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CRACKdown's Retro Codes

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  • Abystus
    replied
    Codes should be added. Let me know if I missed anything. Getting used to this new system. Keep up the hacks!

    Leave a comment:


  • CRACKdown
    replied
    Originally posted by Unicode View Post
    Nice codes! I tried almost every of them and most of them works fine, but unfortunately I found an issues in some of them. So I would like to please you to try to fix following your codes:

    1. Speed Modifier / Walk Through Walls (18 = walking speed, 28 = running speed, increase as desired)
    00BD:38 - this code makes Mario to move automatically forwards and it doesn't let you to stop on one place or move backwards;
    2. Slow Enemies (Decrease Values to speed up)
    00BF:FF
    00C0:FF
    00C1:FF
    00C2:FF - if you try to kick a Koopa with that code enabled, you'll die;
    3. Walk Behind Scenery
    0588:01 - with this code I can't stomp enemies when Mario is hidden behing scenery;
    4. Enemy Modifiers
    0671:??
    0672:??
    0673:??
    0674:??
    0675:?? - every single code of these replaces enemies from more one type, however I found this any of these doesn't change all enemies of one type, as for example 0674:?? replaces some of Goombas and Koopas, but rest of the Goombas in stage isn't changed. So, you can make alternative codes like these, as every single code modifies ONLY ONE TYPE of enemy, i. e. one code modifies all normal Goombas, another modify normal (walking) Green / Red Koopas only, third modify Flying Green / Red Koopas, fourth - all flying Cheep-Cheeps only, fifth modify all Pirahna Plants in Pipes, etc?

    So, I'm sorry for this I reported your codes. Though, most of other codes works wonderfully.
    This is as much as I can probably do with RAM codes, how they operate is completely dependent on how the game was programmed, maybe someone could trace them to the ROM and make GG codes that might address some of the issues you have, but that's not my forte.

    Leave a comment:


  • Unicode
    replied
    Originally posted by CRACKdown View Post
    NES - Super Mario Bros. 3 (U)

    Speed Modifier / Walk Through Walls (18 = walking speed, 28 = running speed, increase as desired)
    00BD:38

    Slow Enemies (Decrease Values to speed up)
    00BF:FF
    00C0:FF
    00C1:FF
    00C2:FF

    Can't Be Hit
    0552:01

    Swim (Works best with Frog Mario)
    0575:02

    Walk Behind Scenery
    0588:01

    Every Enemy Yields 1UP (Set to 07 for 8000 points)
    05F4:08

    Enemy Modifiers
    0671:??
    0672:??
    0673:??
    0674:??
    0675:??

