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  • CRACKdown
    replied
    NES - Sakigake!! Otoko Juku - Shippuu Ichi Gou Sei (J)

    Can't Be Knocked Down
    0041:01

    2nd Character Infinite Energy
    0088:C0

    3rd Character Infinite Energy
    0089:C0

    4th Character Infinite Energy
    008A:C0

    Arena Opponent No Recovery Time
    0050:FF

    Speed Modifier (05 is Normal)
    00BD:??

    Arena Opponent One Hit Kill
    030A:00
    Last edited by CRACKdown; 01-15-2013, 08:33:57 PM.

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  • CRACKdown
    replied
    NES - Saiyuuki World (J)

    Level Modifier (00, 01, 02...)
    0102:??

    Have Knife
    010C:01

    Speed Modifier (00-04)
    010D:??

    Have Sheild
    010E:02

    Weapon Modifier
    0116:??

    One Hit Kills (May cause moving platforms to not move)
    036B:00
    037B:00
    038B:00
    039B:00
    03AB:00
    Last edited by CRACKdown; 01-15-2013, 06:14:12 PM.

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  • CRACKdown
    replied
    NES - Sqoon (U)

    Phase Modifier (01, 02, 03...)
    00FC:??

    Shot Modifier (00-02)
    0518:??

    Max Humans Rescued
    05A7:09

    Invincible
    07E9:00

    Leave a comment:


  • CRACKdown
    replied
    NES - Splatter House - Wanpaku Graffiti (J)

    Walk On Water (Or 01 for in water effect)
    007C:00

    Shotgun
    0086:04

    Super Jump
    0090:20

    Can't Be Slowed Down (You can increase the value to go faster but it often causes graphical errors)
    00B2:02

    Open Door (Only use when there's a door you want to open as it can prevent progress or skip areas)
    00EE:01

    Boss One Hit Kill
    0161:01

    Infinite Shotgun Ammo (Not necessary if your using the Shotgun code)
    03C6:0A

    Walk Behind Scenery (03 to Stay in Front)
    0600:07

    Buckethead (Includes Palette Modifiers)
    0038:01
    0793:10
    0797:10

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  • CRACKdown
    replied
    NES - Star Wars - The Empire Strikes Back (U)

    Always High Jump (If your riding the beast you can increase the value to go higher)
    051D:02

    Have All Force Powers
    0536:FF

    One Hit Kills
    068B:00
    068C:00
    068D:00
    068E:00
    068F:00
    0690:00
    0691:00
    0692:00
    0693:00
    0694:00
    0695:00
    0696:00
    0697:00


    *Edit: I think I got all these in the DB now except the ones Rune mentioned above, but I accidentally posted the first code I tried "Super Jump" for "Akumajou Special - Boku Dracula-kun" several times, I would have deleted them myself, but it seems I don't have editing options until they're made official.
    Last edited by CRACKdown; 01-12-2013, 07:28:21 PM.

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  • Rune
    replied
    Glad to see Star Wars (U) (NES) get hacked more. By the way, I did the level modifier over the summer for the Namco version of the game and the 1 hit boss code (ie. 1 Hit Kills Darth Vader). My proof can be found in video form, uploaded 4 months ago. I am hoping that I could get credit for that since the quantity digits took a while to produce. See the video for that list:

    http://www.youtube.com/user/gscentra...os?query=namco

    Leave a comment:


  • CRACKdown
    replied
    NES - Star Wars (U)

    Jump Higher
    038F:00

    Have Han Solo (Use Infinite Health for Han or he'll die right away)
    0479:01

    Have Obi Wan
    047A:01

    Have R2-D2
    047B:01

    Have Leia (Use Infinite Health for Leia or she'll die right away)
    047C:01

    Climbing Mode
    06EA:01

    Super Moon Jump (Can vary speed, 01-05, disable when not in levels causes ship to bounce around)
    6085:03

    One Hit Kills
    7BD9:01
    7BDA:01
    Last edited by CRACKdown; 01-12-2013, 05:50:39 AM.

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  • Guest's Avatar
    Guest replied
    One more request for Yoshi's Island SNES,
    I just remembered is there any code that will give Yoshi Infinite Eggs to throw,
    Because when you get into the sewer stages and run into the blue blobby gunk guy.
    It get's annoying to keep running back to the egg maker to restock if you accidentally miss the blue gunk guy.

