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GameGenie81
Posted on 06-30-08 01:32 AM, in How do I corrupt an SMB ROM? Link | Quote | ID: 86274


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Hi,

How do I properly corrupt an SMB ROM using Corrupster? Could you please direct me to any how-to videos if available so I can get the proper hang of using this program?

Thank you,



Ben

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GameGenie81
Posted on 06-30-08 05:09 AM, in How do I corrupt an SMB ROM? Link | Quote | ID: 86295


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Posted by Celice
One brute force method to finding data is to corrupt the ROM by half, and see if what you're looking for is located in there. And then into fourths, then eights, and so on until you find what you're looking for.

It can also be used, depending on the options given, to help figure out what data is what exactly, by observing the changes that happen (this is a much more controlled kinda thing, and is kinda hard to explain).

That's all I can think of--haven't done anything like it since I was looking for terrain data in Famicom Wars years ago :/


Do I enter the ROM values as their CPU brethren ($8000-$FFFF) or as the physical values ($0000-$7FFF)?

~Ben

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GameGenie81
Posted on 07-05-08 12:58 AM, in .DB means Dummy Byte, But What Does .DW mean? Link | Quote | ID: 86836


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I know .DB means a dummy byte, but what does .DW mean?

Thank you,



Ben Edge

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GameGenie81
Posted on 07-05-08 10:59 PM, in .DB means Dummy Byte, But What Does .DW mean? Link | Quote | ID: 86887


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Posted by smkdan
I'm guessing he means the assembler directives.

.DB = define / declare byte.

.DW = define / declare word

Some will have define long for 32 bits (I think xkas uses 24bits there).


Thank you, a .DB would be an 8-bit address (cf. $2F or 00101111) while a .DW would be a 16-bit address (cf. $1A3E or 0001101000111110).

~Ben

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GameGenie81
Posted on 07-24-08 03:34 PM, in Game Genie Code List Link | Quote | ID: 87925


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More GG music codes for SMB 1:

Star Man music replacement codes:
AAPSKA - No new music plays when you have Star Man power
ZAPSKA - Changes normal Star Man music to water level music
PAPSKA - Changes normal Star Man music to ground level music
GAPSKA - Changes normal Star Man music to underground level music
AAPSKE - Changes normal Star Man music to castle level music
APPSKA - Same as default Star Man music byte
AZPSKA - Changes normal Star Man music to pipe intro music
AGPSKA - Default Star Man music byte
EAPSKA - No music plays at all when you have Star Man power

~Ben


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GameGenie81
Posted on 07-27-08 02:38 PM, in How to Adjust the Star Man Invincibility Timer (rev. 2 of 07-27-08 02:48 PM) Link | Quote | ID: 88078


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How does one adjust the Star Man invincibility timer in Super Mario Bros. for the NES?

The default byte sets this limit to about 20 seconds, but I want to increase that by at least twice the limit. What byte do I change in the game's ROM to have up to at least 40 seconds of Star Man time?

What do I need to refer to in Doppelganger's SMB1 ASM guide to seek this out?

Regards,



Ben

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GameGenie81
Posted on 07-27-08 05:17 PM, in Game Genie Code List Link | Quote | ID: 88081


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Found a GG code for Zelda II: The Adventure of Link:

SXNASSSE - Magic never decreases when you use a spell.

~Ben

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GameGenie81
Posted on 07-28-08 03:49 PM, in How to Adjust the Star Man Invincibility Timer Link | Quote | ID: 88146


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Posted by CKY-2K
I remember editting the address, but I forgot, sorry.

I'll check into it later.


Change the address at 0x5827 ($D817 in CPU-speak). The default offset byte is #$23 which would mean about 23 seconds tick away from the main game timer, correct?

