Announcement

Collapse
No announcement yet.

Abystus' Codes

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Abystus
    replied
    Originally posted by Unicode View Post
    @Abystus, what happens about these my requests? Also, I have no reply about that problem I found in one of your GG for NES game "Bomberman":
    Sorry for the neglect. I will look into these as soon as I can quit hacking others games . I will also look into correcting that code for Bomberman when I get a chance.

    Leave a comment:


  • Abystus
    replied
    Mortal Kombat 4 (Unl)[P1] GG [NES]

    Code:
    Hit Anywhere (Both Players)
    GXEXTAEP
    GXOZIAEI
    GXOXGAEL

    Leave a comment:


  • Abystus
    replied
    Mortal Kombat Trilogy (Hack) GG [NES]

    Code:
    Hit Anywhere (Both Players)
    GGKKUTEU
    YIKKKTYO
    VGKKSTSX

    Leave a comment:


  • OldSchoolGamer
    replied
    Is that NES Power Rangers 2 game a pirate? Or is it an official release?

    Edit: I guess it is a real game. Wow, I never knew that. I didn't know there were TWO Power Ranger games for the NES. This game doesn't look too bad.
    Last edited by OldSchoolGamer; 06-14-2012, 04:00:52 AM.

    Leave a comment:


  • Abystus
    replied
    Power Rangers 2 GG [NES]

    Code:
    Invincibility (Will flicker)
    AIKTPGEI
    
    Hit Anywhere/Collect Items Anywhere (Use with Invincibility.  May also hit enemy projectiles.)
    GKOUKPEO
    EUOUSPGP
    OUOUVPSX
    
    One Hit Kills (Excludes Bosses)
    ASVZELEP
    Last edited by Abystus; 06-14-2012, 02:36:58 PM.

    Leave a comment:


  • Abystus
    replied
    PuLiRula (World) [MAME]
    Code:
    <cheat desc="Hit Anywhere">
        <script state="run">
          <action>maincpu.mw@033028=6002</action>
          <action>maincpu.mw@0330FC=4E71</action>
          <action>maincpu.mw@03314C=4E71</action>
        </script>
    
        <script state="off">
          <action>maincpu.mw@033028=6600</action>
          <action>maincpu.mw@0330FC=6722</action>
          <action>maincpu.mw@03314C=671C</action>
        </script>
      </cheat>
    Credit to Abystus & Nolberto82.
    Last edited by Abystus; 06-11-2012, 07:51:13 PM.

    Leave a comment:


  • Abystus
    replied
    Violent Storm (ver EAB) [MAME]
    Code:
    <cheat desc="Hit Anywhere">
        <script state="run">
          <action>maincpu.mw@018C6E=6002</action>
          <action>maincpu.mw@018C76=6002</action>
          <action>maincpu.mw@018C7C=6002</action>
          <action>maincpu.mw@018C8C=6002</action>
        </script>
        <script state="off">
          <action>maincpu.mw@018C6E=6B00</action>
          <action>maincpu.mw@018C76=6A00</action>
          <action>maincpu.mw@018C7C=6600</action>
          <action>maincpu.mw@018C8C=6A00</action>
        </script>
    </cheat>
    Last edited by Abystus; 06-09-2012, 06:02:09 PM.

    Leave a comment:


  • Unicode
    replied
    @Abystus, what happens about these my requests?

    Originally posted by Unicode View Post
    (...)

