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terpsfan101 Codes (Mostly Genesis)

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  • terpsfan101
    replied
    Zoom! (World)

    Unicode, the timers behave really strangely in this game and I don't feel like figuring them out, so I can't do a Game Genie code for timer counts down slower.

    BVRT-AA66 Hour Glass Powerup (Freezes Enemies) is always active (You may have to disable this code if an enemy is in your path)

    FFF111:000F Enable Hour Glass Powerup (Freezes Enemies) (You may have to disable this code with the one below if an enemy is in your path)
    FFF111:0000 Disable Hour Glass Powerup

    AK4A-AA28 P1 Infinite Lives - 2P game

    HWNA-BESJ Start every level with 30 Seconds (1 of 2)
    D4NA-AAHL Start every level with 30 Seconds (2 of 2)
    HWNA-BESJ Start every level with 50 Seconds (1 of 2)
    GLNA-AAHL Start every level with 50 Seconds (2 of 2)
    HWNA-BESJ Start every level with 60 Seconds (1 of 2)
    HWNA-AAHL Start every level with 60 Seconds (2 of 2)
    HWNA-BESJ Start every level with 80 Seconds (1 of 2)
    LCNA-AAHL Start every level with 80 Seconds (2 of 2)
    HWNA-BESJ Start every level with 90 Seconds (1 of 2)
    MLNA-AAHL Start every level with 90 Seconds (2 of 2)
    HWNA-BESJ Start every level with 100 Seconds (1 of 2)
    NWNA-AAHL Start every level with 100 Seconds (2 of 2)
    HWNA-BESJ Start every level with 120 Seconds (1 of 2)
    SCNA-AAHL Start every level with 120 Seconds (2 of 2)
    HWNA-BESJ Start every level with 150 Seconds (1 of 2)
    W4NA-AAHL Start every level with 150 Seconds (2 of 2)
    HWNA-BESJ Start every level with 160 Seconds (1 of 2)
    YCNA-AAHL Start every level with 160 Seconds (2 of 2)
    HWNA-BESJ Start every level with 180 Seconds (1 of 2)
    0WNA-AAHL Start every level with 180 Seconds (2 of 2)
    HWNA-BESJ Start every level with 200 Seconds (1 of 2)
    3CNA-AAHL Start every level with 200 Seconds (2 of 2)
    HWNA-BESJ Start every level with 240 Seconds (1 of 2)
    8CNA-AAHL Start every level with 240 Seconds (2 of 2)
    HWNA-BESJ Start every level with 255 Seconds (1 of 2)
    98NA-AAHL Start every level with 255 Seconds (2 of 2)
    HWNA-BESJ Start every level with 300 Seconds (1 of 2)
    FWNA-ACHL Start every level with 300 Seconds (2 of 2)
    HWNA-BESJ Start every level with 400 Seconds (1 of 2)
    WCNA-ACHL Start every level with 400 Seconds (2 of 2)
    HWNA-BESJ Start every level with 500 Seconds (1 of 2)
    8WNA-ACHL Start every level with 500 Seconds (2 of 2)
    Last edited by terpsfan101; 05-26-2016, 05:13:27 PM.

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  • Unicode
    replied
    Originally posted by terpsfan101 View Post
    Devil Crash MD (Japan)
    Dragon's Fury (USA, Europe)

    FFC3AD:00E5 Flipper Gate always On (1 of 3)
    FFC3AE:031F Flipper Gate always On (2 of 3)
    FFC3BD:0002 Flipper Gate always On (3 of 3)
    FFC3AD:0000 Flipper Gate always Off (1 of 4)
    FFC3AE:0000 Flipper Gate always Off (2 of 4)
    FFC3AF:0000 Flipper Gate always Off (3 of 4)
    FFC3BD:0000 Flipper Gate always Off (4 of 4)

    FFC47D:0002 Ball Return Gate always On
    FFC47D:0000 Ball Return Gate always Off

    FFC41D:0002 Left Ball Guard always On
    FFC41D:0000 Left Ball Guard always Off
    Sorry, stills NOT working... Seems on Gens emu from your codes only the ones in GameGenie works fine for this game. Those RAW codes does NOTHING... Seems I've wasted your time...

