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NES FCEUD codes by Abystus
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There is a way to bypass that. You can do a code to constantly send a value to a ram address and that will save you about the registers sharing position.
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I attempted some of them, but with no luck. I don't think the "Enemies Can't Collect Powerups" will be doable since your tank uses the same routines as the enemies. I can do the "Infinite Missiles" if you provide a state where your tank has acquired them. I am currently taking a break from NES hacking (getting burnt out), so please excuse my absence from this thread.Originally posted by Unicode View PostAny progress with my requests for Battle City (J) game and its hacks - Missile Tank and Tank 1990?
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Any progress with my requests for Battle City (J) game and its hacks - Missile Tank and Tank 1990?
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@Unicode
I am going to have to pass on the graphical corrections for that game. Got a bit going on in life atm, so they will be added to the database as is with the note expressing the problems they may encounter when using the codes. I will look into the rest of your list when I get the chance.
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The reason "Tank 1990" and "Battle City" share these graphical problems is due to the way the tank count is displayed as images instead of a number like "Missile Tank". I have updated the notes accordingly for the "Missile Tank" game as well as the "Battle City/Tank 1990" games. It would most likely fix the issue in "Battle City/Tank 1990" if I could find a way to disable the display of the tanks all together. The "Missile Tank" problem is not really all that much of a problem in comparison to the other games so I will most likely not pursue a fix for that one.Originally posted by Unicode View PostAbystus, you don't understood right about graphic errors. I mean that I got these graphic errors only on original "Battle City" game and "Tank 1990" hack. On "Missile Tank" hack these graphic errors doesn't appear, as the only issue on "Missile Tank" was counter for remaining tanks for defeating.
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Abystus, you don't understood right about graphic errors. I mean that I got these graphic errors only on original "Battle City" game and "Tank 1990" hack. On "Missile Tank" hack these graphic errors doesn't appear, as the only issue on "Missile Tank" was counter for remaining tanks for defeating.Last edited by Unicode; 11-13-2011, 03:34:16 PM.
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I noticed the counter problem as well, and It's due to there being no code to remove the "Hundreds" position and above from the counter display when dropping below them. The games are setup to normally have 20 tanks, but there is code to exceed 100 in each game so the counter displays the correct number until the hundreds position is removed (it will remain there as in the screenshots you posted). Most games will have graphical issues, or not have code in place to handle your value if it exceeds the "normal" within the game, so I am unsure If I can correct any of these issues.Originally posted by Unicode View PostAbystus, I tested your "Every Stage Contains x Enemy Tanks" codes for Battle City game and its hacks.
In "Missile Tank" hack, when I use your codes for 100 / 120 / 150 / 180 / 200 / 240 / 250 or 255 enemy tanks per stage, the counter for remaining enemy tanks for defeating won't show correct value if number of remaining tanks is less than 100 tanks. For example, if I use "Every Stage Contains 200 Enemy Tanks" EGSGGLGO code, when I have 57 enemy tanks left for defeating, the counter will show 157 tanks (!?!). Also, when I defeat all 200 tanks via their shooting or using "bomb" joker, the counter shows 100 remaining enemy tanks instead 0.
In "Tank 1990" hack and original "Battle City" game, when I defeat some tanks, later on battlefield will appears graphic errors, as also, the flag together with number of current stage and the label "IP" located right side of battlefield will disappear, as in near and in the end of stage only number of player's Extra Lives remains visible (see attached screenshots in end of post). But even with these graphic errors, the both games doesn't freeze or crash.
I would like please @Abystus fix these issues noted above if is possible.
Note about attached screenshots: middle and right pictures shows the problem about original "Battle City" (J) and "Tank 1990" hack (although I'm shоwed "Tank 1990" hack only), while left picture shows the problem about "Missile Tank" (Ch) hack (immediately after killing last enemy tank).
For now I will add the note "May cause graphical errors when exceeding the normal number of enemy tanks." as I am unsure that this can be corrected without disabling the counter display completely.
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Abystus, I tested your "Every Stage Contains x Enemy Tanks" codes for Battle City game and its hacks.
In "Missile Tank" hack, when I use your codes for 100 / 120 / 150 / 180 / 200 / 240 / 250 or 255 enemy tanks per stage, the counter for remaining enemy tanks for defeating won't show correct value if number of remaining tanks is less than 100 tanks. For example, if I use "Every Stage Contains 200 Enemy Tanks" EGSGGLGO code, when I have 57 enemy tanks left for defeating, the counter will show 157 tanks (!?!). Also, when I defeat all 200 tanks via their shooting or using "bomb" joker, the counter shows 100 remaining enemy tanks instead 0.
In "Tank 1990" hack and original "Battle City" game, when I defeat some tanks, later on battlefield will appears graphic errors, as also, the flag together with number of current stage and the label "IP" located right side of battlefield will disappear, as in near and in the end of stage only number of player's Extra Lives remains visible (see attached screenshots in end of post). But even with these graphic errors, the both games doesn't freeze or crash.
I would like please Abystus fix these issues noted above if is possible.
Note about attached screenshots: the left and right pictures shows the problem about original "Battle City" (J) and "Tank 1990" hack (although I'm shоwed "Tank 1990" hack only), while the middle picture shows the problem about "Missile Tank" (Ch) hack (immediately after killing last enemy tank).Last edited by Unicode; 03-03-2020, 07:04:30 AM.
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Battle City (J) GG FCEUX
Code:Drive Through Walls (Players & Enemies) GZEIXIEP GXSINGAL
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I hope you like them. I found the address that moves to the next level but there is an issue with it. If the user hasn't defeated the boss it just reloads the same level which is worthless. I am still on the lookout for the flag that is checked for boss completion before I can finalize the "Press Start to Complete Current Level" code.Originally posted by adaml View PostNice Athena codes! Can't give you more rep, otherwise I would. I still hate that game and love seeing codes mades for it
I tested them out, but if Unicode finds an issue they would all have to be updated (LOL). So lets just wait for his post and they should be good to roll. Thanks for keeping up with my codes.Originally posted by Demonic722 View PostNo problem. Is there someone testing the Battle City, Missile Tank, and Tank 1990 Codes? If not, and they're confirmed working by you, I'll add now.
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Athena (U)(GG) (Will add the rest when you update your post with the new codes
)Last edited by Abystus; 11-12-2011, 09:24:11 PM.
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No problem. Is there someone testing the Battle City, Missile Tank, and Tank 1990 Codes? If not, and they're confirmed working by you, I'll add now.
Added:
Athena (U)(GG) (Will add the rest when you update your post with the new codes
)
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Nice Athena codes! Can't give you more rep, otherwise I would. I still hate that game and love seeing codes mades for it
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