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There isn't a whole thread dedicated to Power Rangers like the Gemfire madness so here are my hacks:
Power Rangers II (J) Unl)
C:Level Modifier|0083::XX|Rune|004F:XX does something to the stage but I am not sure what exactly. The GFX are glitched and your ranger falls to their doom. 00BD:XX seems to make the backgrounds 'shine'. I used a value of 02 with that address.<br><br>00 - Yellow Ranger Stage<br>01 - Pink Ranger Stage<br>02 - Blue Ranger Stage<br>03 - Black Ranger Stage<br>04 - Red Ranger Stage<br><br>The rest of the values give a grey screen.
Power Rangers III (Unl)
C:Character Highlighter At Character Select|0059:XX|Rune|00 - Trini<br>01 - Billy<br>02 - Jason<br>03 - "Kinbealy"<br>04 - Zach
C:Never Take Damage After The First Hit P1|00B6:00|Rune|
Power Rangers IV (Unl)
C:Character Highlighter At Character Select|0059:XX|Rune|00 - Trini<br>01 - Billy<br>02 - Jason<br>03 - "Kinbealy"<br>04 - Zach
C:Never Take Damage After The First Hit P1|00B6:00|Rune|
Didn't do a boss health or level modifier. These games are pretty bad after playing PR1.
Found enemy's health codes for FF6081:00, FF60C1:00, and FF6101:00. Problem is with these enabled the next set of enemies won't show up, maybe someone can make GG codes from these.
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Genesis - Double Dragon III: The Rosetta Stone (U)
Alternate Untouchable
FF23A3:7C
Open Doors / Complete Levels (This one may cause problems when bosses appear, shouldn't have a problem until Japan but use with discretion)
FF00C0:FF
One Knockdown Kills
FF2909:00
FF29C3:00
FF2A7D:00
FF2B37:00
FF2BF1:00
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Enemy Modifiers would be difficult for me find with these types of games, but I might try again some other time.
Nice codes there. I noticed a while ago that you hacked the Adventures of Batman & Robin. I managed to find a lot of hacks for the game but it is one of the largest SEGA Genesis cartridges ever made alongside The Punisher videogame.
Did you try hacking a level modifier or character modifier for Adv. of Batman & Robin? I managed to get almost everything else but not those.
Got a highlighter code for The Punisher but no character or level modifier. One of the rare few codes that has eluded me over the years and would be curious to see if you would have better luck with them!
@Rune Will keep that in mind. I believe I tried to do those for Batman & Robin but without much success, will probably try again sometime.
I Realized after the fact that some of these already have GG equivalents, but oh well.
SNES - Mighty Morphin' Power Rangers (U)
Always have Bomb after Morphing
7E04F401
Can't Be Hit (Except Bosses)
7E0CC201
7E0CC410
Infinite Lives
7E0F4209
Walk Underwater
7E01EE00
Level Modifier ($01 - $16, Levels Start at 01, 04, 08, 0C, 10 with areas between, 14, 15 are Zord fights, 16 is the ending, turn off after using)
7E0260:??
Nice codes there. I noticed a while ago that you hacked the Adventures of Batman & Robin. I managed to find a lot of hacks for the game but it is one of the largest SEGA Genesis cartridges ever made alongside The Punisher videogame.
Did you try hacking a level modifier or character modifier for Adv. of Batman & Robin? I managed to get almost everything else but not those.
Got a highlighter code for The Punisher but no character or level modifier. One of the rare few codes that has eluded me over the years and would be curious to see if you would have better luck with them!
Took a quick look at Batman and found that FFF603:01, 02, 03... will get you to the beginning of each level but after you play through the first scene it goes straight to the ending, so there must be another address keeping tabs on where your at. That Character Modifier is still a mystery to me, it might be each level has a different address for your character like that Multiple Jump Kicks code I tried to make.
I noticed a while ago that you hacked the Adventures of Batman & Robin. I managed to find a lot of hacks for the game but it is one of the largest SEGA Genesis cartridges ever made alongside The Punisher video game.
What do you mean by the largest Sega Genesis cartridges? Do you mean the amount of information? or the amount of space that is capable of holding information? Assuming you don't mean the latter, why do these games have so much information? It's not like they are games like the Legend of Zelda: A Link to the Past that has so much stuff and elements in the game and I can understand if that game had a lot of code/information to it. But the Punisher and AoB&R are simple beatem up and adventure/shooter games. So why do you think they were coded that way? Was it just poor programming?
Now broadcasting from the underground command post. Deep in the bowels of a hidden bunker. Somewhere under the brick & steel of a nondescript building. We've once again made contact w/ our leader, OSG
Game length has nothing to do with how big a cart is. Lots of things contribute to a game's size: Lots of high quality music, voice samples, multitude of art assets. And yes, poor programming can contribute to the waste of memory space. Good programmers know how to cram and compress lots of things into tiny spaces.
However, unlike CDs, you can't just program a game poorly and then ask the company for a bigger cart size. It's usually the other way around, you have a cart size and you program the game around that size.
If those Genesis games are so big, then they either have a shit ton of art assets that could not be compressed further, or they just didn't bother with compression at all.
Game length has nothing to do with how big a cart is. Lots of things contribute to a game's size: Lots of high quality music, voice samples, multitude of art assets. And yes, poor programming can contribute to the waste of memory space. Good programmers know how to cram and compress lots of things into tiny spaces.
However, unlike CDs, you can't just program a game poorly and then ask the company for a bigger cart size. It's usually the other way around, you have a cart size and you program the game around that size.
If those Genesis games are so big, then they either have a shit ton of art assets that could not be compressed further, or they just didn't bother with compression at all.
I know the music was one of the few titles with a famous German (?) composer/DJ who was brought in to make the music specifically for Batman & Robin. It may have been left uncompressed. I would presume that the art assets took a lot of space in the Punisher cartridge but the music quality doesn't seem all that great.
Either way, it seems both games are some of the hardest SEGA Genesis titles to hack. ;-)
I know the music was one of the few titles with a famous German (?) composer/DJ who was brought in to make the music specifically for Batman & Robin. It may have been left uncompressed.
That's probably it.
I would presume that the art assets took a lot of space in the Punisher cartridge but the music quality doesn't seem all that great.
Since it's an arcade port, I assume they didn't bother too much repeating graphic titles to save space and instead ported everything directly.
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