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MegaDriver
02-14-2020, 09:42 AM
Hello again mr. Tony Hedstrom,


I would like to ask your opinion on the following subject:

Some 2 years ago, Barone came up with a hack for Robocop vs Terminator which removed the top black border of the game, increasing the viewable area of the game.

https://www.sega-16.com/forum/showthread.php?30343-Barone-s-Hacking-Corner&p=796533&viewfull=1#post796533

https://www.romhacking.net/hacks/3727/


And according to him: "... Anyway, it always bothered me that the MD version had a black border and the SNES one didn't. So I was checking animated tiles in games the other day and I realized that the black border was pretty much a window mask over plane A.
The discovery is much cooler than the hack itself, which is like changing three bytes in the ROM."


Would it be possible to achieve the same result of Barone's hack by entering a GameGenie code?

Tony H
02-14-2020, 08:05 PM
He mentions that he changed 3 bytes in the ROM. This can be done with Game Genie codes.

EDIT: Game Genie codes modify ROM addresses. 3 bytes would take either 2 or 3 codes depending on if any of the bytes were sequential or not.

MegaDriver
02-15-2020, 06:56 AM
He mentions that he changed 3 bytes in the ROM. This can be done with Game Genie codes.

EDIT: Game Genie codes modify ROM addresses. 3 bytes would take either 2 or 3 codes depending on if any of the bytes were sequential or not.

Just as I suspected. Thanks! ;)

I will try to find the bytes (or maybe I will have to ask for Barone's help on this). :roll:

MegaDriver
02-15-2020, 09:49 AM
YAY! :D

I made it! :p

Thanks go to Tony for the tutorials and credits of the hack to Barone, of course. ;)

Here are the codes:

Robocop vs Terminator (USA) - No black border on top

KJAT-BLNS
AC5V-RAAZ
AC5V-TACK
ADCV-TAGV

Tony H
02-15-2020, 10:36 AM
Nice work!

Tony H
02-20-2020, 03:52 PM
A couple new Sonic Spinball codes...

Sonic Spinball (Genesis/MD)

AGRA-4AA2
Level 1 boss: Only takes 1 hit to destroy his tail.

PCGT-9N06
Level 1 bonus stage: Only takes 1 hit to free each of the animal friends.

DJ2A-6A60
Level 2 boss: Platforms at top of boss area won't drop (keeps you from falling).

AJVA-6A6R
Level 2 boss: No steam bursts at the top of the boss area. May affect other things in that level as well.

AFKT-6AF6
Level 2 boss: Only have to hit a head once to destroy it (destroy 4 heads to defeat the boss).

AETA-8AH0
Level 3 boss: Only takes 1 hit to break the tubes.

PLFT-9TXJ
Level 3 bonus stage: Only takes 1 hit to destroy each chicken.

ALYT-6A5N
Level 4 boss (Robotnik): Side windows never break (the windows that the socks throw you against).

AGKA-8AEJ
Multi-ball stages: Only have to hit the crab once to win.

C8KA-8AEJ
Multi-ball stages: Only have to hit the crab half as many times to win.

A0XA-8AG4
Multi-ball stages: Start with 5 balls at once instead of 3.

FMBA-5N08
Collecting one emerald opens up the boss room for levels 1 and 2. Make sure this code is turned off before starting levels 3 or 4 if you are using the other code that lets you collect 1 emerald to open the boss room in levels 3 and 4 (in other words, you can't use both codes at the same time). Code may stop working if you collect a second emerald.

FMBA-5Y08
Collecting one emerald opens up the boss room for levels 3 and 4. Make sure this code is turned off before starting levels 1 or 2 if you are using the other code that lets you collect 1 emerald to open the boss room in levels 1 and 2 (in other words, you can't use both codes at the same time). Code may stop working if you collect a second emerald.

Tony H
02-22-2020, 08:38 PM
GelmiR, 4 different types of jump codes for this game. Pretty sure you can use any combination of codes if you'd like. Just be careful not to jump too high above the top of the screen, or you may get stuck (although you can sometimes just walk Left or Right to drop back down).

Also working on a code that lets Fred throw a bowling ball. No enemies around to hit, but still kind of neat to see that it works.

Still haven't figured out how to advance to the second level.

The Flintstones (Ocean)(Prototype) Genesis/MD

These codes are for the prototype where Fred starts on top of the dinosaur. This is not the same game as the regular "Flintstones" game.

RFLA-A6VJ
Jump in mid-air (multi-jump). If you hold down the jump button, you will keep climbing until you release the button, or you can keep tapping the button to do multiple jumps in mid-air.

6BKT-AAFE
Moon jump (can jump as low or as high as you want by releasing the button).

ABLA-B336
Jump higher.

ABLA-B136
Jump much higher.

CBBT-AAGJ
Less gravity (you'll jump higher with slower movement and easier to control). Can be combined with the other jump codes to jump even higher.

1WEA-AA92
Don't fall when you walk off ledges (walk on air). Press jump to drop down.

KnightWarrior
02-22-2020, 10:57 PM
Tony,

Can you help me on this code for Super Mario Bros. 2 (J)

Replace Poison Mushrooms With a Coin

Mezmorize did the original code on Gamehacking, But he didn't make one with a coin

1ups - LEXAXPGA
Power-Up - PEXAXPGA
Star - ZEXAXPGA

GelmiR
02-23-2020, 03:40 AM
Thanks for the Flintstones codes, Tony :) Tested them all, they all work for me as described. I haven't been able to reach that second level either, I'm not sure how people do it. I've seen a screenshot with a password to get there, but the password screen doesn't seem to work. Also don't remember reading about the second level in the Lost Flintstones / Super Star Wars topic.

Tony H
02-23-2020, 04:15 PM
Tony,

Can you help me on this code for Super Mario Bros. 2 (J)

Replace Poison Mushrooms With a Coin

Mezmorize did the original code on Gamehacking, But he didn't make one with a coin

1ups - LEXAXPGA
Power-Up - PEXAXPGA
Star - ZEXAXPGA

I'm not currently working on NES codes, but this is something you can do yourself.

Open up one of those codes in a Game Genie conversion program (several of them on the internet). It will show you the address, the value and the compare value. What you'll want to change is the value. In the 3 codes you listed, they use the values 01, 02, and 03. Start by trying other values until you find the one for coins. Try 00, 05, 06, 07, etc.

=============

GelmiR, I'll see if I can figure out how to get to the second level. Must be a way.

Here's a completely useless code that shows Fred throwing a bowling ball whenever you press A...

BKDT-AAHE

I'm sure I could get it to work on a different button besides the jump button, but not really worth the effort, since there aren't any enemies to hit with it. lol.

Tony H
02-23-2020, 05:02 PM
Thanks for the Flintstones codes, Tony :) Tested them all, they all work for me as described. I haven't been able to reach that second level either, I'm not sure how people do it. I've seen a screenshot with a password to get there, but the password screen doesn't seem to work. Also don't remember reading about the second level in the Lost Flintstones / Super Star Wars topic.

May have found a hint on how to get to the next level. On the link below, scroll down until you get to the part where is says Zones, The Quarry. Says something about some hidden steps.

https://hiddenpalace.org/News/Holiday_2019_(Day_7)_-_Flintstones

GelmiR
02-24-2020, 05:21 AM
May have found a hint on how to get to the next level. On the link below, scroll down until you get to the part where is says Zones, The Quarry. Says something about some hidden steps.

https://hiddenpalace.org/News/Holiday_2019_(Day_7)_-_Flintstones
Thanks Tony, I'll give the level another look. Though Hidden Palace has a YouTube video of the proto themselves, also only of the first level. But then there are screenshots of the second level...
I wouldn't say the bowling ball code is useless, I'm still going to test it. It will still be interesting to see :) But in case Hidden Palace uncovers a more complete version some day, I wouldn't put too much time in this early proto.

When you get bored with Flintstones, I was wondering about a code for Smurfs that I'm really interested in. We've already done that game, so no worries if you're done with Smurfs :P What I'd be interested in, is a multi-jump code like you did for Addams Family, QuackShot, and probably others. Thanks in advance!

Edit: Flintstones bowling ball code works :) Love how it appears out of nowhere, lol... I think I have to try the SNES version and compare. Already saw a video in which you need to find the bird that sounds an alarm (end of work day) to trigger the next level. As this bird doesn't appear to be in the level, I don't know if/how it's possible to get to another level. Also non-placed objects seem might (haven't seen enough SNES) the reason to not being able to make that initial jump.

Tony H
02-25-2020, 10:20 AM
GelmiR, didn't have any luck with the multi-jump code for Smurfs.

On The Flintstones Ocean Prototype, I think I found the RAM address that determines what screen/level you're on. By changing the value of this RAM address, I can control which screen or level shows up, and I also made a Game Genie code that lets you test different values. I can get all of the screens to show up that we've seen so far (level 1, the Credits screen, the Hi-Score screen, etc), but haven't found the value for level 2 yet. Here is the test code if you want to spend a little time with it...

8162:78xx
Replace xx with the value you want to use. Some I've tried: 8162:7802 = Shows Option screen when you select "Start". 8162:7804 = Shows Hi-Score screen. Most other values I've tried just gives me a blank screen.

It seems like level 2 is in this prototype somewhere because of the screen shots, so I may have the wrong address and will spend some more time trying to figure it out.

EDIT: GelmiR, don't bother doing any testing with that code, I'm pretty sure I found the right one. Just need to do some testing and then I'll post the results. Fingers crossed. :-)

Tony H
02-25-2020, 01:03 PM
Got level 2 figured out. Level 2 is kind of unusual. Let me know if you have trouble finishing it, and I will make some codes.

The Flintstones (Ocean)(Prototype) Genesis/MD

AEDA-AADT
Start on level 2 (reset game once code is enabled). It appears that level 2 is only accessible with cheat codes (I couldn't figure out how to exit level 1).

ATDA-AADT
See several different screen shots and the continue screen (reset game once code is enabled and select "Start").

GelmiR
02-25-2020, 01:07 PM
Thanks anyway for trying with the Smurfs code :)

As for Flintstones, great! I look forward to giving these a try. Cool that you got it to work, wonder how they got the screenshots for the 2nd level. Without it, you may not have known there even was a second level? Anyway, will get back to you after I tried them. Cheers!

GelmiR
02-26-2020, 04:23 AM
Tried the codes, they work as described. Interesting! Tried the second level with lots of scum-saving, mostly because I wanted to know if there was an end trigger in the level. But ultimately I couldn't catch Bamm-Bamm, Pebbles, AND Dino... About those screens, I think I've seen some of them with characters in them. Maybe I'll try the SNES version, but I think I'd still prefer to wait for a more complete Mega Drive version before really getting into this game. Thanks again :)

Tony H
02-26-2020, 09:36 AM
GelmiR, one more code for the Flintstones that will help with the second level. I was curious what was at the end of the level, and like you, tried several times but couldn't finish it. This code allowed me to finish it on the first try.

This code will let you bounce everyone back up, even if your car isn't underneath them, as long as they are above, or in front of your car. The only way they will fall and die is if they fall behind your car, so make sure you keep your car towards the left side of the screen when in doubt. You'll see what I mean once you try it. I can make a second code to keep them from falling all the way when they are behind you too, but doesn't really seem necessary since this code makes it pretty easy to finish the level. If you don't see anyone bouncing back up and the game is still playing, that means you are too far behind and can speed up a little until you see one of the characters.

The Flintstones (Ocean)(Prototype) Genesis/MD

AK1A-CA3C
On level 2, Bamm-Bamm, Pebbles, or Dino will always bounce back up from anywhere above or in front of your car. Even if your car is way behind them (on the left side of the screen), they will still bounce back up. The only way they will fall and die, is if your car is in front of them.

LinkueiBR
02-26-2020, 11:13 AM
Hey Tony!

I have some GG code ideas for the Genesis Mortal Kombat rev1 ROM:

-Make the Blood code active by default.
-Make the throw movement back to the Low Punch button instead of the High Kick button (WTF)
-Make a code to change the Characters position to 1 tile (8px) higher in the Arenas (except of The Pit).

Thank you!

GelmiR
02-26-2020, 01:26 PM
Thanks for the info and the code, Tony :) Code works as described and I was able to get to the end, at least I think I do. I really hope a (more) complete proto will be uncovered some day.

Tony H
02-26-2020, 04:44 PM
GelmiR, as you said, that was probably the end of the level, but hard to tell.

LinkueiBR, may take a look at those later.

Tony H
03-03-2020, 11:05 AM
Terminator 2: Judgment Day (Genesis/MD)

DD5A-AA42
Always have the pistol (A button), even at the very beginning of the game.

AM5A-BA60 +
AM5A-AA62 +
DAGA-CA68
Always have the M-16 machine gun (B button) with infinite ammo, even at the very beginning of the game.

AH5A-BA60 +
AM5A-AA62 +
DAGA-CA68
Always have the Rotary Cannon (B button) with infinite ammo, even at the very beginning of the game.

GelmiR
03-03-2020, 02:50 PM
Yay, looking forward to testing those T2 codes :) I'll do it tomorrow and will get back to you. I can already tell you that they are useful in combination with "start at a certain level" codes, as they'd always start you with no weapons. Only weapon left is the shotgun, I think you covered all the others. Will get back to you!

