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GameGenie81
Posted on 12-08-07 02:12 AM, in NES Super Mario 1 - Infinite Time Code (rev. 2 of 12-08-07 02:19 AM) Link | Quote | ID: 71360


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Posted by CKY-2K
address 3797=how many frames counts as a second
address 379e=value to decrease/increase to the timer


What should the new value be at address $B787 to replace the original one of $18?

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GameGenie81
Posted on 12-08-07 04:55 AM, in NES Super Mario 1 - Infinite Time Code Link | Quote | ID: 71365


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Posted by frantik
change 0x379e to 00 and the clock will stop


Thank you. The resulting GG code is AEEUTNNY, which is address 0xB78E, replacement value 0x00 and compare value 0xFF.

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GameGenie81
Posted on 12-08-07 07:17 AM, in ROM hacking utilities Link | Quote | ID: 71370


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Are there any level editors out there for Super Mario Bros. 2 (Japan)?

If so, then please submit a tutorial if the program is not in the English language.

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GameGenie81
Posted on 12-28-07 10:25 AM, in NES Game Genie tunes Link | Quote | ID: 72289


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This is a thread I assume a lot of you are going to like in the world of the Nintendo Entertainment System crossed with a Game Genie. Yeah, it's all about the codes that swap or alter the music within the games.

To get started, here's several of many music codes many Game Genie lovers have used on Super Mario Bros. for the NES:

Those which change the music in one part of the level only, or play all the time:
KAEPYO - Normal underwater level music all the time (except the scene movement, though)
PTEPYP - Underground level music all the time (except the scene movement, though)
TVVOAE - Underwater music, altered (treble and bass lines intact, but lacks harmony)
GVVOAE - Underground music, altered (plays in overworld stages only)
IVVOAE - Loopy overworld music (plays in overworld stages only)
GGAOAP, PGOPGO - No music at all (except flagpole and when saving Toads and Peach)

Codes which switch the music all across the board (only the theme music which replaces the standard overworld theme is listed):
NTPPPP - Overworld theme (normal) (default)
GAPPPO - Overworld theme (normal)
PAPPPP - Loopy overworld theme
TAPPPO, LGPPPP, PTPPPO, SYPPPP, VTPPPP - Underwater theme (normal)
OYPPAO, XPPPPP, UPPPPP - Underwater theme (altered)
PPPPPP - Underground music
KPPPPP - Koopa stage music
ZPPPPP, GPPPPP, VPPPPP - No music
PIPPPP, STOPPP - Starman music
YYPPPP - No music

Codes which alter parts or all of the normal music (and maybe the game graphics as well), or those that alter when Mario reacts either by jumping, hitting something, or even reacting with Bowser's minions:
STANLY - Jazzed-up background music
PPPNLY, STONLY - Music starts and stops
STLNLY - Crazy space jazz! (But you can't beat a level)
STINLY - Music plays all the time and switches between tunes at times in each level
AEENLY, ZEANLY, YEANLY - Sound FX freak-out!
LLAYGN, ZZAYGN - Beepy music! (Underwater levels crash the game, though)
STAPTO - Music stops immediately
UNVUXV - Repeating music
POZPIS - Music screws up when you interact with something
SKINIT - Scene movement music

Let's see what you all got up your sleeves from Santa that will improve on this thread.









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GameGenie81
Posted on 12-29-07 10:41 AM, in NES Super Mario 1 - Infinite Time Code (rev. 2 of 12-30-07 08:22 AM) Link | Quote | ID: 72339


Koopa
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Posted by CKY-2K
SZVLTYYE
To specifically kill off the exact address.

PEEUTNNY
makes the counter count upwards, but if you go about 999 then it goes to 000, leading to a time out.

That code you found pretty much does the same effect as freezing the 'seconds' timer.

Either way, from all the info gathered, this is a good topic for anyone who wants to edit some of the time settings.


Also, when I enter the first four numbers of the corresponding PAR code of 0787, I get a different address than what should be specified (0FED; possible ROM file addresses affected are 0FFD, 2FFD, 4FFD or 6FFD), which should be something whose affected ROM file address is 000797. It could be because the ROM image of SMB that I have (Mario.nes) is a different version.

For those who want to know more: when I entered "0787" as the (written) break point in the 6502 debugger window, when I start the game for the first time, the debug window appears (which means a break point has been set, which causes the game to freeze as it is trying to change the RAM address that I just set). There, I get a debug line which reads "8FED:9D 80 07 STA $0780,X @ $0787 = #$00" (in which the two sets of numbers after 9D, the hex value, point to 0780, not 0787).

What is going on here?




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GameGenie81
Posted on 12-30-07 08:23 AM, in NES Super Mario 1 - Infinite Time Code Link | Quote | ID: 72389


Koopa
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Posted by Hamtaro126
Gamegenie: Please no ROM links, this site is a rom site so it is not allowed here to post it.


