127 Maximum Health" codes are nice!

    But the "Collectable Items Never Disappear" code is incorrect - it cause blinking glitches and more various side effects in the stages of the game, or even game's crashing, particularly on Plant Man's stage.

    I now want a GG codes, again for Hudson's Adventure Island games:

    Hudson's Adventure Island:
    • item modifier for the eggs that normally contains a skateboard, Eggplant, milk or Honey Fairy, or hidden eggs (I please for PAR codes for this);
    • replace skateboard in eggs with Extra Life powerup;
    • black and white mode;
    • Game Boy mode with shade of green / blue / red color, similar to color in stages in Mega Man 5 for Game Boy;


    Hudson's Adventure Island 2:
    • the player have maximum 32 / 64 / 128 / 255 Health units instead of 16;
    • make hidden bonus eggs visible;
    • black and white mode;
    • Game Boy modes with shade of green / blue / red color, similar to color in stages in Mega Man 5 for Game Boy;
    • the player can have up to 255 Extra Lives instead of 10;


    Hudson's Adventure Island 3:
    • replace skateboard and Eggplant in eggs with axe / boomerang / dinosaur Powerup / Honey Fairy;
    • the player have maximum 32 / 64 / 128 / 255 Health units instead of 15;
    • black and white mode;
    • Game Boy modes with shade of green, blue and red color, as the color in the stages in Mega Man 5 game for Game Boy;
    • make hidden bonus eggs visible.
    I will look into the issue with the "Collectable Items Never Disappear" for MM 6 as I only tested it on the stage it was hacked on. As far as the Hudson's Island requests I'll get to them after I have a chance to look at OldSchoolGamer's requests for the golf game.

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  • Unicode
    replied
    Originally posted by Abystus View Post
    Mega Man 6 (U) GG FCEUX

    Code:
    Collectable Items Never Disappear (Unless you collect them, or you leave the screen.)
    UKXOTXVI
    
    255 Maximum Lives
    NYUOLKZE
    
    127 Maximum Health (Will glitch graphics of health display when exceeding the normal limit. Still start the stage with the default amount of health.) 
    YNSOLKGO
    AZEOOXSZ
    AGEOXZST
    KYEOUZLE
    SZKYEKNN
    STKYOKNY
    LAKYXKNY
    OGKYUKNN
    GPKYKKNN
    ELKYSKNY
    PAKYVKNY
    ATKYNKNY
    OZKNEKNN
    LPKNOKNN
    ATKNXKNY
    I may skip the Weapon Energy code as it may have the same issue as the heath address did crashing the sub-screen.
    Your "255 Maximum Lives" and "127 Maximum Health" codes are nice!

    But the "Collectable Items Never Disappear" code is incorrect - it cause blinking glitches and more various side effects in the stages of the game, or even game's crashing, particularly on Plant Man's stage.

    I now want a GG codes, again for Hudson's Adventure Island games:

    Hudson's Adventure Island:
    • item modifier for the eggs that normally contains a skateboard, Eggplant, milk or Honey Fairy, or hidden eggs (I please for PAR codes for this);
    • replace skateboard in eggs with Extra Life powerup;
    • black and white mode;
    • Game Boy mode with shade of green / blue / red color, similar to color in stages in Mega Man 5 for Game Boy.


    Hudson's Adventure Island 2:
    • the player have maximum 32 / 64 / 96 / 128 / 255 Health units instead of 16;
    • make hidden bonus eggs visible;
    • black and white mode;
    • Game Boy modes with shade of green / blue / red color, similar to color in stages in Mega Man 5 for Game Boy;
    • the player can have up to 255 Extra Lives instead of 10;
    • beat boss automatically.


    Hudson's Adventure Island 3:
    • replace skateboard and Eggplant in eggs with axe / boomerang / dinosaur Powerup / Honey Fairy;
    • the player have maximum 32 / 64 / 96 / 128 / 255 Health units instead of 15;
    • black and white mode;
    • Game Boy modes with shade of green / blue / red color, as the color in the stages in Mega Man 5 for Game Boy;
    • beat boss automatically;
    • make hidden bonus eggs visible.
    Last edited by Unicode; 09-28-2011, 04:05:09 PM.

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  • Abystus
    replied
    Originally posted by Unicode View Post
    Thanks you for the explanation about Mega Man 4. The same thing actually appears also in Mega Man 5, so you ignore it at this rate.
    No problem. I've updated the Mega Man 6 code "127 Maximum Health (Will glitch graphics of health display when exceeding the normal limit. Still start the stage with the default amount of health.)" with a new routine I wrote to prevent crashing when entering the sub-screen (the normal health display during play will still grow and shrink depending on how much life you have). Just finishing things up today since the boards were down yesterday evening.

