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NES FCEUD codes by Abystus

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  • 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.
    Not taking any requests at this time.

    Bored? Watch some of my hacks here.

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    • 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.
      Not taking any requests at this time.

      Bored? Watch some of my hacks here.

      Comment


      • 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.
        Not taking any requests at this time.

        Bored? Watch some of my hacks here.

        Comment


        • 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.

          Comment


          • 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.
            Not taking any requests at this time.

            Bored? Watch some of my hacks here.

            Comment


            • 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.
              Now broadcasting from the underground command post. Deep in the bowels of a hidden bunker. Somewhere under the brick & steel of a nondescript building. We've once again made contact w/ our leader, OSG

              Comment


              • 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.
                Now broadcasting from the underground command post. Deep in the bowels of a hidden bunker. Somewhere under the brick & steel of a nondescript building. We've once again made contact w/ our leader, OSG

                Comment


                • 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.
                  Spoiler Alert! Click to view...

                  THE BAD GUY!!!!!!

                  Comment


                  • 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.
                    Not taking any requests at this time.

                    Bored? Watch some of my hacks here.

                    Comment


                    • 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.
                      Not taking any requests at this time.

                      Bored? Watch some of my hacks here.

                      Comment


                      • 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.

                        Comment


                        • 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.
                          Not taking any requests at this time.

                          Bored? Watch some of my hacks here.

                          Comment


                          • 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.

                            Comment


                            • 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.
                              Not taking any requests at this time.

                              Bored? Watch some of my hacks here.

                              Comment


                              • 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.
                                Not taking any requests at this time.

                                Bored? Watch some of my hacks here.

                                Comment

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