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GameGenie81
Posted on 02-26-08 04:09 AM, in How to fix 0-1 problem at smb1? Link | Quote | ID: 78921


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Posted by Legomen
Posted by Googie
Try SMB Fix out, should fix that 0-1 prollem.

Well, when I opten my rom to that, program does nothing :\ .


EDIT: I tryed other rom (europe version) and same happens ._. .


The program worked for me.

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GameGenie81
Posted on 04-11-08 03:30 AM, in Game Genie Code List (rev. 4 of 09-11-08 08:53 AM) Link | Quote | ID: 81741


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More music codes for the NES Super Mario Brothers:

AYAPYP - Overworld music all the time
GLEPYO, SZAOAO - "Circus" music all the time
ZEVOAA - Normal underwater music when you are outside and underwater, not when you are in a dungeon or a castle



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GameGenie81
Posted on 04-17-08 01:51 AM, in Game Genie Code List Link | Quote | ID: 81973


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Posted by born2party
Oh well,Since everyones coming back to the old systems.I may as well post my mega load of codes from the early days of emulators.Some were also made with the nes sytem game genie.I can't tell you which is which.A lot were made by me.And some i found on the net.Here is a list of what games i have codes for.
I'd prefer to post them by request.Like i said,There are a mega load of them all together.There all nes games.
Games thats in order of my notebook:

SMB1-Many codes(14 pages)
SMB3-Some (1/2 page)
Zelda 2 (5 1/2 pages)
Metal Gear 1 (6 pages)
Metal Gear 2 (3 1/2 pages)
Adventure Island 1 (5 codes original and created)
A boy and his blob (3 codes created)
Spy vs Spy (3 pages mixed Pal?,NTSC?)
Dw1(Dragon Warrior 1) (4 pages mixed with original and created codes)
Mc kids (6 codes Mixed)
FF2 (Final fantasy 2) (4 created codes)
FF3 (Final Fantasy 3) (1 created code)
RCR (River city Ransom) (2 codes ???)(attributes and stamina codes)
Kings of the beach (1 page)
Super Contra (1/2 page mixed)
DD3(Doulble Dragon 3) (1 created code)I think
Dw2(Dragon Warrior 2) (1 page Mixed codes)
Us Championship V'ball (3 created codes)

One other note: I'm not sure if some of the games are Ntsc or Pal.

Super Contra:
ATVPPP - No enemys most of the time except main enemys.
Note: May not be able to pass some stages.Use with stage select codes below.Try experimenting with the 3rd letter to get a better effect.

PEATLI - Stage 2
ZEATLI - Stage 3
LEATLI - Stage 4
GEATLI - Stage 5
IEATLI - Stage 6
TEATLI - Stage 7
YEATLI - Stage 8

TVYPPP - Run fast (Forward only)
EYYAEA - Run faster (Forward only)
LLLXZO - Invicibility (Both players)
YXXTLI - Start with 40 men

SMB3:
PEAUSA - All enemys are gray (Change 1rst letter for different effects)
PAGUUP - Many enemies
IKGSIE - Some enemies fall up the screen.Some walk on air.
VALKIN - Enemies and mushrooms float on air
TIPTOE - Really strange music
XXAGSO - Invincible except against fire.You can't collect power-ups either
POUGIN - Ground enemies fall off the screen
POZGIN - Ground enemies don't move
YSAGIN - Object Modifier in tubes (Change the 1rst and 2nd letters)
AUPOKK - Colorful worlds

