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Main - Posts by GameGenie81 |
GameGenie81 |
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Koopa Level: 25 Posts: 21/100 EXP: 78192 Next: 11428 Since: 08-15-07 From: Milwaukie, OR Last post: 5448 days Last view: 5402 days |
Posted by CKY-2K What should the new value be at address $B787 to replace the original one of $18? ____________________ We are a nation with no geographic boundaries, bound together through our beliefs. We are like-minded individuals, sharing a common vision, pushing toward a world rid of color lines. |
GameGenie81 |
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Koopa Level: 25 Posts: 22/100 EXP: 78192 Next: 11428 Since: 08-15-07 From: Milwaukie, OR Last post: 5448 days Last view: 5402 days |
Posted by frantik Thank you. The resulting GG code is AEEUTNNY, which is address 0xB78E, replacement value 0x00 and compare value 0xFF. ____________________ We are a nation with no geographic boundaries, bound together through our beliefs. We are like-minded individuals, sharing a common vision, pushing toward a world rid of color lines. |
GameGenie81 |
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Koopa Level: 25 Posts: 23/100 EXP: 78192 Next: 11428 Since: 08-15-07 From: Milwaukie, OR Last post: 5448 days Last view: 5402 days |
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. ____________________ We are a nation with no geographic boundaries, bound together through our beliefs. We are like-minded individuals, sharing a common vision, pushing toward a world rid of color lines. |
GameGenie81 |
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Koopa Level: 25 Posts: 24/100 EXP: 78192 Next: 11428 Since: 08-15-07 From: Milwaukie, OR Last post: 5448 days Last view: 5402 days |
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. ____________________ We are a nation with no geographic boundaries, bound together through our beliefs. We are like-minded individuals, sharing a common vision, pushing toward a world rid of color lines. |
GameGenie81 |
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Koopa Level: 25 Posts: 25/100 EXP: 78192 Next: 11428 Since: 08-15-07 From: Milwaukie, OR Last post: 5448 days Last view: 5402 days |
Posted by CKY-2K 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? ____________________ We are a nation with no geographic boundaries, bound together through our beliefs. We are like-minded individuals, sharing a common vision, pushing toward a world rid of color lines. |
GameGenie81 |
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Koopa Level: 25 Posts: 26/100 EXP: 78192 Next: 11428 Since: 08-15-07 From: Milwaukie, OR Last post: 5448 days Last view: 5402 days |
Posted by Hamtaro126 Link removed. Now, would you or anyone else please answer what all the debugger lines mean? ____________________ We are a nation with no geographic boundaries, bound together through our beliefs. We are like-minded individuals, sharing a common vision, pushing toward a world rid of color lines. |
GameGenie81 |
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Koopa Level: 25 Posts: 27/100 EXP: 78192 Next: 11428 Since: 08-15-07 From: Milwaukie, OR Last post: 5448 days Last view: 5402 days |
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 ____________________ We are a nation with no geographic boundaries, bound together through our beliefs. We are like-minded individuals, sharing a common vision, pushing toward a world rid of color lines. |
GameGenie81 |
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Koopa Level: 25 Posts: 28/100 EXP: 78192 Next: 11428 Since: 08-15-07 From: Milwaukie, OR Last post: 5448 days Last view: 5402 days |
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 ____________________ We are a nation with no geographic boundaries, bound together through our beliefs. We are like-minded individuals, sharing a common vision, pushing toward a world rid of color lines. |
GameGenie81 |
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Koopa Level: 25 Posts: 29/100 EXP: 78192 Next: 11428 Since: 08-15-07 From: Milwaukie, OR Last post: 5448 days Last view: 5402 days |
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. ____________________ We are a nation with no geographic boundaries, bound together through our beliefs. We are like-minded individuals, sharing a common vision, pushing toward a world rid of color lines. |
GameGenie81 |
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Koopa Level: 25 Posts: 30/100 EXP: 78192 Next: 11428 Since: 08-15-07 From: Milwaukie, OR Last post: 5448 days Last view: 5402 days |
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) ____________________ We are a nation with no geographic boundaries, bound together through our beliefs. We are like-minded individuals, sharing a common vision, pushing toward a world rid of color lines. |
