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NES FCEUD codes by Abystus

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  • Abystus
    replied
    Super Mario Bros. 3 (U) GG FCEUX

    Code:
    Card Game Always Appears When You Complete a Level (May have to disable if you get stuck re-entering after completion.)
    GXOZXGEY
    
    White Money Ship Always Appears When You Complete a Level (May have to disable if you get stuck re-entering after completion.)
    GXOZXGEY
    OXKXKKSU
    LEKXSKYK
    XVKXVKKX
    
    White Toad House Always Appears When You Complete a Level (May have to disable if you get stuck re-entering after completion.)
    GXOZXGEY
    OXKXKKSU
    ZEKXSKYK
    XVKXVKKX
    
    Small White Ship Level Always Appears When You Complete a Level (May have to disable if you get stuck re-entering after completion.)
    GXOZXGEY
    OXKXKKSU
    GEKXSKYK
    XVKXVKKX

    Anyone know what the last code is? It's a small white ship that leads to an interesting level.
    Last edited by Abystus; 10-20-2011, 10:59:58 PM.

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  • BigBossman
    replied
    Added.

    Also, I've got yet more requests:

    SMB3
    1. Is there a way to make the match game card appear after completing every stage?

    2. Is there a way to make to coin ship appear after completing every stage / or to appear automatically?
    Last edited by BigBossman; 10-20-2011, 07:45:24 AM.

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  • Abystus
    replied
    Super Mario Bros. 3 (U) GG FCEUX

    Code:
    Enemies Continually Hit Anywhere (Only enemies susceptible to Mario's fireball.  Based on and includes Nolberto82's "Fireballs Hit Anywhere".)
    GZUZTLEY
    AEXZAVUG
    AEXXYVIG

    Leave a comment:


  • BigBossman
    replied
    Codes for Darkman & SMB3 on Super Mario All-Stars have been added.

    Leave a comment:


  • Unicode
    replied
    @OldSchoolGamer, codes for your "All items/plants picked up are POW blocks" request for SMB2 already exists. See following codes:

    "Pulling Up Small Vegetables Gives You A POW Block"
    "Pulling Up Large Vegetables Gives You A POW Block"
    "Stop Watch from 5th Large Vegetable becomes a POW Block"

    codes made by @Tony Hedstrom and @Ugetab - they are in database here.

    @Abystus, I thanks you for trying for making a "Enemies Continually Hit Anywhere" codes based on Raccoon Mario or Invincibility Star power-ups working without issues, but seems you have no success about these.

    In this way, I ask you whether you can make also a "Enemies Continually Hit Anywhere" codes for enemies in SMB3 that are affected by Fire Mario or Hammer Mario power-ups? Any codes based on these power-ups may work properly.
    Last edited by Unicode; 10-19-2011, 04:25:33 PM.

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  • OldSchoolGamer
    replied
    I'd like to please request Game Genie codes for:
    • (NES) Super Mario Bros. 2
      • Luigi jumps/floats like Princess
      • Mario jumps/floats like Princess
      • Toad jumps/floats like Princess
      • Princess jumps like Mario
      • Luigi jumps like Mario
      • Toad jumps like Mario
      • Princess jumps like Luigi
      • Mario jumps like Luigi
      • Toad jumps like Luigi
      • Princess jumps like Toad
      • Luigi jumps like Toad
      • Mario jumps like Toad
    • All Characters instantly pick-up items/objects
      • (There is no wait time/struggle when a character picks up a plant/item/object)
    • All items/plants picked up are POW blocks
    • Can carry enemies through doorways
    • Can carry items/objects through doorways
    • Always be carrying a plant
      • (Throughout the whole game, your character is constantly carrying a plant above his head. Once you throw it, another plant appears in your hands above your head)
    • Automatically catch a spit egg when you get hit/touched by it
      • (This code is useful for the end of level bosses)
    • Automatically catch a thrown vegetable when you get hit/touched by it
      • (This code is very useful fighting the final boss Wart)
    * I don't think any of these codes are in the database. I checked and didn't see them. But its 4 a.m. and I am very tired so I might have missed one, but I doubt it.

    I feel bad for this game in the series. SMB1, SMB3, and SMBW get all the attention and publicity and are larger than life, but when it comes to SMB2, it gets it's cheese left out in the wind and sent to an island of misfit toys. "BUMBLES BOUNCE!!" - Ucon Cornelious
    Last edited by OldSchoolGamer; 10-19-2011, 05:13:19 AM.

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  • Abystus
    replied
    Darkman (U) GG FCEUX

    Code:
    Jump in Midair (Will not be able to land on any surface if hit by floating red orbs in stage 3.)
    AAUATNTI
    AAKATNIP
    
    Hit Anywhere (Side-scrolling levels.)
    GXEPVGEY
    GXEOVGEI
    GZVOKGEY
    
    Never Lose Balance
    ATSKSLEP
    Last edited by Abystus; 10-19-2011, 01:58:05 AM.

