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GameGenie81
Posted on 08-15-07 12:12 PM, in Game Genie Code List (rev. 2 of 08-15-07 12:25 PM) Link | Quote | ID: 62597


Koopa
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Does anyone know exactly what values will change the *PPPPP codes (when using them on Super Mario 1) so that I can get the normal (not the modified TVVOAE type) underwater music to play in certain levels?

I found that by entering APPPPP or other codes, and modifying the GG code's value to 015 (leaving its address of 9111 intact), the normal underwater theme is left intact in the underwater scenes. The modified version is also present, used in the castle levels. For the overground scenes, the mid-level music is used, and the mid-level music is replaced by a loopy version of the overground theme.

Thank you,



Ben (GameGenie81)


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GameGenie81
Posted on 08-15-07 12:48 PM, in Hacking SMB1 with SMB Utility to Make SMB Special Link | Quote | ID: 62599


Koopa
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Hi,

Does anyone how I can modify SMB1, using the SMB Utility hacker, to make an NES version of Super Mario Bros. Special?

What SMB Special is, it is a rare version of SMB released by Hudson Soft (under license, of course, from Nintendo) in 1986 for the Japan-only NEC PC-8801 personal computer.

The original SMB1 did not have any upside-down pipes (SMB2J, however, did).

Anyone out here with pointers, thank you,



Ben

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GameGenie81
Posted on 08-16-07 06:53 AM, in Hacking SMB1 with SMB Utility to Make SMB Special Link | Quote | ID: 62848


Koopa
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Please do provide the correct link(s).

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GameGenie81
Posted on 08-16-07 08:02 AM, in Some SMB1 Game Genie Codes I Found Link | Quote | ID: 62855


Koopa
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Here is a list of some NES Game Genie codes for Super Mario Brothers that I found myself:

EVELYN (address 0xB787, data 0x232) - The bonus timer counts down as slow as molasses
ASHLYN (address 0xB787, data 0x088) - Like EVELYN, except the bonus timer is faster-paced
AILEEN (address 0x8F38, data 0x088) - Causes graphic alterations, much like the infamous IKAAAE code.

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GameGenie81
Posted on 08-23-07 06:48 PM, in Infinite Energy Code for Castlevania 1 (NES) Link | Quote | ID: 63385


Koopa
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Does anyone have any Game Genie codes that will give me infinite energy for Castlevania 1 for NES?

Thank you,



Ben

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GameGenie81
Posted on 08-24-07 01:44 AM, in Infinite Energy Code for Castlevania 1 (NES) Link | Quote | ID: 63526


Koopa
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Posted by master higgins
Hi, i found only this code by my own

SZUTYYSA

The energy won't decrease when you are hit.

I could't find a cheat for invincibility , because now I don't have enough time and I have to go to work

Cya!, and Good luck!


That code did not work. What next?

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GameGenie81
Posted on 08-24-07 05:58 PM, in Infinite Energy Code for Castlevania 1 (NES) Link | Quote | ID: 63598


Koopa
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Posted by master higgins
Hmm, I think this code only works with the PRG0 version of the Castlevania rom (Castlevania (U) (PRG0)). I'll search for the code for the PRG1 version. PM me for the rom

EDIT: TRY THIS ONE

SZSVLYSA

Ooof!, I'm too tired. I hope it works. Feel free to ask for more codes!

Cya!


That one works! Thank you. I have the PRG1 ROM if you must know the version.

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GameGenie81
Posted on 08-26-07 11:57 PM, in SMB1 patches! (rev. 2 of 08-27-07 12:01 AM) Link | Quote | ID: 63813


Koopa
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Hi,

Does anyone know of any sites that have the following SMB1-specific patches, such as:

*All Night Nippon patch (which converts your copy of SMB1 to All Night Nippon SMB)
*SMB2 Japan patch (converts your SMB1 ROM to SMB2 Japan)
*SMB1 FDS Minus World patch (converts the endless underwater World -1 to its FDS counterpart which also has Worlds -2 and -3, which are respectively, a repeat of World 7-3 and World 4-4 with underground graphics. The FDS World -1 is World 1-3 underwater)
*Vs. SMB arcade patch (which converts your ROM to that of the Vs. SMB arcade version)

*FDS = Famicom Disk System

Thank you,



Ben (GameGenie81)


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GameGenie81
Posted on 09-02-07 11:03 PM, in GG Codes for - Mega Man: The Wily Wars Link | Quote | ID: 64582


Koopa
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Hi,

Does any one here know of any Game Genie codes for the Sega Genesis/Mega Drive only game "Mega Man: The Wily Wars"?