Metal gear 1:
AEPGGY - waiting arrow is on for every message
AEPIGY - Area modifier code.Change 1rst or 2nd or both letters for different areas.
AEGIGY - Same as above but moves you to the right a liittle further.Note: Some areas you may get stuck.
AAITAX - Snake is invisible.Not invincible.you still take damage.
TTTTAT - Super quick punches.
PEPLET - Transceiver alarm does'nt work.
PELLUT - Sleeping enemies don't sleep as long.
AEPLGY - NO response on transceiver.
AELLGY - Faster reading on trncvr mode.
ILOSTU - Play as demo.I remember this one well.It only works on the system.Wait for the 2nd demo where snake is seen and quickly keep pushing start.You will have everything shown in the demo and be in that area.
AAAVAU - Punches don't hurt enemies.
AATAAZ - Speeds up airplane intro.
YEGSZN - Star with a lot of energy.
STIIKY - Dogs shoot at you (Lol)
STIISY - Dogs don't chase you.
STGIOY - Sleeping soldiers never sleep.
STZIOY - Soldiers spin instead of sleeping.(Alert and hard to get passed).
GGGAAA - Strange places in building one.Note: Best to use binoculars to check out next screen for best path.Otherwise,you may get stuck walking into a non movable area.Also sometimes there are no enemies except main enemies.
TITTYI - Walk anywhere.Note: Stay in actual game screens.Example,If you walk up from the starting point,you will get stuck in an unknown area.You can't enter trucks with this code on.A good area for this code is Building one where you first encounter the tank that won't let you through.Just walk through the building to get passed it.
YEPLAY - Different things said on the trncvr.Note: This code is best used in the 1rst truck where the binoculars are found.Just set the trncvr to 120.85 and keep calling and you'll get a different message.Sometimes it might be distorted graphics.Just cancel with select and do it again.
YELPAS - Really weird sound effects
AEGPAS - Sound effects off
KAPIIT - Reprograms the demos movements.
KAPIGT - Reprogram demo code 2
KAGIYT - Demos off
NYTITT - Demo has 247 ammo.Note: Play around with the 1rst,2nd and 5th letters to get different effects.
EAAATZ - Warp by just switching screens.Note: You make get stuck in some areas.
TTTAAA - Most enemies don't move.I only tested this for the beginning.So i don't know if it works in all areas.
YSYGYS - Turns music off during the game.
KISSES - Some enemies are sleeping as soon as you meet them.
GGGAPZ - Skip airplane intro much faster.
GITAAA - Most enemies except main enemies don't move through the entire game.
TTGAAA - Some enemies except main enemies are gone.
TTTEAE - Gain 4 stars just by entering next screen.Note: Getting killed twice resets the game.Turn the code off after getting the 4 stars.Or if your using the system,Just get killed the 1rst time and get the password.
AEIEIE - New look for gameplay.(New game only)Change 2nd or 5th letter for different effects.
AEIPSP - Weird sound effects #2
AEPZOO - Snake has no backpack
IIIILV - Demo has nothing to shoot at and no items to collect.
ZZZPOZ - Motor and tinging sound effects.
AEZAZP - Entering all trucks and doors can warp you or send you back to the area you entered them in.Note: Sometimes you may get stuck in a wall or building.Change 5th letter for different warping effects.
SUPIES - Most soldiers look like solid snake when facing right or left.
EEPIES - Most soldiers are invisible.
YEALEE - Frequency finder.(How to use it)Go to trncvr mode.Now push left or right to run through the numbers.push up for every number.If you find a frequency thats used in the game,Snake will say"This is solid snake,Please respond".If you don't find a frequency,An alarm will be sound.best to use in trucks or empty screens or rooms where no enemies will show.
NYYYAN - turn into a waving man.
SZLYPZ - No damage from bullets
SXTTXZ - No damage from hits
ZAIILY - I don't remember the area but this code and the next one start you in an area.
GAIILY - Area code # 2



































I would like to grant a request that you please submit all your Super Mario 1 (NTSC) codes.

Thank you,



Ben Edge

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GameGenie81
Posted on 04-22-08 09:04 AM, in SMB1 Lakitu palette help Link | Quote | ID: 82224


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The screenshot of Lakitu in your post appears to be from an SMB1 hack, not the real SMB1. Please post a real SMB1 Lakitu screencap.

In CPU-speak, what starts at $686b would be recognized by the CPU as $e85b IIRC, with Lakitu's starting at "$e86c."

But... about the corners not changing, I am afraid I will have to leave it to the ASM pros out there.