    Edit: I've tried these on KegaFusion emulator and they was nearly fully worked on it, unlike Gens! However, if you has used the ball warp on the right, and then the ball fall into the left hole, even through the left stopper appears still active, ball will still fall through it under lowest flippers causing to lose it, like the stopper isn't active physically (the ball passes thru blockage without taking collision with it)... Center stopper isn't visible (with its code active), but actually, collision is present so I can no longer lose a ball via falling right between flippers. Ball warp with minor graphical glitches worked fine for me... Shame, these nice codes seems incompatible with the Gens emulator... Actually, you can add those codes (just note PAR ones works only with KegaFusion emulator).

    Edit: Unfortunately, I've found the blockage codes can make you stuck in Bonus stages as the ball will not emerge once you enter Bonus Stage, so you're stuck even when disable any of the codes and cannot do anything beside reset entire game! So, the blockage PAR codes are still no joy... Seems this game is just terrible to hack with those anti-cheat checksums... Please to add only the Fast / Slow Ball PAR codes + the GameGenie ones, anyway... I think to stop with requests for this game finally...

    However, I'm wonder if you can make these GG codes?

    1. Start Every Field On Every Stage (Stage 1 Field 1 Through Stage 6 Field 6) With 30 / 50 / 60 / 80 / 90 / 100 / 120 / 150 / 160 / 180 / 200 / 240 / 250 / More Than 250 Seconds On Timer. There are codes for starting with 50, 80 and 200 seconds but they're only for the first field on Stage 1, there are no codes for other fields / stages made at all, however I think these should NOT be hard to be made at all;
    2. Faster / Much Faster / Slower / Much Slower Timer;
    3. Always Have Clock (Hour Glass) / Slowdown Enemies (Mushroom) Active (Without the Power-up corresponding sound active);
    4. Always Have Invincibility Power-up (Sunflower) Active (Without the Power-up sound playing);
    5. Disable Star Power-up / Replace Star Icon Power-up To Shows The Icon Of Corresponding Power-up It Hides Instead (aka to can see what power-up the star hides before getting it);
    6. Power-ups Stays For More Time Before They Vanish (And Make Next Ones' Appearance To Delay With The Extended Time Until Previous Power-Ups Disappear);
    7. Timer Don't Start Counting Down Before You Spawns Completely When Starting On New Field (Usually, when starting a field the timer will start counting down immediately even through you cannot play the level yet);
    8. Stop Additional Enemies From Appearing When Timer Hits 0.

    These requests are for the game "Zoom!"
    Last edited by Unicode; 05-21-2016, 06:20:06 AM. Reason: Added a more additional requests for Zoom!

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  • terpsfan101
    replied
    Devil Crash MD (Japan)
    Dragon's Fury (USA, Europe)

    Note: All these codes are buggy/glitchy.

    FFC3AD:00E5 Flipper Gate always On (1 of 3)
    FFC3AE:031F Flipper Gate always On (2 of 3)
    FFC3BD:0002 Flipper Gate always On (3 of 3)
    FFC3AD:0000 Flipper Gate always Off (1 of 4)
    FFC3AE:0000 Flipper Gate always Off (2 of 4)
    FFC3AF:0000 Flipper Gate always Off (3 of 4)
    FFC3BD:0000 Flipper Gate always Off (4 of 4)

    FFC47D:0002 Ball Return Gate always On
    FFC47D:0000 Ball Return Gate always Off

    FFC41D:0002 Left Ball Guard always On
    FFC41D:0000 Left Ball Guard always Off
    Last edited by terpsfan101; 05-20-2016, 02:47:37 PM.

