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  • Cannon Fodder (Genesis/MD)

    ABWA-AA6A
    Can walk "up" ice cliffs. If you're walking up an ice cliff going Left or Right and your recruits slow down or stop, just redirect them so they're going upwards.
    The Code Hut: http://codehut.gshi.org/

    Comment


    • High Seas Havoc (Genesis)

      AKNA-AA5L
      Don't fall when you walk off the edges of platforms, crates, row boats, etc (Walk on air). Press Jump to drop down.
      The Code Hut: http://codehut.gshi.org/

      Comment


      • High Seas Havoc (Genesis)


        RYGT-A6W0
        Master code (improved). Gets rid of the blank/red screen, and makes the game load faster.
        The Code Hut: http://codehut.gshi.org/

        Comment


        • Here are 3 different types of jump codes that really let you customize how your character jumps (speed going up, height, and speed coming down).

          High Seas Havoc (Genesis)


          9BRA-B97A
          Jump higher (fast jump). Can be combined with "slow jump" and "slow moon descent" codes.


          83RA-B97A
          Jump much higher (fast jump). Can be combined with "slow jump" and "slow moon descent" codes.


          ABGT-AAK6
          Jump higher (slow jump). Can be combined with "fast jump" and "Slow moon descent" codes.


          ABGT-BAB6
          Jump much higher (slow jump). Can be combined with "fast jump" and "slow moon descent" codes.


          ABJA-BAF8
          Slow moon descent when jumping or falling. Can be combined with "fast or slow" jump codes.


          ABJA-ANF8
          Super slow moon descent when jumping or falling. Can be combined with "fast or slow" jump codes.
          The Code Hut: http://codehut.gshi.org/

          Comment


          • High Seas Havoc (Genesis)

            AD2T-EA6W
            Enemies, rolling rocks, and other hazards are gone. Bosses are still there.
            Last edited by Tony H; 09-02-2014, 07:19:02 AM.
            The Code Hut: http://codehut.gshi.org/

            Comment


            • Originally posted by Tony Hedstrom View Post
              High Seas Havoc (Genesis)

              Enemies, rolling rocks, and other hazards are gone. Bosses are still there.
              You're posted only the game's name and description, but not the GG code itself...
              Last edited by Unicode; 09-02-2014, 03:11:48 AM.

              Comment


              • Originally posted by Unicode View Post
                You're posted only the game's name and description, but not the GG code itself...
                Thanks for the heads up. Fixed.
                The Code Hut: http://codehut.gshi.org/

                Comment


                • High Seas Havoc (Genesis)


                  SEXT-BEYG
                  Start on level 2 (Pirate Ship).


                  SEXT-BJYG
                  Start on level 3 (Otarucean 1).


                  SEXT-BNYG
                  Start on level 4 (Otarucean 2).


                  SEXT-BTYG
                  Start on level 5 (Burning Hamlet 1).


                  SEXT-BYYG
                  Start on level 6 (Burning Hamlet 2).


                  SEXT-B2YG
                  Start on level 7 (Mt. Chester 1).


                  SEXT-B6YG
                  Start on level 8 (Mt. Chester 2).


                  SEXT-BAYG
                  Start on level 9 (Frozen Palace 1).
                  The Code Hut: http://codehut.gshi.org/

                  Comment


                  • Tony, could you help me find a code for Street Fighter II' - Special Champion Edition (USA) for the Sega Genesis?

                    I'm trying to find Vega's throw damage in Turbo Mode. It is slightly less than all the other characters in Turbo, and I wanted to make it so it is slightly more than the other characters, like it is in Champion Mode.

                    Using the Regen emulator, I set address 00FF82C2 (Player 2's health, PAR/Fusion address is FF82C3) as a breakpoint while Vega was beginning to throw Ken. You know how you get a table of values, then click OK, and get another table of values, and so on... Well, I only wrote down the value at the very top of the table each time I clicked on OK. I then set address 00FF8042 (Player 1's health, PAR/Fusion address is FF8043) as a breakpoint while Ken was beginning to throw Vega and recorded the results.

                    Here are the ROM addresses:

                    Vega throwing Ken

                    00FE50
                    001244
                    0013E6
                    001408
                    012B9E
                    012D02
                    01C606
                    01C832

                    Ken throwing Vega

                    00FE74
                    00119A
                    001244
                    012B24
                    012CFE
                    01C606
                    01C6BC
                    01C832

                    In other words, I had no clue how to interpret the results I was given by the debugger.