Thank you,



Ben

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GameGenie81
Posted on 04-23-08 05:16 AM, in SMB1 Area Music Help (rev. 3 of 04-23-08 05:25 AM) Link | Quote | ID: 82255


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Hi,

I am in need of some help with getting to trigger the SMB1 music engine to play the Koopa Castle theme all the time.

The code YYAPYO only plays this music outside and in the rightful stages it belongs to.

To see what I mean, I'm posting the entire Get Area Music routine ($10fd-$1125)


$90ED:AD 70 07 - LDA $0770
$90F0:F0 23 - BEQ $9115
$90F2:AD 52 07 - LDA $0752
$90F5:C9 02 - CMP #$02
$90F7:F0 0D - BEQ $9106
$90F9:A0 05 - LDY #$05
$90FB:AD 10 07 - LDA $0710
$90FE:C9 06 - CMP #$06
$9100:F0 0E - BEQ $9110
$9102:C9 07 - CMP #$07
$9104:F0 0A - BEQ $9110
$9106:AC 4E 07 - LDY $074E
$9109:AD 43 07 - LDA $0743
$910C:F0 02 - BEQ $9110
$910E:A0 04 - LDY #$04
$9110:B9 E7 90 - LDA $90E7,Y
$9113:85 FB - STA $00FB
$9115:60 - RTS


Perhaps within all these addresses, could there be a proper fix to this besides the assignment that begins with $9106 (which is where some of the GG "music all the time" codes lie in)?

According to Doppelganger's SMB1 ASM guide, the area music constants are:
%01000000 (40) - Star Man music
%00100000 (20) - Pipe intro music
%00010000 (10) - Cloud music
%00001000 (08) - Castle music
%00000100 (04) - Underground music
%00000010 (02) - Water music
%00000001 (01) - Ground music
%00000000 (00) - Silence

Thank you,



Ben

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GameGenie81
Posted on 04-24-08 12:46 AM, in SMB1 Lakitu palette help Link | Quote | ID: 82283


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Posted by never-obsolete

$EB12:A5 EF LDA $EF
$EB14:C9 11 CMP #$11
$EB16:D0 36 BNE $EB4E
$EB18:AD 09 01 LDA $0109
$EB1B:D0 21 BNE $EB3E
$EB1D:B9 12 02 LDA $0212, Y
$EB20:29 81 AND #$81
$EB22:99 12 02 STA $0212, Y
$EB25:B9 16 02 LDA $0216, Y
$EB28:09 41 ORA #$41
$EB2A:99 16 02 STA $0216, Y
$EB2D:AE 8F 07 LDX $078F
$EB30:E0 10 CPX #$10
$EB32:B0 30 BCS $EB64
$EB34:99 0E 02 STA $020E, Y
$EB37:29 81 AND #$81
$EB39:99 0A 02 STA $020A, Y
$EB3C:90 26 BCC $EB64
$EB3E:B9 02 02 LDA $0202, Y
$EB41:29 81 AND #$81
$EB43:99 02 02 STA $0202, Y
$EB46:B9 06 02 LDA $0206, Y
$EB49:09 41 ORA #$41
$EB4B:99 06 02 STA $0206, Y


the fix is in this code. to make sure you learn something, i'll leave it up to you to figure it out.


Where are these same values in the SMB2J ROM? I would like to implement a similar palette fix for Lakitu here...

Thank you,



Ben

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GameGenie81
Posted on 04-24-08 01:38 AM, in SMB1 Lakitu palette help Link | Quote | ID: 82287


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Posted by CKY-2K
Depends. FDS ROM? some NES SMB2j ROM?



I am referring to both the FDS ROM and the pirated NES ROM equivalent. OK???

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GameGenie81
Posted on 04-24-08 10:23 AM, in NES Super Mario 1 - Infinite Time Code Link | Quote | ID: 82301


Koopa
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Let's close this thread now that I know what the infinite time codes are:

They are:
VZTLTN
SZTLTN
TTLZSN

~Ben

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GameGenie81
Posted on 04-24-08 12:59 PM, in SMB1 - Castle Music Tweak (rev. 2 of 04-24-08 01:02 PM) Link | Quote | ID: 82303


Koopa
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Does anyone know how, in SMB1 for NES and SMB2J for FDS, to tweak the castle level music so that it plays continuously and uninterrupted (a la the Super NES All-Stars versions; which also means when you enter the water portion of the stage, the normal water music does not play) when you go down pipes?