    26 = Riding Platform
    27 = Moving Platform Horizontal
    28 = Moving Platform Vertical
    29 = Spike Ball Spitter
    2A = Walking Spike Ball Pirahna Plant
    2B = Shoe Goomba
    2C = Moving Cloud
    2D = Big Bertha
    2F = Ghost
    30 = Walking Flame
    31 = Platform Ghost
    32 = Upside-down Platform Ghost
    33 = Jumping Plant
    35 = Auto Complete Level
    36 = Moving Falling Platform
    39 = Moving Jumping Plant
    3B = Little Bertha
    3D = Spitting Plant
    3E = Bouncy Platform
    40 = Running Bill
    41 = End Item
    42 = Jumping Fish
    44 = Falling Platform
    45 = Walking Flame 2
    46 = Spike Ball Pirahna Plant
    48 = Little Fish
    49 = Little Cloud
    4A = Question Ball
    4B = Fortress Guardian
    4C = Winged Fortress Guardian
    4F = Bouncing Chain Head
    51 = Double Flame Stick
    53 = Flame Ball
    55 = Bob-Omb
    56 = Left Horizontal Pirahna Plant
    57 = Right Horizontal Pirahna Plant
    58 = Spitting Flame Ball
    59 = Bouncing Flame Chain
    5A = Flame Stick
    5D = Tornado
    5E = Another Flame Stick
    5F = Yet Another Flame Stick
    60 = Again
    61 = Mommy Blooper
    62 = Blooper
    63 = Fish Eat Fish
    64 = Falling Cheep-Cheep
    65 = Current
    67 = Water Plant
    68 = Spinning Spiny
    6A = Mad Mommy Blooper
    6B = Jumping Goomba Brick
    6C = Green Koopa
    6D = Red Koopa
    6E = Flying Green Koopa
    6F = Vertical Flying Red Koopa
    70 = Beetle Bill
    71 = Spiny
    72 = Goomba
    73 = Flying Goomba
    74 = Flying Mommy Goomba
    75 = Horizontal Shooting Fireball
    76 = Red Cheep-Cheep
    77 = Green Cheep-Cheep
    78 = Bullet Bill
    79 = Angry Bullet Bill
    7A = Big Green Koopa
    7B = Big Red Koopa
    7C = Big Goomba
    7D = Big Pirahna Plant
    7E = Big Flying Green Koopa
    7F = Big Fast Pirahna Plant
    80 = Horizontal Flying Green Koopa
    81 = Hammer Bro.
    82 = Boomerang Bro.
    83 = Lakitu
    84 = Spiny Egg
    85 = Rolling Spiny Egg
    86 = Big Hammer Bro.
    87 = Fire Bro.
    88 = Cruising Cheep-Cheep
    89 = Chomp-Chomp
    8A = Thwomp
    8B = Left Side Thwomp
    8C = Right Side Thwomp
    8D = Moving Thwomp
    8E = Side Moving Thwomp
    8F = Vertical Moving Thwomp
    90 = Pinwheel Platform
    91 = Spinning Pinwheel Platform
    92 = Spinning Stopping Pinwheel Platform
    93 = Alternate ""
    94 = Big 3UP Question Block
    95 = Big Mushroom Question Block
    96 = Big Flower Question Block
    97 = Big Leaf Question Block
    98 = Big Tanooki Question Block
    99 = Big Frog Question Block
    9A = Big Hammer Suit Question Block
    9D = Flame
    9F = Flying Red Beetle
    A0 = Green Pirahna Plant
    A1 = Upside-down Green Pirahna Plant
    A2 = Red Pirahna Plant
    A3 = Upside-down Red Pirahna Plant
    A4 = Spitting Green Pirahna Plant
    A5 = Upside-down Spitting Green Pirahna Plant
    A6 = Spitting Red Pirahna Plant
    A7 = Upside-down Spitting Red Pirahna Plant
    AD = Wrench Jockey
    AF = Angry Sun
    B0 = Big Cannon Ball


    Question Box Modifier
    068F:??

    ?2 = Flower
    ?3 = Leaf
    ?4 = Star
    ?5 = Mushroom
    ?6 = Vine
    ?7 = 1UP
    ?F = First block shows koopa kid dying

    0? = Music Note Box
    1? = High Fly Music Note Box 'Will screw up if level doesn't have one'
    2? = Spent Box
    3? = Brick
    4? = High Bounce Music Note Box
    5? = Wood Block
    6? = Coin Brick
    7? = Jump Through
    8? = Invisible


    Character Palette Modifiers (Outfit, Skin, Outline)
    07D2:??
    07D3:??
    07D4:??

    Enemy Color Modifiers
    7FE7:??
    7FE8:??
    7FE9:??
    7FEA:??
    7FEB:??
    Nice codes! I tried almost every of them and most of them works fine, but unfortunately I found an issues in some of them. So I would like to please you to try to fix following your codes:

    1. Speed Modifier / Walk Through Walls (18 = walking speed, 28 = running speed, increase as desired)
    00BD:38 - this code makes Mario to move automatically forwards and it doesn't let you to stop on one place or move backwards;
    2. Slow Enemies (Decrease Values to speed up)
    00BF:FF
    00C0:FF
    00C1:FF
    00C2:FF - if you try to kick a Koopa with that code enabled, you'll die;
    3. Walk Behind Scenery
    0588:01 - with this code I can't stomp enemies when Mario is hidden behing scenery;
    4. Enemy Modifiers
    0671:??
    0672:??
    0673:??
    0674:??
    0675:?? - every single code of these replaces enemies from more one type, however I found this any of these doesn't change all enemies of one type, as for example 0674:?? replaces some of Goombas and Koopas, but rest of the Goombas in stage isn't changed. So, you can make alternative codes like these, as every single code modifies ONLY ONE TYPE of enemy, i. e. one code modifies all normal Goombas, another modify normal (walking) Green / Red Koopas only, third modify Flying Green / Red Koopas, fourth - all flying Cheep-Cheeps only, fifth modify all Pirahna Plants in Pipes, etc?

    So, I'm sorry for this I reported your codes. Though, most of other codes works wonderfully.
    Last edited by Unicode; 01-07-2013, 06:19:33 AM.

    Leave a comment:


  • CRACKdown
    replied
    NES - Super Mario Bros. 3 (U)

    Speed Modifier / Walk Through Walls (18 = walking speed, 28 = running speed, increase as desired)
    00BD:38

    Slow Enemies (Decrease Values to speed up)
    00BF:FF
    00C0:FF
    00C1:FF
    00C2:FF

    Can't Be Hit
    0552:01

    Swim (Works best with Frog Mario)
    0575:02

    Walk Behind Scenery
    0588:01

    Every Enemy Yields 1UP (Set to 07 for 8000 points)
    05F4:08

    Enemy Modifiers
    0671:??
    0672:??
    0673:??
    0674:??
    0675:??

    26 = Riding Platform
    27 = Moving Platform Horizontal
    28 = Moving Platform Vertical
    29 = Spike Ball Spitter
    2A = Walking Spike Ball Pirahna Plant
    2B = Shoe Goomba
    2C = Moving Cloud
    2D = Big Bertha
    2F = Ghost
    30 = Walking Flame
    31 = Platform Ghost
    32 = Upside-down Platform Ghost
    33 = Jumping Plant
    35 = Auto Complete Level
    36 = Moving Falling Platform
    39 = Moving Jumping Plant
    3B = Little Bertha
    3D = Spitting Plant
    3E = Bouncy Platform
    40 = Running Bill
    41 = End Item
    42 = Jumping Fish
    44 = Falling Platform
    45 = Walking Flame 2
    46 = Spike Ball Pirahna Plant
    48 = Little Fish
    49 = Little Cloud
    4A = Question Ball
    4B = Fortress Guardian
    4C = Winged Fortress Guardian
    4F = Bouncing Chain Head
    51 = Double Flame Stick
    53 = Flame Ball
    55 = Bob-Omb
    56 = Left Horizontal Pirahna Plant
    57 = Right Horizontal Pirahna Plant
    58 = Spitting Flame Ball
    59 = Bouncing Flame Chain
    5A = Flame Stick
    5D = Tornado
    5E = Another Flame Stick
    5F = Yet Another Flame Stick
    60 = Again
    61 = Mommy Blooper
    62 = Blooper
    63 = Fish Eat Fish
    64 = Falling Cheep-Cheep
    65 = Current
    67 = Water Plant
    68 = Spinning Spiny
    6A = Mad Mommy Blooper
    6B = Jumping Goomba Brick
    6C = Green Koopa
    6D = Red Koopa
    6E = Flying Green Koopa
    6F = Vertical Flying Red Koopa
    70 = Beetle Bill
    71 = Spiny
    72 = Goomba
    73 = Flying Goomba
    74 = Flying Mommy Goomba
    75 = Horizontal Shooting Fireball
    76 = Red Cheep-Cheep
    77 = Green Cheep-Cheep
    78 = Bullet Bill
    79 = Angry Bullet Bill
    7A = Big Green Koopa
    7B = Big Red Koopa
    7C = Big Goomba
    7D = Big Pirahna Plant
    7E = Big Flying Green Koopa
    7F = Big Fast Pirahna Plant
    80 = Horizontal Flying Green Koopa
    81 = Hammer Bro.
    82 = Boomerang Bro.
    83 = Lakitu
    84 = Spiny Egg
    85 = Rolling Spiny Egg
    86 = Big Hammer Bro.
    87 = Fire Bro.
    88 = Cruising Cheep-Cheep
    89 = Chomp-Chomp
    8A = Thwomp
    8B = Left Side Thwomp
    8C = Right Side Thwomp
    8D = Moving Thwomp
    8E = Side Moving Thwomp
    8F = Vertical Moving Thwomp
    90 = Pinwheel Platform
    91 = Spinning Pinwheel Platform
    92 = Spinning Stopping Pinwheel Platform
    93 = Alternate ""
    94 = Big 3UP Question Block
    95 = Big Mushroom Question Block
    96 = Big Flower Question Block
    97 = Big Leaf Question Block
    98 = Big Tanooki Question Block
    99 = Big Frog Question Block
    9A = Big Hammer Suit Question Block
    9D = Flame
    9F = Flying Red Beetle
    A0 = Green Pirahna Plant
    A1 = Upside-down Green Pirahna Plant
    A2 = Red Pirahna Plant
    A3 = Upside-down Red Pirahna Plant
    A4 = Spitting Green Pirahna Plant
    A5 = Upside-down Spitting Green Pirahna Plant
    A6 = Spitting Red Pirahna Plant
    A7 = Upside-down Spitting Red Pirahna Plant
    AD = Wrench Jockey
    AF = Angry Sun
    B0 = Big Cannon Ball