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  • terpsfan101
    replied
    Naxat Super Pinball - Jaki Crush (Japan) (SNES)

    8BB8-140B Bonus Multiplier never resets when bonus is collected
    8BB8-17DB Bonus Points never reset when bonus is collected
    D4B8-14DB Bonus Multiplier always resets to 2 and Bonus Points always reset to 200 after bonus is collected
    D7B8-14DB Bonus Multiplier always resets to 3 and Bonus Points always reset to 300 after bonus is collected
    D9B8-14DB Bonus Multiplier always resets to 5 and Bonus Points always reset to 500 after bonus is collected
    D5B8-14DB Bonus Multiplier always resets to 7 and Bonus Points always reset to 700 after bonus is collected
    DBB8-14DB Bonus Multiplier always resets to 9 and Bonus Points always reset to 900 after bonus is collected
    ED6B-34A6 Enable Stage Select in Options/Config Menu (Enable before entering Options/Config Menu) (1 of 3)
    2D6C-3406 Enable Stage Select in Options/Config Menu (Enable before entering Options/Config Menu) (2 of 3)
    2D6B-140B Enable Stage Select in Options/Config Menu (Enable before entering Options/Config Menu) (3 of 3)
    ED6C-4FA7 Enable Free Movement of the Ball by Pressing X
    2D80-C76D Enable Greyscale Mode (Enable before starting a new game or continuing a password game)

    7E1D44:09 P1 Max Bonus Multiplier
    7E1D46:99 P1 Max Bonus Points
    7E1D45:09 P2 Max Bonus Multiplier
    7E1D47:99 P2 Max Bonus Points
    7E00C0:01 Enable Stage Select in Options/Config Menu (Enable before entering Options/Config Menu)
    7E00C0:02 Enable Free Ball Movement by Pressing X
    7E00C0:03 Enable Stage Select and Free Ball Movement
    7E00C0:04 Enable Greyscale Mode (Enable before starting a new game or continuing a password game)
    7E00C0:07 Enable Stage Select, Free Ball Movement, and Greyscale Mode
    Last edited by terpsfan101; 05-19-2016, 07:35:47 PM.

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  • terpsfan101
    replied
    Yes, Unicode the code for the middle ball gate doesn't work properly. The ball gate appears, but the ball goes right through it. I'll see if I can come up with properly working PAR codes for the left, middle, and right ball gates.

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  • Unicode
    replied
    Thanks for response! I've tried both your "Slow Ball Speed" and "Ball Gate on Bottom Flippers always On" PAR and they didn't work at all on neither version of game for me, sadly. On lowest flippers things that blocks the ball from easy falling off (the left block preventing ball from passing into hole leading under the flippers, the middle circle blockage between flippers and right blocking path that puts current ball into starting point instead) was still disabled with these codes enabled in Gens ReRecording 11a. Only to explain those... The left blockage is a barrier that disables itself after you land on it once, so if you enter left entrance to death again, you'll obviously die! Middle blockage (not letting to fall right between lowest flippers) is a ball between flippers and remains until you lose a ball via falling below lowest flippers on either left or right side. Right blockage is a redirection sending current ball onto starting point and it disables itself when you lose a ball via middle or left sides while their blockages are disabled, or if ball enter it and go into starting point through it preventing the ball from losing. What emulator you're used to make these PAR codes? Because the Gens emulator handles some addresses different than KegaFusion emulator and some codes needs separate versions to work on those two emulators, so if those are only for KegaFusion emulator, this might be why they aren't working on Gens on my side... But I think this game is something pesky when using any kind of codes on it, since it need master code also though playing the game itself...

    Although, I've tried "Bonus Multiplier always resets to 4" GG for Devil Crash MD and unlike ball speed and ball gate codes, it was fully working.
    Last edited by Unicode; 10-14-2017, 02:55:41 PM. Reason: Misspellings fixed

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  • terpsfan101
    replied
    I have certainly been saying balls a lot.