What kind of coding routine should I mess around with to achieve this?

~Ben

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GameGenie81
Posted on 04-25-08 05:12 AM, in SMB1 - Castle Music Tweak Link | Quote | ID: 82339


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What I mean is that the area music is the normal castle version (area music constant #08, tune #03), but that I want it to play continuously/uninterrupted when I go down pipes (a la SMB3 and the All-Stars versions of SMB1-2J-3).

If I enter AVVOZE (which changes the value at address $10FA to $68), it will trigger this version of the music to play in the castle levels.

Perhaps, would you like to take a look at these following coding routines:


SoundEngine:
$F2D0:AD 70 07 - LDA $0770
$F2D3:D0 04 - BNE $F2D9
$F2D5:8D 15 40 - STA $4015
$F2D8:60 - RTS
$F2D9:A9 FF - LDA #$FF
$F2DB:8D 17 40 - STA $4017
$F2DE:A9 0F - LDA #$0F
$F2E0:8D 15 40 - STA $4015
$F2E3:AD C6 07 - LDA $07C6
$F2E6:D0 06 - BNE $F2EE
$F2E8:A5 FA - LDA $FA
$F2EA:C9 01 - CMP #$01
$F2EC:D0 5D - BNE $F34B
$F2EE:AD B2 07 - LDA $07B2
$F2F1:D0 23 - BNE $F316
$F2F3:A5 FA - LDA $FA
$F2F5:F0 66 - BEQ $F35D
$F2F7:8D B2 07 - STA $07B2
$F2FA:8D C6 07 - STA $07C6
$F2FD:A9 00 - LDA #$00
$F2FF:8D 15 40 - STA $4015
$F302:85 F1 - STA $F1
$F304:85 F2 - STA $F2
$F306:85 F3 - STA $F3
$F308:A9 0F - LDA #$0F
$F30A:8D 15 40 - STA $4015
$F30D:A9 2A - LDA #$2A
$F30F:8D BB 07 - STA $07BB
$F312:A9 44 - LDA #$44
$F314:D0 11 - BNE $F327
$F316:AD BB 07 - LDA $07BB
$F319:C9 24 - CMP #$24
$F31B:F0 08 - BNE $F325
$F31D:C9 1E - CMP #$1E
$F31F:F0 F1 - BNE $F312
$F321:C9 18 - CMP #$18
$F323:D0 09 - BNE $F32E
$F325:A9 64 - LDA #$64
$F327:A2 84 - LDX #$84
$F329:A0 7F - LDY #$7F
$F32B:20 88 F3 - JSR $F388
$F32E:CE BB 07 - DEC $07BB
$F331:D0 2A - BNE $F35D
$F333:A9 00 - LDA #$00
$F335:8D 15 40 - STA $4015
$F338:AD B2 07 - LDA $07B2
$F33B:C9 02 - CMP #$02
$F33D:D0 05 - BNE $F344
$F33F:A9 00 - LDA #$00
$F341:8D C6 07 - STA $07C6
$F344:A9 00 - LDA #$00
$F346:8D B2 07 - STA $07B2
$F349:F0 12 - BNE $F35D



RunSoundSubroutines:
$F34B:20 1B F4 - JSR $F41B
$F34E:20 7C F5 - JSR $F57C
$F351:20 67 F6 - JSR $F667
$F354:20 94 F6 - JSR $F694
$F357:A9 00 - LDA #$00
$F359:85 FB - STA $FB
$F35B:85 FC - STA $FC



SkipSoundSubroutines:
$F35D:A9 00 - LDA #$00
$F35F:85 FF - STA $FF
$F361:85 FE - STA $FE
$F363:85 FD - STA $FD
$F365:85 FA - STA $FA
$F367:AC C0 07 - LDY $07C0
$F36A:A5 F4 - LDA $F4
$F36C:29 03 - AND #$03
$F36E:F0 07 - BEQ $F377
$F370:EE C0 07 - INC $07C0
$F373:C0 30 - CPY #$30
$F375:90 06 - BCC $F37D
$F377:98 - TYA
$F378:F0 03 - BEQ $F37D
$F37A:CE C0 07 - DEC $07C0
$F37D:8C 11 40 - STY $4011
$F380:60 - RTS


Would any of these routines be of any help to me?

