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NES FCEUD codes by Abystus
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Abystus, could you make some kind of Game Genie code for (NES) Ghostbusters that will allow me to skip to the last stage/part of the game? Either that "Press Start To Advance To Next Level" game genie code or whatever you can think of that will allow me to advance to the last part of the game.
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I'm not sure they even work to be honest. They allow the so called "health", and "weapon" value to go up to 255, but everything appears to be based off the bar instead of the value. It's almost like the programmer's intention was to write the code in such a way to make the value and the bar two separate things entirely,and use the bar's value instead of the actual health/weapon energy values. Also they started the values at 123 instead of 0 which is most likely to prevent hackers from using the visual representation onscreen to hack codes to modify these values (by a known value search). Until a more stable fix is found, I will be excluding these 2 codes from Mega Man 3 - 5, and possibly 6 since it's a derivative work of Mega Man 3's code (though I think the programmer changed because the code changed slightly).Originally posted by Unicode View PostI want you post the codes about Mega Man's health and weapon capacity.
I will take a look into this to see what the issue is.Originally posted by Unicode View PostAbout "255 Maximum Lives" code, I found this when you collect more than 16 Extra Lives, it affects also number of E-Tanks display.
Yeah, this game is unlike the previous games in the fact that the bar value is actually the value of health instead of it being a separate address all together than only displaying 28 bars. As far as the crash I will look into it tomorrow, but I'm not sure I can correct the bar growing unless I can patch the draw routine for health/weapon bars.Originally posted by Unicode View PostBut with the code for Mega Man 6 I have a problem. If Mega Man have more health than normal (i. e. more than 28 Health units) and the health bar display glithces, as is shown on screenshot, if I try to enter in subscreen to change weapons, the entire game crashes.
When I got to Mega Man 6 I noticed I had forgotten a code for all these games. I will make these tomorrow for MM 2, and possibly MM6. MM 3-5 will be excluded as they follow the same routine that controls the amount of Health/Weapon values (starting at 123 instead of 0).Originally posted by Unicode View PostI see that you don't posted a codes for Maximum 255 E-Tanks for none of Mega Man games. Indeed they are also impossible for making?Last edited by Abystus; 09-25-2011, 02:59:00 PM.
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Originally posted by Abystus View PostMega 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
Your codes for first two Mega Man games works good.Originally posted by Abystus View PostMega Man 2 (U) GG FCEUX
Code:255 Maximum Lives NNEAALLV 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
I want you post the codes about Mega Man's health and weapon capacity.Originally posted by Abystus View PostMega 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
About "255 Maximum Lives" code, I found this when you collect more than 16 Extra Lives, it affects also number of E-Tanks display.Originally posted by Abystus View PostMega Man 4 (U) GG FCEUX
Same issues with Health/Weapon energy as Mega Man 3 which is why those 2 codes are missing.Code:255 Maximum Lives NNNUOUPE Special Items Always Re-appear After Being Collected (Includes E-Tanks, Power Capsules, etc that are placed throughout the levels.) AAEAGOPY Collectable Items Never Disappear (Unless you collect them, or you leave the screen.) AVSUEUVI
All of codes for Mega Man 3-5 work properly except code noted for Mega Man 4.Originally posted by Abystus View PostMega Man 5 (U) GG FCEUX
Code:255 Maximum Lives NNSZOVPE Special Items Always Re-appear After Being Collected (Includes E-Tanks, Power Capsules, etc that are placed throughout the levels.) AEUOVPSI Collectable Items Never Disappear (Unless you collect them, or you leave the screen.) ATKXOVVI
But with the code for Mega Man 6 I have a problem. If Mega Man have more health than normal (i. e. more than 28 Health units) and the health bar display glitches, as is shown on screenshot, if I try to enter in subscreen to change weapons, the entire game crashes.Originally posted by Abystus View PostMega Man 6 (U) GG FCEUX
127 Health limit due to the game killing him after exceeding this amount. Still working on this game, but it will have to wait until tomorrow before I continue.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.) YNSOLKGO
I see that you don't posted a codes for Maximum 255 E-Tanks for none of Mega Man games. Indeed they are also impossible for making?Last edited by Unicode; 09-25-2011, 03:11:18 AM.
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Mega Man 6 (U) GG FCEUX
I may skip the Weapon Energy code as it may have the same issue as the heath address did crashing the sub-screen.Code: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
Last edited by Abystus; 10-02-2011, 06:52:34 PM.
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Mega Man 5 (U) GG FCEUX
Same issues with Heath/Weapon energy as Mega Man 3 which is why those 2 codes are missing.Code:255 Maximum Lives NNSZOVPE Special Items Always Re-appear After Being Collected (Includes E-Tanks, Power Capsules, etc that are placed throughout the levels.) AEUOVPSI Collectable Items Never Disappear (Unless you collect them, or you leave the screen.) ATKXOVVI
Last edited by Abystus; 09-25-2011, 02:16:58 AM.
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Mega Man 4 (U) GG FCEUX
Same issues with Heath/Weapon energy as Mega Man 3 which is why those 2 codes are missing.Code:255 Maximum Lives NNNUOUPE Special Items Always Re-appear After Being Collected (Includes E-Tanks, Power Capsules, etc that are placed throughout the levels.) AAEAGOPY Collectable Items Never Disappear (Unless you collect them, or you leave the screen.) AVSUEUVI
Last edited by Abystus; 09-25-2011, 12:48:01 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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Abystus 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.
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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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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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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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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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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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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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