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Helder's Sega Saturn Codes

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  • Helder
    replied
    This damn game crashes the emulator on MESS right after the Andromeda screen so I can't even get in to the game to try things but I did test the code on Yaubuse emulator with the AR/GS code to skip that message and it worked if I manually edited the code in since the AR Rom doesn't actually make cheats work. So you still get the message even with the proper boot code? What master code are you using?

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  • AgentSkyblueM7
    replied
    I'm sorry, were you waiting for a reply? I'd be glad to test them out and give feedback.

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  • Helder
    replied
    You're playing on the real console correct? I'll have to take a look at the Assembly to see if I can defeat the whole check but since my Saturn is in storage you will have to be my guinea pig hehe and test the codes when I make them.

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  • AgentSkyblueM7
    replied
    How are the Panzer Dragoon Saga codes supposed to work on the system itself? (http://gamehacking.org/game/84339)
    I put in the boot code correctly, but I still get the "Please remove the cartridge" message if I turn on any of the additional codes. They work fine on SSF (Though Max EXP seems to make it impossible to actually level up), but I still don't know how one other person managed to do this.

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  • Helder
    replied
    The way the GS works on the Saturn is not like the PSX especially the Joker commands which sucks since this game could have had more codes working properly. Only ASM codes work perfectly once they activate once, I would love to have someone rewrite the code engine but I'm not familiar with coding programs for the Saturn. So we have to deal with what we got.

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  • MathUser
    replied
    So, could you hack a master code for castlevania that don't require holding the reset button? Or is there a reason the reset button must be held? Some codes dont seem to work long with the enable code, like always running code. Alucard just runs once then quits.

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  • MethidMan
    replied
    Oh neat! Someone actually went and experimented with this! Thank you! ^^

    I'll go try these out and see how they work on my emulator.

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  • MathUser
    replied
    I don't know why you are adding those codes here tho. They should be in their own topic.

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  • vgassassin_420
    replied
    Garian Attack, Defense, & Speed Modifier (CCCC - is HIGH for all!) 102FB0C4 ???? (by Code Master)
    I had previously discovered that this code, rather than directly editing your stat values, actually replaces those stats with those of different monsters and weapon combinations. The first 2 digits of ???? replaces your currently equipped weapon and the last 2 replace Garian with a captured monster.

    Unfortunately, 102FB0C4 280D, which replaces Garian with Bilan, having no weapon equipped, doesn't let you use Bilan in battle. You will still control Garian, but with the stats of Bilan.

    After playing around with this code again today, and having a save file in which I had already captured several monsters in game, I found, with slight alteration, this code does let you use your replaced monsters in battle, so long as you replace a monster, not Garian. Simply increase the 8th digit by 2 to change which currently captured monster you are replacing (you must have at least 1 captured monster already), for example 102FB0C6 28?? to replace the monster in the 2nd slot, 102FB0C8 28?? for the 3rd slot, etc.

    Monster codes for Parallel 1 (other parallels may have different monster codes, not thoroughly tested yet)
    Code/Name/Attack/Defense/Speed
    00 GARIAN 35 30 2
    01 F-BILAN 38 35 2
    02 BOY 30 20 3
    03 DUNBAR 41 36 2
    04 BIOS-26 43 37 1
    05 BRUNO 45 37 2
    06 DURAN 44 37 1
    07 LANCE 44 35 3
    08 MAX 43 37 2
    09 LAVIAN GUARD 47 39 2
    0A MORGAN 42 38 1
    0B DOC 49 42 3
    0C S-JOE 48 43 1
    0D BILAN 52 45 2
    0E M-BILAN 54 45 3
    0F S-MUSASHI 50 43 1
    10 BOOTH 40 35 1
    11 FOOTH 41 36 2
    12 WOOTH 42 37 2
    13 MATT 43 37 2
    14 EVILSIZER 44 37 2
    16 DRIZZIT 44 36 2
    20 DUCTER 44 38 2
    24 JOE 49 43 2
    25 COPPER 50 44 1
    26 MUSASHI 49 43 3
    27 GOLDEN 50 44 1
    28 COMMANDER 45 38 2
    2A KURTLIEGEN 47 39 2
    2B P-KURTLIEGEN 51 45 2
    2C KAY 47 39 3
    2D TRACY 52 40 3
    2F F-KAY 55 47 3
    30 MEG 48 41 3
    31 SEAN 45 38 2
    32 BLADE 44 37 2
    33 DEBOSE 37 34 2
    34 INDIGO 45 38 3
    35 ELEPHANT 37 35 2
    36 J.J. 47 40 3
    37 MIRANDA 48 41 3
    38 SHERRY 47 37 2
    39 KIWI 45 38 2
    3A BEAU 46 38 2
    3B ORION 43 36 2
    3C VANCANE 42 37 3
    3E M-DRIZZIT 55 47 1
    3F BIOS-42 45 37 2
    44 GALLON 49 43 3
    49 C-GARIAN 50 43 2