GelmiR
03-04-2020, 09:21 AM
Tested the T2 codes. First up was the "always start with pistol", wanted to test how level 1 would react to that. But the game doesn't freak when picking up the pistol where you are supposed to, nor does it register that you already have it - objective to find weapons remains.

As for the other codes, I can see why they don't work with the single unlimited ammo code I already had :) But these work great! Also you can switch between all the weapons during gameplay by activating/deactivating codes. Thanks Tony!

Tony H
03-04-2020, 11:16 AM
Glad to hear they work. Thanks for testing and confirming.

An interesting bit of info... there are two different values that the game uses for the M-16, which seems to imply that there are two different versions of the M-16. I compared them and visually they appear identical, so maybe there's a difference in power? Do you know anything about there being two different M-16s? Edit: I used ID number 2 for the M-16 code above, while ID number 3 is the other M-16.

Also, I made a code that lets the Shotgun do rapid fire like the machine gun, but was going to require some extra codes to fix a problem with it, so I didn't pursue it further. Will see if I can get just a regular "Always have Shotgun" code.

GelmiR
03-04-2020, 02:20 PM
You're welcome!

As for the M16, I don't think there's a difference in power with the M-16. The only thing I can think of is maybe it's a different value because it's also found in another level?

From the top of my head, these are the levels, with weapon locations I know of.

Level 1 - The Corral (pistol and shotgun)
Level 2 - John's House
Level 3 - The Mall (M16)
Level 4 - Pescadero Hospital
Level 5 - Enrique's Compound (M16 and 2x mini-gun)
Level 6 - Dyson's House
Level 7 - Cyberdyne
Level 8 - Steel Mill

So there's 2 mini-guns as well, they are in the same level - in fact even in the very same location. Probably in case a player would miss picking it up (you only have a limited time to do so). But the M16 exists in 2 levels, not sure if there are more but I don't think so. Could that have to do with it?

Shotgun with rapid fire? That was cool in T1 :D

Tony H
03-04-2020, 03:30 PM
Got the Shotgun figured out so that it does automatic burst fire. Pretty fun.

Terminator 2: Judgment Day (Genesis/MD)

AX5A-BA60 +
AM5A-AA62 +
DAGA-CA68
Allows you to always have a special modified version of the Shotgun (B button) with infinite ammo, even at the very beginning of the game. The Shotgun is modified so that if you hold down the B button, the Shotgun will automatically shoot bursts of 4 rounds instead of a single shot.

=============

Here is the other code for the second M-16 if you felt like experimenting. I may dig deeper into it and see if I can find out why they have separate programing for the two. The Mini-gun only has a single number used in the programing. Here are the ID numbers used in the programing: 01 = Mini-gun, 02 = M-16, 03 = M-16, 04 = Shotgun.

AS5A-BA60 +
AM5A-AA62 +
DAGA-CA68

The first code (AS5A-BA60) is the only one that's different from the first M-16 code above.

EDIT: Here's the code from the first M-16...

AM5A-BA60 +
AM5A-AA62 +
DAGA-CA68
Always have the M-16 machine gun (B button) with infinite ammo, even at the very beginning of the game.

EDIT2: After some testing, this is what I found out.

Looks like the Pistol, both M-16s, and the Mini-gun all do 1 point of damage. I'm assuming that the difference is that the M-16's and Mini-gun have a much higher rate of fire, which causes much more damage. I can't find any difference in the two M-16s.

Made another new code while I was digging around:

AJ6A-CA20
1 shot kills enemies.

Don't know if there are any bosses in this game so don't know if it works on them, but tested it on an enemy in level 6 and seemed to work fine.

GelmiR
03-05-2020, 06:45 AM
Cool, more stuff to try out :) I'll try and do it this evening. Did you see my reply at the bottom of page 135? Other than the M16 being in 2 levels, maybe another explanation is its amount of ammo on pickup? I'd have to compare the one in the Mall and at Enrique's, at this moment I don't know if the have the same amount of ammo on pickup or not.
Thanks for all the info, sounds interesting :) I'll get back to you after testing. As for bosses, the T-1000 pops up a lot in the game. I'll be sure to test it on him.

GelmiR
03-06-2020, 04:57 AM
Tested all the codes, the ones for all the weapons are awesome! I can't figure out the difference between the 2 versions of the M16, either. Both the one in the mall and at Enrique's compound have 300 rounds on pick up. The rapid shotgun is great, too.

I did at one time in level 1 have a problem with the pistol, where I couldn't fire it. Also the game didn't register me picking on up, either - as I saw enemies dropping more of them (and another shotgun too, now that I think about it). But I have not been able to replicate it.
What's funny is that when shooting around when on vertical stairs, the pistol is always used and fires rapidly. I'm not really sure how this works without codes, as I hardly ever use it.

The game froze on me once, at the beginning of the 3rd level (the mall). I insta-reset and saved just before I got back there. But in this case, I have also not yet been able to replicate it.
What is interesting about this to me though, is that the game has never frozen on me before. I do know it is very finicky on real hardware when using Game Genie codes. In fact, most of the times after a few minutes of playing, it would send me to the Debugging Monitor seen here (https://tcrf.net/Terminator_2:_Judgment_Day_(Genesis)). Though for me, the screen was always fully black with the text appearing in red.

As for the 1 shot kill code, sometimes it works, sometimes it doesn't. It also appeared to work on robots at Cyberdyne, but not on the T-1000. I'll try some more :)

In any case, I will probably do some more testing this weekend. Thanks for all the new codes! :D

Tony H
03-06-2020, 07:12 PM
Thanks for the info. I'll see if I can figure out if the codes are causing the problems you mentioned. Also, I'll change the code description for the 1 shot kills enemies code. Let me know if you get any more specific info on that.


EDIT: GelmiR, I've got a question about Terminator 2: Judgement Day. Can you have more than one of the better weapons (Shotgun, M-16, or Mini-gun) at once? If so, how do you switch between them?

GelmiR
03-07-2020, 04:50 AM
I think the Pistol (A button) does less damage than the shotgun, M-16 and minigun. The fire rate on the pistol and shotgun are both pretty slow, but you can 1 shot kill a lot of enemies with it, but the pistol takes several shots to do the job.

I did another playthrough without using the weapon codes, but I still had a second pistol show up, so that bit didn't have to do with the new codes. Can't figure out why at one point it didn't fire, though. But it's no big deal - mostly curiosity.

As for your question on having more than one of the better weapons - I wasn't sure. I assumed that from the minigun you'd revert back to the M-16 and then to the shotgun. But no, the weapon that you use with the B button is always replaced with the one you last pick up. So if you pick up an M-16 while you had a minigun, tough break. Though at least there appear to be two of them at Enrique's compound. But with your codes, you can switch around the weapons with activating/deactivating codes :) But in normal gameplay, one B button weapon at a time.

And finally, I figured out why the 1 shot kills code would sometimes work for me, and sometimes it wouldn't. It only works on enemies on the right side of the player, not the left side :) So to fully cover it, I guess another code would be needed? I'll try and finish this playthrough, but I think it works on all enemies except the T-1000.

Edit: Swat also drops M16 frequenty.

Tony H
03-07-2020, 04:32 PM
Wow, I'm glad you figured out the explanation for the 1 hit kill code. I've never run into that in any other games. I'll make a code that works on the left side.

I was hoping there was a way to have more than one secondary weapon so I could possibly make a code to have all weapons. Thanks for checking.

Is there any need to make a 1 hit kill code for the T-1000? If so, what's the easiest way to get to him?

GelmiR
03-08-2020, 04:21 AM
Me too :) I wasn't really looking for the explanation, I just noticed it near the end of level 1 by accident. It did make me think of the Pirates of Dark Water codes to clip through doors, that needed codes for left and right as well. But yeah, "I've never run into that in any other games" seems pretty common for this game :)

Don't worry about having more secondary weapons, changing is already possible thanks to activating/deactivating the weapon codes you made.

As for the T-1000, no, not really. After you take him down, he pops up again seconds later anyway. But the easiest way to get to him is in level 2.
In level 1, grab the future objects (1 outside, 1 inside), pistol and shotgun, and press up at the 2nd phone booth to get John's address.
After the drive to level 2 (John's house), don't shoot the alarm. Enter the house, you should hear the alarm. You can shoot it now if the sounds annoys you. The T-1000 and the police should arrive soon. As well as bikers outside the house :P

Tony H
03-08-2020, 05:01 PM
My PC died last night, so will be a bit of a delay before I can get to the other half of the 1 hit kill code. Thanks again for all the help.

GelmiR
03-09-2020, 05:23 AM
You're welcome, and don't worry about it. Sorry to hear about your computer!

Tony H
03-09-2020, 04:57 PM
Got a new computer, so should be back in business in a couple days.

GelmiR
03-10-2020, 01:41 AM
Good to hear! :)

Tony H
03-11-2020, 04:38 PM
Terminator 2: Judgment Day (Genesis/MD)

AJ6A-CA40
1 shot kills enemies (left side only). Does not work on the T-1000.

GelmiR
03-12-2020, 04:53 PM
Tested on the first 3 levels, works as described :) I don't have any reason to believe it will stop working in the rest of the levels. Thanks for completing this code!

Fun fact for your set of 4 codes for invincibility, or rather something I'd never thought of trying before. I usually leave John and Sarah somewhere where they can't get hurt, until I need them. They get hurt easily, and I figured invincibility for them would take another 4 codes, the way this game is programmed.

In normal gameplay when one of them goes down, they start blinking for a limited amount of time. During this time, you can kneel at their side, and in doing so, replenish some of their health by giving some of yours. Your codes do wonders for healing John and Sarah back to full health as well. It doesn't drain the player health at all and eliminates any need for seperate codes for John and Sarah :)

Tony H
03-12-2020, 11:37 PM
GelmiR, that's good to know about the inv codes. I remember recently reading that you can give some of your health to other players.

I just bought a new gaming PC and before I even played a single PC game, I installed all of my code making stuff and started making codes. Easy to tell where my priorities are. :-)

GelmiR
03-13-2020, 04:10 AM
I just bought a new gaming PC and before I even played a single PC game, I installed all of my code making stuff and started making codes. Easy to tell where my priorities are. :-)
It should be at trying some new games :D

Tony H
03-19-2020, 05:18 PM
Ecco: The Tides of Time (Genesis)

ACKA-TA4G
Can swim thru most barriers (rocks, etc) that block your exit to the next section or level.

L30T-YA8E
Can swim thru the Glyphs (the diamond shaped things) that are blocking your exit in the sky water tubes. Has only been tested on the Two Tides level.

RGTA-W618
3 in 1 code: Invincibility, swim thru most walls/rocks, and swim thru most barriers that block your exit to the next section or level. Invincibility works on Sharks, Jellyfish, Crabs, etc.

Tony H
03-23-2020, 04:36 PM
A few codes specifically for that bitch of a boss, the Vortex Queen in Ecco. lol.

Ecco: The Tides of Time (Genesis)

RE2T-66YJ
Hit the Vortex Queen from anywhere while she can take damage (she can only take damage while she is retreating into her hole).

RESA-66T0
1 hit kills the Vortex Queen.

RERT-6612
1 hit destroys the Vortex Queen's tentacle (she's much easier to defeat without her tentacle).

FYMT-6AFA
If the Vortex Queen swallows you, you will end up back at the Vortex Queen, instead of in the Alien World (The Machine).

RERT-66WE +
JJRA-6A4G
The Vortex Queen can't swallow you.

AAPA-6A6C
Disables laser beam in the Vortex Queen level.

Tony H
03-26-2020, 10:57 AM
Ecco: The Tides of Time (Genesis)

AALT-6A9T
The Vortex Queen's tentacle tends to stay inside her mouth (makes her easier to defeat).

Tony H
04-01-2020, 06:38 PM
Earthworm Jim (Genesis/MD)

GWJC-JA2W
Hit enemies from anywhere with your whip (crows, dogs, etc).

GLJC-JA42
Hit/grab items from anywhere with your whip. Items that you can normally grab onto with your whip (hooks, etc) can be grabbed from anywhere, which makes it much easier to get to hard to reach places. Also allows you to hit the refrigerator (and other similar items) from anywhere.

ALGW-JA6E
Collect items/power-ups from anywhere above you. This code will cause falling items to constantly hit you when you walk under them, so you'll need to turn the code off, or use an invincibility code in those cases.

Tony H
04-01-2020, 07:13 PM
Ranger-X (Genesis/MD)

DKJT-AA3Y
Walk thru or teleport over walls. Some walls you will just walk thru, others will teleport you upwards to the next walkway or platform. If you teleport upwards near the top of some levels, you may get stuck.

LinkueiBR
04-03-2020, 03:40 PM
Hey Tony can you make a code for SEGA Genesis Terminator to make the player slower when climbing a ladder?

Thank you!

Tony H
04-05-2020, 07:19 PM
Earthworm Jim 2 (Genesis)

DJNC-LGAJ
Jump in mid-air (Multi-jump).

GVGC-LA48 +
GKGC-LA7E
Hit enemies from anywhere with your whip.

GKFC-LA8C
Hit enemies from anywhere with your weapon.

AC3W-LA6Y
Hitting enemies with the machine gun will kill them on the first try, instead of doing two ricochets first.