    Also I'd want a GameGenie codes for NES games Castlevania and Castlevania III: Dracula's Curse (requests without "Castlevania III: Dracula's Curse only" note are for both games):
    • Player Have 255 Maximum Lives;
    • Player Have 255 Maximum Health Units Instead of 16;
    • 255 Maximum Power Hearts;
    • Defeat Normal Enemies Automatically;
    • Bosses Die Automatically;
    • Weapons And Watch Doesn't Use Power Hearts;
    • Start Every Stage With 100 / 200 / 300 / 400 / 500 / 600 / 700 / 800 / 900 Seconds;
    • Timer Runs Slowly / Quickly;
    • Trevor Always Have A Dagger / Holy Water / Boomerang Cross / Axe / Stopwatch As Subweapon;
    • Alucard Always Have A Stopwatch [Castlevania III: Dracula's Curse only];
    • Grant Always Have A Dagger / Axe / Stopwatch As Subweapon [Castlevania III: Dracula's Curse only];
    • Sypha Always Have A Fire Spell / Ice Spell / Lightning Spell [Castlevania III: Dracula's Curse only];
    • Controllable Jump, i. e. Player Can Change His Direction While Jumping;
    • Alucard Don't Use Power Hearts When He Use His Bat Flying Ability [Castlevania III: Dracula's Curse only];
    • Press Start To Cycle Through All Characters - Trevor / Alucard / Sypha / Grant [Castlevania III: Dracula's Curse only];
    • Meat Power-up Restores To Player 4 / 5 / 8 / 10 / 12 / 15 / 20 / 30 / 50 Health Units;
    • Every Small Power Heart Gives A 4 / 5 / 8 / 10 / 12 / 15 / 20 / 25 / 30 / 40 / 50 Power Units Instead Of 1;
    • Every Large Power Heart Gives A 4 / 8 / 10 / 12 / 15 / 20 / 25 / 30 / 40 / 50 Power Units Instead Of 5.
    Also, I have no reply about that problem I found in one of your GG for NES game "Bomberman":

    Originally posted by Unicode View Post
    I tested your codes for game "Bomberman" and I found an issue in your "Bombs Can't Destroy Power-Ups (Does not protect against "Destroy Any Block" code.)" GG code. This code make every bomb explosion to produces an enemies, and the problem is that if I kill them via a bomb, the explosion of the bomb which I'm used to kill them will make a new enemies to appear. In this case I can't complete normal stages (least not without a "Press Start to Complete Stage") code, because I cannot exit via door if I didn't kill all enemies in current stage. Any resolving about that problem code?

    (...)
    Last edited by Unicode; 06-09-2012, 03:50:09 PM.

    Leave a comment:


  • Abystus
    replied
    Battle Circuit (Euro 970319) [MAME]

    Code:
    <cheat desc="Hit Anywhere">
        <script state="run">
          <action>maincpu.ow@015712=4E71</action>
          <action>maincpu.ow@01572A=6002</action>
          <action>maincpu.ow@01574A=6002</action>
          <action>maincpu.ow@015764=6002</action>
        </script>
        <script state="off">
          <action>maincpu.ow@015712=6796</action>
          <action>maincpu.ow@01572A=6200</action>
          <action>maincpu.ow@01574A=6200</action>
          <action>maincpu.ow@015764=6200</action>
        </script>
    </cheat>

    Leave a comment:


  • Abystus
    replied
    Pretty Soldier Sailor Moon (Ver. 95/03/22B, Europe) [MAME]

    Code:
    <cheat desc="Hit Anywhere Both Players">
        <comment>Enemies hit anywhere as well.  Use with Invincibilty.</comment>
        <script state="run">
          <action>maincpu.mw@00700E=6002</action>
          <action>maincpu.mw@007072=6002</action>
        </script>
        <script state="off">
          <action>maincpu.mw@00700E=6200</action>
          <action>maincpu.mw@007072=6500</action>
        </script>
    </cheat>
    Last edited by Abystus; 06-08-2012, 02:11:53 AM.

    Leave a comment:


  • OldSchoolGamer
    replied
    @ Unicode... thanks for the explanation. I now understand why you want "Maximum 255" type of codes. But I still don't understand why you would want increment type of codes (5/10/15/20/30/40/etc.) What is the point of having increments when you can have "Maximum 255" codes? With "Maximum 255" codes, you can always finish the level and advance, and you can always get the most high scores. So why would you want increment type of codes?

    Leave a comment:


  • Unicode
    replied
    @Abystus, anything about my requests for Castlevania games from post #33?