    Devil Crash MD (Japan)

    1V1A-BTK6 Continue a password game with ?? balls (1 of 2)
    ??1A-AAB8 Continue a password game with ?? balls (2 of 2)

    AP: 03
    AZ: 05
    BK: 10
    B7: 15
    DF: 25
    GK: 50
    KP: 75
    NV: 100

    Dragon's Fury (USA, Europe)

    1V1T-BTJW Continue a password game with ?? balls (1 of 2)
    ??1T-AAAY Continue a password game with ?? balls (2 of 2)

    AP: 03
    AZ: 05
    BK: 10
    B7: 15
    DF: 25
    GK: 50
    KP: 75
    NV: 100

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  • terpsfan101
    replied
    I'll look at a few more of your requests later, Unicode. In the meantime:

    Devil Crash MD (Japan)
    Dragon's Fury (USA, Europe)

    FFF04F:0000 Fast Ball Speed
    FFF04F:0001 Slow Ball Speed

    Devil Crash MD (Japan)

    RGLA-A6T0 Infinite Balls - Final Boss Level - Both Players
    AKNT-AAGW Bonus multiplier always resets to 2 after bonus is collected
    APNT-AAGW Bonus multiplier always resets to 3 after bonus is collected
    AVNT-AAGW Bonus multiplier always resets to 4 after bonus is collected
    AZNT-AAGW Bonus multiplier always resets to 5 after bonus is collected
    A3NT-AAGW Bonus multiplier always resets to 6 after bonus is collected
    A7NT-AAGW Bonus multiplier always resets to 7 after bonus is collected
    BBNT-AAGW Bonus multiplier always resets to 8 after bonus is collected
    BFNT-AAGW Bonus multiplier always resets to 9 after bonus is collected
    AKNT-AAGJ Bonus points always reset to 200, instead of 100, after bonus is collected (must have more than 100 bonus points for this code to work)
    APNT-AAGJ Bonus points always reset to 300 after bonus is collected (must have more than 100 bonus points for this code to work)
    AZNT-AAGJ Bonus points always reset to 500 after bonus is collected (must have more than 100 bonus points for this code to work)
    A7NT-AAGJ Bonus points always reset to 700 after bonus is collected (must have more than 100 bonus points for this code to work)
    BKNT-AAGJ Bonus points always reset to 1000 after bonus is collected (must have more than 100 bonus points for this code to work)
    B7NT-AAGJ Bonus points always reset to 1500 after bonus is collected (must have more than 100 bonus points for this code to work)
    DFNT-AAGJ Bonus points always reset to 2500 after bonus is collected (must have more than 100 bonus points for this code to work)
    GKNT-AAGJ Bonus points always reset to 5000 after bonus is collected (must have more than 100 bonus points for this code to work)
    KPNT-AAGJ Bonus points always reset to 7500 after bonus is collected (must have more than 100 bonus points for this code to work)
    NPNT-AAGJ Bonus points always reset to 9900 after bonus is collected (must have more than 100 bonus points for this code to work)

    Dragon's Fury (USA, Europe)