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GameGenie81
Posted on 05-03-08 10:14 AM, in Are There Any Doki Doki Related Patches for SMB2USA? Link | Quote | ID: 82681


Koopa
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Are there any Doki Doki Panic-related patches for SMB2 USA?

~Ben

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GameGenie81
Posted on 05-03-08 01:07 PM, in Game Genie Code List Link | Quote | ID: 82686


Koopa
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What Game Genie code(s) for Super Mario Bros. 2 (USA) will give you a Potion instead of a small veggie?

The closest I could come to is a code created by Tony Hedstrom that will give me a Sub-Space door instead of a small veggie:

GLVOLAZU - Pulling up small veggies gives you a Sub-Space door. (NOTE: You must press "B" again before you can enter the door.)

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GameGenie81
Posted on 05-04-08 02:06 PM, in Are There Any Doki Doki Related Patches for SMB2USA? Link | Quote | ID: 82733


Koopa
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MODERATOR NOTE: Please relocate this to the appropriate forum section.

And for insectduel:
"I am looking for a music patch that will put the DDP music into SMB2USA. How's that sound as a patch?"

~Ben

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GameGenie81
Posted on 05-09-08 02:41 PM, in Game Genie Code List (rev. 4 of 05-09-08 03:24 PM) Link | Quote | ID: 83176


Koopa
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Since: 08-15-07
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I can now follow up on the list of the $1121 family of codes that bring up the standard six pieces of Super Mario music in the first level:

Overworld music (area music constant %00000001 - besides the default $E7 value opcode in the ROM):
GAPPPO - value $0C
AIPPPO - value $58
PTPPPP - value $61
OPPPPP - value $91
KIPPPP - value $D4

Water music (area music constant %00000010):
TAPPPO - value $0E
LGPPPP - value $43
YGPPPO - value $4F
PTPPPO - value $69
XLPPPO - value $BA
XIPPPO - value $DA
VTPPPP - value $E6
SYPPPP - value $F5

Underground music (area music constant %00000100):
ZLPPPO - value $3A
VIPPPP - value $D6
ETPPPO - value $E8

Castle level music (area music constant %00001000):
OTPPPO - value $E9

Cloud level music (area music constant %00010000):
ILPPPP - value $35
PIPPPP - value $51
OLPPPP - value $B1
KLPPPO - value $BC
UTPPPP - value $E3
XTPPPO - value $EA
UYPPPO - value $FB

Pipe intro music (area music constant %00100000):
TAPPPP - value $06
ZAPPPO - value $0A
ZPPPPP - value $12
TZPPPO - value $2E
VPPPPP - value $96
OGPPPP - value $C1
UTPPPO - value $EB

No area music (area music constant %00000000):
PYPPPP - value $71
YYPPPP - value $77
OLPPPO - value $B9
VGPPPO - value $CE


~Ben







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GameGenie81
Posted on 05-28-08 12:43 AM, in Game Genie Code List Link | Quote | ID: 84296


Koopa
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Posted by Legomen
I'm got bored, so I maked some GG codes for startropics 1:

USAUSA

some enemys "warps" around, and game frezez if are too many enemys at same time or is at sceen any bats

SXIOPO

glithet up gfx

LULULU

Bats are werid, somtimes they move way too fast, somtimes they "bows up" whole game and somtimes they die if you shoot fireball, and it even touch it

NUNUNU

if you talk to someone (on "map" screen) game freezez

sososo

Black sceen, title screen miusic only plays, nothing works

GIGOLO

Like "USAUSA" GG code on smb3, but only at "map" screen, and it usualy freezez game