===========

LinkueiBR, will take a look at that when I get some time.

Tony H
04-12-2020, 10:05 AM
Cliffhanger (Genesis)


ABNA-CA5J +
RZMT-C6V0
Can walk up and over most obstacles, and can walk over water. When you come to an obstacle (cliff, etc), just press Up to walk upwards and then walk right past the obstacle. With water, you can either walk across the water, or walk up and over. On climbing levels, you will "walk" up instead of climbing, and the enemies won't attack you.

RFGA-A6Z0
Always have the knife.

RFDT-A604
Always have the machine gun with infinite ammo.

??CT-AAAA
Start on level ?. Replace the ?? with: Level 2-1 = AN, 3-1 = AT, 4-1 = A6, 5-1 = BN, 6-1 = BT, 7-1 = B2.

Tony H
04-14-2020, 07:42 PM
Mazin Saga: Mutant Fighter (Genesis)

RF2A-C6VT +
AB2A-CC34 +
W32A-CJB6
Jump in mid-air (Multi-Jump).

CK1T-CA9T
Invincibility (doesn't work against super bosses).

CJMA-CA62
Collect items from anywhere.

CBRT-AA42
Walk thru upper walls part way. You can walk thru the upper wall/boundary just far enough to get away from most enemies (you can still hit them, but they won't attack you).

DAMA-DA7Y
Get an extra life every time you collect gold.

BAMA-DA7Y
Get 15 seconds of invincibility every time you collect gold.

AAMA-DA7Y
Get your health completely refilled every time you collect gold.

GelmiR
04-17-2020, 12:57 PM
Hey Tony,

I was playing around with the "no pteranodons" code (AJKT-GA94) for Jurassic Park Rampage edition the other day. Turns out I hadn't tested it properly - it messes up the Cargo Ship and Savannah levels, which are the other levels that can be picked from the start.

Code seems to work fine for River Run (level 5), and I don't think there are any in the Ancient Ruins (level 4). So, even though it doesn't work out so well for the other levels, it still works great for what it was made for - exploring the Aviary without getting constantly hassled :) I don't recommend using it for other levels. This is mostly just in case you want to alter the code description.

Tony H
04-17-2020, 11:56 PM
Thanks for the heads up. So which levels is it ok to use with? Just Aviary, or Aviary, River Run and Ancient Ruins? Or?

GelmiR
04-18-2020, 02:23 AM
You're welcome!

First 3 levels:
- Aviary (works)
- Cargo ship (level glitches out)
- Savannah (level glitches out)
Level 4 - Ancient Ruins (no pteranodons in this level)
Level 5a - River Run (works)
Level 5b - Burning River (no pteranodons in this level)

In short, best used only in Aviary and River Run.

Tony H
04-18-2020, 08:19 PM
Thanks GelmiR, will update the code description asap.

EDIT: Done

GelmiR
04-19-2020, 02:25 AM
You're welcome! :)

Tony H
04-25-2020, 10:02 AM
Super Battleship (Genesis/MD)


These codes are for the "Super Battleship" section.

RE3A-N606
Hit enemy ships from anywhere with the main guns (when you're in the battle mode). If you shoot at the enemy ship, you will always hit it, no matter where you're aiming.

RE8A-N6YG
Hit enemy ships from anywhere with torpedoes. If you shoot a torpedo, you will always hit the enemy's ship, no matter where you're aiming.

RHDA-N6TE
All levels are unlocked (you won't be able to see them until you scroll down). This code allows you to go past the second page of levels if you'd like. There may be hidden or glitched levels there.

RHTT-L60G
Attack from any distance (there is no "Out of Range" limit).

AMYT-LA48
Gives infinite missiles to all ships, even if they don't normally have any, and gives infinite ammo for most weapons (even if you don't have any). May also give all weapons to all ships.

GelmiR
04-26-2020, 03:06 AM
Tony, it occurred to me that I hadn't tested the pteranodonds code for JP Rampage Edition while playing as the raptor, so I did.
Same effects, so it works out exactly the same for Grant and the Raptor.

Tony H
04-26-2020, 09:20 AM
Many thanks GelmiR. I've updated the code description on my site and on GH dot org.

How are things going over there with the virus? I assume you're on some kind of lock down?

GelmiR
04-26-2020, 12:21 PM
You're welcome :) Yeah, I mostly work from home. Other than that, only places I go are to my parents and the super market.
Pretty boring, but at least everyone's healthy. How are things where you are?

Tony H
04-26-2020, 01:27 PM
At home most of the time too. Already finished most of the projects around here, so not much left to do. Just streaming, gaming, making codes, and walking in the neighborhood. Oh, and gaining weight. lol

Tony H
04-26-2020, 09:28 PM
Kid Chameleon (Genesis)


DTSA-AA3N +
DTRT-AA98
Hit enemies from anywhere (works with swords, tanks, axes, etc).

REPT-A61G
Collect all items and helmets from anywhere above you.

ALKA-AA68 +
AJST-AA96
Walk thru walls. May need to turn code off if you need to climb a wall.

GelmiR
04-27-2020, 02:27 AM
At home most of the time too. Already finished most of the projects around here, so not much left to do. Just streaming, gaming, making codes, and walking in the neighborhood. Oh, and gaining weight. lol
Same for me, I take a long walk every morning - but I'm also a candy/chocolate junkie, so at least there's balance :P

Tony H
04-28-2020, 05:54 PM
NHLPA Hockey '93 (Genesis) REV01


PRXT-BL0G
Only takes half as many punches to win a fight. Code can be modified for even fewer punches.

ARWT-BA7Y
Only takes 3 punches once you're against the wall to finish the fight. Code can be easily modified to adjust the number of punches required to win the fight.

Tony H
05-01-2020, 05:13 PM
Blaster Master 2 (Genesis/MD)

A55A-GA60
Jump in mid-air (multi-jump) while you're in your vehicle.

BD5T-GA60
Jump in mid-air (multi-jump) while on foot. If you jump too high, you will die when you hit the ground, so use this code to prevent that: C5TT-GA42.

Tony H
05-04-2020, 06:01 PM
Adventures of Batman and Robin (Genesis)

A4GA-AA68
Hit enemies and Bosses from anywhere, even if they are behind you. Will not work if they are above or below you. This code works with Bosses.

CLGA-AA68
Hit enemies from anywhere. You will automatically use punches/kicks when there are enemies anywhere on the screen, and weapons when there are no enemies on screen. Turn code off when fighting bosses.

A4GA-AA7L
Hit enemies from anywhere (except when they are behind you). Allows you to use weapons or punches/kicks. Turn off when fighting bosses.

GelmiR
05-05-2020, 04:50 AM
Any idea if those Batman & Robin codes work for the PAL version? I don't need the codes, but I'd be happy to test them for you if they would.

Tony H
05-05-2020, 09:29 AM
Any idea if those Batman & Robin codes work for the PAL version? I don't need the codes, but I'd be happy to test them for you if they would.

I did a quick check, and it looks like the addresses are close but not the same, so probably won't work on the PAL version. Thanks for the offer though.

That game is pretty difficult. There are a constant wave of enemies even on the first level. And the first boss is very difficult too. Not gonna lie, I used an invincibility code almost the entire time I was making codes to keep from dying every 20 seconds. lol.

GelmiR
05-05-2020, 02:27 PM
LOL I don't blame you :) I remember the first time playing as a kid - brutal. Still is, in my opinion. I STILL play with Game Genie codes :)

Tony H
05-07-2020, 04:35 PM
Monster World IV (J) / Wonderboy 6 (Genesis/MD)


RETA-A6VE
Hit enemies from anywhere, as long as they are not above or below you.

FTTA-AA3E
Hit enemies from anywhere, no matter where they are on the screen.

Tony H
05-17-2020, 10:19 PM
Land Stalker (Genesis/MD)


HJ9T-BEG2
Jump higher.

BA9T-BE82 +
RE9T-A604
Jump much higher.

DKRT-CA4Y +
DKSA-CA20 +
DKSA-CA82 +
DKST-CA64
Hit enemies from anywhere.

AK2A-AA7T
Open chests as many times as you want (normal item on 1st try and usually $20943 gold after that).

AK2A-AA7T +
AXZT-WA7G
Open chests as many times as you want (will always get the normal item).

H32A-BA76
Always get Life Stock in chests (can turn code on and off). Code can be easily modified to get any item, weapon, etc in the game, although I have only mapped out a few items. 7000 = EkeEke, 7001 = Magic Sword, 7002 = Sword of Ice, 7003 = Thunder Sword, 7004 = Sword of Gaia.

Tony H
05-19-2020, 10:31 AM
Risky Woods (Genesis/MD)


BLDT-2A2Y
Jump in mid-air (multi-jump).

AWDT-2A3N
Moon jump (you'll keep going up for as long as you hold the jump button).

moonmaster1
05-31-2020, 08:10 AM
(EDIT: Thank you for moving this into the Game Genie section mods! :D )

I have been learning how to hack 68k asm this past week after toying around with 65816 asm (SNES) for about two years now. Figured I'd try Eternal Champions and see what I can find. Below are a list of codes in both RAW and Game Genie format.

Inner Strength is never restored -
05AB60:6004 - (AWZT-LA5A)

Inner Strength is restored almost instantly -
05AB60:4E70 - (RCZT-L6XA)

Taunting Does not lower opponent's Inner Strength
04A122:0000 (ACTT-JABC)

Trident's teleport uses no Inner Strength
051D74:0000 (AART-LADY)

Trident's Spinning Trident uses no Inner Strength
051C52:0000 (AARA-LACW)

Trident's Fireball uses no Inner Strength
051D06:0000 (AART-LAAG)

Trident's Red Shield uses no Inner Strength
019F36:0000 (ACST-CAB0)

Trident's Green Shield uses no Inner Strength
019F5E:0000 (ACST-CAC8)

Trident's Blue Shield uses no Inner Strength
019F0E:0000 (ACST-CAAR)

Trident's Yellow Shield uses no Inner Strength
019F86:0000 (ACST-CAEG)

Trident's Sliding Spinning Trident uses no Inner Strength
051B2E:0000 (AAPT-LABR)

Blade's Freeze Shot Uses no Inner Strength
04ACF6:0000 (AC0A-JAH0)

Blade's Projectile Disable Uses no Inner Strength
04A9D4:0000 (ACYT-JAGY)

Blade's Tracking Blade Uses no Inner Strength (Homing and Non Homing Shots)
04ABE8:0000 (ACZT-JAHJ)

Blade's Projectile Containment Field Uses no Inner Strength
04AB4E:0000 (ACZT-JACR)

Blade's Wild Fury Attack Uses no Inner Strength
04AACA:0000 (ACZA-JAGL)

Blade's Personal Shield Uses no Inner Strength
04ACAE:0000 (AC0A-JAFR)

Blade's Power Drain Uses no Inner Strength
04AA3E:0000 (ACZA-JAB8)

Rax's Lock & Load Uses no Inner Strength
053EEE:0000 (AA9A-LAHR)

Rax's Cyber Punch & Kick Uses no Inner Strength
053EA6:0000 (AA9A-LAFG)

Rax's Jet Knee Smash Uses no Inner Strength
0540A0:0000 (ABAA-LAFA)

Rax's Overload Uses no Inner Strength
054180:0000 (ABAT-LAEA)

Rax's Turbine Uses no Inner Strength
0543F4:0000 (ABBT-LAHY)

Rax's Air Jets Uses no Inner Strength
053F96:0000 (AA9T-LAE0)

Larcen's Air Sweep Uses no Inner Strength
058028:0000 (ACAA-LABJ)

Larcen's Long distance Sweep Uses no Inner Strength
0582D8:0000 (ACBA-LAG2)

Larcen's Power Sweep Uses no Inner Strength
05810E:0000 (ACAT-LAAR)

Larcen's Sai Throw Uses no Inner Strength
05808C:0000 (ACAA-LAEN)

Larcen's Swinging Hammer Fist Uses no Inner Strength
058418:0000 (ACCA-LAA2)

Larcen's Ceiling Crawl Fist Uses no Inner Strength
058456:0000 (ACCA-LAC0)

Larcen's Projectile Reflect Uses no Inner Strength
05827A:0000 (ACBA-LAD4)

Midknight's Bedazzle Uses no Inner Strength
04F040:0000 (AD2A-JACA)

Midknight's Dispel Uses no Inner Strength
04F1E0:0000 (AD2T-JAHA)

Midknight's Flying Wall Smash Uses no Inner Strength
04F6CA:0000 (AD5A-JAGL)

Midknight's Mist Attack Uses no Inner Strength
04F49E:0000 (AD4A-JAE8)

Midknight's Life Drain Uses no Inner Strength
04EDD6:0000 (AD0T-JAG0)

Midknight's Stomach Punch Uses no Inner Strength
04F872:0000 (AD6A-JADW)

Midknight's Ceiling Ram Uses no Inner Strength
04EF28:0000 (AD1T-JABJ)

Slash's Massive Club Swing Uses no Inner Strength
05629A:0000 (ABVA-LAE4)

Slash's Double Footed Swing Kick Uses no Inner Strength
0561B4:0000 (ABTT-LAFY)

