I am looking to get either a code that gives the counselors any weapon to start with instead of the rock or a code that changes the dagger pick up to a different weapon. I will be using this code on a real Game Genie and not an emulator.
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Game Genie Request - Friday The 13th
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Hi PPK,
The routine which makes you start with a certain weapon also changes a number of other things, including how much life you have. Since a full life meter is a large value, and weapon designations are small values, any "start with" cheat for weapons also gives you almost zero life. It's a bummer, since they only required 2 codes each to work (1 for the torch). But since they write to other, unknown values, I won't post them.
The following cheats all require 3 codes, but if you have two Game Genies you can enter up to six codes on a real system, or so I've heard. That's assuming you want to use other cheats alongside these ones.
P.S. In the future, you might want to specify the game system in your post's titleCode:Friday The 13th (U) - NES Always Get the Torch When Passing Weapons OZUTVUSX AAUTNLTA XTUVELIE [B]Note: You will need to choose "PASS" two times.[/B] Always Get the Knife When Passing Weapons OZUTVUSX PAUTNLTA XTUVELIE [B]Note: You will need to choose "PASS" two times.[/B] Always Get the Axe When Passing Weapons OZUTVUSX ZAUTNLTA XTUVELIE [B]Note: You will need to choose "PASS" two times.[/B] Always Get the Rock When Passing Weapons OZUTVUSX LAUTNLTA XTUVELIE [B]Note: You will need to choose "PASS" two times.[/B] Always Get the Machete When Passing Weapons OZUTVUSX GAUTNLTA XTUVELIE [B]Note: You will need to choose "PASS" two times.[/B] Always Get the Pitch Fork When Passing Weapons OZUTVUSX IAUTNLTA XTUVELIE [B]Note: You will need to choose "PASS" two times.[/B]
Last edited by BeyondTheStatic; 10-28-2011, 02:53:25 PM.
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Codes have been added.
That's true. I've got 2 NES Game Genies & you can use 6 codes at a time. The only problem is that the 2nd Game Genie is succeptable to being affected by a code in the 1st Game Genie. I never figured that codes from one GG could affect the other. This doesn't always happen, but it does on occasion. Sometimes the effect will prevent you from advancing to the game. If that happens, the best thing to do is use the cheats on the 2nd Game Genie. This will allow you to get to the game without any problems.Originally posted by BeyondTheStatic View Post
The following cheats all require 3 codes, but if you have two Game Genies you can enter up to six codes on a real system, or so I've heard. That's assuming you want to use other cheats alongside these ones.Last edited by BigBossman; 10-28-2011, 05:18:52 PM.Hacking games is always fun because you don't know what's hidden in the game.
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TY, BigBossman.Originally posted by BigBossman View PostCodes have been added.
I guess it stands to reason, since the Game Genie is a ROM cartridge that affects the cartridge over it. But... this brings up an interesting idea!That's true. I've got 2 NES Game Genies & you can use 6 codes at a time. The only problem is that the 2nd Game Genie is succeptable to being affected by a code in the 1st Game Genie. I never figured that codes from one GG could affect the other. This doesn't always happen, but it does on occasion. Sometimes the effect will prevent you from advancing to the game. If that happens, the best thing to do is use the cheats on the 2nd Game Genie. This will allow you to get to the game without any problems.
What about hacking the Game Genie itself to overcome the six code limit? It is my understanding that six codes is all you can have no matter how many Game Genies you stack up. It must be a built-in feature to reduce physical stress on on the NES. Galoob wouldn't want to be sued if their cheat device broke your Nintendo, after all. So there's probably just a single branch or CMP statement somewhere that controls this. Unfortunately, I have no idea how to hack it, since I would need to load one Game Genie on top of the other in an emulator to test their interactions, and I don't think any emulator will allow that (I could be wrong).
If we ever have another hacking target, maybe this should be it: hack the Game Genie to allow more codes/cartridges to work on real systems. Sure, you'd have to enter the same code numerous times, but it would be worth it to anyone who has a stack of Game Genies laying around and a long cheat they want to try out
P.S. If you or anyone else owns three or more Game Genies (and a real NES), would you mind testing out some codes? I can't promise anything (I can only see what happens when you press START), but if we get enough interested hackers and gamers working on this, we might overcome the six code limitation!Last edited by BeyondTheStatic; 10-28-2011, 06:31:18 PM.
