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GG Codes for Super Mario Bros. (minus Duck Hunt) - NES

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  • Helder
    replied
    Originally posted by Unicode View Post
    Your "Kicked Shells Move Slowly" not work properly because I found a few bugs:

    • pulley platforms like these in world 3-3 and 4-3 don't work correctly when this code is enabled;
    • when you stomp a Koopa Paratroopa while it jumping on ground, it will fly out of screen very quickly and you won't be able to defeat it;
    • in end World 3-3 I also got a a graphic errors in the background castle after the flagpole.



    Your "Very Low-Bouncing Fireballs" GG code is nice!

    lol that looks like someones dong, wonder how that got in there?

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  • BigBossman
    replied
    Codes have been added.

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  • Unicode
    replied
    Your "Very Low-Bouncing Fireballs" GG code is nice!

    But your "Kicked Shells Move Slowly" GameGenie code not work properly because I found a few bugs:
    • pulley platforms like these in world 3-3 and 4-3 don't work correctly when this code is enabled;
    • when you stomp a Koopa Paratroopa while it jumping on ground, it will fly out of screen very quickly and you won't be able to defeat it;
    • in end World of 3-3 I also got a graphic errors in the background castle after the flagpole.

    P.S. I now tested @BeyondTheStatic "Kicked Shells Move Slowly" LAEIVZPA code again on Super Mario Bros. (W) [o3] and Super Mario Bros. (W) [!] and I still get the issues noted above again. Without that code these bugs doesn't appear in the game. I would please @BeyondTheStatic test and fix it.
    Attached Files
    Last edited by Unicode; 10-06-2011, 03:04:27 AM.

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  • OldSchoolGamer
    replied
    Ok I get it

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  • ReyVGM
    replied
    Let's say for example (a crude one), that this is how SMB looks. Addresses from 0000 to 0040 contain the entire SMB game.

    0000
    0010
    0020
    0030
    0040

    Now, this is how SMB + Duck Hunt looks. Where 0000 to 0010 contains the game selector. 0020 to 0060 contains Mario bros and 0070 to 0090 contains Duck Hunt. To make the codes work, all you have to do is find out where the code is located in the new address chunk and then you'll be able to find the others easily. It's either that or re-hack all the codes again from scratch.

    0000 |____ Selector
    0010 |

    0020 |
    0030 |
    0040 |------ Mario Bros
    0050 |
    0060 |

    0070 |
    0080 |---- Duck Hunt
    0090 |
    Last edited by ReyVGM; 10-05-2011, 12:52:42 AM.

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  • rimsky82
    replied
    Originally posted by OldSchoolGamer View Post
    I thought both those cartridges have the same game code for SMB. So how could a cheat code work for one cartridge and not the other?
    Because that doesn't mean the code is in the same location of the ROM. The code entry point for the smb-only cart would be at 0x8000 of the first page, but because the smb+dh has the selector in the beginning, the smb code comes later. So, as long as the code is identical, you should be able to find an offset and apply it. However, if they do work on both carts, like some are saying is true, it's possible that the smb code starts on a new page. That would make the codes work on both carts, because the addresses would be the same.

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  • ReyVGM
    replied
    I might be using incorrect terms here, but...

    If there's another game inside, then the amount of memory would be bigger and the codes/addresses wouldn't be located in the same place.

    But that's an easy fix, just find where a couple of codes are located in the new ROM and you'll be able to convert them easily.

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  • OldSchoolGamer
    replied
    I thought both those cartridges have the same game code for SMB. So how could a cheat code work for one cartridge and not the other?

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  • Hybrid
    replied
    Did you mean "APAPTI?" That code only works for SMB1+Duck Hunt. I couldn't find a comparable cheat for the SMB-only cart. I remember discovering a similar cheat a long time ago, back when I used to find things the hard way. It worked for all background elements, like trees, hills, castles and the like. Lost my code book though, which sucks royal ass. Can't even find it for this game; to do so might require going back to the old ways of plugging in every_possible_character_combination, which I am not prepared to do. I'll keep trying.
    that code works for me on a SMB only cart and game genie

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  • BeyondTheStatic
    replied
    Originally posted by BigBossman View Post
    Codes have been added.
    I thank ya, sir. They're categorized and everything

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  • BeyondTheStatic
    replied
    Originally posted by BigBossman View Post
    Would it possible to make these same codes for SMB1 for Super Mario All-Stars on SNES?
    It's possible, but it would take me a helluva long time to do it. The NES has The Best hacking tool for any retro system: FCEUX. Hacking utilities for other systems are simply horrible. I work mainly with the code/data logger and trace logger. I can get real-time updates when new code is executed, or a big file when want it (both are best). I want to know when something has changed. Your standard cheat searches really don't tell you everything
    Last edited by BeyondTheStatic; 10-04-2011, 07:49:21 PM.