    RGLA-A6ZJ Infinite Balls - Final Boss Level - Both Players
    AKPA-AAG0 Bonus multiplier always resets to 2 after bonus is collected
    APPA-AAG0 Bonus multiplier always resets to 3 after bonus is collected
    AVPA-AAG0 Bonus multiplier always resets to 4 after bonus is collected
    AZPA-AAG0 Bonus multiplier always resets to 5 after bonus is collected
    A3PA-AAG0 Bonus multiplier always resets to 6 after bonus is collected
    A7PA-AAG0 Bonus multiplier always resets to 7 after bonus is collected
    BBPA-AAG0 Bonus multiplier always resets to 8 after bonus is collected
    BFPA-AAG0 Bonus multiplier always resets to 9 after bonus is collected
    AKPA-AAGN Bonus points always reset to 200, instead of 100, after bonus is collected (must have more than 100 bonus points for this code to work)
    APPA-AAGN Bonus points always reset to 300 after bonus is collected (must have more than 100 bonus points for this code to work)
    AZPA-AAGN Bonus points always reset to 500 after bonus is collected (must have more than 100 bonus points for this code to work)
    A7PA-AAGN Bonus points always reset to 700 after bonus is collected (must have more than 100 bonus points for this code to work)
    BKPA-AAGN Bonus points always reset to 1000 after bonus is collected (must have more than 100 bonus points for this code to work)
    B7PA-AAGN Bonus points always reset to 1500 after bonus is collected (must have more than 100 bonus points for this code to work)
    DFPA-AAGN Bonus points always reset to 2500 after bonus is collected (must have more than 100 bonus points for this code to work)
    GKPA-AAGN Bonus points always reset to 5000 after bonus is collected (must have more than 100 bonus points for this code to work)
    KPPA-AAGN Bonus points always reset to 7500 after bonus is collected (must have more than 100 bonus points for this code to work)
    NPPA-AAGN Bonus points always reset to 9900 after bonus is collected (must have more than 100 bonus points for this code to work)
    Last edited by terpsfan101; 05-20-2016, 03:05:55 PM. Reason: Removed Game Genie Codes for Ball Speed because they didn't work right

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  • Unicode
    replied
    Originally posted by terpsfan101 View Post
    Devil Crash MD (Japan)

    Note: All codes must be used with the Master Code for Bonus Stages code in the database or the game will eventually freeze.

    REZT-A6WN Infinite Balls - Both Players
    AVNT-AA8G Bonus points never reset when bonus is collected
    AVNT-AA8T Bonus multiplier never resets when bonus is collected
    RENT-A6TJ Automatically play the final boss level
    AECT-BA3L Start a new game with 1 ball, instead of 3 - Both Players
    AJCT-BA3L Start a new game with 2 balls - Both Players
    ATCT-BA3L Start a new game with 4 balls - Both Players
    AYCT-BA3L Start a new game with 5 balls - Both Players
    A6CT-BA3L Start a new game with 7 balls - Both Players
    BJCT-BA3L Start a new game with 10 balls - Both Players
    B6CT-BA3L Start a new game with 15 balls - Both Players
    DECT-BA3L Start a new game with 25 balls - Both Players
    GJCT-BA3L Start a new game with 50 balls - Both Players
    KNCT-BA3L Start a new game with 75 balls - Both Players
    NTCT-BA3L Start a new game with 100 balls - Both Players

    Credit: Tony Hedstrom for Automatically play the final boss level code and Galoob for the rest of the codes.
    @terpsfan101, I'm wonder if you can make these codes for this game and for its US / European version (Dragon Fury) as well?

    1. Kill Bosses (Including final boss) In Much Less Hits / Kill Bosses In 1 Hit;
    2. Make Ball Passes Through Flippers When It's Going Upwards In Air But NOT When Ball Is Landed Onto Flippers (aka disable ball's collision with flippers when the ball travels upwards and it hit flippers from bottom while in midair, but to still collide with flippers when it travel downwards and the ball is landed onto them);
    3. Flippers Can Hit Ball Upwards From Anywhere (dunno there still no codes by that concept for any of the pinball games at all);
    4. Infinite Lives When Fighting Bosses. I've tried Final Boss code and Infinite Lives code does NOT work in that situation (when you loose a ball in Final Boss battle, number of lives stills goes down). This was on Japanese version - Devil Crash MD;
    5. Start Each Ball With ???? Bonus Points (Some Points);
    6. Make The Bonus Things Blocking Current Ball From Easy Losing Via Falling Off The Pinball Always Enabled;
    7. Ball Always Moves Slowly.