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GameGenie81
Posted on 07-29-08 03:01 PM, in How to Adjust the Star Man Invincibility Timer Link | Quote | ID: 88197


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Posted by frantik
Posted by GameGenie81
What do I need to refer to in Doppelganger's SMB1 ASM guide to seek this out?


search "Star" in the disassembly

finds:

StarInvincibleTimer = $079f

now you can set a break point in fceud for when $079f is written to, and then go collect a star and examine the code surrounding the breakpoint for a LDA $xx. Or you can search in the rom for STA $079f (85 9f 07) and you will likely find a LDA $xx value right in front of it, in this case LDA $23 (a9 23) which you already found


additionally you can search the disasm for "StarInvincibleTimer" and find:

lda #$23 ;otherwise set star mario invincibility
sta StarInvincibleTimer ;timer, and load the star mario music





"85 9f 07" should be corrected to "8d 9f 07". Searched all that and there I was...

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GameGenie81
Posted on 07-31-08 05:06 AM, in Game Genie Code List (rev. 3 of 09-27-08 11:52 PM) Link | Quote | ID: 88262


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Super Mario music codes again:

Game Over music replacement codes:
PAXOIZZA = death music
ZAXOIZZA = default value
GAXOIZZA = victory music, as heard after saving Princess Peach.
AAXOIZZE = end of castle music, as heard after winning a castle level
APXOIZZA = alternate Game Over music
AZXOIZZA = end of level music, as heard after mounting on flagpole
AGXOIZZA = time running out music, as heard when game timer decreases below 100 ticks
EAXOIZZA = no music at all

Here's something interesting: change the byte marked "EventMusicQueue" ($FC) to $FB ("AreaMusicQueue") and the Game Over music becomes the water level music. It's at address 0x123F for those in the know.

~Ben




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GameGenie81
Posted on 08-05-08 07:05 AM, in Vs. Super Mario Bros. Link | Quote | ID: 88569


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Would any of you be interested in a version of Vs. Super Mario Bros. without the "INSERT COIN" text at the beginning (be able to select your player at the title screen)? And also one that starts off easy like the home versions of SMB1 (with the game's hard mode on starting with World 5-3 as usual)?

It would not be too hard to port, as all you do is to alter the ground attributes (more holes and different jump zones; and different maze paths for Worlds 5-4 and 7-4) for the original SMB1 levels. But there are some totally new levels in this version that would later appear in the Japanese version of SMB2.

SMB = Super Mario Bros.
SMB2(J) = Super Mario Bros. 2 (Japanese), aka Super Mario Bros.: The Lost Levels and Super Mario Bros. for Super Players

LEVEL LAYOUT (from StrategyWiki.com):
WORLD 1
1-1 - SMB 1-1
1-2 - SMB 1-2
1-3 - SMB 1-3
1-4 - SMB2(J) 1-4

WORLD 2
2-1 - SMB 2-1
2-2 - SMB 7-2
2-3 - SMB 7-3
2-4 - SMB 6-4

WORLD 3
3-1 - SMB 3-1
3-2 - SMB2(J) 2-2
3-3 - SMB 3-3
3-4 - SMB 3-4

WORLD 4
4-1 - SMB 4-1
4-2 - SMB 4-2
4-3 - SMB 4-3
4-4 - SMB 2-4

WORLD 5
5-1 - SMB 5-1
5-2 - SMB 5-2
5-3 - SMB 6-3 (palette swap)
5-4 - SMB 4-4

WORLD 6
6-1 - SMB 6-1
6-2 - SMB 6-2
6-3 - SMB2(J) 4-3 (palette swap)
6-4 - SMB 5-4

WORLD 7
7-1 - SMB 7-1
7-2 - SMB2(J) 6-2
7-3 - SMB2(J) 6-3
7-4 - SMB 7-4

WORLD 8
8-1 - SMB 8-1
8-2 - SMB 8-2
8-3 - SMB 8-3
8-4 - SMB2(J) 8-4 (yeah, I know, the original VsSMB version of World 8-4 was similar to the SMB W8-4 except for more holes; the SMB2(J) version is substituted to make it a little more difficult; and the SMB2(J) version of W8-4 is the one used for All Night Nippon SMB)

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GameGenie81
Posted on 08-06-08 10:06 PM, in Vs. Super Mario Bros. (rev. 2 of 08-06-08 10:06 PM) Link | Quote | ID: 88633


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Posted by Hamtaro126
Well the only advantages of this is the new ending, and the new title screen and level space.

