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CRACKdown's Retro Codes
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@ OldSchoolGamer Honestly, I didn't go very far into the game, wasn't sure what to do exactly and didn't want to go to gamefaqs to find out. What I played seemed decent enough though.
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In your opinion, how is that game (Genesis) Ghostbusters? It seems like a good game when I played it for a minute. But I've read alot of mixed feelings about the game. It seems like majority of people say they don't like it. What do you think? Is it worth me playing?Last edited by OldSchoolGamer; 05-30-2012, 11:31:00 PM.
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Genesis - Ghostbusters, The (U)
Walk Through Enemies
FF005B:09
Multiple Shot Weapon (Allows more than two shots to be fired at a time)
FF00C4:00
Jump to Levitate (After you jump you'll levitate at ground level, good for long gaps)
FF0402:00
Moon Jump
FF0419:00
Character Modifier
FFFE28:??
00 = Peter
01 = Raymond
02 = Egon
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Genesis - Ferias Frustradas do Pica Pau (South American "Woody the Woodpecker")
Infinite Lives
FF01D7:09
Infinite Health
FF01D9:24
999 Money Bags
FF01DA:03E7
999 Enemies Killed
FF01DC:03E7
Power Modifier
FF01E5:??
01 = Rocket Pack
02 = On Skis
03 = Boat
04 = Swimming
05 = Flying
Super Jump
FF01F4:01
FF01F6:00
Jump Midair Add On (Must have Super Jump on also.)
FF01E6:01
Untouchable
FF01F8:00
Always Run
FF0EA9:01
Stage Modifier
FF0EC3:??
8E = Stage 1
A0 = Stage 2
B2 = Stage 3
C4 = Stage 4
D6 = Stage 5
E8 = Stage 6
FA = Bonus Stage
Music Modifier (Must have on prior to Level)
FF106F:??
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Genesis - El Viento (U)
Scene/Level Modifier ($00-$18, 00 seems to be test ground of sorts, 18 is view ending, and levels in the middle. Turn off after using, will automatically warp to whatever value if used during play.)
FFAC8B:??
Magic Modifier
FFAFFD:??
01 = Flame
02 = Water
03 = Crescent Blast
04 = Fireball
05 = Seekers
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Thanks helder! Got to broaden my horizons I guess, here some more...
Genesis - Dahna - Megami Tanjou (J)
Infinite HP (Second Address for Graphical purposes, not absolutely necessary)
FF055B:08
FF6B45:08
Full Magic Meter (Can set value to 08 or 04 to use alternate spells)
FF0563:16
Always High Jump
FF0C6B:01
Stage Modifier
FF056B:??
Turn Off After Using
00 = Stage 1
01 = Stage 2
02 = Stage 3
03 = Stage 4
04 = Stage 5
05 = Stage 6
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Good to see you venture into other systems like Genesis, will add your codes soon.
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Genesis - 3 Ninjas Kick Back (U)
Scene / Level Modifier ($00 - $12, turn off after using)
FFA0BB:??
Jump Midair w/Slow Descent (will make character graphic fidgety, sprite modifier code will help, but you still lose animation)
FFA38F:00
Sprite Modifier (Works on all characters similarly, many values)
FFA399:??
Character Modifier
FFA3C7:??
00 = Tum-Tum
01 = Colt
02 = Rocky
Infinite Bombs
FFA3CB:03
Infinite Shurikens
FFA40C:03
8 Dummies Destroyed
FFA7CD:08
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Genesis - Doki Doki Penguin Land (J)
Infinite Eggs
FFEE39:03
Select Any Stage
FFF404:30
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Genesis - Flintstones, The (U)
Stage Modifier
FF014F:??
00 = Stage 1 Leaf Rock
01 = Stage 2 Swimming Pool
02 = Stage 3 Desert Drive
03 = Stage 4 Dino Express
04 = Stage 5 Fire Rock
05 = Stage 6 Hard Rock
06 = Witch
07 = Stage 8?
99 Fred Heads
FF0159:63
Wavy Background
FF0220:01
FF0224
8
All Bosses' One Hit Kills
FF0805:01
FF0905:00
FF0985:00
FF0A85:00
FF0B05:00
Swim Anywhere
FF2F2C:01
*Sorry copied the wrong one there at first!