                    Comment


                    • I've never really used the debugger in Regen before, so I'm not familiar with how it works. I use Gens Tracer. When you say it gives you a table of values and you only write down the first value, is there a reason you don't need the rest of them? Again, not familiar with Regen.

                      Anyways, you'll need either an assembly trace log, or a "live" assembly screen/window that shows you what is going on at the assembly level when the break point is reached. Not sure how Regen does it. When you look at the assembly, you'll need to find which one of those ROM addresses you have listed above for Vega throwing Ken is the one that is subtracting HP from Ken. Then it's just a matter of reading the assembly log backwards to find out where that value is coming from. Let's say that Ken loses 9 HP. That "9" will usually be in one of the "Data" registers, or at a ROM address in one of the "Address" registers (although there are other methods as well).

                      Make sure that your breakpoint is for "Write" only.

                      What would help here is to see the values of the RAM address for each of the ROM addresses you listed. If you knew the exact amount of health Ken had right before Vega throws him, that would make it much easier to pin point the exact ROM address to look at. In Gens Tracer, you are given a ROM address, as well as the value of the RAM address at that point. Don't know how Regen does it.

                      You're on the right track, just need a few more steps. If you want to use Gens Tracer, I can help you with any problems you have. If you want to stick with Regen, I can only give you general advice.

                      EDIT: I just fired up Regen and I see that it uses a "live" screen when the break point is reached. You can use that screen in the upper left corner to find out where your value is coming from (where it says "opcode").

                      EDIT 2: The Address and Data registers are shown just to the Right of the assembly screen. They are shown as A0=xxxxxxxx A1=xxxxxxxx etc.
                      Last edited by Tony H; 09-03-2014, 10:08:24 PM.
                      The Code Hut: http://codehut.gshi.org/

                      Comment


                      • I'm pretty sure the value I'm looking for is in this area of the trace. Ken loses 37 HP (25 hex) when he is thrown by Vega. Although this value might not be very helpful, because you never take the full damage of an attack in Street Fighter II. I can't post an attachment, so I'll dump the text file here and see how it displays. OK, copy the text here into an empty text file and turn word wrap off and it will be in a viewable format.

