Announcement

Collapse
No announcement yet.

terpsfan101 Codes (Mostly Genesis)

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

  • terpsfan101
    replied
    Street Fighter II' - Special Champion Edition (USA) (Genesis)

    AA0T-EA3G Vega goes to the wall instead of the cage before diving on his stage

    Street Fighter II Turbo (USA) (SNES)

    DD6A-5765 Vega goes to the wall instead of the cage before diving on his stage

    The cage climb that Vega does on his stage really puts him at a disadvantage against human opponents. It completly nullifies his diving game as your opponent knows exactly when the dive is coming.

    Glitch code:

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

    AJ0T-EA3G Vega goes to an imaginary cage before diving when not on his stage

    Street Fighter II Turbo (USA) (SNES)

    6D6A-5705 Vega goes to an imaginary cage before diving when not on his stage

    Here's a pic of the glitch code:

    Click image for larger version

Name:	vegawallclimb.png
Views:	16
Size:	30.4 KB
ID:	194920

    Leave a comment:


  • terpsfan101
    replied
    Street Fighter II' - Special Champion Edition (USA) (Genesis)

    CJGT-FATR Zangief Easy Spinning Piledriver (Press any non-diagonal direction plus any punch button)

    Super Street Fighter II (USA) (Genesis)

    BD7A-CACA Zangief Easy Spinning Piledriver, Atomic Suplex, and Running Bear Grab (Press any non-diagonal direction plus any punch button for Spinning Piledriver or any kick button for Atomic Suplex (close) or Running Bear Grab (far))

    CJ0A-FAVJ T. Hawk Easy Mexican Typhoon (Press any non-diagonal direction plus any punch button)

    credit: nolberto82's Easy Move codes from the SNES version
    Last edited by terpsfan101; 10-06-2017, 04:13:42 AM.

    Leave a comment:


  • terpsfan101
    replied
    Some Street Fighter II notes:

    Using the Object Viewer in the Test Mode Menu in Street Fighter II Special Champion Edition (SFII SCE), I managed to find the proper fix for Turbo M. Bison's Psycho Crusher in SFII SCE and Street Fighter II Turbo. If you want to read about it, I updated my original post on the topic:

    https://gamehacking.org/vb/forum/vid...463#post150463

    Also, I'm replacing some of my SFII codes in the database with cleaner and more efficient codes. I'm also cleaning up some of the descriptions.
    Last edited by terpsfan101; 10-05-2017, 09:13:01 PM.

    Leave a comment:


  • Dybbles
    replied
    Originally posted by terpsfan101
    =Thanks again for this. Dybbles or Unicode, can you add this to the database.
    You're welcome.
    And I added the code to the database.

    Leave a comment:


  • terpsfan101
    replied
    Originally posted by Dybbles View Post

    Mega Man X2 (USA)

    Moving Walls Don't Move
    C28D-DF09

    Thanks for letting me help.
    Great codes by the way.
    Thanks again for this. Dybbles or Unicode, can you add this to the database.

    Leave a comment:


  • Unicode
    replied
    Originally posted by terpsfan101 View Post
    Hey Unicode, can you copy VisitntX's unencrypted Invincibility code (818146:08) listed under Mega Man X (USA) (Rev 1) to Mega Man X (USA). It works in both versions. Thanks.

    (...)
    Done!

    Leave a comment:


  • terpsfan101
    replied
    Hey Unicode, can you copy VisitntX's unencrypted Invincibility code (818146:08) listed under Mega Man X (USA) (Rev 1) to Mega Man X (USA). It works in both versions. Thanks.