    Thanks!

    Leave a comment:


  • Guest's Avatar
    Guest replied
    Hi Again,

    I know there have been a lot of requests for Super Mario World 2 - Yoshi's Island SNES but I am looking for a certain code that may or may not be made yet.
    Action Replay/Game Genie does not matter to me. But I am looking for a code that let's you open locked doors and pipes without having to find a key.
    This is probably a 1/0 Action Replay type code either turning it on or off.
    If you know of one or have one let me know.

    Thanks!

    Leave a comment:


  • CRACKdown
    replied
    NES - Star Wars (J) (Namco)

    Level Modifier (00, 01, 02...)
    0144:??

    Enable Lightsaber Lasers
    017F:01

    Freeze Eneemies
    0180:01

    Super Jump Midair
    0181:01

    Speed Up
    0182:01

    Enemies Die On Sight
    0184:01

    Boss One Hit Kill
    0190:01

    Background Palette Modifiers
    0301:??
    0309:??

    Character Palette Modifiers (Outline, Suit, Skin)
    0311:??
    0312:??
    0313:??

    Activate to Climb (Can only climb while active)
    0401:07

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  • CRACKdown
    replied
    NES - Akumajou Special - Boku Dracula-kun (J)

    Super Jump (Won't work right on 3rd level)
    0062:02

    Jump to Walk on Air
    00A6:00

    Power Modifier
    00AC:??

    02 = Fireball
    03 = Spread Shot
    04 = Power Blast
    05 = Bat Transformation
    06 = Ice Ball
    07 = Cling to Ceiling

    Jump with Slow Descent
    00B5:00

    Background Palette Modifier
    03F0:??

    Character Palette Modifiers (Outline, Skin, Hair/Shirt)
    03F1:??
    03F2:??
    03F3:??

    Boss One Hit Kill
    05D8:00
    Last edited by CRACKdown; 01-12-2013, 12:50:33 AM.

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  • collectordude2
    replied
    Hi Crackdown

    Would you be able to create some pro action replay codes for me for Megaman X on SNES as the cheat codes that i have found online so far have all not worked as they have all made it so i have been unable to progress beyond the first level of the game as when i face the boss at the end of the first level then he too becomes invincible like me and so i cannot kill him and even when i turn the codes off the boss remains invincible so would you be able to help me out on this, thanks.

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  • CRACKdown
    replied
    NES - Super Donkey Kong - Xiang Jiao Chuan (As)

    Can't Be Hit
    003C:10

    Jump to Walk On Air
    0098:B4

    Character Modifier
    0336:??

    00 = Donkey Kong
    01 = Diddy Kong

    Infinite Lives
    0347:03

    99 Bananas
    0348:99

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  • Rune
    replied
    Yume Doki Doki Panic (J)

    Uses the same values as before/above:

    C:Shy Guy Enemy Colour Modifiers|0068:XX<br>0069:XX|Rune|*Likely the first two enemies.*<br><br>00 - (Funky Coloured Shy Guy)<br>01 - Red Hooded Shy Guy<br>02 - Light Gray Hooded Shy Guy<br>03 - Pink Hooded Shy Guy<br>04 - (Funky Coloured Shy Guy Again)<br>05 - Red Hooded Shy Guy (Again)<br>06 - Light Gray Hooded Shy Guy (Again)<br><br>Stopped there since it was repeating.

    C:Enemy Modifiers|0090:XX<br>0091:XX<br>0092:XX<br>0093:XX <br>0094:XX|Rune|
    The enemies' were unchanged so the digits should be the same across the different regions.
    Last edited by Rune; 01-09-2013, 02:03:35 AM. Reason: double post

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  • Rune
    replied
    Gave CRACKdown a while and he didn't post the other 'SMB hacks' so here they are:

    Super Mario Bros 2

    Shy Guy Enemy Colour Modifiers
    0068:??
    0069:??
    By Rune

    *Likely the first two enemies.*

    00 - (Funky Coloured Shy Guy)
    01 - Red Hooded Shy Guy
    02 - Light Gray Hooded Shy Guy
    03 - Pink Hooded Shy Guy
    04 - (Funky Coloured Shy Guy Again)
    05 - Red Hooded Shy Guy (Again)
    06 - Light Gray Hooded Shy Guy (Again)
    Stopped there since it was repeating.

