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NES FCEUD codes by Abystus

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  • OldSchoolGamer
    replied
    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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  • Abystus
    replied
    Originally posted by Unicode View Post
    I want you post the codes about Mega Man's health and weapon capacity.
    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 Post
    About "255 Maximum Lives" code, I found this when you collect more than 16 Extra Lives, it affects also number of E-Tanks display.
    I will take a look into this to see what the issue is.

    Originally posted by Unicode View Post
    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 glithces, as is shown on screenshot, if I try to enter in subscreen to change weapons, the entire game crashes.
    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 Post
    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?
    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).
    Last edited by Abystus; 09-25-2011, 02:59:00 PM.

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

    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
    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.
    Originally posted by Abystus View Post
    Mega 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
    Your codes for first two Mega Man games works good.

    Originally posted by Abystus View Post
    Mega Man 3 (U) GG FCEUX

    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
    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.
    I want you post the codes about Mega Man's health and weapon capacity.

    Originally posted by Abystus View Post
    Mega Man 4 (U) GG FCEUX

    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
    Same issues with Health/Weapon energy as Mega Man 3 which is why those 2 codes are missing.
    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 Post
    Mega 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
    All of codes for Mega Man 3-5 work properly except code noted for Mega Man 4.

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

    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
    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.
    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.

    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?
    Attached Files
    Last edited by Unicode; 09-25-2011, 03:11:18 AM.

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  • Abystus
    replied
    Mega Man 6 (U) GG FCEUX

    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
    I may skip the Weapon Energy code as it may have the same issue as the heath address did crashing the sub-screen.
    Last edited by Abystus; 10-02-2011, 06:52:34 PM.

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  • Abystus
    replied
    Mega 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
    Same issues with Heath/Weapon energy as Mega Man 3 which is why those 2 codes are missing.
    Last edited by Abystus; 09-25-2011, 02:16:58 AM.

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  • Abystus
    replied
    Mega Man 4 (U) GG FCEUX

    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
    Same issues with Heath/Weapon energy as Mega Man 3 which is why those 2 codes are missing.
    Last edited by Abystus; 09-25-2011, 12:48:01 AM.

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  • Abystus
    replied
    Originally posted by helder View Post
    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.
    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.
    Last edited by Abystus; 09-25-2011, 02:52:22 AM.

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  • Helder
    replied
    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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  • Abystus
    replied
    Mega Man 3 (U) GG FCEUX

    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
    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.
    Last edited by Abystus; 09-25-2011, 12:27:55 AM.

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  • Abystus
    replied
    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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  • Unicode
    replied
    OK, @Abystus! Then you can leave that code for Hudson's Adventure Island (if it's making is difficult for you) and continue directly making the codes for Mega Man games.
    Last edited by Unicode; 09-24-2011, 04:49:17 PM.

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  • Abystus
    replied
    Originally posted by Unicode View Post
    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 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.
    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).

    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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  • Unicode
    replied
    Originally posted by Abystus View Post
    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
    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.

    All other your codes for Hudson's Adventure Island are OK - they're very cool.
    Last edited by Unicode; 11-17-2011, 04:13:48 PM. Reason: Misspeling

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  • Abystus
    replied
    Mega Man (U) GG FCEUX

    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
    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.
    Last edited by Abystus; 09-24-2011, 04:51:46 PM.

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  • Abystus
    replied
    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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