I have a English translation for karnov Japan NES. I was wondering if anyone be interested in making some codes for this game I only see 2. Maybe infinite health, infinite lives, jumping, or flying codes thanks. The game has cutscenes, multiple endings and pretty cool story. I have a guy that makes codes but he's busy with other projects and I don't want to be rude and bother him.
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Karnov Japan nes
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This is awesome! I had this game as a kid and didn't realize the Japanese version had the awesome cutscenes and dialogue. Very cool!
I checked and some of the Galoob codes for Karnov USA appear to work fine on the Japanese version, however some will require conversion like the Infinite Lives code does. Freeze Timer (GZVZNIVG) is one that works fine on both versions.
I haven't tried the other USA codes but some may work, if not let me know and I can have a look at converting them over.
In the meantime, I hope these help!
The platform jump I could only get working in RAW format for now. It allows you to jump up and not fall down when enabled, allowing you to collect hard to reach items. Disable the code to fall back down, you can also stop midair if you want by re-enabling the code.Code:Infinite Lives (Japan) SZOSEKVK Invincible when blue (Japan & USA) AAXKNZPA Platform jump (Japan & USA) 008B:01
Cheers!
Code Development Notes:
Spoiler Alert! Click to view...
Infinite Lives (Japan)
SZOSEKVK
Code:The USA code is SXKISXVK, which decodes to DAC5:AD:CE. Here's the assembly at $DAC5: USA ROM: >07:DAC5:CE 0B 04 DEC $040B = #$02 07:DAC8:AD 0B 04 LDA $040B = #$02 $040B is the location of the number of lives remaining, the Galoob code simply turns the DEC into LDA, a very common trick for many cheat codes. I set a breakpoint for $040B on the Japanese ROM and found this snippet: Japan ROM: >07:DC18:CE 0B 04 DEC $040B = #$02 07:DC1B:AD 0B 04 LDA $040B = #$02 The resulting code would thus be: DC18:AD:CE = SZOSEKVK
Invincible when blue (USA/Japan)
AAXKNZPA
Code:I found codes for Invincibility on BSFree.org for the USA version, created by electric_jimi: SZVKNLSA + SXEGXLSA + SZNGULSA These three codes are patching this routine at $CB6F, $CB73, and $CB82. 07:CB6D:A9 10 LDA #$10 >07:CB6F:A5 34 LDA $0034 = #$28 07:CB71:A9 1C LDA #$1C >07:CB73:A5 35 LDA $0035 = #$16 07:CB75:A9 0F LDA #$0F 07:CB77:85 36 STA $0036 = #$0F 07:CB79:A9 01 LDA #$01 07:CB7B:20 C7 C2 JSR $C2C7 07:CB7E:A9 C0 LDA #$C0 07:CB80:05 68 ORA $0068 = #$00 >07:CB82:A5 68 LDA $0068 = #$00 07:CB84:A9 80 LDA #$80 07:CB86:85 69 STA $0069 = #$94 07:CB88:A9 00 LDA #$00 07:CB8A:60 RTS ----------------------------------------- This makes it so the player walks through enemies without taking damage. When returning from $CB8A, we end up here: 07:CA2E:D0 01 BNE $CA31 07:CA30:60 RTS ----------------------------------------- >07:CA31:A5 5D LDA $005D = #$00 When the player gets hit twice, the routine at $CA31 runs to initiate player death. Setting the branch value at $CA2F to 00 will cause the RTS to always be taken, so the player will not die when you are hit the second time. You can still get hit once and turn blue, and can get the blue orb to turn red again, however you will not die with this code. CA2F:00:01 = AAXKNZPA
Platform jump (RAW format only)
008B:01
Code:Location $8B holds the jumping/falling state. Constantly setting it to 01 will result in a platform jump. When enabled, you can jump up but won't fall back down. You can walk across the screen to collect items, then disable the code to fall back down. You can also re-enable the code midair to stop falling in place. Unfortunately I could not find a way to get this working by a code patch to make it GG compatible, however it may be useful if you are playing this game in an emulator.
"One man's garbage is another man-person's good un-garbage." -- Ricky from Trailer Park Boys
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