    Question Box Modifier
    068F:??

    ?2 = Flower
    ?3 = Leaf
    ?4 = Star
    ?5 = Mushroom
    ?6 = Vine
    ?7 = 1UP
    ?F = First block shows koopa kid dying

    0? = Music Note Box
    1? = High Fly Music Note Box 'Will screw up if level doesn't have one'
    2? = Spent Box
    3? = Brick
    4? = High Bounce Music Note Box
    5? = Wood Block
    6? = Coin Brick
    7? = Jump Through
    8? = Invisible


    Character Palette Modifiers (Outfit, Skin, Outline)
    07D2:??
    07D3:??
    07D4:??

    Enemy Color Modifiers
    7FE7:??
    7FE8:??
    7FE9:??
    7FEA:??
    7FEB:??
    Last edited by CRACKdown; 01-07-2013, 04:11:45 AM.

    Leave a comment:


  • CRACKdown
    replied
    NES - Superman (U)

    Can't Be Hit
    00D0:E7

    Character Palette Modifiers (Suit, Cape, Skin)
    0411:??
    0412:??
    0413:??

    ---

    NES - Super Xevious - Gump No Nazo (J)

    Infinite Lives
    0071:09

    Ship Palette Modifiers
    0611:??
    0612:??
    0613:??

    ---

    NES - Super Star Force (J)

    Ship Palette Modifiers
    03C9:??
    03CA:??
    03CB:??

    ---

    NES - Super Spy Hunter (U)

    Drive Over Water
    0059:00

    Stage Modifier (00, 01, 02...)
    0064:??

    Can't Be Hit
    0078:09

    Leave a comment:


  • Phil The Hammer
    replied
    Originally posted by Abystus View Post
    I have been absent due to the birth of my son, life in general, etc... We are now in a state of transition, but I will be adding your codes as soon as the issues have been ironed out with adding to the new site (shouldn't take long). Sorry for the delay!
    Congrats! I don't smoke, so someone have a cigar for me!

    And I'm sure your family takes precedence over any VG thingies! I hope all is well with U and yours!

    Leave a comment:


  • CRACKdown
    replied
    Thanks for the reply Abystus, hope the kid ain't too much trouble. When do I get my cigar?

