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terpsfan101 Codes (Mostly Genesis)

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  • 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.
    I'm retired from code hacking.
    I do not take requests!

    Comment


    • 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.

      Comment


      • 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.

        Comment


        • 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

          Comment


          • Those girls look terrified. Wonder what they're looking at. lol.
            The Code Hut: http://codehut.gshi.org/

            Comment


            • Posting these for completion sake:

              Mega Man X (USA)

              Use Galoob codes for Starting Lives

              D9BC-1407 Continue with 5 Lives
              DBBC-1407 Continue with 9 Lives

              D9EA-CD0D Continue a Password Game with 5 Lives
              DBEA-CD0D Continue a Password Game with 9 Lives

              Mega Man X (USA) (Rev 1)

              Use Galoob codes for Starting Lives

              D9BB-1DA7 Continue with 5 Lives
              DBBB-1DA7 Continue with 9 Lives

              D9EC-C4AD Continue a Password Game with 5 Lives
              DBEC-C4AD Continue a Password Game with 9 Lives

              Mega Man X2 (USA)

              D9B9-07D7 Continue with 5 Lives
              DBB9-07D7 Continue with 9 Lives

              D9E3-6F0D Continue a Password Game with 5 Lives
              DBE3-6F0D Continue a Password Game with 9 Lives

              Mega Man X3 (USA)

              D9C8-076D Continue with 5 Lives
              DBC8-076D Continue with 9 Lives

              D9EA-6DAD Continue a Password Game with 5 Lives
              DBEA-6DAD Continue a Password Game with 9 Lives

              Mega Man 7 (USA)

              D9D4-8767 Continue with 5 Lives
              DBD4-8767 Continue with 9 Lives

              D911-5FA4 Continue a Password Game with 5 Lives
              DB11-5FA4 Continue a Password Game with 9 Lives

              Comment


              • Wild Guns (USA) (SNES)

                DD61-DDDA P1 Invincibility
                DD6B-DFAA P2 Invincibility
                8264-DFB4 Infinite Lives - Both Players
                8282-0F64 Infinite Bombs - Both Players
                82B2-D7FF Infinite Special Gun Ammo - Both Players
                C284-0D64 Infinite Time
                8267-D4F4 Keep Special Gun and Special Gun Ammo after Dying - Both Players (1 of 2)
                8267-DF94 Keep Special Gun and Special Gun Ammo after Dying - Both Players (2 of 2)
                D9B5-D404 Start with 5 Lives - Both Players
                DBB5-D404 Start with 9 Lives - Both Players
                D9B6-DD64 Start with 5 Bombs - Both Players

                Wild Guns (USA) (SNES)
                Wild Guns (Japan) (SNES)
                Wild Guns (Japan) (Beta) (SNES)
                Wild Guns (Japan) (Sample) (SNES)

                7E1C80:02 P1 Invincibility
                7E1FB2:0A P1 Infinite Lives
                7E1FA0:06 P1 Infinite Bombs
                7E1FB0:99 P1 Infinite Special Gun Ammo
                7E1C84:02 P2 Invincibility
                7E1FB6:0A P2 Infinite Lives
                7E1FA4:06 P2 Infinite Bombs
                7E1FB4:99 P2 Infinite Special Gun Ammo
                7E0244:60 Freeze Timer
                7E0202:01 Enable Stage Select after Select Player Screen

                7E1FA8:?? P1 Gun Modifier
                7E1FAC:?? P2 Gun Modifier

                02: Normal Gun
                06: Shot Gun
                0A: Grenade Gun
                0E: Machine Gun
                12: Pop Gun
                16: Vulcan Gun

                7E0200:?? Stage Modifier

                00: Stage 1 - Carson City
                04: Stage 2 - Desolation Canyon
                08: Stage 3 - Ammunition Depot
                0C: Stage 4 - Gold Mine
                10: Stage 5 - Armored Train

                Comment


                • Sunset Riders (USA) (SNES)

                  DD86-440D Enable Select up to 5 Lives and 5 Continues on any Difficulty Cheat
                  7E0C1E:01 Start a New Game to View Stage Select & Sound Test
                  7E1FA0:01 Enable Select up to 5 Lives and 5 Continues on any Difficulty Cheat
                  Last edited by terpsfan101; 01-10-2018, 05:10:31 AM.

                  Comment


                  • Arkanoid - Doh It Again (USA) (SNES)

                    9D63-CF01 Invincibility - Both Players
                    DD2E-3D61 L Capsule (Lasers) always active
                    DDB3-3FA0 G Capsule (Catch Paddle) always active (1 of 2)
                    DDB3-3700 G Capsule (Catch Paddle) always active (2 of 2)
                    82BD-3F60 Infinite T Capsule (Force Field)
                    8262-1405 S Capsule doesn't return your ship to normal
                    8266-CF05 T Capsule (Force Field) doesn't return your ship to normal
                    DDB9-C49D Enable Stage Select

                    7E0482:2C P1 Invincibility
                    7E0484:2C P2 Invincibility
                    Last edited by terpsfan101; 10-09-2017, 08:49:07 PM.

