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Helder's Sega Saturn Codes

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  • One more code request, I don't know if you know how to make this kinda code. PS1 version of Toshinden has a P1 can do some special moves in mid-air code. Could you make that code for Toshinden 1 remix also? I ordred this to hold me over while I wait for Castlevania. Thanks.

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    • http://gamehacking.org/?game=84379

      I hate to triple post again, but Sonic Jam only has 1 code. You should definately remedy this. Starting with have all chaos emerald codes.

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      • Castlevania finally came in the mail. I hope you can make the super jump code at least. I have trouble with the super jump special move sometimes so this would help me get through the game.

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        • I'll have a look tomorrow.
          Spoiler Alert! Click to view...

          THE BAD GUY!!!!!!

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          • 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):

            Alucard Jump Height Modifier
            160A5CD4 FF??

            FB:Normal
            F8:Super Jump
            F6:Mega Jump
            F4:Moon Jump


            Richter Jump Height Modifier
            160A92D4 FF??

            FA:Normal
            F8:Super Jump
            F6:Mega Jump
            F4:Moon Jump

            Maria Jump Height Modifier
            160A9558 FF??

            FC:Normal
            F9:Super Jump
            F7:Mega Jump
            F4:Moon Jump
            Spoiler Alert! Click to view...

            THE BAD GUY!!!!!!

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            • sorry. codes dont work on four in one.

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              • 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.
                Spoiler Alert! Click to view...

                THE BAD GUY!!!!!!

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                • 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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                  • 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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                    • Yea I'll look into it but no promises on when I will do them though.
                      Spoiler Alert! Click to view...

                      THE BAD GUY!!!!!!

                      Comment


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

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                              • 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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