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here ya go and enough to fit one more code in on a single game genie Congrats to MrMiniMog for making that code and it being jhis first me made aloneOriginally posted by MrMiniMogWoo, here is the first code I made on my own!!!! I am so excited I actually made one that!
Friday the 13th
Start with weapon + All teens have the same weapon
OUSESTOP
+ (one of these)
AAEAXYLA - Torch
PAEAXYLA - Knife
ZAEAXYLA - Axe
GAEAXYLA - Machete
IAEAXYLA - Pitchfork
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Shit! Now I have to find out how that works; those addresses are separated by several places :S I have so much to learn!Originally posted by Hybrid View Posthere ya go and enough to fit one more code in on a single game genie Congrats to MrMiniMog for making that code and it being jhis first me made alone
Will MrMiniMog be willing to add his codes to the database?
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$0506 is where the current weapon is stored. So with that you can use a break point to find that $8F03 sets $0506 when the game boots up, just before you see Jasons mask. So you can use that info to make the code AAEAXYLA (or the others). Game boots up, and it sets $0506 to the number/weapon you want. Yay......until you start the game.
Now if you are watching $0506, you see that it resets to 03 right after the "light the fireplace..." screen, which is the same as when you change a character. If your break points are still on you should find that $8EDD is what sets $0506 when the game starts/character is changed. I just used this instruction set to find what to use.
http://gamehacking.org/faqs/6502_Instruction_Set.txt
As Hybrid said, this was the first code I was able to make on my own. I really don't know too much about NES programming or hacking for codes, but I am slowly learning. I still don't even know what most of those instructions do, just the basic ones like load and store.
I am sure a code could be made to make a specific teen have a specific weapon, or maybe allow each to have their own different weapon, but I was happy with how this one came out.
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same question mog. can we have your code listed on the database on the site.Originally posted by BeyondTheStatic View PostShit! Now I have to find out how that works; those addresses are separated by several places :S I have so much to learn!
Will MrMiniMog be willing to add his codes to the database?
great work by the way totally jealous you got that code.
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First off thank you BeyondTheStatic for your try at the codes. And thank you MrMiniMog for your codes. Sorry to everyone for not specifying that it was for the NES my bad.
I just tried the code and it works perfectly but you should add a note about the code. If you pick up a new weapon (stupid dagger popping out when you don't need it) it overwrites the weapon to all the counselors which is still nice but not when its that damn dagger.
Playing some more with the codes and I've notice that the code not only gives all counselors your choice of weapon at the start but it interconnects all of their inventories into one so any time one gets the lighter, keys, Vitamins, or flashlight they all have them which explains why a new weapon pickup affects all counselors.Last edited by PPK; 10-29-2011, 01:11:20 PM.
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Ya, that what I was trying to say by "all teens have same weapon" but I couldn't really figure out how to word it very well, so it is a little confusing.Originally posted by PPK View PostIf you pick up a new weapon (stupid dagger popping out when you don't need it) it overwrites the weapon to all the counselors which is still nice but not when its that damn dagger.
That's neat that they all have the same inventory, but I guess it makes since with how the code is done. Maybe the code should say "Start with weapon & all teens share same inventory"
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Here, add this code in there.Originally posted by PPK View PostIf you pick up a new weapon (stupid dagger popping out when you don't need it) it overwrites the weapon to all the counselors which is still nice but not when its that damn dagger.
Pick up new weapon does nothing (Always keep same weapon)
SZONASSE
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Ah, it all makes sense now, thanksOriginally posted by MrMiniMog View Post$0506 is where the current weapon is stored. So with that you can use a break point to find that $8F03 sets $0506 when the game boots up, just before you see Jasons mask. So you can use that info to make the code AAEAXYLA (or the others). Game boots up, and it sets $0506 to the number/weapon you want. Yay......until you start the game.
Now if you are watching $0506, you see that it resets to 03 right after the "light the fireplace..." screen, which is the same as when you change a character. If your break points are still on you should find that $8EDD is what sets $0506 when the game starts/character is changed. I just used this instruction set to find what to use.
I was actually on the right track, but never found the LDA #$03 instruction. I should use the debugger more often, instead of relying too much on the trace & code/data logging features.
Well, I hope you continue making codes!As Hybrid said, this was the first code I was able to make on my own. I really don't know too much about NES programming or hacking for codes, but I am slowly learning. I still don't even know what most of those instructions do, just the basic ones like load and store.
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