    Edit: Monsters which are normally not obtainable in your current parallel ARE available in battle, however the status screen will not correctly display the name and portrait for those monsters. These monsters may also suffer from glitches in battle, particularly pertaining to projectile/magic attacks. Monster names above have been changed to reflect which character you will control in battle rather than as shown on status screen. Redundant monsters removed.
    Last edited by vgassassin_420; 04-27-2015, 11:57:11 PM. Reason: error correction

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  • vgassassin_420
    replied
    Originally posted by MethidMan View Post
    Question: as I understand it, most people seem to use the Yabause emulator (along with Artmoney) to create Saturn codes. Is it at all possible to use SSF instead? SSF may not have a built-in cheat code support, but you can use CEP with it, though I'm not sure if that's any help with creating codes.

    Reason I ask is because I'm curious about some character and weapon modifier codes for Dark Savior, similar to the item modifier codes that already exist for it, but from what I find, that game is not compatible with Yabause.
    Greetings from a new junior member. I come baring gifts.
    Weapon codes for Dark Savior (U), tested on actual hardware w/ AR.
    Always Have None 302FB104 0001
    Always Have Warrior's Bracelet 302FB105 0001
    Always Have Sword Power 302FB106 0001
    Always Have Lance's Bracelet 302FB107 0001
    Always Have Rajeen Sword 302FB108 0001
    Always Have Lavian Sword 302FB109 0001
    Always Have Bruno's Bracelet 302FB10A 0001
    Always Have Orion's Bracelet 302FB10B 0001
    Always Have Tanaka Setter 302FB10C 0001
    Always Have Bounty Sword 302FB10D 0001
    Always Have Ominous Sword 302FB10E 0001
    Always Have Max's Sword 302FB10F 0001
    Always Have Alibaba's Sword 302FB110 0001

    Also tested in SSF using CEP (Change 302 prefix to 300, ex. 300FB109 0001 for Lavian Sword). Note: the EQUIP page can only fit 12 of the 13 possible weapons. If you want every weapon in your inventory, you can remove 'None' (or any other weapon) by changing the last digit to 0 (ex. 302FB104 0000). These codes were all extrapolated from Code Master's item codes. BUMP for 'Have captured monster' codes please. I've been trying to figure that one out but my understanding of code hacking is near 0.

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  • nathan7878
    replied
    Originally posted by Helder View Post
    Ok so you want the value at the address 3605D7CF to go to FFFF when you go up from the position 0000 ? I'm not familiar with these glitches so I'm lost here in what you can achieve with it or how it's done.
    This code will let you go backwards so you can go from 0000 to FFFFFFFF by pressing up on the first option.
    16073544 6042
    Originally posted by Helder View Post
    Ok after spending way too much time on MESS on a new PC and getting nothing (why do you damn MESS Devs screw up the Sega systems with every new release?) I had to revert back to an older version but here is the code for the Jumps (Don't Use all 3 at once just per whatever character your using):
    So that is why the code probably didn't work, right Is there a quick fix for this one?

    I made a video showing how to gain Total Control on Dracula X if anybody was interested... when the Cloak and Window Color Modifier Selectors go out of there boundaries, you can then scroll to any memory address you want and increase it or decrease it, basically writing Action Replay codes into the games memory, so Action Replay codes without the Action Replay, pretty cool
    Last edited by nathan7878; 03-24-2015, 07:32:47 PM.

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  • Helder
    replied
    Yea I'll look into it but no promises on when I will do them though.

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  • MathUser
    replied
    Have you considered the music modifier request on the code page? It would be nice to play some of the new music on other levels. It'd give the game a fresh feel for sure.

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  • MathUser
    replied
    Oh neat. Some of these other codes that didn't work , work now too. Thanks for the info. Thanks for the code too. How about making the second jump a high jump too?

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  • Helder
    replied
    You have to use the Master code we have here on the site then you press RESET on the actual system during gameplay to activate the codes, you might have to hold the RESET a few seconds to work.

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