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  • CRACKdown
    replied
    Originally posted by Abystus View Post
    Not bad. I found it yesterday evening shortly after arriving home from work. You should convert that to game genie. If you would like to learn how let me know.
    I've been meaning to look into that a bit, I saw you have a doc on it in the library here. I'll probably get around to it at sometime.

    Leave a comment:


  • Abystus
    replied
    Originally posted by CRACKdown View Post
    Decided to try this code for Super Mario Allstars + Super Mario World (Super Mario Bros. 3)

    Infinite Misses Match Game
    7E103501

    If it helps anyone for the NES version, misses go from 01 to 00 then you lose.
    Not bad. I found it yesterday evening shortly after arriving home from work. You should convert that to game genie. If you would like to learn how let me know.

    Leave a comment:


  • CRACKdown
    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?

    Decided to try this code for Super Mario Allstars + Super Mario World (Super Mario Bros. 3)

    Infinite Misses Match Game
    7E103501

    If it helps anyone for the NES version, misses go from 01 to 00 then you lose.

    Leave a comment:


  • Abystus
    replied
    Originally posted by Unicode View Post
    Thanks you for "Allow More than 127 Lives" code for SMB1. It is awesome!
    Glad you like it.

    Originally posted by Unicode View Post
    Abystus, your "Infinite Tries at Card Match Making Game" is great.
    Glad you like it.

    Originally posted by Unicode View Post
    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.
    You are correct. I looked into it and apparently I had one code from another game in the notepad I was using. BTW just to clarify it told you there were no affected rom file addresses because the compare byte at that address did not match. The code is not required as you have figured out on your own. I have updated the original post to reflect the change. If someone would like to remove AENIVANY from the code "Enemies Continually Hit Anywhere" in the database it would be appreciated.

    Originally posted by Unicode View Post
    I also sorry to you if I was picky about your codes.
    No problem. I usually count on you to be picky.


    Originally posted by Unicode View Post
    Also, I found one more bug on @Abystus "Enemies Continually Hit Anywhere" code for SMB3 from post #306 but the issue with moving platforms. In castle levels, I found this when on screen is any of those spinning fireballs, they can hit and hurt Mario from anywhere (i. e. without he touching them). If I reach a place where is a spinning fireball when Mario is small, it will kill him instantly from distance. If I am Big, Fire, Raccoon, Frog, Tanooki or Sledgehammer Mario, then he gets hurt by the spinning fireball (without he touch it!). On attached screenshot below I show how Mario die because of the spinning fireball on screen.
    It's due to how the star works. Basically you have to tell the game that mario is standing on the enemy (same reason he moves with the platforms). Since this enemy is unaffected (also the flame cannons on the ships) by the star it just kills Mario instead. Outside of using an invincibility code along with it I'm not sure it's correctable due to the nature of how it has to work.
    Last edited by Abystus; 10-19-2011, 02:01:08 AM.

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  • Abystus
    replied
    Originally posted by mightymo77 View Post
    This code disables music, however you can still hear the pause tone.
    This version should correct the sound issue.

    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
    GXUAIPKA
    If this code could get an update in the database it would be appreciated.
    Last edited by Abystus; 10-18-2011, 06:42:35 PM.

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  • Unicode
    replied
    Originally posted by mightymo77 View Post
    This code disables music, however you can still hear the pause tone.
    I got same issue which @mightymo77 is said. More precisely, after I use Start button once to complete current World, on next stage the game have no music.

    Also, I found one more bug on @Abystus "Enemies Continually Hit Anywhere" code for SMB3 from post #306 but the issue with moving platforms. In castle levels, I found this when on screen is any of those spinning fireballs, they can hit and hurt Mario from anywhere (i. e. without he touching them). If I reach a place where is a spinning fireball when Mario is small, it will kill him instantly from distance. If I am Big, Fire, Raccoon, Frog, Tanooki or Sledgehammer Mario, then he gets hurt by the spinning fireball (without he touch it!). On attached screenshot below I show how Mario die because of the spinning fireball on screen.

    @BeyondTheStatic, I was entered the code correctly (without any spaces, or more letters, or any incompatible characters) on right region of the game for which it is (US version), but I still can't see any ROMs addresses affected. I have no idea why this code don't work on my FCEUX.
    Attached Files
    Last edited by Unicode; 10-18-2011, 04:07:35 PM. Reason: Adding a screenshot

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  • BeyondTheStatic
    replied
    Originally posted by Unicode View Post
    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.
    Were there any spaces before AENIVANY? That can cause the tool to work incorrectly.

    You just gave me an idea. Yesterday I was stumped on a code that exhibited incidental effects, but couldn't find the compare byte to make it solid. So I just threw the main address into the Encoder/Decoder, and bingo! It showed me all the possible affected ROM sites, and I found what I was looking for. Thanks, Unicode

    Leave a comment:


  • mightymo77
    replied
    Originally posted by Abystus View Post
    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
    This code disables music, however you can still hear the pause tone.

    Leave a comment:

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