    Originally posted by Abystus View Post
    Bomberman (U) GG [NES]

    Code:
    Auto Complete Stages (Excludes Bonus Stages)
    EYNGAGEI
    
    Enemies Can't Move
    SZOIIXSO
    SZOSYXSO
    
    Destroy Any Block (Be careful not to destroy the door when it appears.)
    GESGPYZA
    ENSGZYEI
    
    Bombs Can't Destroy Power-Ups (Does not protect against "Destroy Any Block" code.)
    AAOKXATA
    
    Destroyed Blocks Always Turn into Door
    GEKGLYAA
    I tested your codes for game "Bomberman" and I found an issue in your "Bombs Can't Destroy Power-Ups (Does not protect against "Destroy Any Block" code.)" GG code. This code make every bomb explosion to produces an enemies, and the problem is that if I kill them via a bomb, the explosion of the bomb which I'm used to kill them will make a new enemies to appear. In this case I can't complete normal stages (least not without a "Press Start to Complete Stage") code, because I cannot exit via door if I didn't kill all enemies in current stage. Any resolving about that problem code?

    All other @abystus's codes for Bomberman game works cool. Seems for my "Timer" codes requests I will ask @BeyondTheStatic when he make a thread with any his codes for "Bomberman" games.
    Last edited by Unicode; 05-25-2012, 03:29:16 PM.

    Leave a comment:


  • Abystus
    replied
    Originally posted by Unicode View Post
    About increment type codes, I give for example requested codes for "Bomberman" timer codes. GG codes "Start Every Bonus Stage With 10 / 20 / 40 / 50 / 60 / 80 / 100 / 120 / 150 / 160 / 180 / 200 / 240 / 250 / 255 Seconds Instead With 30" is NOT THE SAME as "Infinite Time" code. In first case, you start with less or more time on timer, in second you have infinite time, but you still have a 30 seconds. Also, in some NES games as "Castlevania", "Road Fighter", "Super Mario Bros.", "Super Mario Bros. 3", when finish current level, the game adds rest time seconds as points to your score and if you have a more time (via using a "Start With x Seconds" GG code), you'll finish the stage with more time than you normally have and respectively you'll get MORE score points by timer.

    Same is about "255 Maximum" type codes. On my favorite "Adventure Island" game series for NES for example, when your character complete stage, game adds 100 points per every remaining health unit to your score. When I use a "255 Maximum Health", I can collect more than 16 health and if I have a 58 Health units, I'll receive 5800 points after finish stage. But if I use an "Infinite Health" code, it will prevent my character from dying by running out health, but I won't have more than 16 Units, i. e. I never can get more than 1600 points from my health after finishing a stage. Same is in some other games, as health in "Saiyuuki World" for NES, Timer and Power Hearts in most "Castlevania" games like original "Castlevania" and "Castlevania III: Dracula's Curse" for NES and "Super Castlevania IV" for SNES, timer in "Super Mario Bros." "Super Mario Bros. 3", "Tiny Toon Adventures" for NES, and rings in "Sonic The Hedgehog" game series for Sega Genesis.

    @OldSchoolGamer, there is one more problem about "Infinite Lives / Health / Time" codes - in some games they can even interfere to finish some stages. In NES games "Bomberman" and "Bomberman 2", you can complete bonus stages only when timer runs out. With "Infinite Time" code enabled, you CANNOT exit these stages, because you exit automatically only when timer reaches 0. However, with "Start Every Bonus Stage With 10 / 20 / 40 / 50 / 60 / 80 / 100 / 120 / 150 / 160 / 180 / 200 / 240 / 250 / 255 Seconds Instead With 30" codes, you will have a less or more time (in second case you can kill much more enemies and get more points before timer runs out), as the timer still can count down and still can reach 0 and you will be able to exit Bonus stage. Similar is with other increment type codes as "Every Large Power Heart Gives A 4 / 8 / 10 / 12 / 15 / 20 / 25 / 30 / 40 / 50 Power Units Instead Of 5." for Castlevania games which I requested.