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  • BeyondTheStatic
    replied
    Originally posted by Unicode View Post
    @BeyondTheStatic, whether is possible you make also a codes:
    • fireballs thrown by Fire Mario / Luigi travels on surface of ground;
    • Koopas's and Paratroopa Koopas's shells moves slowly after they're kicked by Mario or Luigi (I found a code for this - APAPTI made by an unknown hacker, but I don't see it to work);
    I think a couple these new codes fulfill those requests.

    • Mario and Luigi can stay onto clouds in background (a code for this also already exists - EPASUX made by any hacker called "Yetiho" but it won't let you to pass the water levels as World 2-2).
    Did you mean "APAPTI?" That code only works for SMB1+Duck Hunt. I couldn't find a comparable cheat for the SMB-only cart. I remember discovering a similar cheat a long time ago, back when I used to find things the hard way. It worked for all background elements, like trees, hills, castles and the like. Lost my code book though, which sucks royal ass. Can't even find it for this game; to do so might require going back to the old ways of plugging in every_possible_character_combination, which I am not prepared to do. I'll keep trying.

    Code:
    ~~~ Fireball Manipulation ~~~
    
    Very Low-Bouncing Fireballs
    NNKLGTAS
    [B]NOTE: They can't possibly skip over enemies' heads on a flat surface.[/B]
    Code:
    ~~~ Enemy Modification ~~~
    
    Kicked Shells Move Slowly
    LAEIVZPA
    [B]NOTE: They will slide as fast as a Koopa can march, but can no longer bounce off of blocks.[/B]
    
    Kicked Shells Move Very Quickly
    XPEIVZPE
    [B]NOTE: Too fast to catch up with! They cannot bounce off of blocks anymore.[/B]
    
    Enemies & Mushrooms Move Very Quickly (yet another hard mode)
    ZPNKEZAE
    [B]NOTE: Mario suddenly realizes that his pasta diet isn't helping him keep up with everything :S[/B]
    
    All Enemies Behave Like Hammer Bros.
    OZEGSPSU
    IAEGVPTP
    [B]NOTE: Enemies still retain their basic appearance (and some of their dynamics)... but now they ALL wield hammers, jump, and target YOU specifically! They'll often alter their animations while throwing hammers, and will sometimes kill themselves. Good luck beating the game with only this one cheat >:D Is compatible with the "All Enemies Are" cheats.[/B]
    
    All Enemies Are Bloopers (squid)
    OXNGPPOU
    YENGZOOT
    [B]NOTE: Out of the water, these enemies can be stomped. Pirahna plants, fire bars and Bowser are unaffected. Will take effect as new enemies are loaded.[/B]
    
    All Enemies Are Jumping Fish!
    OXNGPPOU
    GONGZOOT
    [B]NOTE: Run, for your Princess's sake! Pirahna plants, fire bars and Bowser are unaffected. Will take effect as new enemies are loaded.[/B]
    
    All Enemies Are Randomly-Spawning Bullet Bills
    OXNGPPOU
    YONGZOOT
    [B]NOTE: Probably not so difficult.. until it is. Pirahna plants, fire bars and Bowser are all unaffected. Will take effect as new enemies are loaded.[/B]
    
    All Enemies Are Fire Bars (CCW)
    OXNGPPOU
    TONGZOOV
    [B]NOTE: You know, the ones you see in castles. This will change your tactics somewhat :) Pirahna plants, fire bars and Bowser are unaffected. Will take effect as new enemies are loaded.[/B]
    
    All Enemies Are... (insert enemy here)
    OXNGPPOU
    ??NGZOO(T/V)
    [B]NOTE: See Data Crystal's RAM map for this game, though not all values are entirely accurate. Pirahna plants, fire bars and Bowser are all unaffected. Will take effect as new enemies are loaded.[/B]
    Code:
    ~~~ Misc. ~~~
    Powerups Keep Rising
    ASKLOGEP
    [B]NOTE: They'll continue to rise into the air when they should have stayed put. Sometimes they fall suddenly after reaching the top of the screen, and other times you can't grab 'em even when you do catch up with the suckers.
    [/B]

    ~BTS
    Last edited by BeyondTheStatic; 10-04-2011, 08:32:27 PM.

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  • BigBossman
    replied
    Codes have been added.

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  • BigBossman
    replied
    I tried these many of these codes out last night. They are awesome. Who'd of thought that they could make more. I especially like the triple stack codes. When you go into a bonus pipe, there's a pit below. Going up the vine causes you to collect even more coins.

    Would it possible to make these same codes for SMB1 for Super Mario All-Stars on SNES?
    Last edited by BigBossman; 10-04-2011, 06:52:25 AM.

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  • Tony H
    replied
    Just when you think there can't be anymore good codes for SMB. Nice job.

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