    NES - Swamp Thing (U)

    Jump to Walk On Air / Walk Through Walls (Turn off to come down)
    00F8:FB

    Jump Higher
    0604:00

    Every Battery Gives 1UP
    0614:50

    1 Hit Kills Bosses
    0635:00

    Leave a comment:


  • Abystus
    replied
    Originally posted by OldSchoolGamer View Post
    Congrats man!
    Thanks. Been quite the adventure, hopefully I can get back to the things I'm currently falling behind on :P.

    Leave a comment:


  • OldSchoolGamer
    replied
    I have been absent due to the birth of my son
    Congrats man!

    Leave a comment:


  • Abystus
    replied
    Originally posted by CRACKdown View Post
    If anybody could add my codes it would be greatly appreciated. There's a lot backlogged here, and it's been over a month since anything of mine has been added. Thanks!!
    I have been absent due to the birth of my son, life in general, etc... We are now in a state of transition, but I will be adding your codes as soon as the issues have been ironed out with adding to the new site (shouldn't take long). Sorry for the delay!
    Last edited by Abystus; 01-06-2013, 12:49:16 AM.

    Leave a comment:


  • CRACKdown
    replied
    NES - Sword Master (U)

    Background Palette Modifier
    00B0:??

    Character Palette Modifiers
    00B1:??
    00B2:??
    00B3:??

    Super Jump (Can't Attack while active)
    0429:00

    Crazy Palettes Modifier
    0612:??

    Level Modifier (00-07)
    06A3:??

    Enemies and Items Slide
    06C3:01

    Exp Modifier (0F is full at start of game)
    06DA:??

    Leave a comment:


  • CRACKdown
    replied
    If anybody could add my codes it would be greatly appreciated. There's a lot backlogged here, and it's been over a month since anything of mine has been added. Thanks!!

    NES - Taiyou no Yuusha Firebird (J)

    Machine Modifier
    0056:??

    Pause to Fix Graphics
    00 = Machine 1
    01 = Machine 2
    02 = Machine 3
    03 = Machine 4
    04 = Machine 5
    05 = Big Ship
    06 = Super Ship


    Shot Modifier (All Machines 00, 01, 02...)
    0077:??

    Speed Modifier (00-03)
    0094:??

    Big Ship Always Charged Shot
    00BE:FE

    Can't Be Hit (Turn Off after completing Level)
    00A0:01

    Machine 1 Hit Modifier
    0500:??

    Machine 2 Hit Modifier
    0501:??

    Machine 3 Hit Modifier
    0502:??

    Machine 4 Hit Modifier
    0503:??

    Machine 5 Hit Modifier
    0504:??

    Freeze Timer
    0612:09

    Leave a comment:


  • CRACKdown
    replied
    NES - Takahashi Meijin no Bugutte Honey (J)

    Infinite Power
    0080:0E

    Infinite Lives
    0081:09

    Stage Modifier (00, 01, 02, 03)
    0082:??

    Password Complete / Exit Open
    0085:FF

    Fly Faster as Honey Bug / Turbo Jump Midair Takahashi
    0097:00

    Can't Be Hit
    009F:00

    Infinite Tries Arkanoid type Levels (Don't have on otherwise, also used for health of dragon boys)
    00B4:02

    Easy Bosses
    0507:01


    ---

    NES - Tashiro Masashi no Princess ga Ippai (J)

    Jump Higher and Always Run
    042B:03

    Walk Through Enemies
    043E:01

    Leave a comment:


  • ReyVGM
    replied
    Mario's Time Machine actually has 3 endings.

    A good one and two bad ones. You get a bad one if you recover the items without following the game's order and you get another bad one if you take too long to finish the game, regardless if you followed the correct order or not.

    Leave a comment:


  • Guest's Avatar
    Guest replied
    Oops,
    Sorry Helder.

    Leave a comment:

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