Originally posted by Abystus
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NES FCEUD codes by Abystus
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If they happen to be buggy or don't work, then they can always be deleted or edited in the database. Codes sometimes take awhile to get added to the database so I wouldn't suggest that we let codes linger. If we are fortunate enough to lately be getting codes added quickly to the database, I wouldn't change that. Codes can just as easy be edited in the database as the forum. Your codes normally always work anyway.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
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While this may be true, there are several phases that cheat codes go through. I doubt anyone would want to have to go back and edit each individual code upon each revision a cheat goes through (it would become very tedious and confusing). When I say "linger" I mean long enough for the person requesting to test them out. In Unicode's case he is here every night around 3am (central), and usually has a reply waiting for me in the morning. When codes are made they are usually within a confined environment, unless we enjoy the game enough to play through the entire thing. I know I can count on Unicode's stubbornness to make sure a cheat is in almost perfect working order. If there is no resolution for the issues found then there is nothing further the hacker can do and the code is added "as is".Originally posted by OldSchoolGamer View PostIf they happen to be buggy or don't work, then they can always be deleted or edited in the database. Codes sometimes take awhile to get added to the database so I wouldn't suggest that we let codes linger. If we are fortunate enough to lately be getting codes added quickly to the database, I wouldn't change that. Codes can just as easy be edited in the database as the forum. Your codes normally always work anyway.
One could say it's the hacker's job to test the codes they make, but like anything else there are so many hours in a day to do this solo. Also these are filled requests so in my opinion it's up to the requester to give it the final stamp of approval.
Super Mario Bros. 3 (U) GG FCEUX
@BigBossmanCode:Always Win At Line up the Pictures Game (Prize will depend on whatever the top picture was.) AESSYPAZ Infinite Tries at Card Match Making Game GZVSSEVK
Try em out. If they work for you go right ahead and add em (since this is your request)
.
Last edited by Abystus; 10-18-2011, 12:48:32 AM.
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trueWhile this may be true, there are several phases that cheat codes go through. I doubt anyone would want to have to go back and edit each individual code upon each revision a cheat goes through (it would become very tedious and confusing). When I say "linger" I mean long enough for the person requesting to test them out. In Unicode's case he is here every night around 3am (central), and usually has a reply waiting for me in the morning. When codes are made they are usually within a confined environment, unless we enjoy the game enough to play through the entire thing. I know I can count on Unicode's stubbornness to make sure a cheat is in almost perfect working order. If there is no resolution for the issues found then there is nothing further the hacker can do and the code is added "as is".
One could say it's the hacker's job to test the codes they make, but like anything else there are so many hours in a day to do this solo. Also these are filled requests so in my opinion it's up to the requester to give it the final stamp of approval.Last edited by OldSchoolGamer; 10-17-2011, 11:06:16 PM.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
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Thanks you for "Allow More than 127 Lives" code for SMB1. It is awesome!Originally posted by Abystus View Post@Unicode
The problem is based on something called Two's Complement. What it means is that 00 to 7F in hex are resolved as positive numbers (0 - 127), and 80 - FF are resolved as negative numbers (-128 to -1). A small diagram:
... FC FD FE FF 0 1 2 3 4 ...
The way Super Mario Bros reads the value is in the format above. So basically when you exceed 127 it sees the next value as a negative number which then displays the game over screen. What I did below is make it so that no matter what it sees it bypasses the game over screen. Since the game can't handle negative lives (hex 80 - FF), I just changed the branch that sends you to the game over screen to never send you no matter what value is at that address. I tested this with Mario, so I'm unsure if it works with Luigi.
Super Mario Bros. (JU) GG FCEUX
Code:Allow More than 127 Lives (Will not show game over screen when exceeding this limit.) ASSOGPAP
Last edited by Unicode; 10-18-2011, 12:51:17 PM.
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Thanks. I'll get them added right away.Originally posted by Abystus View PostSuper Mario Bros. 3 (U) GG FCEUX
@BigBossmanCode:Always Win At Line up the Pictures Game (Prize will depend on whatever the top picture was.) AESSYPAZ Infinite Tries at Card Match Making Game GZVSSEVK
Try em out. If they work for you go right ahead and add em (since this is your request)
.Hacking games is always fun because you don't know what's hidden in the game.
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Abystus, your "Infinite Tries at Card Match Making Game" is great.Originally posted by Abystus View Post(...)
Super Mario Bros. 3 (U) GG FCEUX
@BigBossmanCode:Always Win At Line up the Pictures Game (Prize will depend on whatever the top picture was.) AESSYPAZ Infinite Tries at Card Match Making Game GZVSSEVK
Try em out. If they work for you go right ahead and add em (since this is your request)
.
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.Originally posted by Abystus View PostThe address that AENIVANY modifies is D8F6 (compare:F7, Value:00), and worked just fine when entered in my Game Genie decoder. I am using version 2.1.5 so you may want to update your client to see if it changes anything on your end. As far as the platforms I am having the same issue with SMB2, and I haven't found a solution to the problem.
I also sorry to you if I was picky about your codes.
Last edited by Unicode; 10-18-2011, 12:18:29 PM.
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This code disables music, however you can still hear the pause tone.Originally posted by Abystus View PostSuper 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
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Were there any spaces before AENIVANY? That can cause the tool to work incorrectly.Originally posted by Unicode View PostI 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.
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
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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.Originally posted by mightymo77 View PostThis code disables music, however you can still hear the pause tone.
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.
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This version should correct the sound issue.Originally posted by mightymo77 View PostThis code disables music, however you can still hear the pause tone.
Super Mario Bros. (JU) GG FCEUX
If this code could get an update in the database it would be appreciated.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
Last edited by Abystus; 10-18-2011, 06:42:35 PM.
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Glad you like it.Originally posted by Unicode View PostThanks you for "Allow More than 127 Lives" code for SMB1. It is awesome!
Glad you like it.Originally posted by Unicode View PostAbystus, your "Infinite Tries at Card Match Making Game" is great.
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 PostI 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.
No problem. I usually count on you to be picky.Originally posted by Unicode View PostI also sorry to you if I was picky about your codes.
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.Originally posted by Unicode View PostAlso, 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.Last edited by Abystus; 10-19-2011, 02:01:08 AM.
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Originally posted by BigBossman View PostAdded.
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.
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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.Originally posted by CRACKdown View PostDecided 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.
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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.Originally posted by Abystus View PostNot 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.
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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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