ANSXOI

When goinig from "map" screen to game itself, only black screen and miusic keeps looping

XOIASN

this code add's to map screen random shit, and you cant enter to Coralcola

KIKULI

When you enter on map screen to house/etc, it warps to another chapter! But too bad, if you enter to last chapter and after that you'll enter to another room/etc, screen goes black

ansexk

Messed-up map sceen, no titleSceen at all

XESXES

Mike is ignorin every sprite/people at map screen, also sceen flashes when moving around, but when you goto house/etc, youll get BSOD but somtimes it works...

POXPOX

game freezez after "X# chapter text" screen


STOLES

Glithed up gfx when killing enemy, and somtimes freezez whole game


XLUXLU

same as "POXPOX"


YESYES

werider music \/

YEZYEZ

Always wanted to know how startropic 1 music sounds in atari 2600 ? Well, heres aswer ;;DD

YEGYEG

see "YESYES"

YEYEYE

this happens when you have dirty game rom

YELYEL

See "yesyes"

KIKOLO

almost same as XOIASN



/quit Now I'm going to sleep ->


Would you happen to have any codes for SMB1, SMB2 and SMB3?

~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
Posted on 05-29-08 01:20 AM, in Vs. Super Mario Bros. - Level Layout Link | Quote | ID: 84348


Koopa
Level: 25

Posts: 56/100
EXP: 78194
Next: 11426

Since: 08-15-07
From: Milwaukie, OR

Last post: 5449 days
Last view: 5402 days
Hi,

For those of you who are interested in trying to port Vs. Super Mario Bros. to the N.E.S., here is the level layout for VsSMB:

Game acronyms:
SMB = Super Mario Bros. (obviously)
SMB2J = Super Mario Bros. 2 (Japan) aka Super Mario Bros.: The Lost Levels

WORLD 1
1-1 = same as SMB 1-1
1-2 = same as SMB 1-2
1-3 = same as SMB 1-3
1-4 = same as SMB2J 1-4

WORLD 2
2-1 = same as SMB 2-1
2-2 = same as SMB 7-2
2-3 = same as SMB 7-3
2-4 = same as SMB 6-4

WORLD 3
3-1 = same as SMB 3-1
3-2 = same as SMB2J 2-2
3-3 = same as SMB 3-3
3-4 = same as SMB 3-4

WORLD 4
4-1 = same as SMB 4-1
4-2 = same as SMB 4-2
4-3 = same as SMB 4-3
4-4 = same as SMB 5-4

WORLD 5
5-1 = same as SMB 5-1
5-2 = same as SMB 5-2
5-3 = a palette swap of SMB 6-3
5-4 = same as SMB2J 4-4

WORLD 6
6-1 = same as SMB 6-1
6-2 = same as SMB 6-2
6-3 = a palette swap of SMB2J 4-3
6-4 = same as SMB 5-4 (again)

WORLD 7
7-1 = same as SMB 7-1
7-2 = same as SMB2J 6-2
7-3 = same as SMB2J 6-3
7-4 = same as SMB 7-4

WORLD 8
All stages similar to those from SMB.

But... how 'bout we substitute the SMB2J 8-4 for the SMB 8-4 for our hacks of VsSMB just to make the game (a bit) harder than it should be. I know in All Night Nippon Super Mario Bros. the following level substitutions are apparent:

World 5-3 is replaced by SMB2J World 4-3 (or VsSMB World 6-3)
World 5-4 is replaced by SMB2J World 4-4
World 6-4 is replaced by SMB2J World 5-4
World 7-2 is replaced by SMB2J World 6-2
World 7-3 is replaced by SMB2J World 6-3
World 8-4 is replaced by SMB2J World 8-4
World B-3 is replaced by SMB2J World 3-3
World C-3 is replaced by SMB2J World 7-3

~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
Posted on 06-09-08 08:23 PM, in Game Genie Code List Link | Quote | ID: 84838