The original can do some if hacked, Just with any of the disassembled SMB2j code provided, It is Impossible for me right now to find parts of the SMB2j ending ASM (except the indirect pointers to the main ending text)

The SMB2j ending is the same as VsSMB, just without the CHR-RAM bank used for the door.


And also, in regards to VsSMB... no key change in the victory music (the music that plays when you save Princess Toadstool in World 8-4).

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GameGenie81
Posted on 08-12-08 08:58 AM, in SMB Code: Five Extra Seconds of Time? Link | Quote | ID: 88828


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What Game Genie code for Super Mario Bros. will alter the ones digit in the game timer? If so, I am hoping for a value which will change the onscreen ones digit in the timer to "6." That way, when you use any of the infinite time codes (such as TTLZSN or VZTLTN) you will always have a six fireworks bonus.

~Ben

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GameGenie81
Posted on 08-15-08 01:38 PM, in What Does BNE Do? Link | Quote | ID: 88968


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Please accept my apologies for writing this, but I would like to what exactly the BNE instruction (read: branch if zero flag clear) does. OK?

If the byte following the BNE instruction byte ($D0) is $00, would that mean to branch to whatever flag has its default instruction set at anything but $00 for now?

~Ben

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GameGenie81
Posted on 08-21-08 12:06 PM, in How to Change Sound from MMCxy to VRC6? (rev. 3 of 08-21-08 12:08 PM) Link | Quote | ID: 89265


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How do I reprogram the sound shades on such Konami games like Where in Time is Carmen Sandiego? and Castlevania III: Dracula's Curse which use the Nintendo-made MMCxy sound chip (where "x" is any generation number from 2 to 6; and "y" being any revision within the chip's design generation) to the Konami-exclusive VRC chip used on the Japanese equivalent of CIII: DC (called Akumajou Densetsu)?

On a related note, the NA/EU version of Castlevania II: Simon's Quest uses the MMC1 sound chip, but the Japanese equivalent Dracula II: Noroi no Fuin, which was a Famicom Disk System title (and thus not cartridge-based), used the FDS-exclusive sound expansions.

In other words, how do I reprogram Where in Time to make it have the sound capabilities of the VRC6?

~Ben

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GameGenie81
Posted on 09-12-08 03:01 AM, in How to Get Music on SMB1 Title Screen? Link | Quote | ID: 90367


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Are there any GG codes which will enable background music to play on the title screen, before you start your game? If so, what instructions do I change in the game's ROM contents to achieve this?

$0770 is the RAM address for OperMode. Its default value is $01, which will not allow any background music to play until you hit Start. Changing the value to $00 (by way of Pro Action Replay) will allow the game to start immediately, music and all.

But what I want to do is allow the BGM to play while SMB1 is in demo mode. On YouTube, one of the SMB1 hacks submitted there by user SisterMind has BGM at the title screen. For those in the know, here's the video:
http://www.youtube.com/watch?v=W7hWxZL1XZw

And also, I'd like to select between all six pieces of area BGM (00 = water; 01 = ground; 02 = underground; et al).

Thank you,
Ben


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GameGenie81
Posted on 09-22-08 05:20 PM, in Difference Between SMB1 for NES/FC and FDS (rev. 3 of 09-22-08 05:24 PM) Link | Quote | ID: 90955


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Why is it that some invalid worlds (after the normal eight worlds) are different on the Famicom/N.E.S. and the Famicom Disk System versions?

One of these is the infamous Minus World (formally: World 36). On the Famicom/NES cartridge version, it is similar to World 2-2 in every regard (only with the Game Genie code KILLLU can you go beyond this; the "other two" are both graphics hacks of World 3-4; the "second" stage with underwater graphics and the "final" stage with ground graphics). But on the FDS version, the first level is an underwater hack of World 1-3/5-3. The second stage is a carbon copy of World 2-3/7-3, and the final stage is an underground graphics hack of World 4-4.

What is all the code in the game's ROM contents between the cartridge and FDS disk versions that makes some of these invalid worlds different?