The game wasn't released in the USA (other than it appearing on the short-lived "Sega Channel" service), but, MM:TWW is a compilation of the first three MM games originally released for the Nintendo NES.

The specific codes (represented as xxxx-xxxx) I want for MM:TWW are:

*Infinite energy
*Infinite lives
*Faster running

Thank you,



Ben


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GameGenie81
Posted on 09-03-07 12:43 AM, in Game Genie Code List Link | Quote | ID: 64589


Koopa
Level: 24

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Since: 08-15-07
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Hi,

Does any one here know of any Game Genie codes for the Sega Genesis/Mega Drive only game "Mega Man: The Wily Wars"?

The game wasn't released in the USA (other than it appearing on the short-lived "Sega Channel" service), but, MM:TWW is a compilation of the first three MM games originally released for the Nintendo NES.

The specific codes (represented as xxxx-xxxx) I want for MM:TWW are:

*Infinite energy
*Infinite lives
*Faster running

As I said before, the games represented here are Mega Man (1987), Mega Man 2 (1988) and Mega Man 3 (1990).

Thank you,



Ben

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GameGenie81
Posted on 09-05-07 04:48 AM, in Game Genie Code List Link | Quote | ID: 64796


Koopa
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SMB1 MUSIC-CHANGING CODES

Sure, I've known of such music-changing codes in Super Mario Bros. 1, like:

KAEPYO - Normal underwater theme music in all levels
TVVOAE - Modified underwater theme music in overworld only
Any *PPPPP code - Rearranges theme music throughout

But, can you guys think of any that will induce the following in specific parts of the game, such as those that may bring:

*Normal underwater theme music in the overworld
*Modified underwater theme music in the underwater
*Normal underground theme music in the castle

We have to figure out which raw values and addresses to alter to get this combo.

Thank you,



Ben



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GameGenie81
Posted on 09-11-07 04:08 AM, in Game Genie Code List Link | Quote | ID: 65190


Koopa
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OK, here are some of the SMB GG codes I'd discovered that will bring up the normal underwater theme music on the outside:

LGPPPP
SYPPPP
VTPPPP

Try 'em all for yourself.

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GameGenie81
Posted on 11-14-07 09:14 AM, in Game Genie Code List Link | Quote | ID: 70019


Koopa
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Posted by HyperHacker
I remember finding this one while screwing around, and being somewhat amused:
Super Mario Bros: ININIT - 1-1 music is always playing


Sure it does, even during the lives remaining screen. Any similar codes like this, but with a hexadecimal address of 0x9107?

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GameGenie81
Posted on 11-15-07 11:23 PM, in How to use SMBED - Japanese background and metatile editor Link | Quote | ID: 70132


Koopa
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Would anyone please let me know when an English version of this appears. If so, please send me the correct download link.

Thank you,



Ben (GameGenie81)


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GameGenie81
Posted on 11-25-07 08:15 AM, in Game Genie Code List Link | Quote | ID: 70670


Koopa
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Does anyone know of any Game Genie code (either six or eight letters) for the NES version of Jackal that will allow you to retain your Prisoners of War after death?

I know the classic GG codes for the NES version of Jackal are:

SZTPSI - Infinite lives for both players
PAPKXZ - Both players 1 and 2 start with 1 life
PAPKXX - Both players 1 and 2 start with 9 lives
GXZTSG - Keep weapons after death
LEZTKG - Full weapons after death

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GameGenie81
Posted on 12-06-07 08:50 AM, in Game Genie Code Troubles (rev. 2 of 12-06-07 08:54 AM) Link | Quote | ID: 71273


Koopa
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Since: 08-15-07
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Hi,

Does anyone know what would be the proper hex value to go with hex address 0x1107 (0x9107 as recognized by the NES' CPU) to make the following SMB level songs play all the time for always (except for the scene movement and bonus stage songs which are unchanged by this code), rather than shift songs every now and then?