Slash's De-Claw Uses no Inner Strength
056268:0000 (ABVA-LADJ)

Slash's Power Thud Club Swing Uses no Inner Strength
05634E:0000 (ABVT-LACR)

Slash's Spinal Crush Uses no Inner Strength
05650E:0000 (ABWT-LAAR)

Slash's Running Headbutt Uses no Inner Strength
05640A:0000 (ABWA-LAAL)

Slash's Projectile Reflect Uses no Inner Strength
056234:0000 (ABVA-LABY)

Shadow's Shadow Mode Uses No Inner Strength
05901E:0000 (ACJA-LAA8)

Shadow's Twirling Fan Attack Uses No Inner Strength (All Variants)
05A87E:0000 (ACYA-LAD8)

Shadow's Smoke Screen Uses No Inner Strength (All Variants)
05A432:0000 (ACWA-LABW)

Shadow's High Jump Angle Kick Uses No Inner Strength
05A75C:0000 (ACXT-LAC6)

Shadow's Shuriken, Knife and Smoke Bomb Uses No Inner Strength (All Variants)
05A202:0000 (ACVA-LAAC)

Shadow's Flying Mine Uzume-Bi Uses No Inner Strength
05A3B4:0000 (ACVT-LAFY)

Shadow's Flying Step Tobi Ashi Uses No Inner Strength (All Variants)
05A132:0000 (ACTT-LABW)

Jetta's Flying Choke Hold Uses No Inner Strength
04890C:0000 (ACET-JAAN)

Jetta's Phase Uses No Inner Strength
04881C:0000 (ACEA-JAA6)

Jetta's Resonate Uses No Inner Strength
04824A:0000 (ACBA-JACL)

Jetta's Ricochet Uses No Inner Strength (All Variants)
0486B4:0000 (ACDA-JAFY)

Jetta's Bladerang Uses No Inner Strength (All Variants)
048A10:0000 (ACFA-JAAT)

Jetta's Ceiling Grab Uses No Inner Strength
0483E4:0000 (ACBT-JAHE)

Jetta's Moving Cork Screw Uses No Inner Strength (All Variants)
0481EA:0000 (ACAT-JAHL)

Xaiver's Dragon Trap Uses No Inner Strength
04D208:0000 (ADKA-JAAJ)

Xaiver's Snap Back Uses No Inner Strength
04D15A:0000 (ADJT-JAC4)

Xaiver's Midas Touch Uses No Inner Strength
04D0BC:0000 (ADJA-JAF6)

Xaiver's Attract & Smack Uses No Inner Strength
04CC7A:0000 (ADGA-JAD4)

Xaiver's Confusion Spell Uses No Inner Strength
04D108:0000 (ADJT-JAAJ)

Xaiver's Swap Spell Uses No Inner Strength
04CE74:0000 (ADHA-JADY)

Xaiver's Identity Change Spell Uses No Inner Strength
04CD74:0000 (ADGT-JADY)

Blade's far away LP does less damage -
061ABC:0402 (AJPA-NJF6)

Eternal Champion Restores All health between Forms -
04506C:0068 (PBJA-JADN)

Trident's Spinning Trident Does Less damage - (HUGE Thanks to Tony H for this code!)
01A4A2:0128 (FCWA-CCFC)

Blade's Tracking Blade Deals Massive Damage -
01D12E:0030 (GDJT-CABR)

Blade's Tracking Blade Deals No Damage -
01D12E:0000 (ADJT-CABR)

Trident's Fireball deals very little damage -
01A64E:0202 (ALXA-CECR)

Trident's Fireball deals Massive damage -
01A64E:3002 (ALXA-DALR)

Trident's Fireball deals No damage -
01A64E:0002 (ALXA-CACR)

Rax's overload deals very little damage -
019B72:0203 (ARPT-CEDW)

Rax's overload deals No damage -
019B72:0003 (ARPT-CADW)

Rax's overload deals massive damage -
019B72:3003 (ARPT-DAMW)

Midknight's Stomach Punch deals massive damage -
04F9B2:0030 (GD6T-JAFW)

Midknight's Stomach Punch deals No damage -
04F9B2:0000 (AD6T-JAFW)

Midknight's Stomach Punch deals Little damage -
04F9B2:0002 (AM6T-JAFW)

Combos:
Up close HK doesn't push back as far -
062348:0001 (AEVT-NACJ)

Up close LP doesn't push back as far -
018652:0001 (AGDA-CACW)

Up close HP doesn't push back as far -
018674:0606 (A4DA-CNDY)

LP doesn't push back as far -
018664:0406 (A4DA-CJDE)

MP doesn't push back as far -
018654:0206 (A4DA-CECY)

LK doesn't push back as far -
018684:0406 (A4DA-CJEE)

MK doesn't push back as far -
0189A4:0406 (A4ET-CJFE)

HK doesn't push back as far -
0186A4:0406 (A4DA-CJFE)

Crouching MK doesn't push back as far -
018694:0406 (A4DA-CJEY)

Crouching HP doesn't push back as far -
018674:0406 (A4DA-CJDY)

Crouching MP doesn't push back as far (SLASH)-
0188A4:0406 (A4EA-CJFE)

Crouching MK doesn't push back as far (Larcen) -
018924:0308 (BCET-CGBE)

Now for a few quick insights:
1.There are twelve codes I have found so far regarding pushback after successfully landing an attack. They are shared across all characters with the last two being exceptions. Reducing pushback will allow for better combo potential.

2.Inner strength codes utilize a simple subtract command and are custom tailored for each move, taunts included. I never cared for the system so I wanted to be able to retool it as a whole.

3.Similar to the Inner Strength codes, The Eternal champion gives back 22 health between each form through a simple addition command, which is a little less than a 1/3 health. By setting the value to 68, full health is restored between each form.

4.I ended up looking for damage values or specific moves for two reasons, Spinning Trident and Blade's LP. Spinning Trident for obvious reasons and Blade's LP because it hits like a mack truck for some reason. Tony H was kind enough to help me understand how to search for these values and I can't thank him enough for his help. :)

Tony H
06-02-2020, 08:28 PM
I know these aren't my usual Game Genie codes, but thought I'd post them here anyways...

Castlevania (Ver 1.0) N64 Game Shark codes


Note: All of these are assembly codes.

D2387D7E 0080
81024220 E508
D0387D7E 0080
81024220 3000
Moon Jump. (Asm)


D3387D7E 8020
81024220 E508
D1387D7E 8020
81024220 3000
Moon Jump (Press L + Jump). (Asm)

Tony H
06-02-2020, 10:49 PM
Castlevania: Legacy of Darkness (N64 Game Shark codes)


Many thanks to nolberto82 for helping me with the activator codes!

D21C87F6 0080
81024A38 E46A
D01C87F6 0080
81024A38 3000
Moon Jump (works on all characters and all levels)(ASM).


D31C87F6 8020
81024A38 E46A
D11C87F6 8020
81024A38 3000
Moon Jump (press L + Jump) (works on all characters and all levels)(ASM).

GelmiR
06-14-2020, 02:29 AM
Hey Tony,

I have something you might be interested in, though no worries if you've had enough of Jurassic Park ;)

I never thought about asking about this before, but for as long as I've played Jurassic Park, I've been aware of a background-swap issue for the Pump Station level. I'm not sure if that's the correct way to name this problem, but you'll get what I mean.

In the Pump Station, which is the 4th level, there are 2 locations which seem to get part of their background switched. At least, that's what I think is going on. Check the attachment image to see them both displayed correctly and incorrectly.

I have checked 5 different YouTube playthrough videos - they all have the background issues. You can check the one below (at 16:02 and 18:00) to see what I mean in action:
[Full GamePlay] Jurassic Park (Hard Mode as Grant) [Sega Megadrive/Genesis]
https://www.youtube.com/watch?v=3q10R8VzVqw (Video by: Jack Nolddor)

When backgrounds will NOT display correctly:
- Play the game as you normally would and reach the Pump Station.
- Use a password to start at the River (the level just before the Pump Station).

Things I have tried that didn't work:
- Reset the game the moment the Sega logo comes on, and start/play the game from there.

When backgrounds WILL display correctly:
- Once having reached the Pump Station, lose all lives. Go to password screen and simply press start to continue. Yes, the password feature is effectively a continue mode. It will at all times display a password for the level you last played.
- Use a password to start at the Pump Station. I tried 6C1K6AMD and JPG02ARK, but any Pump Station password seems to do the trick.

Your map mode Game Genie codes did wonders to get me the images I needed for the attachment, so thanks again for those :)
I also tried a Japanese rom of the game - same issues. I haven't tried the US version yet, but as most YouTube plathroughs are Genesis, I doubt it will be any different.

What I'm asking and interested in:
I was wondering if you'd be interested in looking into this to see if it can be fixed with one or more Game Genie codes. But I'm also very interested in learning more about this issue in general, why it happens and why it can be 'fixed' at all.
I'm specifically interested in a fix for the PAL version, but I would happily test the other versions as well, should you be interested in trying to fix this. In any case, I noticed that the infinite health Game Genie code AVDA-AA24 also works for the Japanese version. So if you would come up with one or more codes, they might possibly work for all versions.

Even if your not interested, thanks in advance for reading this wall of text :D

Edit #1: Just noticed something. Seems like (at first) the entire background for the level is positioned wrong, if that's even possible.

Edit #2: I just tried the US version and learned of something new. When arriving at the rex, the background will me messed up as usual. Here's the thing, though; When proceeding from the rex to that raptor area by normal gameplay, that area will have its background messed up as well, as usual. But when using the Game Genie map mode codes to speedily zip from one area to the other, the raptor area is displayed correctly.

Tony H
06-14-2020, 05:11 PM
Hi GelmiR, good to hear from you. I watched the video and saw what you were talking about. I've never worked much with backgrounds like that, so probably wouldn't want to try fixing it. Have you seen anyone else that has mentioned the background issue?

GelmiR
06-15-2020, 03:15 AM
Hi GelmiR, good to hear from you.
You too! Thanks for getting back to me.


I watched the video and saw what you were talking about. I've never worked much with backgrounds like that, so probably wouldn't want to try fixing it.
Don't worry about it :) I think I'm actually more interested in learning why it happens.


Have you seen anyone else that has mentioned the background issue?
No, I don't think I've ever seen anyone mention it. I think I'll slightly edit my original post and create a new topic for it. It seems like a very minor thing, but I love these games and am interested in possibly learning more about this issue :)

Chev Chelios
06-27-2020, 09:25 PM
Good evening Tony.

First of all I would like to thank you for the work you do for the community.

My question.
On the Playstation when we play MK Trilogy we can restrict Shang Tsung's morphs so that we have no problems with loading.

I would like to know if it is possible for you to do something similar to the MK on the Sega CD so you don't have any crashes.

Thx again.

Tony H
06-28-2020, 11:12 AM
Good evening Tony.

First of all I would like to thank you for the work you do for the community.

My question.
On the Playstation when we play MK Trilogy we can restrict Shang Tsung's morphs so that we have no problems with loading.

I would like to know if it is possible for you to do something similar to the MK on the Sega CD so you don't have any crashes.

Thx again.

I'm not familiar with the Shang morphing problem. It causes the game to crash on Sega CD? Does this also happen on real hardware, or just on emulation? How exactly is the problem solved on the PS?

Chev Chelios
06-28-2020, 03:01 PM
I'm not familiar with the Shang morphing problem. It causes the game to crash on Sega CD? Does this also happen on real hardware, or just on emulation? How exactly is the problem solved on the PS?

The game does not fail, but there is a long delay when it will morp.
The solution in MK Trilogy was great.
I copied it from Wikipedia.

Shang Tsung never appears anywhere within the "Choose Your Destiny" towers, probably because of the loading delays when morphing in the PlayStation version (there are options to completely turn off morphs and letting the system load two additional characters into memory when playing as Shang Tsung, eliminating the long loading delays when morphing in MK3); the only time the CPU ever controls Tsung is during the attract mode.

Tony H
06-28-2020, 05:41 PM
So you're asking for a way in the Sega CD version to completely turn off morphs and letting the system load two additional characters into memory when playing as Shang?

Chev Chelios
06-28-2020, 06:38 PM
So you're asking for a way in the Sega CD version to completely turn off morphs and letting the system load two additional characters into memory when playing as Shang?

Yes, that is my idea.

But forgive me if it is not possible.

Tony H
06-28-2020, 10:16 PM
That's more of a ROM hack/patch project, and probably not something that can be done with a few Game Genie type codes (eg changing a few bytes in the game iso file). You may want to post your request over at RHDN (ROMhacking dot net). They might be able to help you.

Tony H
07-02-2020, 05:03 PM
Didn't know about this game until a couple days ago. Pretty good game.

Ultracore (MJ-1.0)(JP) (Genesis/MD) Game Genie codes

NOTE: These codes should work on the regular ROM, or the "CheckSum Fixed" ROM.

RGZA-C6XN +
BCZA-CA50 +
AWPA-CA4L +
CCZT-CA70
Hit enemies from anywhere.

RMXT-CA8C +
RDXA-CA92
Walk thru walls.

MWBA-CA7R
Invincibility.

RGBT-C6XG
Infinite energy.

AJRT-EA8J
Always have infinite supply of Smart Bombs, even if you don't have any.