Link removed. Now, would you or anyone else please answer what all the debugger lines mean?

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GameGenie81
Posted on 01-05-08 02:45 PM, in Troublesome SMB Music Codes Link | Quote | ID: 72793


Koopa
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Hi,

There seems to be but a few Game Genie codes for SMB 1 out there which don't allow you to clear the first World. Among them:

GEONIN (address $F79D @ value $0C)
STLNLY (address $F73B @ value $E5) - description is "Crazy space jazz!"
VYNNYN (address $F77F @ value $FE)

What seems to be wrong in terms of address, value, 6502 debug command line arguments and the like?

In other words, what should I look for in the 6502 debugger window within FCEUXD SP when the above codes are used?

Thank you,



Ben




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GameGenie81
Posted on 01-08-08 12:44 AM, in SMB Permanent Invincibility Code for Game Genie Link | Quote | ID: 72978


Koopa
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Hi,

Can anyone think of any permanent (but permanent w/o any deaths) invincibility codes that I can input into a Game Genie when I use it for Super Mario Bros. for the NES?

There is one out there, PKAOZP, that will do it, but whoever created this code states that Mario will sometimes die after he beats a certain level with a flag pole. I would like an equivalent code to this where Mario doesn't die at all...

Thank you,



Ben


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GameGenie81
Posted on 01-13-08 09:13 PM, in Koopa Stage music RAM storage find with FCEUXD SP 1.07 Link | Quote | ID: 73423


Koopa
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Hi,

I have FCEUXD SP 1.07. Therefore I would like some help as to what rules to set up with the FCEUXD's RAM filter so I know what address this music is stored at.

The game is Super Mario Brothers for NES.

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GameGenie81
Posted on 01-14-08 10:06 AM, in Can't Log In Again... Something New? Link | Quote | ID: 73477


Koopa
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I cannot seem to log in conventionally.

What happens is... when I log in from the forums themselves, it still says I am logged out. What do I do???

Thank you,


Ben (GameGenie81)


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GameGenie81
Posted on 01-26-08 11:05 AM, in How Do I Use ROM Corruptor to Find Music? Link | Quote | ID: 75058


Koopa
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How do I use ROM Corruptor to find area music in Super Mario Brothers for the NES?

Suppose I want it to change the game area music to have it play the between-level music all the time, here's what I would do with the ROM corruptor program:

Start point: 0x00001116 ($9106)
End point: 0x00001118 ($9108)
Values: $00 to $05 (where 00 = underwater; 01 = overworld; 02 = underground; 03 = Koopa Stage; 04 = coin bonus/Starman; and 05 = between level music)

And then what do I enter in the replacement field?

Specific byte: 05 (to trigger between level music)
Increase/decrease by: ??
Random byte: Random (obviously)



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GameGenie81
Posted on 01-30-08 09:33 AM, in 65816 ASM tutorial (rev. 2 of 04-22-08 09:42 PM) Link | Quote | ID: 75594


Koopa
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So, if I know how to do this, then I may be all set here:

$90F9:A0 05 - LDY #$05: This tells the game to load #$05 into Y.
$9106:AC 4E 07 - LDY $074E = #$01: This tells the game to load the value stored at RAM address $074E into Y.
$9109:AD 43 07 - LDA $0743 = #$00: This tells the game to load the value stored at RAM address $0743 into A.
$9113:85 FB - STA $00FB = #$80: This tells the game to store the value located at RAM address $00FB into A.

Also, what does ORA mean?

~Ben (GameGenie81)



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GameGenie81
Posted on 02-06-08 06:32 PM, in Game Genie Code List Link | Quote | ID: 76510


Koopa
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Posted by BMF54123
Super Mario Bros.

Super Mario Bros. 2

OZKONE
TUNOPA
I'll let you figure out what they do, because I forgot which is which and I'm too lazy to load up the ROM.




I tried the second SMB2 code you found in Super Mario Bros. 1, and that changed the between-level music to the underwater theme (not knowing this and OZKONE were for SMB2 at first).