                    Comment


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

                      AK8A-CA44 Ryu and Ken's Hadoukens (Fireballs) are always Red Hadoukens (instead of almost always Blue Hadoukens)

                      Note: Red and Blue Hadoukens behave identically. In the CPS1 arcade versions of Street Fighter II, Red Hadoukens were the result of a rare and random glitch. Interestingly, Red Hadoukens don't appear to exist in Street Fighter II Turbo for the SNES.
                      Last edited by terpsfan101; 10-17-2017, 04:59:07 AM.

                      Comment


                      • 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.

                        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

                        CBB5-676F Start with 2 Energy Tanks, instead of 0 Energy Tanks (1 of 5)
                        63B5-67AF Start with 2 Energy Tanks, instead of 0 Energy Tanks (2 of 5)
                        62B6-6DDF Start with 2 Energy Tanks, instead of 0 Energy Tanks (3 of 5)
                        62B6-6DAF Start with 2 Energy Tanks, instead of 0 Energy Tanks (4 of 5)
                        85B6-6FDF Start with 2 Energy Tanks, instead of 0 Energy Tanks (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-0404 Start with 2 Energy Tanks, instead of 0 Energy Tanks (1 of 5)
                        63BA-0464 Start with 2 Energy Tanks, instead of 0 Energy Tanks (2 of 5)
                        62BA-04A4 Start with 2 Energy Tanks, instead of 0 Energy Tanks (3 of 5)
                        62BA-0764 Start with 2 Energy Tanks, instead of 0 Energy Tanks (4 of 5)
                        86BA-07A4 Start with 2 Energy Tanks, instead of 0 Energy Tanks (5 of 5)

                        Mega Man 7 (USA)

                        C2DF-8707 Infinite Lives

                        D9DE-EDA4 Start with 5 Lives
                        DBDE-EDA4 Start with 9 Lives
                        Originally posted by terpsfan101 View Post
                        Posting these for completion sake:

                        Mega Man X (USA)

                        Use Galoob codes for Starting Lives

                        D9BC-1407 Continue with 5 Lives
                        DBBC-1407 Continue with 9 Lives

                        D9EA-CD0D Continue a Password Game with 5 Lives
                        DBEA-CD0D Continue a Password Game with 9 Lives

                        Mega Man X (USA) (Rev 1)

                        Use Galoob codes for Starting Lives

                        D9BB-1DA7 Continue with 5 Lives
                        DBBB-1DA7 Continue with 9 Lives

                        D9EC-C4AD Continue a Password Game with 5 Lives
                        DBEC-C4AD Continue a Password Game with 9 Lives

                        Mega Man X2 (USA)

                        D9B9-07D7 Continue with 5 Lives
                        DBB9-07D7 Continue with 9 Lives

                        D9E3-6F0D Continue a Password Game with 5 Lives
                        DBE3-6F0D Continue a Password Game with 9 Lives

                        Mega Man X3 (USA)

                        D9C8-076D Continue with 5 Lives
                        DBC8-076D Continue with 9 Lives

                        D9EA-6DAD Continue a Password Game with 5 Lives
                        DBEA-6DAD Continue a Password Game with 9 Lives

                        Mega Man 7 (USA)

                        D9D4-8767 Continue with 5 Lives
                        DBD4-8767 Continue with 9 Lives

                        D911-5FA4 Continue a Password Game with 5 Lives
                        DB11-5FA4 Continue a Password Game with 9 Lives
                        These codes are fine! (Edit: I've found you're was added them in database already...)

                        Originally posted by terpsfan101 View Post
                        Arkanoid - Doh It Again (USA) (SNES)

                        9D63-CF01 Invincibility - Both Players
                        DD2E-3D61 L Capsule (Lasers) always active
                        3CB3-3F00 G Capsule (Catch Paddle) always active
                        82BD-3F60 Infinite T Capsule (Force Field)
                        8262-1405 S Capsule doesn't return your ship to normal
                        8266-CF05 T Capsule (Force Field) doesn't return your ship to normal
                        DDB9-C49D Enable Stage Select

                        7E0482:2C P1 Invincibility
                        7E0484:2C P2 Invincibility
                        Thanks you much! Almost all of these codes works fine on BSNES 0.73! I was able do NOT get killed by that HARD boss on Stage 22 with your Invincibility GG code which always was successfully taking me down 100% of time. However, the code "G Capsule (Catch Paddle) always active" code will stop working once I had collected one particular of other power-ups (I couldn't remember which power-up capsule it was).

                        Nice to see what of remaining request you could do for this game. I added all codes (except the "3CB3-3F00 G Capsule (Catch Paddle) always active" one because of the issues I got with it stopped working) here: https://gamehacking.org/game/42234.
                        Last edited by Unicode; 10-09-2017, 01:07:17 PM.

                        Comment


                        • Unicode, I fixed the Catch Paddle code in my original post.