ADVA-D28N
Jump higher.

Tony H
07-02-2020, 06:32 PM
Ultracore (MJ-1.0)(JP) (Genesis/MD) Game Genie codes

NOTE: These codes should work on the regular ROM, or the "CheckSum Fixed" ROM.

RHVA-C6XY
Moon jump. You may take damage if you jump too high, but the infinite energy code will fix that.

ATHA-EA70 +
ATHA-EA8R
Collect items/power-ups from anywhere.

RG3A-C6VE
1 hit kills enemies. EDIT: Code can be buggy when killing bosses, use code below instead.

Tony H
07-03-2020, 11:42 PM
The "1 hit kill" code above can be buggy when killing bosses, so here's a new code that seems to fix any problems...

Ultracore (MJ-1.0)(JP) (Genesis/MD) Game Genie codes

AGJA-B26N
1 hit kills enemies and bosses. Some bosses will need to be hit in a specific spot (like the head).

============

Here's another new code...

AAJA-FA9T
Infinite time.

Tony H
07-04-2020, 07:53 PM
Ultracore (MJ-1.0)(JP) (Genesis/MD) Game Genie codes

ACCA-DA58
Infinite ammo for extra weapons (as long as you have some).

HVNA-FEDG +
H7NA-EADJ +
AKNA-EA58
Always have all weapons (will still need ammo to shoot the extra weapons).

HVNA-FEDG +
H7NA-EADJ +
AKNA-EA58 +
A4CA-CA48
Always have all weapons and infinite ammo (even if you don't have any ammo). Your ammo amount will decrease when shooting, but you can still shoot even when it reaches zero.

Tony H
07-08-2020, 08:01 PM
Ultracore (MJ-1.0)(JP) Genesis Game Genie

CYBT-AAFA
Start a new game with 15 lives.

PEWT-EEX0
Infinite lives.

pepodmc
07-11-2020, 12:20 PM
Hello, i made a mod to be able to play Streets od Rage 4 with custom tracks while playing using the program "Autohotkey", that lets you input custom tracks to keys on the keyboard, so, they will start when you press a key on the keyboard. I made this configuration (for sor 4 at least)

https://i.imgur.com/MLkrMeP.jpg

https://www.youtube.com/watch?v=Ws8IeecateQ


This mod can be used in any game that suit this mod, for example Virtua tennis or others.


And i want to use it for some genesis games, i was thinking in Road Rash 2 more than anything, because there are a lot of great covers


Intro theme cover:

https://www.youtube.com/watch?v=iGYa_2iESQM


Arizona theme cover:

https://www.youtube.com/watch?v=c-EIOJOMbVc


Hawaii theme cover:

https://www.youtube.com/watch?v=6x88xyiPQZ0



I dont know when patch for a version for Mega SD will be made, and someone has to port the mega sd capabilites to an emulator first so, it will be a long wait (mega SD was released in 2019 and there are only like 7 patches i think)

I want to Hex edit Road Rash 2 rom so, the music of the stages dont start.
You can disable the music in options, but they replace the music with the sound of the motors of the bikes and the sounds are very annoying.

So i need one of these:

1- Hex edit the music stage per stage, so the music is absent in all stages.
2- Hex edit the sounds of the motor of the bikes when you disable music in options so, the motors dont sound in the races.

The first option would be the best, because the second would disable the menu music too.

Please someone help me with these. Thanks

Tony H
07-11-2020, 02:34 PM
pedodmc, I rarely do any work with music or sound in Genesis games, but Road Rash 2 was my favorite game, so I knew what I had to do. lol. Have always loved the music in RR2.

This raw code can easily be hacked into the ROM or can be used as a Game Genie code in case you wanted to turn it on or off. It disables the music in all of the levels, although I only tested a couple. The sounds of the engines/motors are also disabled. I noticed that the music will start playing if you pause and unpause the game. I can fix that if you decide that this code is what you're looking for (should only require one more code).

Keep in mind that if you hack this code into the ROM, you will also need to hack the master code into the ROM to fix the blank screen that you will get from a failed checksum check. You can get 2 different versions of the master codes from my site (address is in my sig). I made a regular master code, and an improved master code. They both achieve the same thing, but the improved master code will make the game load faster since it causes the game to entirely bypass the checksum check.

One other thing, there are two different versions of this game. This code is for the rev00 version, and may not work on the rev02 version.

Here is the raw/ROM code...

Road Rash 2 (rev00) Genesis

00C110:6002
Disables music during gameplay. Music will start playing if you pause and unpause the game.

pepodmc
07-11-2020, 02:48 PM
pedodmc, I rarely do any work with music or sound in Genesis games, but Road Rash 2 was my favorite game, so I knew what I had to do. lol. Have always loved the music in RR2.

This raw code can easily be hacked into the ROM or can be used as a Game Genie code in case you wanted to turn it on or off. It disables the music in all of the levels, although I only tested a couple. The sounds of the engines/motors are also disabled. I noticed that the music will start playing if you pause and unpause the game. I can fix that if you decide that this code is what you're looking for (should only require one more code).


Yeah thanks, it works perfect!

If you can do the second code would be great

Tony H
07-11-2020, 04:46 PM
Yeah thanks, it works perfect!

If you can do the second code would be great

This should fix the music coming on after pausing the game...

Road Rash 2 (rev00) Genesis

00E82C:6000
Disables music if you pause then unpause the game.

Tony H
07-11-2020, 07:48 PM
Road Rash 2 (rev00) Genesis

AHAT-AAB8
Alaska track always plays title screen/menu music.

AMAT-AAB8
Alaska track always plays Vermont music.

Virtua Hunter
07-12-2020, 01:59 PM
Hello

I have a question about Thunder Force IV.
I was looking for years for a hack or code to replace the normal music during the stage with the bonus Omake music you unlock by finish the game.
But it seems no one tried this until now.

Do you think it's possible to achieve this with a game genie code or it needs a real hack?

Tony H
07-13-2020, 07:40 PM
Hello

I have a question about Thunder Force IV.
I was looking for years for a hack or code to replace the normal music during the stage with the bonus Omake music you unlock by finish the game.
But it seems no one tried this until now.

Do you think it's possible to achieve this with a game genie code or it needs a real hack?

I'm not familiar with the music in TF IV, but there is a good chance that a Game Genie code can replace which music is played. I know nothing about this game, so you'll need to be a little more precise with what you want.

Virtua Hunter
07-14-2020, 10:32 AM
I'm not familiar with the music in TF IV, but there is a good chance that a Game Genie code can replace which music is played. I know nothing about this game, so you'll need to be a little more precise with what you want.

Thanks :)
In TF IV there are 10 stages in total.
The first 5 stages has 2 BGM (the second music trigger in the second half of the stage), plus boss music.

When you finish the game, you unlock 10 Omake BGM tracks that you can hear only at the sound test menu.
The fact that there are 10 stages and 10 Omake tracks is what made me think that they were some kind of alternative scrapped OST.

Now for the pratical matter, I was searching for a way to replace the music in this order:


Music Stage 1 (2) number 10 on in-game sound test) ---> Omake 1
Music Stage 2 (2) (number 11 on sound test) ---> Omake 2
Music Stage 3 (1) (number 02 on sound test) ---> Omake 3
Music Stage 4 (1) (number 03 on sound test) ---> Omake 4
Music Stage 5 (number 04 on sound test) ---> Omake 5
Music Stage 6 (number 05 on sound test) ---> Omake 6
Music Stage 7 (number 06 on sound test) ---> Omake 7
Music Stage 8 (number 07 on sound test) ---> Omake 8
Music Stage 9 (number 08 on sound test) ---> Omake 9
Music Stage 10 (number 09 on sound test) ---> Omake 10

I hope it's not too confusing ^^
I'm using TFIV japanese edition for reference.

Tony H
07-14-2020, 07:25 PM
Not sure I understand your chart. You say that the first 5 levels have a second track that plays, but your chart only seems to show 4 (or maybe only 2?).

What are the stage numbers for the different stages? For example, the Strite level, is that considered the first stage? What is the name of the second stage? Etc.

What is the song number for the beginning of the Strite level? What is the song number for the beginning of the Air Raid level. Etc. I think I can figure out the second song number for a couple of them from your chart (I'm assuming that would be song #10 for stage 1?, etc?).

Virtua Hunter
07-15-2020, 10:32 AM
Sorry I forgot to say that names higlighted are the exact song names that you find in the sound test (sound test is activated by holding A and pressing Start at the title screen)

For example "Music Stage 1 (2)" is the official name for track number 10
Stage 1 refers to first stage "Strite", the (2) of course indicate that it's used as the second BGM during the second half of the level.

https://i.imgur.com/3gtTE7c.jpg

when there are no brackets in the song name, it means that there's only one music for the entire stage.


I didn't used stage names because the game only clearly tell you the name of the first 4 stages, it only mention the name of the other stages in the leaderboards.
So i though that sound test is a better reference, also when I was exploring the japanese TFIV Rom file with the hex editor, I noticed that you can find the same names Stage 1 (2), Stage 2 (2), Omake 1, Omake 2 and so on)
In case here's the list of stages names:

1-Strite
2-Ruin
3-Air Raid
4-Daser

5-Vios
6-Volbados
7-Desvio
8-Wall
9-Bio-Base
10-Versus

Tony H
07-15-2020, 11:07 PM
Virtua Hunter, after a fair amount of time on this, I think I finally got it figured out. As I mentioned before, I rarely work on music for the Genesis, so some of this info may not be 100% accurate.

As far as I can tell, for stages 1 thru 10 (and the first part of those stages that have more than one song), the number of the song and the number of the stage share the same value, and if you change that number, it affects both the song and the stage. I made a code to use omake-1 music using a value of 26, and the music played fine, but the game was also trying to start on stage 26 and just showed a black screen. What this means is that there is no easy way to have the first part of each of those levels use different music. It is probably possible to change the order of the songs, or redirect pointers to get omake songs to play at the beginning of the songs, but would probably be even more time consuming, and a lot more codes, so it would be getting into a hack/patch type of thing. It's do-able, but just too time consuming for me.

But all is not lost. I was able to make a code to get the second song for stage 1 (Strite) to play as omake-1 (which is what I think you wanted for that stage?). Let me know if it works. I also made some other music codes while I was figuring things out, and I'll post those, although not sure how useful they'll be. This game did not want to give up it's secrets without a fight. lol.

Thunder Force IV (Japanese version) Genesis/MD Game Genie

E3BA-NACR
Stage 1 (Strite) plays Omake-1 for the second song.

The rest of these codes are in raw format, but can easily be converted to Game Genie if needed. I'm too lazy to convert them. lol These are just kind of "test" codes I used to figure things out, so may or may not be useful...

C43A:7026
Opening screen (don't touch any buttons when game first starts) plays Omake-1 music.

01050C:7028
Course Select screen plays Omake-3 music.

010932:7627
starting out with Stage 4 (Daser) will play Omake-2 music, but screen will be black (game is trying to play stage 27).

MegaDriver
07-17-2020, 04:30 AM
Hello again mr. Tony,


I would like to ask you something, this time related to Turbo Outrun.

As the player progresses in the game, before starting certain levels he is given the choice of three upgrades:

- Hi power engine (better acceleration, I think)
- Hi grip tires (improved handling, or rather, cornering)
- Special turbo (reduced time for turbo re-activation)

My question is, can you investigate if it is possible to enable all, or any, of the upgrades right from the start by using gamegenie codes?

Thank you.

Tony H
07-17-2020, 07:27 AM
Hi MegaDriver, I can probably come up with something, but I would need you to supply me with a save state of that part where you get to pick which power up. Kega Fusion or Gens save states will work.

Edit: If there is some way to easily get to that power up screen (level select, passwords, etc), that will work also.

Virtua Hunter
07-17-2020, 09:16 AM
Virtua Hunter, after a fair amount of time on this, I think I finally got it figured out. As I mentioned before, I rarely work on music for the Genesis, so some of this info may not be 100% accurate.

As far as I can tell, for stages 1 thru 10 (and the first part of those stages that have more than one song), the number of the song and the number of the stage share the same value, and if you change that number, it affects both the song and the stage. I made a code to use omake-1 music using a value of 26, and the music played fine, but the game was also trying to start on stage 26 and just showed a black screen. What this means is that there is no easy way to have the first part of each of those levels use different music. It is probably possible to change the order of the songs, or redirect pointers to get omake songs to play at the beginning of the songs, but would probably be even more time consuming, and a lot more codes, so it would be getting into a hack/patch type of thing. It's do-able, but just too time consuming for me.

But all is not lost. I was able to make a code to get the second song for stage 1 (Strite) to play as omake-1 (which is what I think you wanted for that stage?). Let me know if it works. I also made some other music codes while I was figuring things out, and I'll post those, although not sure how useful they'll be. This game did not want to give up it's secrets without a fight. lol.

Thunder Force IV (Japanese version) Genesis/MD Game Genie

E3BA-NACR
Stage 1 (Strite) plays Omake-1 for the second song.

The rest of these codes are in raw format, but can easily be converted to Game Genie if needed. I'm too lazy to convert them. lol These are just kind of "test" codes I used to figure things out, so may or may not be useful...