    Thanks in Advance!
    Last edited by Unicode; 05-18-2016, 01:36:35 PM.

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  • terpsfan101
    replied
    Shinobi III - Return of the Ninja Master (USA)

    AALA-EA36 Enable 6-Button Mode (1 of 2)
    E23A-EA64 Enable 6-Button Mode (2 of 2)

    Super Shinobi II, The (Japan, Korea)

    AAHA-EA4N Enable 6-Button Mode (1 of 2)
    E20A-EA2W Enable 6-Button Mode (2 of 2)
    Last edited by terpsfan101; 10-08-2017, 11:24:30 PM.

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  • terpsfan101
    replied
    Super Street Fighter II (USA) (Genesis)

    BRFT-DJ5G Fix incorrect damage value (too high) assigned to Guile's Hip Toss Throw
    BRKT-DJ2A Fix incorrect damage value (too high) assigned to Chun Li's Ground Throw
    BRXT-CAFN Fix incorrect damage value (too high) assigned to M. Bison's Throw
    BS8A-CAHE Fix incorrect damage value (too high) assigned to Zangief's Piledriver and Brain Buster Throws (1 of 2)
    BS8T-CAHJ Fix incorrect damage value (too high) assigned to Zangief's Piledriver and Brain Buster Throws (2 of 2)

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

    BRGA-DJ70 Fix incorrect damage value (too high) assigned to Guile's Hip Toss Throw
    BRLA-DJ4T Fix incorrect damage value (too high) assigned to Chun Li's Ground Throw
    BRYA-CAH6 Fix incorrect damage value (too high) assigned to Vega's Throw
    BS9A-CABY Fix incorrect damage value (too high) assigned to Zangief's Piledriver and Brain Buster Throws (1 of 2)
    BS9T-CAB2 Fix incorrect damage value (too high) assigned to Zangief's Piledriver and Brain Buster Throws (2 of 2)

    Super Street Fighter II (USA) (SNES)

    D81A-EFA5 Fix incorrect damage value (too high) assigned to Chun Li's Ground Throw

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

    D812-EDD5 Fix incorrect damage value (too high) assigned to Chun Li's Ground Throw
    Last edited by terpsfan101; 10-05-2017, 09:52:33 PM.

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  • terpsfan101
    replied
    Devil Crash MD (Japan)

    Note: All codes must be used with the Master Code for Bonus Stages code in the database or the game will eventually freeze.

    REZT-A6WN Infinite Balls (except Final Boss Level) - Both Players
    AVNT-AA8G Bonus points never reset when bonus is collected
    AVNT-AA8T Bonus multiplier never resets when bonus is collected
    RENT-A6TJ Automatically play the final boss level
    AECT-BA3L Start a new game with 1 ball, instead of 3 - Both Players
    AJCT-BA3L Start a new game with 2 balls - Both Players
    ATCT-BA3L Start a new game with 4 balls - Both Players
    AYCT-BA3L Start a new game with 5 balls - Both Players
    A6CT-BA3L Start a new game with 7 balls - Both Players
    BJCT-BA3L Start a new game with 10 balls - Both Players
    B6CT-BA3L Start a new game with 15 balls - Both Players
    DECT-BA3L Start a new game with 25 balls - Both Players
    GJCT-BA3L Start a new game with 50 balls - Both Players
    KNCT-BA3L Start a new game with 75 balls - Both Players
    NTCT-BA3L Start a new game with 100 balls - Both Players

    Credit: Tony Hedstrom for Automatically play the final boss level code.
    Last edited by terpsfan101; 01-21-2018, 06:29:07 AM.