    Enemy Modifiers
    0090:??
    0091:??
    0092:??
    0093:??
    0094:??
    By Rune.

    Quantity digits seem to follow the digits discovered by Aether Knight so credit goes 100% for him:

    00 - Nothing
    01 - Red Shyguy
    02 - Tweeter
    03 - Pink Shyguy
    04 - Porcupo
    05 - Red Snifit
    06 - Grey Snifit
    07 - Pink Snifit
    08 - Ostro
    09 - Bob-omb
    0A - Albatoss(w/Bob-omb)
    0B - Albatoss
    0C - Albatoss(2nd?)
    0D - Ninji
    0E - Ninji(2nd?)
    0F - Red Beezo
    10 - Grey Beezo
    11 - Wart's Bubble
    12 - Pidgit(w/Magic Carpet)
    13 - Trouter
    14 - Hoopstar
    15 - Shyguy from jars
    16 - Bob-omb from jars
    17 - Phanto
    18 - Cobrat from jar
    19 - Cobrat from sand
    1A - Pokey
    1B - Bullet
    1C - Birdo
    1D - Mouser
    1E - Egg
    1F - Triclyde
    20 - Fireball
    21 - Clawglip
    22 - Rock
    23 - Red Panser
    24 - Pink Panser
    25 - Grey Panser
    26 - Autobomb
    27 - Autobomb's fireball
    28 - Whale's spout
    29 - Flurry
    2A - Fryguy
    2B - Small fryguy
    2C - Wart
    2D - Hawkmouth
    2E - Spark
    2F - spark(2nd?)
    30 - Spark(3rd?)
    31 - Spark(4th?)
    32 - Small vegetable
    33 - Big vegetable
    34 - Turtle shell
    36 - Coin
    37 - Bomb
    39 - Mushroom block
    3A - POW block
    3B - Key
    3C - Potion
    3D - Mushroom
    3E - 1UP Mushroom
    3F - Magic Carpet

    Tested a few and they seemed to be correct.

    Also:

    All Night Nippon Super Mario Bros. (Famicom Disk System) (J)

    Enemy Modifiers
    0016:??
    0017:??
    0018:??
    0019:??
    001A:??
    By CRACKdown, Rune

    Uses the same addresses but the quantity digits are slightly different than SMB1! Turn off before flag.

    00 - Green Koopas (No Change)
    01 - Red Koopas (No Change)
    02 - Black Beetle (No Change)
    03 - No Fall Red Koopas (No Change)
    04 - (Crashes)
    05 - Hammer Bros (No Change)
    06 - DJs Sunplaza Nakano (Goombas)
    07 = Squids
    08 = Bullet Bills
    09 = Invincible Koopa Paratroopers
    0A = Green Cheep Cheeps
    0B = Red Cheep Cheeps
    0C = Fireballs
    0D - Tamori (Piranha Plants)

    Used CRACKdown's list for the rest (ie. did not check):

    0E = Invincible Jumping Koopa Paratroopers
    0F = Invincible Vertical Flying Koopa Paratroopers
    10 = Invincible Horizontal Flying Koopa Paratroopers
    11 = Should be for Lakitu, can only see him if you turn the code on while enemies are on screen
    12 = Spinys
    13 = ??
    14 = Flying Cheep Cheeps
    15 = Bowser Fire
    16 = For Fireworks, won't work
    1B = Firesticks
    1C = Faster Firesticks
    1D = Counter Firesticks
    1E = Faster Counter Firesticks
    1F = Big Firesticks
    24 = Platforms
    25 = Vertical Platforms
    26 = Ascending Platforms
    27 = Descending Platforms
    28 = Horizontal Platforms
    29 = Falling Platforms
    2A = Riding Platforms
    2B = Short Ascending Platforms
    2C = Short Descending Platforms
    2D = Bowser: 'will be glitchy if all codes contain this value, if just one you'll encounter him at least once every level.

    32 = Non-working Springboards
    33 = Random Bullet Bill
    35 = Toad: 'will usually disappear until next level after the game tries to load an enemy above ground level.

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