    Here are some more Mega Man X codes:

    Mega Man X (USA)
    Mega Man X (USA) (Rev 1)

    6DB3-4724 Invincibility against Spikes

    Mega Man X2 (USA)

    6D20-074F Invincibility against Spikes

    D9B1-640F Start with 5 Lives
    DBB1-640F Start with 9 Lives

    CBB6-6DDF Start with 1 Energy Tank (1 of 5)
    63B6-6D0F Start with 1 Energy Tank (2 of 5)
    DDB6-6D6F Start with 1 Energy Tank (3 of 5)
    62B6-6DAF Start with 1 Energy Tank (4 of 5)
    81B6-6FDF Start with 1 Energy Tank (5 of 5)

    Mega Man X3 (USA)

    D66F-D4FD Invincibility

    C2B4-0D07 Infinite Lives

    D9B8-0D04 Start with 5 Lives
    DBB8-0D04 Start with 9 Lives

    CBBA-04A4 Start with 1 Energy Tank (1 of 5)
    63BA-07D4 Start with 1 Energy Tank (2 of 5)
    DDBA-0704 Start with 1 Energy Tank (3 of 5)
    62BA-0764 Start with 1 Energy Tank (4 of 5)
    85BA-07A4 Start with 1 Energy Tank (5 of 5)

    Mega Man 7 (USA)

    C2DF-8707 Infinite Lives

    D9DE-EDA4 Start with 5 Lives
    DBDE-EDA4 Start with 9 Lives
    Last edited by terpsfan101; 08-04-2018, 09:48:27 PM.

    Leave a comment:


  • Unicode
    replied
    Originally posted by terpsfan101 View Post
    Mega Man X (USA)
    Mega Man X (USA) (Rev 1)

    This is the best compromise I could come up with for the number of starting energy tanks:

    CBBD-17AF Start with 2 Energy Tanks, instead of 0 Energy Tanks (1 of 5)
    6EBF-1DDF Start with 2 Energy Tanks, instead of 0 Energy Tanks (2 of 5)
    62BF-1D0F Start with 2 Energy Tanks, instead of 0 Energy Tanks (3 of 5)
    62BF-1FDF Start with 2 Energy Tanks, instead of 0 Energy Tanks (4 of 5)
    60BF-1F0F Start with 2 Energy Tanks, instead of 0 Energy Tanks (5 of 5)
    Thanks! You can continue with other my requests. I tested this code and it works fine for me (I didn't saw any issues with it), so I've added it in the code pages for both revisions of the game...

    Leave a comment:


  • terpsfan101
    replied
    Mega Man X (USA)
    Mega Man X (USA) (Rev 1)

    This is the best compromise I could come up with for the number of starting energy tanks:

    CBBF-1D0F Start with 1 Energy Tank (1 of 5)
    63BF-1D6F Start with 1 Energy Tank (2 of 5)
    DDBF-1DAF Start with 1 Energy Tank (3 of 5)
    62BF-1FDF Start with 1 Energy Tank (4 of 5)
    67BF-1F0F Start with 1 Energy Tank (5 of 5)
    Last edited by terpsfan101; 08-04-2018, 09:47:37 PM.

    Leave a comment:


  • terpsfan101
    replied
    Originally posted by Unicode View Post
    [NES] MegaMan 3: DISABLE Restriction Where Player CANNOT Access The Weapon Menu to Change Current Weapon Or To Refill Health With an E-Tank While Using a Special Weapon And Is Having a Special Weapon Projectile on The Screen (like Magnet Missile, Snake Search, Gemini Laser, etc).
    Unicode, you might want to try out this Mega Man 3 hack:

    http://www.romhacking.net/hacks/992/

    Access to the Start Menu is always available, even with a special weapon projectile on the screen.. It also features instant weapon/rush ability cycling with the select button. And the Game Genie codes for the vanilla Mega Man 3 also work on this hack.
    Last edited by terpsfan101; 10-02-2017, 09:28:49 PM.

    Leave a comment:


  • Combusto Dragon
    replied
    nevermind
    Last edited by Combusto Dragon; 10-02-2017, 07:30:55 PM.

    Leave a comment:


  • Dybbles
    replied
    Originally posted by terpsfan101
    Yes, please help if you can Dybbles. It would be great if you could make a code to stop the moving walls for Mega Man X2.
    Moving Walls Don't Move
    C28D-DF09

    Thanks for letting me help.
    Great codes by the way.

    Leave a comment:


  • terpsfan101
    replied
    Yes, please help if you can Dybbles. It would be great if you could make a code to stop the moving walls for Mega Man X2.