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GameGenie81
Posted on 02-06-08 08:43 PM, in Game Genie Code Troubles Link | Quote | ID: 76517


Koopa
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Posted by frantik
the problems stem from the fact 9107 is in the middle of an LDY command ($9106:AC 4E 07 LDY $074E) . The value you are changing causes it to pull a value from different parts of memory in the $07xx range. You need the number stored in the memory address to be between 0 and 3 for the main music types which are water, underground, overworld, and castle respectively. unfortunately it's not so easy to find areas in memory which will always be a certain value (excluding 0 which isn't too hard)

you're better off rewriting the whole line to something like LDY #$01 cause then you can just change the numeric value. This will cost you 3 game genie codes though

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

EZAPTP
AAAPYP (or PAAPYP, ZAAPYP, LAAPYP)
XTAOAO



EZAPTP commands Star Man music in Overworld and Koopa Stage, while it commands the repeating overworld music elsewhere (except for between levels and Bonus stages)
Command line: $9106:A0 4E - LDY #$4E

The *AAPYP codes you mentioned (I tried all that you listed) all trigger the underwater theme, same as KAEPYO

And XTAOAO commands the repeating Overworld theme everywhere except between levels and in the Bonus Stages.
Command line: $9106:AC 4E EA - LDY $EA4E = #$AA

And a bonus:

STAPTO = Between-level music all the time, except in Bonus Stage. However, when you exit from a pipe from underground or underwater, the Underwater level music is heard until you collect Star Man or beat a level, and then it resets to the between-level music again.
Command line: $9106:ED 4E 07 - SBC $074E = #$01

AGEOLP = Star Man music all the time, again.
Command line: $9109:AD 43 40 - LDA $4043 = #$FF

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GameGenie81
Posted on 02-11-08 03:18 AM, in Super Mario Pro Action Replay Codes (rev. 2 of 02-11-08 03:18 AM) Link | Quote | ID: 77141


Koopa
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Hi,

Here are some well-known Pro Action Replay (PAR) codes for the NES Super Mario Bros. (and at least some of these also will work for Super Mario Bros. 2 (Japanese; known to U.S. fans as The Lost Levels) and All Night Nippon Super Mario Bros..

The well-knowns:
079F-24 = Permanent Star Man power
0756-00 = Stay being normal Mario/Luigi
0756-01 = Stay being Super Mario/Luigi
0756-02 = Stay being Fiery Mario/Luigi
075A-08 = Infinite lives
0787-12 = Infinite time

But what I want to know is what PAR codes will change the game's music (without changing the other physics of the level). I tried 074E-00 to bring up just the underwater theme music, but what I got instead was turning the whole stage to underwater. Likewise, entering 074E-02 will swap the game level physics to the underground scenery.

Any pointers, I would appreciate them.

Thank you,



Ben (GameGenie81)


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GameGenie81
Posted on 02-11-08 04:18 AM, in Super Mario Pro Action Replay Codes Link | Quote | ID: 77159


Koopa
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Posted by Metal Knuckles
0X3A28213A
0X6339392C
0X7363682E

=D


Thank you so much. Now, how would I assemble a PAR code like that? I know the ones I found for infinite lives, time, et al, have their addresses being simply two different bytes located in parts of the game's memory bank.

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GameGenie81
Posted on 02-11-08 09:05 PM, in Super Mario Pro Action Replay Codes Link | Quote | ID: 77354


Koopa
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Posted by NightKev
Posted by CKY-2K
Posted by NightKev
There are AR/GG/etc websites for this sort of thing, thereby rendering this thread absolutely pointless.


Fuck off. Your posts render yourself pointless.
Flaming! I shall have Ailure ban you!


Could you please provide me links to those AR sites (most of those code creation sites I looked at so far pertain only to GG codes)? This may end up being my final farewell here, due to what you guys think of this thread so far.

~Ben

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GameGenie81
Posted on 02-18-08 10:35 PM, in Game Genie Codes for SMB1 in Which... Link | Quote | ID: 78205


Koopa
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Can anyone think of any GG codes for Super Mario Bros. 1 in which... ??

*The World 1-2 music is always playing
*The World 1-4 music is always playing
*The World 2-1 sky bonus music is always playing
*The World 2-2 music is always playing

I know the code ININIT makes the World 1-1 music play for always.

Thank you,



Ben (GameGenie81)


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GameGenie81
Posted on 02-19-08 05:45 AM, in Game Genie Codes for SMB1 in Which... Link | Quote | ID: 78272


Koopa
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In the case of the ININIT code, you can hear bits and pieces of the overworld music during the lives remaining screen, when you jump on a flagpole (before the end of level music plays), and briefly the moment you go down a pipe or up a vine.

Furthermore, the overworld music is heard in different arrangements in the underground, castle and water levels. It is the same arrangement for the Sky Bonus level.

~Ben


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GameGenie81
Posted on 02-24-08 11:48 AM, in Multi-Jump and 120 Life Start for SMB2J Link | Quote | ID: 78804


Koopa
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Hi,

I have a question for all of you here:

In Super Mario Bros. 2 (Japan), using a hex editor such as Hex Workshop or Hexecute, what respective ROM addresses in the SMB2J ROM do I look at and then what values within those addresses do I replace to enable the multi-jumping (00) and to start with 120 lives (77)?

They would be the same as the Game Genie codes YYTOZA (120 lives start) and AEPLLG (multi-jump) for the NES ROM Super Mario Bros. 1.

Thank you,



Ben


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