GameGenie81 |
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Koopa Level: 25 Posts: 31/100 EXP: 78192 Next: 11428 Since: 08-15-07 From: Milwaukie, OR Last post: 5448 days Last view: 5402 days |
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) ____________________ We are a nation with no geographic boundaries, bound together through our beliefs. We are like-minded individuals, sharing a common vision, pushing toward a world rid of color lines. |
GameGenie81 |
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Koopa Level: 25 Posts: 32/100 EXP: 78192 Next: 11428 Since: 08-15-07 From: Milwaukie, OR Last post: 5448 days Last view: 5402 days |
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) ____________________ We are a nation with no geographic boundaries, bound together through our beliefs. We are like-minded individuals, sharing a common vision, pushing toward a world rid of color lines. |
GameGenie81 |
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Koopa Level: 25 Posts: 33/100 EXP: 78192 Next: 11428 Since: 08-15-07 From: Milwaukie, OR Last post: 5448 days Last view: 5402 days |
Posted by BMF54123 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). ____________________ We are a nation with no geographic boundaries, bound together through our beliefs. We are like-minded individuals, sharing a common vision, pushing toward a world rid of color lines. |
GameGenie81 |
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Koopa Level: 25 Posts: 34/100 EXP: 78192 Next: 11428 Since: 08-15-07 From: Milwaukie, OR Last post: 5448 days Last view: 5402 days |
Posted by frantik 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 ____________________ We are a nation with no geographic boundaries, bound together through our beliefs. We are like-minded individuals, sharing a common vision, pushing toward a world rid of color lines. |
GameGenie81 |
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Koopa Level: 25 Posts: 35/100 EXP: 78192 Next: 11428 Since: 08-15-07 From: Milwaukie, OR Last post: 5448 days Last view: 5402 days |
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) ____________________ We are a nation with no geographic boundaries, bound together through our beliefs. We are like-minded individuals, sharing a common vision, pushing toward a world rid of color lines. |
GameGenie81 |
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Koopa Level: 25 Posts: 36/100 EXP: 78192 Next: 11428 Since: 08-15-07 From: Milwaukie, OR Last post: 5448 days Last view: 5402 days |
Posted by Metal Knuckles 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. ____________________ We are a nation with no geographic boundaries, bound together through our beliefs. We are like-minded individuals, sharing a common vision, pushing toward a world rid of color lines. |
GameGenie81 |
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Koopa Level: 25 Posts: 37/100 EXP: 78192 Next: 11428 Since: 08-15-07 From: Milwaukie, OR Last post: 5448 days Last view: 5402 days |
Posted by NightKevPosted by CKY-2KFlaming! I shall have Ailure ban you!Posted by NightKev 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 ____________________ We are a nation with no geographic boundaries, bound together through our beliefs. We are like-minded individuals, sharing a common vision, pushing toward a world rid of color lines. |
GameGenie81 |
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Koopa Level: 25 Posts: 38/100 EXP: 78192 Next: 11428 Since: 08-15-07 From: Milwaukie, OR Last post: 5448 days Last view: 5402 days |
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) ____________________ We are a nation with no geographic boundaries, bound together through our beliefs. We are like-minded individuals, sharing a common vision, pushing toward a world rid of color lines. |
GameGenie81 |
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Koopa Level: 25 Posts: 39/100 EXP: 78192 Next: 11428 Since: 08-15-07 From: Milwaukie, OR Last post: 5448 days Last view: 5402 days |
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 ____________________ We are a nation with no geographic boundaries, bound together through our beliefs. We are like-minded individuals, sharing a common vision, pushing toward a world rid of color lines. |
GameGenie81 |
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Koopa Level: 25 Posts: 40/100 EXP: 78192 Next: 11428 Since: 08-15-07 From: Milwaukie, OR Last post: 5448 days Last view: 5402 days |
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 ____________________ We are a nation with no geographic boundaries, bound together through our beliefs. We are like-minded individuals, sharing a common vision, pushing toward a world rid of color lines. |
Main - Posts by GameGenie81 |
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