Koopa
Level: 25

Posts: 57/100
EXP: 78194
Next: 11426

Since: 08-15-07
From: Milwaukie, OR

Last post: 5449 days
Last view: 5402 days
More Super Mario 1 music codes:
PTEPYP+ETPPPO = Castle music all the time
YZPPPP+OPPPZP = Usually no music (sound FX intact)

~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
Posted on 06-15-08 03:28 PM, in The Downside to the SMB1 GG Stage Select Code Link | Quote | ID: 85166


Koopa
Level: 25

Posts: 58/100
EXP: 78194
Next: 11426

Since: 08-15-07
From: Milwaukie, OR

Last post: 5449 days
Last view: 5402 days
There is but one downside as to the official Game Genie stage select code for Super Mario Bros. for NES (YSAOPE+YEAOZA+_EAPYA): after moving to the next given world or so, you restart at the world the code applies to (for example, if you enter YSAOPE+YEAOZA+PEAPYA for World 2). This also happens if you are at a higher world than the one the code applies to and if you go down any pipes or otherwise clear the first level in that other world, you are back at the world that the code applies to. Could it be something in the game's coding that causes this downside?


;------------------------------
; $9071-$90cb ( 0x1081 - 0x10db ) run secondary game setup routine
SecondaryGameSetup:
lda #$00
sta DisableScreenFlag ;enable screen output
tay
ClearVRLoop: sta VRAM_Buffer1-1,y ;clear buffer at $0300-$03ff
iny
bne ClearVRLoop
sta GameTimerExpiredFlag ;clear game timer expiration flag
sta DisableIntermediate ;clear skip lives display flag
sta BackloadingFlag ;clear value here
lda #$ff
sta BalPlatformAlignment ;initialize balance platform assignment flag
lda ScreenLeft_PageLoc ;get left side page location
lsr MIRROR_PPU_CTRL_REG1 ;shift LSB of PPU register #1 mirror out
and #$01 ;mask out all but LSB of page location
ror
rol MIRROR_PPU_CTRL_REG1 ;this is to set the proper PPU name table
jsr GetAreaMusic ;load proper music into queue
lda #$38 ;load sprite shuffle amounts to be used later
sta SprShuffleAmt+2
lda #$48
sta SprShuffleAmt+1
lda #$58
sta SprShuffleAmt
ldx #$0e ;load default OAM offsets into $06e4-$06f2
ShufAmtLoop: lda DefaultSprOffsets,x
sta SprDataOffset,x
dex ;do this until they're all set
bpl ShufAmtLoop
ldy #$03 ;set up sprite #0
ISpr0Loop: lda Sprite0Data,y
sta Sprite_Data,y
dey
bpl ISpr0Loop
jsr DoNothing2 ;these jsr's don't do anything useful
jsr DoNothing1
inc Sprite0HitDetectFlag ;set sprite #0 check flag
inc OperMode_Task ;increment to next task
rts


Once the YSAOPE+YEAOZA+PEAPYA example code is input into the game's ROM, the ClearVRLoop instructions would now look like this:

ClearVRLoop: sta VRAM_Buffer1-1,y ;clear buffer at $0300-$03ff
iny
bne ClearVRLoop
sta GameTimerExpiredFlag ;clear game timer expiration flag
sta DisableIntermediate ;clear skip lives display flag
sta BackloadingFlag ;clear value here
lda #$01
sta WorldNumber
lda ScreenLeft_PageLoc ;get left side page location
lsr MIRROR_PPU_CTRL_REG1 ;shift LSB of PPU register #1 mirror out
and #$01 ;mask out all but LSB of page location
ror
rol MIRROR_PPU_CTRL_REG1 ;this is to set the proper PPU name table
jsr GetAreaMusic ;load proper music into queue
lda #$38 ;load sprite shuffle amounts to be used later
sta SprShuffleAmt+2
lda #$48
sta SprShuffleAmt+1
lda #$58
sta SprShuffleAmt
ldx #$0e ;load default OAM offsets into $06e4-$06f2


Should I also then change the byte at address 0x1098 so as to move on continuously from the world I'd just started on?