    In this case, I hope @Abystus is understood why I like "255 Maximum Lives / Health" type codes requests and in future I'll suggest he don't make any of them only if corresponding "255 Maximum" code is harder for making. I'd apologize to @Abystus if I affect him in any way. Though, if @Abystus still don't like these types of requests, I won't post any similar requests anymore.
    I may look into the "Maximum 255" ones only, as they would give you the most benefit overall. The multitude of increments is useless if only to allow the game to continue, or to get a higher score based on the amount you collected. So with that said, I'll look into making the maximum one you listed only. I hope this is sufficient for future requests as well.

    Leave a comment:


  • gedowski
    replied
    Originally posted by Abystus View Post
    I don't hack genesis all that much. I believe that game is an RPG, so it would take some doing to make such a code. I'll keep it on my list of things to do .
    Thanks Abystus.

    Leave a comment:


  • Unicode
    replied
    Originally posted by OldSchoolGamer View Post
    I never understood that either. I always wondered why he would want those type of codes instead of Infinite.

    Unicode, I'm just curious... how come you want those 255 Max Lives/Health codes instead of Infinite Lives/Health? And how come you want the 5/10/15/20 etc. increment type codes?
    About increment type codes, I give for example requested codes for "Bomberman" timer codes. GG codes "Start Every Bonus Stage With 10 / 20 / 40 / 50 / 60 / 80 / 100 / 120 / 150 / 160 / 180 / 200 / 240 / 250 / 255 Seconds Instead With 30" is NOT THE SAME as "Infinite Time" code. In first case, you start with less or more time on timer, in second you have infinite time, but you still have a 30 seconds. Also, in some NES games as "Castlevania", "Road Fighter", "Super Mario Bros.", "Super Mario Bros. 3", when finish current level, the game adds rest time seconds as points to your score and if you have a more time (via using a "Start With x Seconds" GG code), you'll finish the stage with more time than you normally have and respectively you'll get MORE score points by timer.

    Same is about "255 Maximum" type codes. On my favorite "Adventure Island" game series for NES for example, when your character complete stage, game adds 100 points per every remaining health unit to your score. When I use a "255 Maximum Health", I can collect more than 16 health and if I have a 58 Health units, I'll receive 5800 points after finish stage. But if I use an "Infinite Health" code, it will prevent my character from dying by running out health, but I won't have more than 16 Units, i. e. I never can get more than 1600 points from my health after finishing a stage. Same is in some other games, as health in "Saiyuuki World" for NES, Timer and Power Hearts in most "Castlevania" games like original "Castlevania" and "Castlevania III: Dracula's Curse" for NES and "Super Castlevania IV" for SNES, timer in "Super Mario Bros." "Super Mario Bros. 3", "Tiny Toon Adventures" for NES, and rings in "Sonic The Hedgehog" game series for Sega Genesis.

    @OldSchoolGamer, there is one more problem about "Infinite Lives / Health / Time" codes - in some games they can even interfere to finish some stages. In NES games "Bomberman" and "Bomberman 2", you can complete bonus stages only when timer runs out. With "Infinite Time" code enabled, you CANNOT exit these stages, because you exit automatically only when timer reaches 0. However, with "Start Every Bonus Stage With 10 / 20 / 40 / 50 / 60 / 80 / 100 / 120 / 150 / 160 / 180 / 200 / 240 / 250 / 255 Seconds Instead With 30" codes, you will have a less or more time (in second case you can kill much more enemies and get more points before timer runs out), as the timer still can count down and still can reach 0 and you will be able to exit Bonus stage. Similar is with other increment type codes as "Every Large Power Heart Gives A 4 / 8 / 10 / 12 / 15 / 20 / 25 / 30 / 40 / 50 Power Units Instead Of 5." for Castlevania games which I requested.

    In this case, I hope @Abystus is understood why I like "255 Maximum Lives / Health" type codes requests and in future I'll suggest he don't make any of them only if corresponding "255 Maximum" code is harder for making. I'd apologize to @Abystus if I affect him in any way. Though, if @Abystus still don't like these types of requests, I won't post any similar requests anymore.
    Last edited by Unicode; 05-21-2012, 05:05:31 PM.

    Leave a comment:

Working...
X