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  • terpsfan101
    replied
    Devil Crash MD (Japan)

    RGTT-A6Z0 Press Start on Title Screen for Hidden Options/Configuration Menu (Disable when finished)

    HTDT-BARE Change Table Music to "Knights of Legend" from Thunder Force II (takes effect when Music resets) (1 of 2)
    CEDT-AAGG Change Table Music to "Knights of Legend" from Thunder Force II (takes effect when Music resets) (2 of 2)
    HTDT-BARE Change Table Music to "A Breach of Contract" from Herzog Zwei (takes effect when Music resets) (1 of 2)
    CJDT-AAGG Change Table Music to "A Breach of Contract" from Herzog Zwei (takes effect when Music resets) (2 of 2)
    HTDT-BARE Change Table Music to "Venus Fire" from Thunder Force III (takes effect when Music resets) (1 of 2)
    CNDT-AAGG Change Table Music to "Venus Fire" from Thunder Force III (takes effect when Music resets) (2 of 2)
    HTDT-BARE Change Table Music to "Blood-Stained Lake" from Elemental Master (takes effect when Music resets) (1 of 2)
    CTDT-AAGG Change Table Music to "Blood-Stained Lake" from Elemental Master (takes effect when Music resets) (2 of 2)
    HTDT-BARE Change Table Music to "Etude of Wind" from Shin Kyuugyokuden (takes effect when Music resets) (1 of 2)
    CYDT-AAGG Change Table Music to "Etude of Wind" from Shin Kyuugyokuden (takes effect when Music resets) (2 of 2)

    Dragon's Fury (USA, Europe)

    HTDT-BASC Change Table Music to "Knights of Legend" from Thunder Force II (takes effect when Music resets) (1 of 2)
    CEDT-AAHE Change Table Music to "Knights of Legend" from Thunder Force II (takes effect when Music resets) (2 of 2)
    HTDT-BASC Change Table Music to "A Breach of Contract" from Herzog Zwei (takes effect when Music resets) (1 of 2)
    CJDT-AAHE Change Table Music to "A Breach of Contract" from Herzog Zwei (takes effect when Music resets) (2 of 2)
    HTDT-BASC Change Table Music to "Venus Fire" from Thunder Force III (takes effect when Music resets) (1 of 2)
    CNDT-AAHE Change Table Music to "Venus Fire" from Thunder Force III (takes effect when Music resets) (2 of 2)
    HTDT-BASC Change Table Music to "Blood-Stained Lake" from Elemental Master (takes effect when Music resets) (1 of 2)
    CTDT-AAHE Change Table Music to "Blood-Stained Lake" from Elemental Master (takes effect when Music resets) (2 of 2)
    HTDT-BASC Change Table Music to "Etude of Wind" from Shin Kyuugyokuden (takes effect when Music resets) (1 of 2)
    CYDT-AAHE Change Table Music to "Etude of Wind" from Shin Kyuugyokuden (takes effect when Music resets) (2 of 2)
    Last edited by terpsfan101; 01-21-2018, 06:30:49 AM.

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  • terpsfan101
    replied
    Super Street Fighter II (USA) (Genesis)
    Super Street Fighter II - The New Challengers (Japan) (Genesis)