C43A:7026
Opening screen (don't touch any buttons when game first starts) plays Omake-1 music.

01050C:7028
Course Select screen plays Omake-3 music.

010932:7627
starting out with Stage 4 (Daser) will play Omake-2 music, but screen will be black (game is trying to play stage 27).


Impressive Tony, you already figured out how it works, nice!!
The code E3BA-NACR works perfectly on real hardware.
I was right about guessing Omake 1 could an alternative second song of the first stage, it's synched very well with the action and the lengh of that segment.

I had to use this code too since the game freeze at boss (i think those are also your codes :D )

AKTT-AA44
AJSA-AA6Y


I tried also other codes you provided and they works too :)
I converted them in game genie codes if other are interested:

Opening music
E5CA-BA34

Course select music
FACT-DA2N

Daser 4 omake music but black screen
E6ET-DN3W


So it's possible after all :) , but unfortunately it's more complex.
I was also thinking that even if each level need 1 code, it could already hit the limit of game genie codes (minimum 13 codes, 10 for stages, one for the master code, two for the boss glitch), and since you said things aren't that linear, it could need even more codes.
So it's doable but it probably need a real rom hack.

But I don't want to give up :D do you think it would be possible for someone who barely know hex editing (lol) to find the correct value, redirect pointers etc. with a little guidance? :D

Tony H
07-17-2020, 11:03 AM
So it's possible after all :) , but unfortunately it's more complex.
I was also thinking that even if each level need 1 code, it could already hit the limit of game genie codes (minimum 13 codes, 10 for stages, one for the master code, two for the boss glitch), and since you said things aren't that linear, it could need even more codes.
So it's doable but it probably need a real rom hack.

But I don't want to give up :D do you think it would be possible for someone who barely know hex editing (lol) to find the correct value, redirect pointers etc. with a little guidance? :D

I forgot to mention that if the code I posted worked for stage 1, I can also make codes for the rest of the stages that use a second song. I will work on those soon.

There is no real/official threshold for how many codes it would take to constitute a ROM hack, but in my opinion, if there are going to be more than 10 to 15 Game Genie codes, and it was something that you would want permanently in the game (like your music codes), then a patched ROM would be easier to use than entering all of those codes.

As far as a little guidance for someone wanting to try to do the other single song levels themselves, that would only work if I spent a lot of time figuring all that stuff out. Things like text, graphics, etc can use what they call pointers to "point" the game to where those things are in the ROM, and I would assume that music works the same way, although I have never actually tried it. Many individual pointers can be changed to a different ROM address with a single Game Genie code, and the most codes it would take is 2 (for each address).

As I mentioned, I'll work on the rest of those Game Genie codes for the other levels and post them soon. As for the rest of the levels that only use a single song, I may try and see if I can figure out a way to make codes for those as well while I'm still familiar with how things work. If I get it figured out, I might just make an ips patch for the ROM, as well as posting the individual codes. No promises on that, but if it looks like it won't be too time consuming, I might give it a go.

One other side note... On those codes for changing the music in the opening section and course selection screens, you can easily modify those codes to get whatever music you want.

MegaDriver
07-17-2020, 11:10 AM
Hi MegaDriver, I can probably come up with something, but I would need you to supply me with a save state of that part where you get to pick which power up. Kega Fusion or Gens save states will work.

Edit: If there is some way to easily get to that power up screen (level select, passwords, etc), that will work also.

Hello there!

I see.

I have played a bit and got past level 4, when one is presented with the upgrade screen for the first time.

I have saved-state with kega and put in the attachment as zip.

Let me know if it works for you and if this was of any help.

15498

Tony H
07-17-2020, 12:20 PM
Hello there!

I see.

I have played a bit and got past level 4, when one is presented with the upgrade screen for the first time.

I have saved-state with kega and put in the attachment as zip.

Let me know if it works for you and if this was of any help.

15498

Yes, the save state worked for me. Thanks. Just want to make sure... you want the codes for "Turbo OutRun (Japan, Europe)"? EDIT: I don't know if there is a "US" version of the game.

Tony H
07-17-2020, 12:38 PM
Virtua Hunter, I've got another code to test. As I mentioned, I am not familiar with this game at all, and trying to figure out the different music during gameplay is difficult. I have no idea if the music is changing to a different song, or if it's the same song that is just changing tempo or transitioning to a different part. I don't know if this code is for the second song in stage 2, or if it's just a boss song, and the actual 2nd song is after it. The method they used to determine this song is completely different than the first code I posted for stage 1.

Thunder Force IV

E8ET-HA4L
Changes the music for the second song in Ruin/Stage 2 (or the boss fight??) to Omake-2.

MegaDriver
07-17-2020, 12:41 PM
Yes, the save state worked for me. Thanks. Just want to make sure... you want the codes for "Turbo OutRun (Japan, Europe)"?

Yes, that is correct. :p

Edit: No, I think it was never released in the US.

Tony H
07-17-2020, 02:02 PM
MegaDriver, is there any way to tell if you have one of those upgrades once you start driving?

Virtua Hunter
07-17-2020, 04:38 PM
Virtua Hunter, I've got another code to test. As I mentioned, I am not familiar with this game at all, and trying to figure out the different music during gameplay is difficult. I have no idea if the music is changing to a different song, or if it's the same song that is just changing tempo or transitioning to a different part. I don't know if this code is for the second song in stage 2, or if it's just a boss song, and the actual 2nd song is after it. The method they used to determine this song is completely different than the first code I posted for stage 1.

Thunder Force IV

E8ET-HA4L
Changes the music for the second song in Ruin/Stage 2 (or the boss fight??) to Omake-2.

Thank you very much!
I hope they didn't used different methods for each song though ^^

I tested the new code, this time on an emulator.
It works perfectly, the song Omake 2 play exactly as the second song of the Ruin/stage 2.

I guess it can be confusing because this time for Ruin stage there's a mid-boss with the second stage music. After you beat the mid-boss, game returns to the first stage music

so the music pattern for Ruin/stage 2 is:

First song -> Second Song (mid-boss) ->First song again -> Boss song (for the real stage boss).

Tony H
07-17-2020, 08:30 PM
Virtua Hunter, I think this is the rest of the codes that I will be able to do. I haven't tested these at all, so let me know if they work.

Thunder Force IV

FBST-NAAG
Changes the music for the 2nd song in Air Raid (Stage 3) to Omake-3

FFZT-NACR
Changes the music for the 2nd song in Daser (Stage 4) to Omake-4

MegaDriver
07-18-2020, 08:27 AM
MegaDriver, is there any way to tell if you have one of those upgrades once you start driving?


I'm afraid the game "hud" shows no indication of which upgrades the player has chosen or when they are "on".

I guess it's a matter of being able to tell the difference between the behaviour of the stock version of the car (at the beginning of the game) and when an upgrade is installed.

I would say that the 'higrip tires' and the 'special turbo' are easy to spot because with the first one the car sticks better to the road and that is noticeable when the car makes the tight curves vs without, which makes the car go easily off-road and crash more often with side objects.

With second one it is also noticeable that the turbo bar takes less time to "regenerate" (cool down) allowing the player to activate the turbo more times than when it had the stock turbo.


The 'Hipower engine' seems to me that allows for better acceleration but I could never really tell, so that one is tricky.


If you play the game a few times (start with very-easy difficulty) I'm sure you will notice at least those 2 differences I pointed out.

Tony H
07-18-2020, 07:32 PM
MegaDriver, your detailed explanation was perfect. After looking at the turbo cool down speed a few times, I could tell the difference between the two. I've got one code to test and should have the rest before too long, as well as some extra codes related to the upgrades (even faster turbo cool down, etc). This code seems to work fine and is exactly the same as if you selected the turbo upgrade. Let me know if it seems right to you.

Turbo Outrun (Genesis/MD)

REFT-A6TR
Always have the turbo upgrade.

ruimtemuis
07-19-2020, 04:57 AM
Would it be possible to make a Game Genie code to restore the naked fairies in Stormlord? Apparently they are still in the ROM.

MegaDriver
07-19-2020, 05:24 AM
MegaDriver, your detailed explanation was perfect. After looking at the turbo cool down speed a few times, I could tell the difference between the two. I've got one code to test and should have the rest before too long, as well as some extra codes related to the upgrades (even faster turbo cool down, etc). This code seems to work fine and is exactly the same as if you selected the turbo upgrade. Let me know if it seems right to you.

Turbo Outrun (Genesis/MD)

REFT-A6TR
Always have the turbo upgrade.

Yes, the code is working. And it's already a nice improvement.

Tune the upgrades? That sounds interesting. It could be game-changer for Turbo Outrun!

Tony H
07-19-2020, 09:37 AM
Yes, the code is working. And it's already a nice improvement.

Tune the upgrades? That sounds interesting. It could be game-changer for Turbo Outrun!

Glad to hear that the code works.

With these extra (tune-able) upgrade codes, I will include all the values so you can get an idea of what to expect, and maybe make suggestions as to which values might work best.

Turbo Outrun (Genesis/MD)

REFT-A6TR +
BJFT-AAAW
Always have the turbo upgrade, with even faster cool down.

The game normally subtracts a value of 03 from the turbo heat to make it cool down. When you have the normal turbo upgrade, that value is increased to 05. With this code, I've set the value to 10. Let me know if you think this value is ok, or should I go higher or lower?

Tony H
07-19-2020, 09:46 AM
Would it be possible to make a Game Genie code to restore the naked fairies in Stormlord? Apparently they are still in the ROM.

I will look into that when I'm done with the codes I'm working on. Where did you see that they were still in the ROM?

Virtua Hunter
07-19-2020, 11:21 AM
Virtua Hunter, I think this is the rest of the codes that I will be able to do. I haven't tested these at all, so let me know if they work.

Thunder Force IV

FBST-NAAG
Changes the music for the 2nd song in Air Raid (Stage 3) to Omake-3

FFZT-NACR
Changes the music for the 2nd song in Daser (Stage 4) to Omake-4

Thank you Tony!!

Tested and they both works perfectly.
Also I forget to ask you this:

previously you mentioned that when you change the first song of each stage, the game still try to load the original song and it results in a black screen.

Is it true also for the later stages that has only one song (stage 6-10)?

ruimtemuis
07-19-2020, 11:54 AM
I will look into that when I'm done with the codes I'm working on. Where did you see that they were still in the ROM?



Thank you for the response! I read it on this thread: https://www.sega-16.com/forum/showthread.php?16441-Stormlord



I only have the Japanese release myself. Not sure if there are differences between the later Japanese release and earlier American release.

Tony H
07-19-2020, 01:23 PM
Thank you for the response! I read it on this thread: https://www.sega-16.com/forum/showthread.php?16441-Stormlord

I only have the Japanese release myself. Not sure if there are differences between the later Japanese release and earlier American release.

In that thread, someone links to a patch that already exists to convert the ROM to use the nude graphics.

Tony H
07-19-2020, 01:39 PM
Thank you Tony!!

Tested and they both works perfectly.
Also I forget to ask you this:

previously you mentioned that when you change the first song of each stage, the game still try to load the original song and it results in a black screen.

Is it true also for the later stages that has only one song (stage 6-10)?

I don't have an easy way to test stages 5-10 (no way to directly access those levels), so haven't directly tested those. However, this is how it works on stages 1-4, and the other levels are most likely the same. If I change the value for the music in stage 1 so that it plays the music from stage 3 instead, it will play the music from stage 3, but that is because you will be playing stage 3. If I told it to play the music for stage 4 and I selected stage 1, it would play the music for stage 4 as well as having you start on stage 4. It kind of acts like a level select code. The value for the music and the value for the stage are one in the same. If you change one, it will also change the other.

If you want, you can post a save state (Kega Fusion or Gens will work) right at the end of stage 5. That way, I can see if stage 6 works the same way as stages 1-4.

MegaDriver
07-19-2020, 07:07 PM
Glad to hear that the code works.

With these extra (tune-able) upgrade codes, I will include all the values so you can get an idea of what to expect, and maybe make suggestions as to which values might work best.

Turbo Outrun (Genesis/MD)

REFT-A6TR +
BJFT-AAAW
Always have the turbo upgrade, with even faster cool down.

The game normally subtracts a value of 03 from the turbo heat to make it cool down. When you have the normal turbo upgrade, that value is increased to 05. With this code, I've set the value to 10. Let me know if you think this value is ok, or should I go higher or lower?

The normal turbo upgrade is already a nice help, but with that extra upgrade code is even better. :D
I would say the value 10 is just right and probably ideal for the harder difficulty settings.

Can't wait to see what youŽll find out for the other two upgrades! :shock:

Tony H
07-19-2020, 07:33 PM
The normal turbo upgrade is already a nice help, but with that extra upgrade code is even better. :D
I would say the value 10 is just right and probably ideal for the harder difficulty settings.

Can't wait to see what youŽll find out for the other two upgrades! :shock:

Cool, I'll leave the value at 10.

I've been working on the other upgrades (tires and engine) and they are a little more complicated when it codes to turning them on or off with Game Genie codes during gameplay. This first code will allow you to access the upgrade menu from the very start of the game, so you can choose which upgrade you want to start with. One drawback is that you are forced to use the manual transmission. Will have more codes tomorrow...