    Leave a comment:


  • Dybbles
    replied
    Originally posted by Unicode
    [SNES] MegaMan X2 : Invincible To Being Crushed Between Moving Walls.
    I wound up making this code when I made the Walk Through Walls Code, however, this game will force you inside of a wall permanently so unfortunately it's not useful. What I can do, is make it so the moving walls don't move.
    Sorry about the hijack, but I thought I would post this to save some time and headache.

    Leave a comment:


  • Unicode
    replied
    Hey, @terpsfan101, welcome again to forum! I'm glad to see you're has officially returned back!

    Can you try to look at these requests for Castlevania (U)(PRG1) for NES (I've posted them only a few days before you're vanished from forums here for like an year)?

    Originally posted by Unicode View Post
    (...)

    [NES] CastleVania (PRG1):
    1. Temporary Simon's Invincibility After Getting Hit Last Longer / Much Longer;
    2. Start Every Life With Temporary Invincibility / Invincibility Potion;
    3. Bug Fix For a Glitch That Causes Sometimes Passing A Door Between Levels While Simon Is Invincible (With an Invincibility Potion active) To Freeze The Game Entirely (Note: If you cannot make this code, it might be better do just skip previous requests - #1 and #2);
    4. Start Each Life With Quarter / Half / Three-Quarters / Twice Normal Health / Maximum Possible Health;
    5. Start Each Life With ?? Subweapon;
    6. Never Change Subweapon Nevertheless Of Weapon Pickups;
    7. Start Each Life With Full-Power Whip;
    8. Meat Power-up (hidden in blocks) Restores ?? Health Units Instead Of 6 / Meat Power-up Heals Completely Simon's Health;
    9. Reduce Lost Health When Hit By Enemy;
    10. Crushers in Beginning Of Stage 6 (and later when passing them again while replaying the game) Takes ?? Units Of Health Away Instead Giving Simon an Instant Death;
    11. Timer Counts Slower / Much Slower.

    (...)
    Also, I would like to request a several more requests:

    [NES] MegaMan 3: DISABLE Restriction Where Player CANNOT Access The Weapon Menu to Change Current Weapon Or To Refill Health With an E-Tank While Using a Special Weapon And Is Having a Special Weapon Projectile on The Screen (like Magnet Missile, Snake Search, Gemini Laser, etc).

    [SNES] MegaMan X:
    1. Start a New Game with All 4 Refill Tanks;
    2. Invincible to Spikes / Pits.

    [SNES] MegaMan X2 :
    1. Start a New Game with All 4 Refill Tanks;
    2. Invincible to Spikes / Pits;
    3. Invincible To Being Crushed Between Moving Walls.

    [SNES] Arkanoid: Doh It Again:
    1. Always Have Аn Eight Balls Active (given by the D-Capsule);
    2. Always Have A Poweball Active (Which can break any block - given by the M-Capsule);
    3. Always Have A Catch Ball On Paddle (given by the G-Capsule);
    4. Always Have Forcefield (given by the T-Capsule);
    5. Always Have Lasers (given by the L-Capsule);
    6. Always Have Double Length Paddle (Given By the E-Capsule);
    7. Always Have Warp to the Next Stage Anytime (given by the B-Capsule);
    8. Start Each Stage (Including Boss Stages as Well) With Eight Balls / Powerball / Catch Ball / Lasers / Forcefiled / Paddle's Double Length;
    9. Can Have Eight Balls / Powerball / Lasers / Double Paddle Active Together With Each Other Of The Power-ups;
    10. Invincibility Against Bosses And Their Projectiles Fired Towards Player;
    11. Infinite Hits For Forcefield;
    12. S-Capsule Doesn't Remove Current Player's Power-Up Upon Collecting It;
    13. Infinite Wait Time For Catch on Paddle to Throw Ball From the Paddle.

    Thanks you in advance much, man!
    Last edited by Unicode; 10-02-2017, 01:20:04 PM.

    Leave a comment:

Working...
X