                          As for the rest of your Arkanoid - Doh It Again requests, I'm going to have to decline unless someone can provide me with RAM addresses for the D Capsule (8 Balls Active) and the M-Capsule (Powered up ball that can break any block).

                          Comment


                          • Fixing more of Capcom's mistakes :-)

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

                            A6LA-EABE Fix incorrect damage value (too high) assigned to Dhalsim's Yoga Noogie Grab
                            RGPT-C61C Fix incorrect charge time (too high) assigned to Turbo Guile's Sonic Boom (should charge in 60 frames, not 65 frames)

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

                            A6LA-EAG6 Fix incorrect damage value (too high) assigned to Dhalsim's Yoga Noogie Grab
                            RGRA-C6ZT Fix incorrect charge time (too high) assigned to Turbo Guile's Sonic Boom (should charge in 60 frames, not 65 frames)

                            Street Fighter II Turbo (USA) (SNES)

                            D550-57A1 Fix incorrect damage value (too high) assigned to Dhalsim's Yoga Noogie Grab

                            Street Fighter II Turbo (Japan) (SNES)

                            D550-57D1 Fix incorrect damage value (too high) assigned to Dhalsim's Yoga Noogie Grab

                            Super Street Fighter II (USA) (Genesis)

                            DWHT-CAB6 Fix incorrect recovery time (too fast) assigned to Guile's Sonic Boom (should recover in 20 frames, not 12 frames)
                            E34T-CACL Fix incorrect recovery time (too slow) assigned to Sagat's High Tiger Shot (should recover in 38 frames, not 46 frames)

                            Super Street Fighter II - The New Challengers (Japan) (Genesis)

                            DWJA-CAEN Fix incorrect recovery time (too fast) assigned to Guile's Sonic Boom (should recover in 20 frames, not 12 frames)
                            E35A-CAE4 Fix incorrect recovery time (too slow) assigned to Sagat's High Tiger Shot (should recover in 38 frames, not 46 frames)

                            Super Street Fighter II (USA) (SNES)

                            4189-5F61 Fix incorrect recovery time (too slow) assigned to Sagat's Low Tiger Shot (should recover in 38 frames, not 46 frames)

                            Super Street Fighter II - The New Challengers (Japan) (SNES)

                            4189-57A1 Fix incorrect recovery time (too slow) assigned to Sagat's Low Tiger Shot (should recover in 38 frames, not 46 frames)

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

                            J2ZT-EABL Turbo Vega's Rolling Crystal Flash charges as fast as Super Street Fighter II Vega's Rolling Crystal Flash (charges in 70 frames, instead of 80 frames)
                            HTZT-EABL Turbo Vega's Rolling Crystal Flash charges as fast as Champion Edition Vega's Rolling Crystal Flash (charges in 60 frames, instead of 80 frames)

                            Street Fighter II Turbo (USA) (SNES)

                            0169-7F65 Turbo Vega's Rolling Crystal Flash charges as fast as Super Street Fighter II Vega's Rolling Crystal Flash (charges in 70 frames, instead of 80 frames)
                            7A69-7F65 Turbo Vega's Rolling Crystal Flash charges as fast as Champion Edition Vega's Rolling Crystal Flash (charges in 60 frames, instead of 80 frames)
                            Last edited by terpsfan101; 10-12-2017, 06:47:38 PM.

                            Comment


                            • Originally posted by terpsfan101 View Post
                              Unicode, I fixed the Catch Paddle code in my original post.

                              As for the rest of your Arkanoid - Doh It Again requests, I'm going to have to decline unless someone can provide me with RAM addresses for the D Capsule (8 Balls Active) and the M-Capsule (Powered up ball that can break any block).
                              I tested your fixed two-line code version (added in database by you as well) and it was worked perfectly for me. If you cannot really do any of the rest requests for this game, please, try to make what you can do for the Castlevania [NES] ones:

                              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 as well);
                              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;

                              Actually in my mind now came two more request for this game in addition to ones above:

                              12. Player Take More / Less / Much Less Damage Than Normal;
                              13. Player Doesn't Get Knocked Backwards After Getting Hit By Enemies.

                              Thanks in advance!
                              Last edited by Unicode; 10-10-2017, 02:10:21 PM.

                              Comment


                              • Ultimate Mortal Kombat 3 (USA) (SNES)

                                CB38-47F3 P1 Infinite Health (1 of 5)
                                A638-4793 P1 Infinite Health (2 of 5)
                                6238-4723 P1 Infinite Health (3 of 5)
                                203A-4DF3 P1 Infinite Health (4 of 5)
                                713A-4D93 P1 Infinite Health (5 of 5)

                                Fix for VisitntX's P1 Infinite Health code. The 4th and 5th lines of the code should start at address 87E8C0 and 87E8C1, not 87E890 and 87E891.

                                C22A-C40E Infinite Credits
                                C9C1-C490 Infinite Time
                                7E032A:10 Freeze Timer
                                Last edited by terpsfan101; 10-12-2017, 08:04:27 PM. Reason: Added codes for Infinite Credits and Infinite Time

                                Comment

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