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Adventures of Lolo (U) GG [NES]
Code:Hit Anywhere (Bubble Projectile. Best used with Ugetab's "Always Have Shot Ability". Certain non enemy items like blocks can be bubbled as well.) EIXUYPEL GGULAOZA Chest Always Open (Just collect the pearl to complete the level. Will not be able to collect heart icons, and will remove certain types of terrain you walk over.) EPNZVYEY
Last edited by Abystus; 03-31-2012, 06:29:36 PM.
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Metal Slug 7 (U)
Code:One Hit Kills (You will also be invincible. Includes DukeOdin's "Invincibility" cheat.) 220F7C78 0000000A 5213FA70 E1500004 0213FA74 E1A00000 0213FA8C EA000001 D2000000 00000000
Last edited by Abystus; 05-08-2012, 12:48:32 AM.
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Zelda - Wand of Gamelon (U) [CD-I]
Unfortunately, you talk to people in this game by ramming your sword into them (ironic right?), so you will have to disable this in areas that have someone to speak to. I may look for a way to check what your hitting, but until then use this and disable when needed.Code:<cheat desc="Hit Anywhere"> <comment>Disable when around people you can speak with.</comment> <script state="run"> <action>maincpu.ow@00260422=6000</action> <action>maincpu.ow@00260424=0046</action> <action>maincpu.ow@002605B8=6002</action> <action>maincpu.ow@0026047C=6014</action> <action>maincpu.ow@002604B0=4E71</action> <action>maincpu.ow@00268AA4=602C</action> </script> <script state="off"> <action>maincpu.ow@00260422=6D00</action> <action>maincpu.ow@00260424=0266</action> <action>maincpu.ow@002605B8=6600</action> <action>maincpu.ow@0026047C=6F14</action> <action>maincpu.ow@002604B0=6F1E</action> <action>maincpu.ow@00268AA4=672C</action> </script> </cheat>
Edit: Updated code due to some issues found.Last edited by Abystus; 05-21-2012, 10:19:54 PM.
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@Abystus, you can make codes for these my requests for NES game Bomberman http://gamehacking.org/vb/threads/43...ght=#post52483 which I'm posted about 4 months ago in your "NES FCEUD codes by Abystus" thread. Seems you're discard your thread and it went down in older threads. I now repost my requests with little changes:
- Player Can Have Up To 255 Lives;
- Enemies Die Automatically (normal and bonus stages);
- Hidden Bonus Power-up Item (which gives you a remote controller, walk through walls, immunity against bomb explosions, etc.) Can't Be Destroyed If A Bomb Blast Hit It;
- Hidden Door / Power-up Item Don't Reproduce An Enemies When Bombs Explosions Hit Them;
- Timer Run Slowly / Faster / Very Quickly;
- Start Every Normal Stage With 10 / 20 / 30 / 40 / 50 / 80 / 100 / 120 / 150 / 160 / 180 / 240 / 250 / 255 Seconds Instead With 200;
- Start Every Bonus Stage With 10 / 20 / 40 / 50 / 60 / 80 / 100 / 120 / 150 / 160 / 180 / 200 / 240 / 250 / 255 Seconds Instead With 30.
@Nolberto82 is already made a "Hit Anywhere" GG code for "Bomberman" game.
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.
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I created this thread to contain all codes pertaining to retro, not just nes ones. Its a pain to find each system dependent thread each time I want to post something new for it. Hopefully this makes posting codes for various systems much easier.Originally posted by Unicode View Post@Abystus, you can make codes for these my requests for NES game Bomberman http://gamehacking.org/vb/threads/43...ght=#post52483 which I'm posted about 4 months ago in your "NES FCEUD codes by Abystus" thread. Seems you're discard your thread and it went down in older threads. I now repost my requests with little changes:
Why not just use infinite lives/time to simplify your request? Breaking it down as such is only more busy work than actual hacking. I know you have requests that you wish to be made, but unfortunately I see no "purpose" in producing hacks that only 1 person might use (and once at that). Some of these may be relevant, but the hair-splitting incremental changes in a codes behavior most likely will not happen due to "infinite" types being much more user friendly. I will filter through these to see which ones are worthy of a code being made for.Originally posted by Unicode View Post- Player Can Have Up To 255 Lives;
- Enemies Die Automatically (normal and bonus stages);
- Hidden Bonus Power-up Item (which gives you a remote controller, walk through walls, immunity against bomb explosions, etc.) Can't Be Destroyed If A Bomb Blast Hit It;
- Hidden Door / Power-up Item Don't Reproduce An Enemies When Bombs Explosions Hit Them;
- Timer Run Slowly / Faster / Very Quickly;
- Start Every Normal Stage With 10 / 20 / 30 / 40 / 50 / 80 / 100 / 120 / 150 / 160 / 180 / 240 / 250 / 255 Seconds Instead With 200;
- Start Every Bonus Stage With 10 / 20 / 40 / 50 / 60 / 80 / 100 / 120 / 150 / 160 / 180 / 200 / 240 / 250 / 255 Seconds Instead With 30.
Again with these, I will most likely filter through these excluding the tedious incremental breakdown type codes when "infinite" types simplify them, and produce near the same effect. In the future, please refrain from requesting the "5/10/15/20" type codes due to their obsolescence to the more useful "infinite" types. I will post here when I have something working for you to test.Originally posted by Unicode View PostAlso 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 / Ace / 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.
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@Abystus, sorry if I affect you. I understood this you don't want to make anymore any "255 Maximum Lives / Health" codes. In this rate, I will not request any similar codes if you don't like to make them. But this means I can't ask you for codes different than "Infinite Lives / Health / Time / Items"?
Though, I thanks you for reply and hope you will be able to make codes for other request types.
Last edited by Unicode; 05-20-2012, 03:52:12 AM.
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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
Last edited by Abystus; 05-20-2012, 06:50:18 PM.
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I never understood that either. I always wondered why he would want those type of codes instead of Infinite.In the future, please refrain from requesting the "5/10/15/20" type codes due to their obsolescence to the more useful "infinite" types
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?Last edited by OldSchoolGamer; 05-20-2012, 03:56:55 PM.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
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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 doOriginally posted by gedowski View PostFor Shining Force 1(U), Shining Force 2(U), Shining in the Darkness(U), would you be able to find game genie codes where an enemy always drops a chest?
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Last edited by Abystus; 05-20-2012, 08:47:03 PM.
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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.Originally posted by OldSchoolGamer View PostI 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?
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.
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