The GG codes that are not properly described:

TZEPYO (hex value 2E) - Low background music
TPEPYO (hex value 1E) - Koopa Stage music
YYAPYO (hex value 7F) - Star Man music

The same results are confirmed when I entered these same codes in NEStopia and FCE Ultra.

Only KAEPYO (underwater; hex value 8C) and PTEPYP (underground; hex value 61) hold true to their descriptions.

Thank you,



Ben


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GameGenie81
Posted on 12-06-07 10:23 PM, in Game Genie Code Troubles (rev. 2 of 12-07-07 03:36 AM) Link | Quote | ID: 71299


Koopa
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Posted by frantik
try replacing AC 42 07 with A0 XX EA. (where XX is 00 thru 03)

EZAPTP
AAAPYP (or PAAPYP, ZAAPYP, LAAPYP)
XTAOAO



Let me give you some more insight on these codes, courtesy of FCEUXD:

KAEPYO - Underwater music
Address: 9107
Compare: N/A
Value: 8C
Possible affected ROM addresses: 001117, 003117, 005117, 007117
Debug line: $9106:AC 8C 07 LDY $078C = #$00

PTEPYP - Underground music
Address: 9107
Compare: N/A
Value: 61
Possible affected ROM addresses: Same as KAEPYO
Debug line: $9106:AC 61 07 LDY $0761 = #$02

TPEPYO - Starman music
Address: 9107
Compare: N/A
Value: 1E
Possible affected ROM addresses: Same as KAEPYO
Debug line: $9106:AC 1E 07 LDY $071E = #$FF

TZEPYO - Low background music
Address: 9107
Compare: N/A
Value: 2E
Possible affected ROM addresses: Same as KAEPYO
Debug line: $9106:AC 2E 07 LDY $072E = #$08

YYAPYO - Koopa Stage music
Address: 9107
Compare: N/A
Value: 7F
Possible affected ROM addresses: Same as KAEPYO
Debug line: $9106:AC 7F 07 LDY $077F = #$0D



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GameGenie81
Posted on 12-07-07 01:13 PM, in The FECADB Method of Encoding a GG Code (rev. 2 of 12-07-07 01:15 PM) Link | Quote | ID: 71327


Koopa
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Hi,

I have not had much luck using the FECADB method of encoding a Game Genie code.

Per what Col. G.L. Sicherman states on his page (see it at http://www.monmouth.com/~colonel/videogames/nes/genie.html), he describes that to encode a Game Genie code, that he defines that each nibble identifying the six or eight letters of a GG code (eight letter codes will also have a compare value, given as GH).

To encode a Game Genie code, this is how the Colonel describes it:

Example = Infinite lives in Super Mario Bros. Change the value associated with address $91D9 to $AD. The address nibbles, ABCD, are 1001-0001-1101-1001; the value nibbles, EF, are 1010-1101. Clearing the high bit of A, and then re-arranging these nibbles according to the FECADB, this would give out as 1101-1010-1101-0001-1001-0001. But then how do I rotate these binary bits to the left so that the final result of SXIOPO is revealed?

Thank you,



Ben


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GameGenie81
Posted on 12-07-07 11:08 PM, in The FECADB Method of Encoding a GG Code (rev. 2 of 12-07-07 11:09 PM) Link | Quote | ID: 71349


Koopa
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Let me try this one:

To encode address $9107 and value $61 as a GG code for NES, I would do this:

A = 9 (1001)
B = 1 (0001)
C = 0 (0000)
D = 7 (0111)
E = 6 (0110)
F = 1 (0001)

As F-E-C-A-D-B:
0001-0110-0000-0001-0111-0001

Leftward rotation:
001-0110-0000-0001-0111-00010

Revised dashes:
0010-1100-0000-0010-1110-0010

Decimal conversion:
2-12-0-2-14-2 (P-T-A-P-Y-P)

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GameGenie81
Posted on 12-08-07 12:01 AM, in NES Super Mario 1 - Infinite Time Code Link | Quote | ID: 71353


Koopa
Level: 24

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I am trying to make a GG code for the NES version of Super Mario Bros. 1 that will allow me to have infinite time.

The first four digits of the PAR (Pro Action Replay) code for this effect is 0787, which you then enter as the break point in the 6502 debugger window within FCEUXD. Where in the game do I insert my break point so that this code works properly?

Thank you,



Ben


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