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Genesis - Doraemon - Yume Dorobouto 7 Nin No Gozansu (J)
Stage Modifier
FF9EA5:??
01 = Stage 1
02 = Stage 2
03 = Stage 3
04 = Stage 4
05 = Stage 5
06 = Stage 6
07 = Stage 7
99 Stars
FF9EAC:0909
Power Modifier
FFA132:??
01 = Fly
03 = Toy Key
04 = Clone
Super Blast Autofire
FFA151:0E
Boss Never Wins
FFBBDF:00
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Thanks for bringing that up, I just added a note to the code. The problem is that the game needs to load the flag that comes out of the castles at the end of levels which is used by that first address. If you don't use it not every enemy will be transformed but you'll get plenty of what you want and can still pass levels, if you use it just turn off that address before you jump to the flag, and I just found out that 31 is the value it needs for the flag so if you use that the "1st" enemy just won't appear, you'll have what you want, and can still pass levels.
I also noticed that platforms in levels get transformed, so beware.
*edit*
shoot, I started having the same problem again in world 2-3 so it's probably best to just turn them all off before you jump to the flag. I'll leave this note here as a partial fix for now.Last edited by CRACKdown; 05-25-2012, 12:08:27 AM.
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I just tested your enemy modifier codes and used the "Hammer Bros." modifier. It worked but I can't advance to the next level. After sliding down the pole and going into the castle, the game does not advance. I tried turning off the codes and it still won't let me advance. Maybe I would have to turn off the codes before sliding down the pole? Idk. Check it out though and see if you can find a fix. I would assume all the other modifier codes have the same effect of not being able to advance? Idk.
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NES - Super Mario Bros. (U) FCEUX
Enemy Modifiers (Turn off before flag)
0016:??
0017:??
0018:??
0019:??
001A:??
00 = Green Koopas
01 = Red Koopas
02 = Beetle Bills
03 = No Fall Red Koopas
04 = Crazy Koopas
05 = Hammer Bros.
06 = Goombas
07 = Squids
08 = Bullet Bills
09 = Invincible Koopa Paratroopers
0A = Green Cheep Cheeps
0B = Red Cheep Cheeps
0C = Fireballs
0D = Piranha Plants
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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A few more...
NES - Super Mario Bros. (U) FCEUX
Always Crouched (will automatically go down pipes when you land on them)
000B:04
Music Speed Modifier (18 is usually the normal speed, so from there you can slow it down or speed it up)
00F0:??
Mario is a Cheep Cheep (The first line must be turned off to dismount the flag, it's not completely necessary to the code but the graphic will be bifurcated whenever you face left otherwise)
0033:01
0205:FC
0209:FC
020D:B2
0211:B3
0215:B4
0219:B5
021D:FC
0221:FC
03C4:01
0704:01
Incorporates Color Modifier and Dracula GSHI's "Swim Anywhere"Last edited by CRACKdown; 05-23-2012, 08:57:36 PM.
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Some more for...
NES - Super Mario Bros. (U) FCEUX
Mario's Missing Parts (Different values will make different parts of Mario disappear, i.e. C0 = Headless Mario)
03D0:??
Speed Modifier (18 = normal walk, 28 = Normal Run, if you set too high you'll have scrolling issues)
0456:??
Ground Modifier (The whole screen can be converted with the addresses 06A1-06AD, but I don't know why anyone would want to do that, you must have 06AD set to something you can walk on or you'll die; 88 = Clouds, 86 = Water, lots of other values)
06AC:??
06AD:??
Danger Modifier (will sometime need to be turned off at the end of levels, depending on if your getting fireworks or not.
06CB:??
Having one of these on will cancel out the effect of others when they should occur.
00 = No Dangers
05 = Koopas and Piranha Plants have no animation
12 = Lakitu Attack
14 = Always Flying Cheep Cheeps
15 = Bowser Fire
17 = Bullet Bills
1F = Enemies transformed to Fire Sticks
''I'm sure there are some other interesting values for this one but I got tired of looking, let me know if anyone else finds anything.
Super Jump
0709:10
Alt. Level Modifier (01-23 are 1-1 - 8-4, increase further for crazy levels)
0760:??Last edited by CRACKdown; 05-24-2012, 11:59:06 PM.
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