                        00:11F2 11 C2 MOVE.b D2,($BA26) A0=FFFF8880 A1=FFFF8280 A2=FFFF81A0 A3=FFFF8280 A4=FFFF9EC6 A5=00C00000 A6=FFFF8000 A7=FFFFC248 D0=0000001C D1=00000008 D2=0000000C D3=0000FF02 D4=00000160 D5=0000FFFA D6=0000201C D7=0000002B xnZvc
                        00:11F6 02 42 ANDI.W #$001F,D2 A0=FFFF8880 A1=FFFF8280 A2=FFFF81A0 A3=FFFF8280 A4=FFFF9EC6 A5=00C00000 A6=FFFF8000 A7=FFFFC248 D0=0000001C D1=00000008 D2=0000000C D3=0000FF02 D4=00000160 D5=0000FFFA D6=0000201C D7=0000002B xnzvc
                        00:11FA 45 F9 LEA ($0002B8C2),A2 A0=FFFF8880 A1=FFFF8280 A2=FFFF81A0 A3=FFFF8280 A4=FFFF9EC6 A5=00C00000 A6=FFFF8000 A7=FFFFC248 D0=0000001C D1=00000008 D2=0000000C D3=0000FF02 D4=00000160 D5=0000FFFA D6=0000201C D7=0000002B xnzvc
                        00:1200 1A 32 MOVE.b $00(A2,D2),D5 A0=FFFF8880 A1=FFFF8280 A2=0002B8C2 A3=FFFF8280 A4=FFFF9EC6 A5=00C00000 A6=FFFF8000 A7=FFFFC248 D0=0000001C D1=00000008 D2=0000000C D3=0000FF02 D4=00000160 D5=0000FFFA D6=0000201C D7=0000002B xnzvc
                        00:1204 11 C5 MOVE.b D5,($974E) A0=FFFF8880 A1=FFFF8280 A2=0002B8C2 A3=FFFF8280 A4=FFFF9EC6 A5=00C00000 A6=FFFF8000 A7=FFFFC248 D0=0000001C D1=00000008 D2=0000000C D3=0000FF02 D4=00000160 D5=0000FF0A D6=0000201C D7=0000002B xnzvc
                        00:1208 4A 38 TST.B ($BA26) A0=FFFF8880 A1=FFFF8280 A2=0002B8C2 A3=FFFF8280 A4=FFFF9EC6 A5=00C00000 A6=FFFF8000 A7=FFFFC248 D0=0000001C D1=00000008 D2=0000000C D3=0000FF02 D4=00000160 D5=0000FF0A D6=0000201C D7=0000002B xnzvc
                        00:120C 6A 0C BPL #$0C [00:121A] A0=FFFF8880 A1=FFFF8280 A2=0002B8C2 A3=FFFF8280 A4=FFFF9EC6 A5=00C00000 A6=FFFF8000 A7=FFFFC248 D0=0000001C D1=00000008 D2=0000000C D3=0000FF02 D4=00000160 D5=0000FF0A D6=0000201C D7=0000002B xnzvc
                        00:121A E9 4A LSL.W #4,D2 A0=FFFF8880 A1=FFFF8280 A2=0002B8C2 A3=FFFF8280 A4=FFFF9EC6 A5=00C00000 A6=FFFF8000 A7=FFFFC248 D0=0000001C D1=00000008 D2=0000000C D3=0000FF02 D4=00000160 D5=0000FF0A D6=0000201C D7=0000002B xnzvc
                        00:121C 45 F9 LEA ($0002B7B2),A2 A0=FFFF8880 A1=FFFF8280 A2=0002B8C2 A3=FFFF8280 A4=FFFF9EC6 A5=00C00000 A6=FFFF8000 A7=FFFFC248 D0=0000001C D1=00000008 D2=000000C0 D3=0000FF02 D4=00000160 D5=0000FF0A D6=0000201C D7=0000002B xnzvc
                        00:1222 4A 38 TST.B ($97A3) A0=FFFF8880 A1=FFFF8280 A2=0002B7B2 A3=FFFF8280 A4=FFFF9EC6 A5=00C00000 A6=FFFF8000 A7=FFFFC248 D0=0000001C D1=00000008 D2=000000C0 D3=0000FF02 D4=00000160 D5=0000FF0A D6=0000201C D7=0000002B xnzvc
                        00:1226 67 06 BEQ #$06 [00:122E] A0=FFFF8880 A1=FFFF8280 A2=0002B7B2 A3=FFFF8280 A4=FFFF9EC6 A5=00C00000 A6=FFFF8000 A7=FFFFC248 D0=0000001C D1=00000008 D2=000000C0 D3=0000FF02 D4=00000160 D5=0000FF0A D6=0000201C D7=0000002B xnzvc
                        00:1228 45 F9 LEA ($0002B6A2),A2 A0=FFFF8880 A1=FFFF8280 A2=0002B7B2 A3=FFFF8280 A4=FFFF9EC6 A5=00C00000 A6=FFFF8000 A7=FFFFC248 D0=0000001C D1=00000008 D2=000000C0 D3=0000FF02 D4=00000160 D5=0000FF0A D6=0000201C D7=0000002B xnzvc
                        00:122E D4 C2 ADDA.W D2,A2 A0=FFFF8880 A1=FFFF8280 A2=0002B6A2 A3=FFFF8280 A4=FFFF9EC6 A5=00C00000 A6=FFFF8000 A7=FFFFC248 D0=0000001C D1=00000008 D2=000000C0 D3=0000FF02 D4=00000160 D5=0000FF0A D6=0000201C D7=0000002B xnzvc
                        00:1230 34 2E MOVE.w $008E(A6),D2 A0=FFFF8880 A1=FFFF8280 A2=0002B762 A3=FFFF8280 A4=FFFF9EC6 A5=00C00000 A6=FFFF8000 A7=FFFFC248 D0=0000001C D1=00000008 D2=000000C0 D3=0000FF02 D4=00000160 D5=0000FF0A D6=0000201C D7=0000002B xnzvc
                        00:1234 18 32 MOVE.b $00(A2,D2),D4 A0=FFFF8880 A1=FFFF8280 A2=0002B762 A3=FFFF8280 A4=FFFF9EC6 A5=00C00000 A6=FFFF8000 A7=FFFFC248 D0=0000001C D1=00000008 D2=00000006 D3=0000FF02 D4=00000160 D5=0000FF0A D6=0000201C D7=0000002B xnzvc
                        00:1238 48 84 EXT.W D4 A0=FFFF8880 A1=FFFF8280 A2=0002B762 A3=FFFF8280 A4=FFFF9EC6 A5=00C00000 A6=FFFF8000 A7=FFFFC248 D0=0000001C D1=00000008 D2=00000006 D3=0000FF02 D4=00000125 D5=0000FF0A D6=0000201C D7=0000002B xnzvc
                        00:123A 36 6E MOVE.w $01E6(A6),A3 A0=FFFF8880 A1=FFFF8280 A2=0002B762 A3=FFFF8280 A4=FFFF9EC6 A5=00C00000 A6=FFFF8000 A7=FFFFC248 D0=0000001C D1=00000008 D2=00000006 D3=0000FF02 D4=00000025 D5=0000FF0A D6=0000201C D7=0000002B xnzvc
                        00:123E 0C 6B CMPI.W #$0026,$0042(A3) A0=FFFF8880 A1=FFFF8280 A2=0002B762 A3=FFFF8280 A4=FFFF9EC6 A5=00C00000 A6=FFFF8000 A7=FFFFC248 D0=0000001C D1=00000008 D2=00000006 D3=0000FF02 D4=00000025 D5=0000FF0A D6=0000201C D7=0000002B xnzvc
                        00:1244 64 1E BCC #$1E [00:1264] A0=FFFF8880 A1=FFFF8280 A2=0002B762 A3=FFFF8280 A4=FFFF9EC6 A5=00C00000 A6=FFFF8000 A7=FFFFC248 D0=0000001C D1=00000008 D2=00000006 D3=0000FF02 D4=00000025 D5=0000FF0A D6=0000201C D7=0000002B xnzvc
                        00:1264 4E 75 RTS A0=FFFF8880 A1=FFFF8280 A2=0002B762 A3=FFFF8280 A4=FFFF9EC6 A5=00C00000 A6=FFFF8000 A7=FFFFC248 D0=0000001C D1=00000008 D2=00000006 D3=0000FF02 D4=00000025 D5=0000FF0A D6=0000201C D7=0000002B xnzvc
                        Last edited by terpsfan101; 09-03-2014, 10:18:43 PM.