Turbo Outrun (Genesis/MD)

AKXT-AA56 +
RFYT-A612
Start a new game with the upgrade menu (you can pick a Turbo, Tire, or Engine upgrade before your first race). Note that you will start with the manual transmission.

EDIT: You can use the turbo upgrade code together with this code if you'd like (if you'd like to choose something else in addition to the turbo upgrade).

Virtua Hunter
07-20-2020, 09:48 AM
I don't have an easy way to test stages 5-10 (no way to directly access those levels), so haven't directly tested those. However, this is how it works on stages 1-4, and the other levels are most likely the same. If I change the value for the music in stage 1 so that it plays the music from stage 3 instead, it will play the music from stage 3, but that is because you will be playing stage 3. If I told it to play the music for stage 4 and I selected stage 1, it would play the music for stage 4 as well as having you start on stage 4. It kind of acts like a level select code. The value for the music and the value for the stage are one in the same. If you change one, it will also change the other.

If you want, you can post a save state (Kega Fusion or Gens will work) right at the end of stage 5. That way, I can see if stage 6 works the same way as stages 1-4.

Hello Tony

I made two save state for Fusion:

the first is a the beginning of stage 5 (use save state slot 0), in case you want to try if stage 5 behave just like the rpevious four stages.

https://www.mediafire.com/file/g5yd3rjizfefh0t/Thunder_Force_IV_%28Japan%29.gs0/file


the second save is right at the end of the stage 5 (use save state slot 1)

https://www.mediafire.com/file/m5wehsk45pik65w/Thunder_Force_IV_%28Japan%29.gs1/file

MegaDriver
07-20-2020, 02:05 PM
Cool, I'll leave the value at 10.

I've been working on the other upgrades (tires and engine) and they are a little more complicated when it codes to turning them on or off with Game Genie codes during gameplay. This first code will allow you to access the upgrade menu from the very start of the game, so you can choose which upgrade you want to start with. One drawback is that you are forced to use the manual transmission. Will have more codes tomorrow...

Turbo Outrun (Genesis/MD)

AKXT-AA56 +
RFYT-A612
Start a new game with the upgrade menu (you can pick a Turbo, Tire, or Engine upgrade before your first race). Note that you will start with the manual transmission.

EDIT: You can use the turbo upgrade code together with this code if you'd like (if you'd like to choose something else in addition to the turbo upgrade).


It's fine really.
IMHO, manual transmission is the only way possible to play and master Turbo Outrun.
And as I suspected, starting the game with 'Higrip tires' is a major improvement and makes the game a lot more enjoyable.
So, even if it is not possible to activate the other two upgrades, as it is, it's already an excellent work from you. :ok:

Tony H
07-20-2020, 03:52 PM
Hello Tony

I made two save state for Fusion:

the first is a the beginning of stage 5 (use save state slot 0), in case you want to try if stage 5 behave just like the rpevious four stages.

https://www.mediafire.com/file/g5yd3rjizfefh0t/Thunder_Force_IV_%28Japan%29.gs0/file


the second save is right at the end of the stage 5 (use save state slot 1)

https://www.mediafire.com/file/m5wehsk45pik65w/Thunder_Force_IV_%28Japan%29.gs1/file

Looks like there is no "easy" way to change the music on stages 5 thru 10. The game carries over the value from stage 4, and then just keeps adding 1 to it for the next level.

I'm going to put this on the back burner and may come back to it later.

Tony H
07-20-2020, 07:02 PM
MegaDriver, I have a question... Are you only allowed to upgrade each of the 3 items one time? In other words, once you've upgraded all 3 items, will the upgrade screen still show up and allow you to upgrade something a second time?

KnightWarrior
07-20-2020, 11:21 PM
I know it's like 2 years, I never thank you on it

on the NES version of Batman:RTOJ

When you beat a boss with 1 bar of Health, You Health bar get's refilled in the NES version, not on the Genesis version

Is there a way to find where you have your health refilled at the start of each stage

Tony H
07-20-2020, 11:56 PM
I know it's like 2 years, I never thank you on it

on the NES version of Batman:RTOJ

When you beat a boss with 1 bar of Health, You Health bar get's refilled in the NES version, not on the Genesis version

Is there a way to find where you have your health refilled at the start of each stage

You're saying that your health normally doesn't get refilled when you start a new level, and you want a code to do that?

KnightWarrior
07-21-2020, 01:05 AM
Yeah like that, Will it be possable?

MegaDriver
07-21-2020, 02:54 AM
MegaDriver, I have a question... Are you only allowed to upgrade each of the 3 items one time? In other words, once you've upgraded all 3 items, will the upgrade screen still show up and allow you to upgrade something a second time?

Yes, the game only allows to upgrade each of the 3 items one time.

The upgrade screen appears 3 times (when a certain level is cleared) but the item (or items) previously upgraded are no longer available to upgrade once more. The player has to forcibly chose between the ones left.
So, the only variation possible is the order of the upgrades. By the end of the game the car is fully upgraded (3 upgrades screen and 3 different upgrades installed, each one only one time).

Virtua Hunter
07-21-2020, 06:54 AM
Looks like there is no "easy" way to change the music on stages 5 thru 10. The game carries over the value from stage 4, and then just keeps adding 1 to it for the next level.

I'm going to put this on the back burner and may come back to it later.

Thank you!

Meanwhile I have another question this time it's not for the music
It's probably in the realm of romhacking and it's more a curiosity than a real request but I ask in any case:

would it be possible to change the spaceship sprite? TF IV has two ships, the second ship is unlocked at the end of stage 5 with a cutscene (I think you can see it in the save state) and and is used for the rest of the game.

I know it's unlikely, but since the game seems programmed in an odd way, maybe thel left both ships data included tor every level? That's my curiosity ^^

Tony H
07-21-2020, 09:34 AM
Yeah like that, Will it be possable?

Probably. I'll look at it when I'm done with other codes I'm working on.


Yes, the game only allows to upgrade each of the 3 items one time.

The upgrade screen appears 3 times (when a certain level is cleared) but the item (or items) previously upgraded are no longer available to upgrade once more. The player has to forcibly chose between the ones left.
So, the only variation possible is the order of the upgrades. By the end of the game the car is fully upgraded (3 upgrades screen and 3 different upgrades installed, each one only one time).

Thank you for the info, very useful. I had some new codes I was going to post, but I noticed that choosing the manual transmission gave you the engine upgrade, even if you didn't select it. I will have to find out if that is normal and that's how they make the manual trans car more powerful than the automatic trans at first, or if that was because of my code. If that's normal, then I'll need to figure out how they make the manual trans car even more powerful when you actually select the engine upgrade. Give me some time to figure things out and then I'll post the codes.


Thank you!

Meanwhile I have another question this time it's not for the music
It's probably in the realm of romhacking and it's more a curiosity than a real request but I ask in any case:

would it be possible to change the spaceship sprite? TF IV has two ships, the second ship is unlocked at the end of stage 5 with a cutscene (I think you can see it in the save state) and and is used for the rest of the game.

I know it's unlikely, but since the game seems programmed in an odd way, maybe thel left both ships data included tor every level? That's my curiosity ^^

I'll look into that a little later. It might be possible to have that ship from the very beginning.

Tony H
07-21-2020, 06:15 PM
MegaDriver, made some good progress. Found out it was my code that was causing the issues with the transmission. I have an updated code from earlier, as well as a new code.

Turbo Outrun (Japan, Europe) Genesis/MD


AKXT-AA56 +
RFYT-A612
Start a new game with the upgrade menu (you can pick a Turbo, Tire, or Engine upgrade before your first race). Note that you will start with the manual transmission. UPDATED: If you want to have the automatic transmission, add this code: 9EDA-BRZR.

9VYA-BGE2 +
B3YA-AAE4
Start a new game with all 3 upgrades (Turbo, Tires, and Engine). Note that you will start with the manual transmission even if you choose automatic. If you want to have the automatic transmission, add this code: 9EDA-BRZR.

EDIT: I made this last code so that it shouldn't bring up the upgrade menu since you'll already have all 3 upgrades. If you test it long enough to make it to the next check point (wherever it is that you would normally see the upgrade menu), let me know if the upgrade menu shows up (it shouldn't).

MegaDriver
07-21-2020, 08:25 PM
MegaDriver, made some good progress. Found out it was my code that was causing the issues with the transmission. I have an updated code from earlier, as well as a new code.

Turbo Outrun (Japan, Europe) Genesis/MD


AKXT-AA56 +
RFYT-A612
Start a new game with the upgrade menu (you can pick a Turbo, Tire, or Engine upgrade before your first race). Note that you will start with the manual transmission. UPDATED: If you want to have the automatic transmission, add this code: 9EDA-BRZR.

9VYA-BGE2 +
B3YA-AAE4
Start a new game with all 3 upgrades (Turbo, Tires, and Engine). Note that you will start with the manual transmission even if you choose automatic. If you want to have the automatic transmission, add this code: 9EDA-BRZR.

EDIT: I made this last code so that it shouldn't bring up the upgrade menu since you'll already have all 3 upgrades. If you test it long enough to make it to the next check point (wherever it is that you would normally see the upgrade menu), let me know if the upgrade menu shows up (it shouldn't).



Indeed!

Ok, so I have been playing for a while with your codes.

Yes, both are working.
The first one is better for getting used gradually to the performance increase.
The second one is simply supercool! :cool:
However the upgrade screen still appears, although no upgrade can be chosen (interestingly, the "icons" for the upgrades appear smaller, which intuitively suggests they are no longer available).

What can I say, with your codes Turbo Outrun has made the leap from mediocre to really enjoyable. :D

Tony H
07-21-2020, 10:02 PM
Indeed!

Ok, so I have been playing for a while with your codes.

Yes, both are working.
The first one is better for getting used gradually to the performance increase.
The second one is simply supercool! :cool:
However the upgrade screen still appears, although no upgrade can be chosen (interestingly, the "icons" for the upgrades appear smaller, which intuitively suggests they are no longer available).

What can I say, with your codes Turbo Outrun has made the leap from mediocre to really enjoyable. :D

Glad to hear the codes are working well. The fact that the upgrade screen appears is probably perfectly fine. As long as you can't select any of them, then we will call it good.

I may look into some more codes for this game. Thanks for all the help.

ruimtemuis
07-22-2020, 04:13 AM
In that thread, someone links to a patch that already exists to convert the ROM to use the nude graphics.


Yes, I saw that. But how can I apply the patch to an original cartridge on original hardware? That's why I was wondering if it is possible to replicate this effect using a Game Genie.

Tony H
07-22-2020, 08:47 AM
Yes, I saw that. But how can I apply the patch to an original cartridge on original hardware? That's why I was wondering if it is possible to replicate this effect using a Game Genie.

That patch would almost certainly require more than 5 Game Genie codes (which is the limit of a real Game Genie). And to be honest, I have no interest in doing this since it is someone else's work, and there is no challenge in it for me.

If you know how to use a hex editor, you can figure it out yourself. Just apply the patch and then compare the original ROM to the patched ROM and count the number of differences.

pepodmc
07-22-2020, 09:55 PM
So you're asking for a way in the Mortal Kombat 1 Sega CD version to completely turn off morphs and letting the system load two additional characters into memory when playing as Shang?



That's more of a ROM hack/patch project, and probably not something that can be done with a few Game Genie type codes (eg changing a few bytes in the game iso file). You may want to post your request over at RHDN (ROMhacking dot net). They might be able to help you.


Is there way to turn off shang tsung morphs without loading additional characters?

Its not a problem if shang tsung cant morph into others characters. i only want him to not morph. Or still its more what some hex edit can do?

Tony H
07-22-2020, 10:25 PM
Is there way to turn off shang tsung morphs without loading additional characters?

Its not a problem if shang tsung cant morph into others characters. i only want him to not morph. Or still its more what some hex edit can do?

The hacking tools I use for Sega CD aren't very good, which limits what I can do. Just the morphing can probably be disabled with minimum editing, but I'm not really interested in trying because of the poor Sega CD tools.

KnightWarrior
07-23-2020, 09:41 PM
Probably. I'll look at it when I'm done with other codes I'm working on.




Cool, Thanks

Tony H
07-24-2020, 12:37 PM
I know it's like 2 years, I never thank you on it

on the NES version of Batman:RTOJ

When you beat a boss with 1 bar of Health, You Health bar get's refilled in the NES version, not on the Genesis version

Is there a way to find where you have your health refilled at the start of each stage

Can you supply me with a Kega Fusion or Gens save state shortly before you defeat a boss with your health somewhere below full?

KnightWarrior
07-30-2020, 03:46 PM
Can you supply me with a Kega Fusion or Gens save state shortly before you defeat a boss with your health somewhere below full?

How would I do that?

Tony H
08-01-2020, 10:14 PM
I ported over the codes I made for the Mega Games 3 version.

Super Monaco GP (USA) (Rev C)

Note: These codes may not work with the other versions of the game.

CBSA-AA7L +
ABTA-A6N4
Much faster acceleration and top speed. Can modify second code (ABTA-A6N4) to adjust the acceleration and top speed.

ABSA-BA7T
Accelerate much faster, especially in higher gears.

ACCA-ATLL
Accelerate faster, and can take turns faster. Code can be modified.

