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terpsfan101 Codes (Mostly Genesis)

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  • Super Mario Bros. 2 (USA)
    Super Mario Bros. 2 (USA) (Rev A)

    SEKESKSX All characters can float jump

    Note the "All Characters Can Float Jump" in the database gives all characters infinite float jump. The above code gives Princess' regular float jump, which is not infinite in float time, to Mario, Luigi, and Toad.

    Yume Koujou Doki Doki Panic (Japan) (FDS)
    Dream World - Doki Doki Panic! (Japan) [T-En by Vice Translations v1.10] [n] (FDS)

    SEVATVSX All characters can float jump

    Comment


    • Street Fighter II' - Special Champion Edition (USA) (Genesis)
      Street Fighter II' Plus - Champion Edition (Asia) (Genesis)

      T6XT-L2KE Bug Fix for Turbo M. Bison's (Vega in the Japanese version) Light Psycho Crusher (makes Light Psycho Crusher chip twice on block) (1 of 6)
      T6XT-L4KJ Bug Fix for Turbo M. Bison's (Vega in the Japanese version) Light Psycho Crusher (makes Light Psycho Crusher chip twice on block) (2 of 6)
      VEXT-L2KN Bug Fix for Turbo M. Bison's (Vega in the Japanese version) Light Psycho Crusher (makes Light Psycho Crusher chip twice on block) (3 of 6)
      8EXT-LGBR Bug Fix for Turbo M. Bison's (Vega in the Japanese version) Light Psycho Crusher (makes Light Psycho Crusher chip twice on block) (4 of 6)
      T6XT-L6KT Bug Fix for Turbo M. Bison's (Vega in the Japanese version) Light Psycho Crusher (makes Light Psycho Crusher chip twice on block) (5 of 6)
      4AXT-M93W Bug Fix for Turbo M. Bison's (Vega in the Japanese version) Light Psycho Crusher (makes Light Psycho Crusher chip twice on block) (6 of 6)

      Street Fighter II Turbo (USA) (SNES)
      Street Fighter II Turbo (Japan) (SNES)

      65C7-E40A Bug Fix for Turbo M. Bison's (Vega in the Japanese version) Light Psycho Crusher (makes Light Psycho Crusher chip twice on block) (1 of 7)
      65C7-E70A Bug Fix for Turbo M. Bison's (Vega in the Japanese version) Light Psycho Crusher (makes Light Psycho Crusher chip twice on block) (2 of 7)
      6BC0-ED0A Bug Fix for Turbo M. Bison's (Vega in the Japanese version) Light Psycho Crusher (makes Light Psycho Crusher chip twice on block) (3 of 7)
      EFC0-EDAA Bug Fix for Turbo M. Bison's (Vega in the Japanese version) Light Psycho Crusher (makes Light Psycho Crusher chip twice on block) (4 of 7)
      65C0-EF0A Bug Fix for Turbo M. Bison's (Vega in the Japanese version) Light Psycho Crusher (makes Light Psycho Crusher chip twice on block) (5 of 7)
      2DC0-EF6A Bug Fix for Turbo M. Bison's (Vega in the Japanese version) Light Psycho Crusher (makes Light Psycho Crusher chip twice on block) (6 of 7)
      EEC0-EFAA Bug Fix for Turbo M. Bison's (Vega in the Japanese version) Light Psycho Crusher (makes Light Psycho Crusher chip twice on block) (7 of 7)

      The correct behavior of the Light Psycho Crusher when it is blocked in all versions of Street Fighter II is for it to chip twice, except when it is blocked from really far away. Because it only chips once in Turbo Mode, the Light Psycho Crusher leaves you in a completely defenseless position if your opponent blocks it. The Light Psycho Crusher in Turbo Mode contains an additional 4 animation frames compared to the Champion Edition Light Psycho Crusher. These 4 additional frames are what causes it not to chip correctly when it is blocked. This code essentially removes those 4 extra frames so that it behaves properly on block. Looking at the code of the game, this seems to have been a mistake on the part of Capcom that never got caught. I doubt they intentionally put those 4 extra frames there.

      A shortcut way to fix this problem, is to simply give Turbo M. Bison/Vega his Champion Edition Psycho Crusher. His Psycho Crusher in Champion Edition has a smaller vulnerability box at his mid-section, but otherwise functions the same as the Turbo Psycho Crusher, excluding the bug with the Light version. Note that if you use this code, you don't need to use the lengthy code above:

      Street Fighter II' - Special Champion Edition (USA) (Genesis)

      RERT-E6TT Turbo M. Bison has Champion Edition M. Bison's (better) Psycho Crusher (Champion Edition M. Bison's Psycho Crusher has a smaller vulnerability box at his mid-section and the Light version behaves properly when blocked, unlike the Light Turbo version. The lengthy Bug Fix code for his Light Psycho Crusher is not necessary with this code)