    9VET-BCDE P1 Color Modifier - Color 1 (1 of 3)
    ABET-AADG P1 Color Modifier - Color 1 (2 of 3)
    VZET-AFDJ P1 Color Modifier - Color 1 (3 of 3)
    9VET-BCDE P1 Color Modifier - Color 2 (1 of 3)
    EBET-AADG P1 Color Modifier - Color 2 (2 of 3)
    VZET-AFDJ P1 Color Modifier - Color 2 (3 of 3)
    9VET-BCDE P1 Color Modifier - Color 3 (1 of 3)
    JBET-AADG P1 Color Modifier - Color 3 (2 of 3)
    VZET-AFDJ P1 Color Modifier - Color 3 (3 of 3)
    9VET-BCDE P1 Color Modifier - Color 4 (1 of 3)
    NBET-AADG P1 Color Modifier - Color 4 (2 of 3)
    VZET-AFDJ P1 Color Modifier - Color 4 (3 of 3)
    9VET-BCDE P1 Color Modifier - Color 5 (1 of 3)
    TBET-AADG P1 Color Modifier - Color 5 (2 of 3)
    VZET-AFDJ P1 Color Modifier - Color 5 (3 of 3)
    9VET-BCDE P1 Color Modifier - Color 6 (1 of 3)
    YBET-AADG P1 Color Modifier - Color 6 (2 of 3)
    VZET-AFDJ P1 Color Modifier - Color 6 (3 of 3)
    9VET-BCDE P1 Color Modifier - Color 7 (1 of 3)
    2BET-AADG P1 Color Modifier - Color 7 (2 of 3)
    VZET-AFDJ P1 Color Modifier - Color 7 (3 of 3)
    9VET-BCDE P1 Color Modifier - Color 8 (1 of 3)
    6BET-AADG P1 Color Modifier - Color 8 (2 of 3)
    VZET-AFDJ P1 Color Modifier - Color 8 (3 of 3)
    9VET-BCDW P2 Color Modifier - Color 1 (1 of 3)
    ABET-AADY P2 Color Modifier - Color 1 (2 of 3)
    VZET-AMD0 P2 Color Modifier - Color 1 (3 of 3)
    9VET-BCDW P2 Color Modifier - Color 2 (1 of 3)
    EBET-AADY P2 Color Modifier - Color 2 (2 of 3)
    VZET-AMD0 P2 Color Modifier - Color 2 (3 of 3)
    9VET-BCDW P2 Color Modifier - Color 3 (1 of 3)
    JBET-AADY P2 Color Modifier - Color 3 (2 of 3)
    VZET-AMD0 P2 Color Modifier - Color 3 (3 of 3)
    9VET-BCDW P2 Color Modifier - Color 4 (1 of 3)
    NBET-AADY P2 Color Modifier - Color 4 (2 of 3)
    VZET-AMD0 P2 Color Modifier - Color 4 (3 of 3)
    9VET-BCDW P2 Color Modifier - Color 5 (1 of 3)
    TBET-AADY P2 Color Modifier - Color 5 (2 of 3)
    VZET-AMD0 P2 Color Modifier - Color 5 (3 of 3)
    9VET-BCDW P2 Color Modifier - Color 6 (1 of 3)
    YBET-AADY P2 Color Modifier - Color 6 (2 of 3)
    VZET-AMD0 P2 Color Modifier - Color 6 (3 of 3)
    9VET-BCDW P2 Color Modifier - Color 7 (1 of 3)
    2BET-AADY P2 Color Modifier - Color 7 (2 of 3)
    VZET-AMD0 P2 Color Modifier - Color 7 (3 of 3)
    9VET-BCDW P2 Color Modifier - Color 8 (1 of 3)
    6BET-AADY P2 Color Modifier - Color 8 (2 of 3)
    VZET-AMD0 P2 Color Modifier - Color 8 (3 of 3)

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  • terpsfan101
    replied
    Originally posted by Fkameskies View Post
    work fine but I suggest the removal of extend jingle, is useless now:-)

    about codes for super street fighter:

    in attract mode the player2 side CPU character take a random palette (from a selection of 8)

    should be cool replicate this behavior in the normal game !
    I agree that this would be cool code. Unfortunately, it's beyond my skill level. You can use the PAR codes to force the palette for each player. They work for the CPU too. If you're player 1, use the player 2 code to force the CPU color. If you're player 2, use the player 1 code to force the CPU color:

    FF828D:00?? P1 Color Modifier
    FF858D:00?? P2 Color Modifier

    00: Color 1
    20: Color 2
    40: Color 3
    60: Color 4
    80: Color 5
    A0: Color 6
    C0: Color 7
    E0: Color 8

    It's ashame that the extra palettes go unused in 1P mode. The arcade version of Super Street Fighter II is like this as well.

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