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  • CRACKdown
    replied
    @ 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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  • OldSchoolGamer
    replied
    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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  • CRACKdown
    replied
    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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  • CRACKdown
    replied
    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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  • CRACKdown
    replied
    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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  • CRACKdown
    replied
    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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  • Helder
    replied
    Good to see you venture into other systems like Genesis, will add your codes soon.

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  • CRACKdown
    replied
    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

    ---

    Genesis - Doki Doki Penguin Land (J)

    Infinite Eggs
    FFEE39:03

    Select Any Stage
    FFF404:30

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  • CRACKdown
    replied
    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
    FF02248

    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!
    Last edited by CRACKdown; 05-27-2012, 12:03:51 AM. Reason: *copied the wrong one there at first!

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  • CRACKdown
    replied
    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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  • CRACKdown
    replied
    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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  • OldSchoolGamer
    replied
    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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  • CRACKdown
    replied
    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.
    Last edited by CRACKdown; 05-25-2012, 12:00:54 AM. Reason: annotation

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  • CRACKdown
    replied
    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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  • CRACKdown
    replied
    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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