      Street Fighter II' Plus - Champion Edition (Asia) (Genesis)

      RERT-E6ZL Turbo Vega has Champion Edition Vega's (better) Psycho Crusher (Champion Edition Vega's Psycho Crusher has a smaller vulnerability box at his mid-section and the Light version behaves properly when blocked, unlike the Light Turbo version. The lengthy Bug Fix code for his Light Psycho Crusher is not necessary with this code)

      Street Fighter II Turbo (USA) (SNES)

      DD54-EF05 Turbo M. Bison has Champion Edition M. Bison's (better) Psycho Crusher (Champion Edition M. Bison's Psycho Crusher has a smaller vulnerability box at his mid-section and the Light version behaves properly when blocked, unlike the Light Turbo version. The lengthy Bug Fix code for his Light Psycho Crusher is not necessary with this code)

      Street Fighter II Turbo (Japan) (SNES)

      DD54-ED65 Turbo Vega has Champion Edition Vega's (better) Psycho Crusher (Champion Edition Vega's Psycho Crusher has a smaller vulnerability box at his mid-section and the Light version behaves properly when blocked, unlike the Light Turbo version. The lengthy Bug Fix code for his Light Psycho Crusher is not necessary with this code)
      Last edited by terpsfan101; 10-05-2017, 08:47:51 PM.

      Comment


      • Knuckles the Echidna in Sonic the Hedgehog (Hack)

        AKGT-NA7A Enable Super Knuckles (once all emeralds are obtained)
        K3HT-NA24 Super Knuckles doesn't lose rings with time

        CVGT-NA4G Multi-Jump (1 of 7)
        HVGT-PEL6 Multi-Jump (2 of 7)
        ABGT-PZ48 Multi-Jump (3 of 7)
        APGT-PP5C Multi-Jump (4 of 7)
        AVGT-NR5J Multi-Jump (5 of 7)
        C3GT-NA5R Multi-Jump (6 of 7)
        RZGT-N60A Multi-Jump (7 of 7)
        TBGA-NNF6 Knuckles jumps as high as Sonic (slightly higher than usual)
        PVGA-NRF6 High Jump
        ABGA-NWF6 Super Jump
        ABGA-N2F6 Mega Jump
        ABGA-PTF6 Orbital Jump

        Credit: nolberto82 for the Multi-Jump code and Tony Hedstrom for the rest of the jump codes.
        Last edited by terpsfan101; 04-25-2016, 06:19:55 PM. Reason: Added jump codes

        Comment


        • why you don't have the codes for Tails in Sonic 1?

          Comment


          • Originally posted by Combusto Dragon View Post
            why you don't have the codes for Tails in Sonic 1?
            People willingly play as Tails?

            Tails in Sonic the Hedgehog (v2.1.1)

            CRC32: F8294D70

            R08A-C6W2 Invincibility (1 of 2)
            R08A-C612 Invincibility (2 of 2)
            AWWT-AA84 Don't Lose Rings when Hit
            F3AA-CA62 Infinite Lives
            BDKT-CA40 Infinite Time
            AKFA-CA4A Infinite Time Underwater
            SCWA-BJ1C Rings worth 2
            DDPA-AAB6 Super-jump
            A23T-BA76 Start with 6 (all) chaos emeralds
            AJ3A-AA7Y Level select menu (Hold A and Press Start on Title Screen)

            AJ7A-CA78 Tails never gets tired when flying
            FFD020:03C9 Tails never gets tired when flying
            Last edited by terpsfan101; 05-24-2016, 08:42:23 PM. Reason: Added Tails has Infinite Flight codes

            Comment


            • The importance of some of these superfluous Street Fighter II codes that I've been creating is that I'm starting to figure out how the address registers work.

              Street Fighter II' - Special Champion Edition (USA) (Genesis)

              MYPT-EAHC Turbo M. Bison's Scissor Kick charges as fast as Champion Edition M. Bison's Scissor Kick (charges in 93 frames, instead of 108 frames)
              K2PT-EAHC Turbo M. Bison's Scissor Kick charges as fast as Super Street Fighter II M. Bison's Scissor Kick (charges in 78 frames, instead of 108 frames)
              K2PT-EAHL Champion Edition M. Bison's Scissor Kick charges as fast as Super Street Fighter II M. Bison's Scissor Kick (charges in 78 frames, instead of 93 frames)

              Street Fighter II Turbo (USA) (SNES)

              9259-8F05 Turbo M. Bison's Scissor Kick charges as fast as Champion Edition M. Bison's Scissor Kick (charges in 93 frames, instead of 108 frames)
              0359-8F05 Turbo M. Bison's Scissor Kick charges as fast as Super Street Fighter II M. Bison's Scissor Kick (charges in 78 frames, instead of 108 frames)
              0359-87D5 Champion Edition M. Bison's Scissor Kick charges as fast as Super Street Fighter II M. Bison's Scissor Kick (charges in 78 frames, instead of 93 frames)
              Last edited by terpsfan101; 10-05-2017, 09:49:52 PM.