                        Comment


                        • There is only one place I see a value of $25. If you look at address 00:123A, you'll see a value of 25 in register D4.

                          If you read the log backwards, you'll see that the value of 25 in register D4 is MOVEd there at ROM address 00:1234. Here's what it shows:

                          00:1234 18 32 MOVE.b $00(A2,D2),D4 A0=FFFF8880 A1=FFFF8280 A2=0002B762 A3=FFFF8280 A4=FFFF9EC6 A5=00C00000 A6=FFFF8000 A7=FFFFC248 D0=0000001C D1=00000008 D2=00000006

                          Here's how you figure out where that value of 25 is coming from. You take the value in register D2 (which is 06) and add it to the ROM address in register A2 (which is $02B762). So 02B762 + 06 = 02B768. Go to ROM address 02B768 and you'll see that the value there should be 125 (don't have the ROM in front of me). The next instruction changes it to 25.

                          I have no idea if this is the correct value you're looking for, that was the only "25" in the sample you posted.

                          EDIT: Nowhere in your sample does it show anything being subtracted from P2's health (FF82C2).
                          Last edited by Tony H; 09-03-2014, 10:44:13 PM.
                          The Code Hut: http://codehut.gshi.org/

                          Comment


                          • The only place that P2's health is shown is at 00:123E 0C 6B CMPI.W #$0026,$0042(A3) A0=FFFF8880 A1=FFFF8280 A2=0002B762 A3=FFFF8280

                            This is a "Compare" instruction which means you may have had "Read" breakpoints checked as well. Make sure you only have "Write" breakpoints checked.

                            You need to see where P2's HP is being subtracted from.
                            The Code Hut: http://codehut.gshi.org/

                            Comment


                            • How the SFII damage system works is that every attack does less than full damage. And a few characters take more damage, and Zangief takes the least damage. So I don't know if using the exact health lost of an attack is going to lead anywhere.

                              Yes, I'm way over my head now. I was hoping to find a simple 2 digit or 4 digit value that determined the damage.

                              Comment


                              • I believe you found the rom address for me. You told me to go to ROM address 02B768, and look for a value of 125. The value there was 2525. So I doubled it to 4A4A and Vega's throw was doing 2x damage.

                                Comment

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