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
Posted on 06-15-08 05:08 PM, in Game Genie Code List (rev. 2 of 06-15-08 05:09 PM) Link | Quote | ID: 85167


Koopa
Level: 25

Posts: 59/100
EXP: 78194
Next: 11426

Since: 08-15-07
From: Milwaukie, OR

Last post: 5449 days
Last view: 5402 days
LKAOPA+YEAOZA = Same result as VGAOPO - cloud blocks replace ground blocks after the first screen block.

~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
Posted on 06-25-08 05:54 AM, in Game Genie Code List (rev. 2 of 07-27-09 12:54 AM) Link | Quote | ID: 85866


Koopa
Level: 25

Posts: 60/100
EXP: 78194
Next: 11426

Since: 08-15-07
From: Milwaukie, OR

Last post: 5449 days
Last view: 5402 days
Some more GG codes for Super Mario Bros. for NES:

AVAOPA+YEAOZA+PEAPYA - Start on World 1-2 with pipe intro
AVAOPA+YEAOZA+ZEAPYA - Start on World 1-2 w/o pipe intro
AVAOPA+YEAOZA+LEAPYA - Start on World 1-3
AVAOPA+YEAOZA+GEAPYA - Start on World 1-4
AVAOPA+YEAOZA+IEAPYA - Start on World 2-1
AVAOPA+YEAOZA+TEAPYA - Start on World 2-2 with pipe intro
AVAOPA+YEAOZA+YEAPYA - Start on World 2-2 w/o pipe intro
AVAOPA+YEAOZA+AEAPYE - Start on World 2-3
AVAOPA+YEAOZA+PEAPYE - Start on World 2-4
AVAOPA+YEAOZA+ZEAPYE - Start on World 3-1
AVAOPA+YEAOZA+LEAPYE - Start on World 3-2
AVAOPA+YEAOZA+GEAPYE - Start on World 3-3
AVAOPA+YEAOZA+IEAPYE - Start on World 3-4
AVAOPA+YEAOZA+TEAPYE - Start on World 4-1
AVAOPA+YEAOZA+YEAPYE - Start on World 4-2 with pipe intro
AVAOPA+YEAOZA+AOAPYA - Start on World 4-2 w/o pipe intro
AVAOPA+YEAOZA+POAPYA - Start on World 4-3
AVAOPA+YEAOZA+ZOAPYA - Start on World 4-4
AVAOPA+YEAOZA+LOAPYA - Start on World 5-1
AVAOPA+YEAOZA+GOAPYA - Start on World 5-2
AVAOPA+YEAOZA+IOAPYA - Start on World 5-3
AVAOPA+YEAOZA+TOAPYA - Start on World 5-4
AVAOPA+YEAOZA+YOAPYA - Start on World 6-1
AVAOPA+YEAOZA+AOAPYE - Start on World 6-2
AVAOPA+YEAOZA+POAPYE - Start on World 6-3
AVAOPA+YEAOZA+ZOAPYE - Start on World 6-4
AVAOPA+YEAOZA+LOAPYE - Start on World 7-1
AVAOPA+YEAOZA+GOAPYE - Start on World 7-2 with pipe intro
AVAOPA+YEAOZA+IOAPYE - Start on World 7-2 w/o pipe intro
AVAOPA+YEAOZA+TOAPYE - Start on World 7-3
AVAOPA+YEAOZA+YOAPYE - Start on World 7-4
AVAOPA+YEAOZA+AXAPYA - Start on World 8-1
AVAOPA+YEAOZA+PXAPYA - Start on World 8-2
AVAOPA+YEAOZA+ZXAPYA - Start on World 8-3
AVAOPA+YEAOZA+LXAPYA - Start on World 8-4

Please note that the recycled levels (Worlds 5-3, 5-4, 6-4, 7-2 and 7-3) are not in Hard mode, meaning they are all identical to the first versions of these levels which are Worlds 1-3, 2-4, 1-4, 2-2 and 2-3 respectively; and also the World number is "1-1".

~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.
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