              Comment


              • how about Game Genie codes for Metal Sonic Hyperdrive? because when i use your PAR codes for porting to Codebreaker so i can play it on PicoDrive and they don't work

                i downloaded the right link for PicoDrive, Codebreaker and this game, not virus

                maybe Codebreaker stop works on PicoDrive i guess. it's why i stick with Game Genie for now

                Comment


                • Metal Sonic Hyperdrive (v4.2)

                  CRC32: 195219E0

                  RYGT-E6XW Invincibility
                  AXNT-AA5W Don't Lose Rings When Hit
                  GLFT-CA76 Infinite Lives
                  RETT-E6XA Infinite Time
                  SDLA-BJYW Rings worth 2
                  A3XT-BA7E Start with 6 (all) chaos emeralds
                  Last edited by terpsfan101; 04-29-2016, 02:11:08 AM.

                  Comment


                  • Sonic & Knuckles + Sonic The Hedgehog 2 (World)

                    RE6D-A6TA Start on Emerald Hill Zone, Act 2 (1 of 3)
                    9T6D-BCJC Start on Emerald Hill Zone, Act 2 (2 of 3)
                    AE6D-AAAE Start on Emerald Hill Zone, Act 2 (3 of 3)
                    RE6D-A6TA Start on Chemical Plant Zone, Act 1 (1 of 3)
                    9T6D-BCJC Start on Chemical Plant Zone, Act 1 (2 of 3)
                    AA6D-A4AE Start on Chemical Plant Zone, Act 1 (3 of 3)
                    RE6D-A6TA Start on Chemical Plant Zone, Act 2 (1 of 3)
                    9T6D-BCJC Start on Chemical Plant Zone, Act 2 (2 of 3)
                    AE6D-A4AE Start on Chemical Plant Zone, Act 2 (3 of 3)
                    RE6D-A6TA Start on Aquatic Ruin Zone, Act 1 (1 of 3)
                    9T6D-BCJC Start on Aquatic Ruin Zone, Act 1 (2 of 3)
                    AA6D-A8AE Start on Aquatic Ruin Zone, Act 1 (3 of 3)
                    RE6D-A6TA Start on Aquatic Ruin Zone, Act 2 (1 of 3)
                    9T6D-BCJC Start on Aquatic Ruin Zone, Act 2 (2 of 3)
                    AE6D-A8AE Start on Aquatic Ruin Zone, Act 2 (3 of 3)
                    RE6D-A6TA Start on Casino Night Zone, Act 1 (1 of 3)
                    9T6D-BCJC Start on Casino Night Zone, Act 1 (2 of 3)
                    AA6D-A2AE Start on Casino Night Zone, Act 1 (3 of 3)
                    RE6D-A6TA Start on Casino Night Zone, Act 2 (1 of 3)
                    9T6D-BCJC Start on Casino Night Zone, Act 2 (2 of 3)
                    AE6D-A2AE Start on Casino Night Zone, Act 2 (3 of 3)
                    RE6D-A6TA Start on Hill Top Zone, Act 1 (1 of 3)
                    9T6D-BCJC Start on Hill Top Zone, Act 1 (2 of 3)
                    AA6D-ARAE Start on Hill Top Zone, Act 1 (3 of 3)
                    RE6D-A6TA Start on Hill Top Zone, Act 2 (1 of 3)
                    9T6D-BCJC Start on Hill Top Zone, Act 2 (2 of 3)
                    AE6D-ARAE Start on Hill Top Zone, Act 2 (3 of 3)
                    RE6D-A6TA Start on Mystic Cave Zone, Act 1 (1 of 3)
                    9T6D-BCJC Start on Mystic Cave Zone, Act 1 (2 of 3)
                    AA6D-A0AE Start on Mystic Cave Zone, Act 1 (3 of 3)
                    RE6D-A6TA Start on Mystic Cave Zone, Act 2 (1 of 3)
                    9T6D-BCJC Start on Mystic Cave Zone, Act 2 (2 of 3)
                    AE6D-A0AE Start on Mystic Cave Zone, Act 2 (3 of 3)
                    RE6D-A6TA Start on Oil Ocean Zone, Act 1 (1 of 3)
                    9T6D-BCJC Start on Oil Ocean Zone, Act 1 (2 of 3)
                    AA6D-AYAE Start on Oil Ocean Zone, Act 1 (3 of 3)
                    RE6D-A6TA Start on Oil Ocean Zone, Act 2 (1 of 3)
                    9T6D-BCJC Start on Oil Ocean Zone, Act 2 (2 of 3)
                    AE6D-AYAE Start on Oil Ocean Zone, Act 2 (3 of 3)
                    RE6D-A6TA Start on Metropolis Zone, Act 1 (1 of 3)
                    9T6D-BCJC Start on Metropolis Zone, Act 1 (2 of 3)
                    AA6D-AJAE Start on Metropolis Zone, Act 1 (3 of 3)
                    RE6D-A6TA Start on Metropolis Zone, Act 2 (1 of 3)
                    9T6D-BCJC Start on Metropolis Zone, Act 2 (2 of 3)
                    AE6D-AJAE Start on Metropolis Zone, Act 2 (3 of 3)
                    RE6D-A6TA Start on Metropolis Zone, Act 3 (1 of 3)
                    9T6D-BCJC Start on Metropolis Zone, Act 3 (2 of 3)
                    AA6D-ALAE Start on Metropolis Zone, Act 3 (3 of 3)
                    RE6D-A6TA Start on Sky Chase Zone (1 of 3)
                    9T6D-BCJC Start on Sky Chase Zone (2 of 3)
                    AA6D-BAAE Start on Sky Chase Zone (3 of 3)
                    RE6D-A6TA Start on Wing Fortress Zone (1 of 3)
                    9T6D-BCJC Start on Wing Fortress Zone (2 of 3)
                    AA6D-ANAE Start on Wing Fortress Zone (3 of 3)
                    RE6D-A6TA Start on Death Egg Zone (1 of 3)
                    9T6D-BCJC Start on Death Egg Zone (2 of 3)
                    AA6D-A6AE Start on Death Egg Zone (3 of 3)

