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terpsfan101 Codes (Mostly Genesis)

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  • Flameskies
    replied
    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 !

    Leave a comment:


  • terpsfan101
    replied
    Originally posted by terpsfan101 View Post
    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)
    Here are the rest of the codes:

    AMTT-CA86 No bonus life for every 100 rings collected (Ring Monitor)
    AK0T-TA9W No bonus life for every 100 rings collected (Giant Ring)
    AMTA-AA9L No bonus life for every 50000 points

    Leave a comment:


  • Flameskies
    replied
    Originally posted by terpsfan101 View Post
    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

    nice but this work only with single rings, extends still awared with ring monitor (+10) and great ring (+50)


    the extend by score is 50.000 every

    Leave a comment:


  • terpsfan101
    replied
    Originally posted by terpsfan101 View Post
    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.
    Never mind. The air throws are there for Zangief in the Genesis version. However, they are a hundred times harder to execute than they are in the SNES version.

    Leave a comment:


  • terpsfan101
    replied
    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.

    Leave a comment:


  • terpsfan101
    replied
    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.

    Leave a comment:


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

    Leave a comment:


  • terpsfan101
    replied
    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?

    Leave a comment:


  • Flameskies
    replied
    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 ?

    Leave a comment:


  • terpsfan101
    replied
    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.

    Leave a comment:


  • terpsfan101
    replied
    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)

    Leave a comment:


  • terpsfan101
    replied
    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.

    Leave a comment:


  • Combusto Dragon
    replied
    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

    Leave a comment:


  • terpsfan101
    replied
    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.

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  • terpsfan101
    replied
    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

    Leave a comment:

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