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terpsfan101 Codes (Mostly Genesis)

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  • 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.

    Comment


    • 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

      Comment


      • 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

        Comment


        • 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 !

          Comment


          • 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.

            Comment


            • 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)

              Comment


              • 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.

                Comment


                • 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.

                  Comment


                  • 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.

                    Comment


                    • 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.

                      Comment


                      • 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.

                        Comment


                        • 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

                          Comment


                          • 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

                            Comment


                            • 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

                              Comment


                              • 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.

                                Comment

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