                    Comment


                    • Street Fighter II' - Special Champion Edition (USA) (Genesis)

                      XGRA-CAH2 Turbo Guile's Flash Kick recovers as fast as Champion Edition Guile's Flash Kick
                      RERT-E602 Turbo M. Bison's Scissor Kick starts as fast and recovers as fast as Champion Edition M. Bison's Scissor Kick

                      Street Fighter II Turbo (USA) (SNES)

                      BB15-84D9 Turbo Guile's Flash Kick recovers as fast as Champion Edition Guile's Flash Kick
                      DD5A-E465 Turbo M. Bison's Scissor Kick starts as fast and recovers as fast as Champion Edition M. Bison's Scissor Kick

                      Street Fighter II' - Special Champion Edition (USA) (Genesis)

                      These are the number of frames it takes to recover after throwing a projectile. Unfortunately, I couldn't find the values for the number of frames during the startup motion.

                      FF8034:00?? Projectile Recovery Value (HEX)

                      The recovery times for each character are the same for both Champion and Turbo modes and for Lite, Medium, and Hard attacks. For Sagat, I believe his value is the same for both his high and low Tiger Shots.

                      Ryu/Ken
                      Guile
                      Chun Li
                      Sagat
                      Dhalsim
                      01834A
                      019C96
                      01A73C
                      01AB1A
                      021856
                      0028
                      0015
                      0028
                      0026
                      0028
                      0040
                      0021
                      0040
                      0038
                      0040
                      Last edited by terpsfan101; 05-01-2016, 04:01:24 AM.

                      Comment


                      • Originally posted by terpsfan101 View Post
                        Here are codes for Sonic 3 Complete that I ported. The Game Genie codes only work on the most recent version of the hack.
                        for this game is possible to do a gg code that disable all life extend by rings / score ?

                        Comment


                        • Originally posted by Fkameskies View Post
                          for this game (Sonic 3 Complete) is possible to do a gg code that disable all life extend by rings / score ?
                          Do you mean not get an extra life for every 100 rings you collect and not get an extra life whenever your score reaches a certain value?

                          Comment


                          • yes - in this game is too easy gain tons of extra lives

                            Comment


                            • Sonic 3 Complete (v130810)

                              AL1A-CA3W No bonus life for every 100 rings collected
                              ALPT-AA6C No bonus life for every 100 rings collected in Special Stages (Blue Sphere Game)

                              Later, I'll look at disabling the bonus life by score. It would be helpful if I knew what score values an extra life is awarded at.
                              Last edited by terpsfan101; 05-02-2016, 03:15:37 PM.

                              Comment


                              • I just discovered a glaring omission in Super Street Fighter II (SSFII) for the Sega Genesis that I can't find any documentation of anywhere on the internet. In the arcade version of SSFII, Zangief was given two air throws. Zangief's air throws can be performed on the SNES version of SSF2 with Medium and Hard Punches and Medium and Hard Kicks. However, Zangiefs air throws are completely missing from the Sega Genesis port of SSF2. I have been unable to perform them with any combination of button presses while an opponent is in the air. It's a puzzling omission because the SNES and Genesis versions of SSF2 were developed simultaneously and are coded very similarly.

                                Comment

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