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  • Unicode
    replied
    Originally posted by Abystus View Post
    This is due to the first digit in hex of 00A1 (lives address) being used for the first digit of the E-Tanks since lives are being limited to a single digit in this game. The second part of 00A2 (E-Tank address) is being used for the second part of the lives display on the sub screen due to the E-Tanks being limited to a single digit in this game (max 0F in hex). Example below:

    Code:
    00A1 (Lives) = 55
    00A2 (E-Tanks) = 20
    The game splits 55 into 5 and 5. The game also splits 20 into 2 and 0. The E-Tanks use the first digit as 5 from 00A1 and the second digit of 00A2 which is 0 making the display read 50 for E-Tanks on the sub-screen. It also does a similar operation with Lives as it takes the first digit of 00A2 which is 20 and the second digit of 00A1 to make the sub-screen display 25 as the amount of lives. I really don't have a fix for this one as it would take a bit of reversing to make it read the first and second digit of each address instead of the first and second of each in a split between the 2 displays.

    So say you didn't have any E-Tanks,but you had 66 lives, it would show as 06 lives and 60 E-Tanks on the sub-screen. The same thing would happen if you had any combination of values in either side due to the way its programmed to interpret the values (single digit references where 0 would normally be read as the left digit of each address normally).

    So the code works as advertised as you really do have that amount of lives, however the display was written in such a way that it does not support numbers exceeding 15 on the sub-screen display for lives, or E-Tanks since they are normally single digit hex values in memory (max 0F in hex). Unfortunately I don't have the time, or concern to correct the display values on this one as it would take heavy modification of the sub-screen display routine.
    Thanks you for the explanation about Mega Man 4. The same thing actually appears also in Mega Man 5, so you ignore it at this rate.
    Last edited by Unicode; 09-26-2011, 05:16:07 AM.

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  • Abystus
    replied
    Originally posted by OldSchoolGamer View Post
    Also, I'd like to please request six (6) Game Genie codes for:
    • (NES) NES Open Tournament Golf
      • Mario Is Able To Keep And Use All The Clubs
        • Before starting a game, while in the clubhouse, you must choose which clubs to keep/use. It doesn't allow you to keep all the clubs. I believe you must leave behind 3 or 4 clubs.
      • Mario Hits The Ball Further
        • Ball travels further especially while using the 1-Wood. Ball travels x - yards further with each swing.
      • Sand Does Not Effect Mario's Swing
        • Hitting the ball while it's in the sand acts as if you are hitting the ball from the 'green'.
      • Don't lose any 'swings' if you hit the ball in the water
      • Don't lose any 'swings' if you hit the ball out of bounce
      • Putting Greens don't effect the ball's movement
        • All putting greens are flat.
    I'll take a look at these once I get through with the Mega Man stuff.

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  • Abystus
    replied
    Originally posted by Unicode View Post
    (Mega Man 4)

    About "255 Maximum Lives" code, I found this when you collect more than 16 Extra Lives, it affects also number of E-Tanks display.
    This is due to the first digit in hex of 00A1 (lives address) being used for the first digit of the E-Tanks since lives are being limited to a single digit in this game. The second part of 00A2 (E-Tank address) is being used for the second part of the lives display on the sub screen due to the E-Tanks being limited to a single digit in this game (max 0F in hex). Example below:

    Code:
    00A1 (Lives) = 55
    00A2 (E-Tanks) = 20
    The game splits 55 into 5 and 5. The game also splits 20 into 2 and 0. The E-Tanks use the first digit as 5 from 00A1 and the second digit of 00A2 which is 0 making the display read 50 for E-Tanks on the sub-screen. It also does a similar operation with Lives as it takes the first digit of 00A2 which is 20 and the second digit of 00A1 to make the sub-screen display 25 as the amount of lives. I really don't have a fix for this one as it would take a bit of reversing to make it read the first and second digit of each address instead of the first and second of each in a split between the 2 displays.

    So say you didn't have any E-Tanks,but you had 66 lives, it would show as 06 lives and 60 E-Tanks on the sub-screen. The same thing would happen if you had any combination of values in either side due to the way its programmed to interpret the values (single digit references where 0 would normally be read as the left digit of each address normally).

    So the code works as advertised as you really do have that amount of lives, however the display was written in such a way that it does not support numbers exceeding 15 on the sub-screen display for lives, or E-Tanks since they are normally single digit hex values in memory (max 0F in hex). Unfortunately I don't have the time, or concern to correct the display values on this one as it would take heavy modification of the sub-screen display routine.

    Leave a comment:


  • Helder
    replied
    Originally posted by Abystus View Post
    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.

    well I guess that request is fulfilled lol.

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  • OldSchoolGamer
    replied
    Also, I'd like to please request six (6) Game Genie codes for:
    • (NES) NES Open Tournament Golf
      • Mario Is Able To Keep And Use All The Clubs
        • Before starting a game, while in the clubhouse, you must choose which clubs to keep/use. It doesn't allow you to keep all the clubs. I believe you must leave behind 3 or 4 clubs.
      • Mario Hits The Ball Further
        • Ball travels further especially while using the 1-Wood. Ball travels x - yards further with each swing.
      • Sand Does Not Effect Mario's Swing
        • Hitting the ball while it's in the sand acts as if you are hitting the ball from the 'green'.
      • Don't lose any 'swings' if you hit the ball in the water
      • Don't lose any 'swings' if you hit the ball out of bounce
      • Putting Greens don't effect the ball's movement
        • All putting greens are flat.
    Last edited by OldSchoolGamer; 09-25-2011, 04:54:04 AM.

    Leave a comment:

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