~Ben

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GameGenie81
Posted on 09-22-08 08:36 PM, in Game Genie Code List Link | Quote | ID: 90961


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Posted by master higgins
Well, since it seems the guys at thegshi don't have time to post my codes in their site (or maybe they haven't tested them yet, or they don't give a sh** about them ) I'll post them here (I hope someone's interested):

NES GG CODES

EDIT (here's a code asked by Gamegenie81):

SUPER MARIO BROS 2
*******************

Get any of these items instead of a small veggie

Magic Potion
TLVOLAZU

Coin
TLVOLAZL

Koopa Shell
ILVOLAZL

Bomb
YLVOLAZL

POW Block
ZLVOLAZU

1-UP Mushroom (Only appears once, then you just get small veggies)
AGVOLAZL

Floating Log (goes upwards and then downwards slowly)
LLVOLAZU

Key
ILVOLAZU

Mushroom (You get an extra heart container, but after 3 mushrooms the game gets glitchy. For instance, some hearts in the middle are empty, and even you can get the second heart empty and the others full, but the game considers it as if you have 1 heart so you become small. Beware that the more heart you get, the glitchier the gfx)
YLVOLAZU

Magic Carpet (If you throw it, it's gonna go downwards quickly so you must throw it from a high place and land on it fast before it sinks in the screen)
PGVOLAZL

Crystal Ball (The one you get after beating birdo. Nothing happens though)
GGVOLAZL

@Gamegenie81: I don't know if the "potion" you mention is the Magic Potion, since IIRC there are no potions to recover health. You must get a heart after hitting many enemies to refill a heart.

Cya! Don't be afraid to ask for more codes


The "Illusion Item" glitch: this involves entering Sub-Space, pressing Up to exit it. As soon as the door opens, repeatedly press the "B" button on the Control Pad, and if your timing was right, the item you pulled out will be on top of your character's head. You can't throw it, but if you enter a door, the item will become real and be in your player's hands. However, if you die while the item's on your head, when you try the level again, the item will be real, as mentioned before.

So, how do I make a GG code which makes a certain item appear on the character's head but not in his/her hands?

~Ben

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GameGenie81
Posted on 09-29-08 01:15 AM, in ASM for Super Mario All-Stars (rev. 2 of 09-29-08 01:18 AM) Link | Quote | ID: 91300


Koopa
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Could anyone please give me the ASM file for Super Mario All-Stars?

But, on one condition, though: I want an abridged version of this ASM which will cover only the first two SMB legacy titles represented on it, Super Mario Bros. (1985) and the Japanese version of Super Mario Bros. 2 (1986) (that's Super Mario Bros.: The Lost Levels to us).

The area music selection data for both games is as follows (please provide the constants):
*Water Music (except in water stages which are in castle levels; World 8-4 in both SMB and SMB2J) (is constant %00000010 in 8-bit NES SMB1/2J ASM)
*Ground Music (is constant %00000001 in 8-bit NES SMB1/2J ASM)
*Underground Music (is constant %00000100 in 8-bit NES SMB1/2J ASM)
*Castle Music (no interruption of music from pipe to pipe; except, however, in SMB2J, if the pipe leads to a ground level scene, such as in Worlds B-4 and D-4) (is constant %00001000 in 8-bit NES SMB1/2J ASM)
*Bonus Stage Music (used in both underground and cloud bonus stages) (fill in constant here - might be %00010000)
*Pipe Intro Music (is constant %00100000 in 8-bit NES SMB1/2J ASM)

Thank you,
Ben (SMB2J-2Q)

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GameGenie81
Posted on 10-05-08 12:07 AM, in Super Mario Bros. (NES) Song Selection Data Link | Quote | ID: 91713


Koopa
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Hi,

I have a question as to the music selection data specific to Super Mario Bros. and Super Mario Bros. 2 (Japan): How come the song selection data repeats after $80 bytes (128 bytes in decimal form)? Add $80 to all of the song selections in the music constants ($02, $01, $04, et al) and then they're repeats for the next $80, or 128, bytes.

Although, I have to point out there are some differences among the six standard song selections after adding $80 to some of them: when I tried $84 (132 bytes) I got the remixed version of the underground theme and then the normal version of said song thereafter.

Likewise, bytes $22 (34) and $A2 (162) bring up the remixed water music-followed-by-normal water music. Furthermore, byte $88 (136), as opposed to byte $08 (8), brings up the remixed castle theme followed by the normal castle theme.

~Ben



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