XKSA-AC7A +
AVRT-AACN +
E3VA-AG8N
Adds an extra gear to the automatic transmission, making it a 5 speed automatic instead of a 4 speed, and top speed is increased from 316 km/h to 335 km/h.

JBVT-ACC2
Increases the top speed of the automatic transmission from 316 to 405 km/h. Will not work with the 5 speed automatic transmission code.

RFRT-A61R
Shows which gear you're in when using the automatic transmission.

pepodmc
08-06-2020, 09:46 AM
pedodmc, I rarely do any work with music or sound in Genesis games, but Road Rash 2 was my favorite game, so I knew what I had to do. lol. Have always loved the music in RR2.


Im still looking for Road Rash 2 covers.

Yesterday a new Road Rash cover appeared:



https://www.youtube.com/watch?v=YAefuFFvXFw


And this guy will cover all the tracks of the game, will sound amazing with the tracks made by this guy.

He was the same guy that made this cover too:



https://www.youtube.com/watch?v=iGYa_2iESQM

Tony H
08-06-2020, 03:42 PM
Noice!

KnightWarrior
08-10-2020, 06:14 PM
Can you supply me with a Kega Fusion or Gens save state shortly before you defeat a boss with your health somewhere below full?

Ok, Again, How do I supply you wih a Save State?

Tony H
08-11-2020, 08:32 PM
Ok, Again, How do I supply you wih a Save State?

You would do that with an emulator, but I've moved on to other things so it may be awhile before I may come back to it.

Tony H
08-15-2020, 11:51 PM
Made my first program which patches around 36 bytes in a Road Rash 2 ROM (Genesis). This heavily modifies the secret bike in the game (Wild Thing 2000) to make it accelerate faster in each of the 6 gears, higher top speed in all gears, more nitro bursts, much better handling, and of course bypasses the checksum routine.

15559

15558

Tony H
08-17-2020, 09:04 PM
To keep this somewhat on topic, this improved version of the Road Rash 2 bike editor will patch around 16 Game Genie codes into your Road Rash 2 ROM. There are now 3 different performance options that you can choose from. If you don't like one performance option, run the program again and try a different one. The program will not allow you to patch the wrong ROM, or the wrong version (there are two versions of RR2). May add more options as I learn more about programming. Fun stuff.

15564

15563

EDIT:

Newer version with a bug fix and some improvements...

https://codehut.gshi.org/RoadRash2BikeEditorV2b.zip

Virtua Hunter
08-18-2020, 07:19 AM
Hello Tony, any news for Thunder Force IV?

Tony H
08-18-2020, 02:23 PM
Hello Tony, any news for Thunder Force IV?

Didn't have any luck with the other ship.

Metal64
08-26-2020, 05:59 PM
Here is the list of all my game genie codes for Aladdin for sega genesis (USA)

https://pastebin.com/tbEY2nPg

pepodmc
09-01-2020, 06:13 PM
.

Hello.

About Road Rash 2 covers, here there are 3 new covers:


Teneese:


https://www.youtube.com/watch?v=jj9ZIjmHT44


Arizona:


https://www.youtube.com/watch?v=6ogiL63hUX8


Vermont:


https://www.youtube.com/watch?v=g4Y8tELo-ug





Previous covers:


Main Menu:


https://www.youtube.com/watch?v=iGYa_2iESQM&t=8s


Alaska:


https://www.youtube.com/watch?v=YAefuFFvXFw



Hawaii is the last of the stages left to do by him, there is another cool cover of hawaii but will need to see who makes the better cover:





And then, the busted theme and the cutscenes theme.

He will release a disc without the background noises of the game after finishing all the covers

pepodmc
09-01-2020, 06:26 PM
This is the Hawaii cover made by another author:


https://www.youtube.com/watch?v=6x88xyiPQZ0

Tony H
09-01-2020, 07:31 PM
That is awesome! Two thumbs up.

Tony H
09-08-2020, 11:59 AM
Shinobi 3: Return of the Ninja Master (Genesis)

RG5A-A6X8
Enable level select. Pause the game and press A, B, or C. The current level number will show up in the upper left corner (right below your number of lives). Hold A, B, or C and press Up or Down to change the level number, then press Start to warp to that level.

pepodmc
10-02-2020, 10:08 AM
....




Hello tony. I need help with the game Bare Knuckle 3 for Sega Genesis.

Im making some changes to the cutscenes of the game, so i can port them to an Openbor game that is being made by an user of the page "Chronocrash".

And for that , i would need a game genie code for disabling the HUD while you are playing (player health bar, time , numbes of lives, special metter).

Or make it transparent, so the screen is clean to make the modifications later.


Thanks!!!

Tony H
10-02-2020, 06:04 PM
Hello tony. I need help with the game Bare Knuckle 3 for Sega Genesis.

Im making some changes to the cutscenes of the game, so i can port them to an Openbor game that is being made by an user of the page "Chronocrash".

And for that , i would need a game genie code for disabling the HUD while you are playing (player health bar, time , numbes of lives, special metter).

Or make it transparent, so the screen is clean to make the modifications later.


Thanks!!!

That's not something I normally do, but may look at it later if I get some time.

pepodmc
10-02-2020, 09:28 PM
That's not something I normally do, but may look at it later if I get some time.



Thanks man!! :D

pepodmc
10-03-2020, 06:31 PM
That's not something I normally do, but may look at it later if I get some time.

Now the Road Rash 2 arranged soundtrack is finished, the thing is that, the complete soundtrack without game sounds in the background its behind a paywall:

https://deanharrismusic.com/


And there is a Guy that is doing a lot of "MSU-MD" patches to add Cd music to Sega genesis games:

https://www.youtube.com/user/alex71277/videos


But we need to buy the soundtrack so the guy can make the patch with the clean tracks. Im not working at the moment and im from argentina, my currency is really devaluated compared to dolar, so i cant buy it at the moment, but someone will and will post it somewhere i hope.

pepodmc
10-04-2020, 09:30 PM
That's not something I normally do, but may look at it later if I get some time.


Sorry for bothering you again, but:



One of the guys that are making "MSU-MD" patches, bought the soundtrack of Road Rash 2, but he said this:

"Bought the "CD" and spent an hour poking around in the rom without anything useful. Since the EA drivers are completely undocumented, I don't think I could do anything useful without help. I anybody sees some docs, notes, maps etc. please let me know."

https://twitter.com/arcadetv/status/1312923332782755842




Do you think that you can help them in any way? I know that's not something you normally do, but can you at least talk with them?




Here are the twitter of the two guys making the "MSU-MD" patches


https://twitter.com/32mbit

https://twitter.com/arcadetv


Thanks!!!

Tony H
10-04-2020, 11:46 PM
pepodmc, there's probably not much I can do to help, but I remember that someone here at Sega-16 did a lot of work with Genesis music. Can't remember who it is, but you can try posting something in "Blast Processing" and see if anyone can help.

If you read this thread, I believe the guy that knows about Genesis sound and music posts some stuff about it...

http://www.sega-16.com/forum/showthread.php?30239-Someone-can-fix-this-Prince-of-Persia-2-(Proto)-Bug

pepodmc
10-05-2020, 08:56 AM
Thanks, i will ask him :rock:

LinkueiBR
11-16-2020, 02:58 PM
Hey Tony!

Can you make a code for Mortal Kombat to change the throw move from High Kick button to Low Punch button?

Tony H
11-16-2020, 09:24 PM
Hey Tony!

Can you make a code for Mortal Kombat to change the throw move from High Kick button to Low Punch button?

I've been devoting all of my free time to making codes for Sega CD games, and then implementing those codes into editors. It may be awhile, but I will get back to making Genesis codes and will take a look.

Tony H
12-07-2020, 10:49 AM
Virtua Racing Deluxe 32x (Game Genie)

Obviously Game Genie codes won't work on a real 32x, but this will work on Kega Fusion, Gens, and maybe others.

RE0T-C6TG
Enables mirror mode (can race tracks backwards). Keep scrolling right in the Mode Select screen until you see "Virtua Racing" backwards.

Tony H
12-09-2020, 01:17 PM
Some ported Sonic Spinball codes for the European version:

Sonic Spinball (E)


AHKT-5E8W +
AHKT-5E9T
Allows much more control over Sonic when trying to "steer" him around the screen.
This makes the game much easier because you can easily direct him when he's
curled up in a ball.


ZMLA-5DA0
Pressing Down on the directional pad will reverse gravity and cause Sonic to start
moving upward. Release Down to return to normal game play. Sonic will only start
to move upwards when he is already in motion (he will not move upwards when he is
standing still).


CDJA-5AC6
Lower gravity.


BDJA-4TC6
Much lower gravity.

Tony H
01-29-2021, 01:47 PM
Made a program that will automatically port over Game Genie codes for different regions/versions.

Example: If you have Game Genie codes for a USA version of a game, but you have the European version and the USA codes don't work, this program will make new Game Genie codes for your European version.

I tested it on several Sonic Spinball codes (as well as other games), and seems to work fine. The Help button has all the info.


http://codehut.gshi.org/GenCodePorterV9.png


Link to the page with the download: https://gamehacking.org/vb/forum/video-game-hacking-and-development/retro-hacking/213296-genesis-sega-cd-32x-hacking-programs?p=213355#post213355

GelmiR
01-31-2021, 02:20 AM
Cool :D Not sure yet when, but this definitely sounds like something I'd like to test for some of my favorites. Nice work!

Tony H
02-03-2021, 09:55 AM
Cool :D Not sure yet when, but this definitely sounds like something I'd like to test for some of my favorites. Nice work!

Thanks. I used all of the codes I ported over for Sonic Spinball to test the program. Made the correct code every time.

Tony H
02-03-2021, 10:09 AM
Just finished another program that might be useful.

Patchinator will patch Game Genie codes into any Genesis, Mega Drive, or 32x ROM. It will also fix checksums for you, including fixing checksum problems (blank red or black screen) with EA (Electronic Arts) ROMs.

This program has some improvements over other ROM patching programs (like Game Genie Guy). Patchinator can fix checksum issues with any EA ROM. EA games don't use the checksum value in the header like other games, so fixing that value doesn't work (which is what other patching programs do). Patchinator allows you to only fix checksum problems if you want (without patching in any codes). Also, Patchinator doesn't use an external program (like uCON64) for calculating the checksum.


http://codehut.gshi.org/PatchinatorV9.png


Download page: https://gamehacking.org/vb/forum/video-game-hacking-and-development/retro-hacking/213296-genesis-sega-cd-32x-hacking-programs?p=213410#post213410

All of these programs are also available on my site (will have this one uploaded shortly).

Z Tetriminos
02-25-2021, 09:52 PM
Hello!
I don't really feel comfortable asking strangers for things, I'd love to do it myself, but even with the available codes and tools I don't have any ideia of how to do it. :idea:

Is it possible to make a code for infinite continues on Gain Ground (Genesis)?

I hate arcade-designed games that punish you with a game over for keep trying to play. I don't wanna cheat, become invincible, etc, I just want to be able to have another go every time I fail.

Thanks in advance!

Tony H
02-26-2021, 10:16 AM
Hello!
I don't really feel comfortable asking strangers for things, I'd love to do it myself, but even with the available codes and tools I don't have any ideia of how to do it. :idea:

Is it possible to make a code for infinite continues on Gain Ground (Genesis)?

I hate arcade-designed games that punish you with a game over for keep trying to play. I don't wanna cheat, become invincible, etc, I just want to be able to have another go every time I fail.

Thanks in advance!
Looks like that code has already been made: https://gamehacking.org/game/15165

If the code you want is for a different version/region, let me know which one.

Z Tetriminos
02-26-2021, 08:38 PM
Looks like that code has already been made: https://gamehacking.org/game/15165

If the code you want is for a different version/region, let me know which one.

Whoa, I haven't looked that site before, thanks.

I tested the code and it works fine, but it doesn't solve what happens when you reach round 5 (stage 41 in the normal/hard setting, must be stage 31 in the easy setting): the game disables the continue function, even if you had spare continues from before. (Also, in hard mode, you still have zero continues, even with the code - which I don't see as an issue, because hard mode gives you all characters from the start, but no continues; that's literally the purpose of the mode.)

Is there a way to make a code to prevent the game from disabling the continue function when you reach round 5?

Tony H
02-26-2021, 09:30 PM
I'm not familiar with the game. Can I get to level round 5 (stage 41) with the level select cheat, and still get the "no continue" problem?

Z Tetriminos
02-27-2021, 12:48 PM
I'm not familiar with the game. Can I get to level round 5 (stage 41) with the level select cheat, and still get the "no continue" problem?

Yes, that's how I tested it. Press ACBC at the options screen to enable level select, and select easy or normal difficulty.

Stages 1-10 are Round 1, 11-20 Round 2, 21-30 Round 3, 31-40 Round 4 (disabled at the easy setting through normal gameplay) and 41-50 Round 5.

Dying at any stage from 41 onwards brings you an instant game over.

Tony H
02-27-2021, 09:32 PM
Tetriminos, will start on your request shortly but decided to make a better level select code (the current one takes 4 codes).

Gain Ground (Genesis) Game Genie

This is for the Alt 1 version of the game, which seems to be the most popular version.

D2HA-AA50
Enable level select in Option menu.

Tony H
02-28-2021, 01:35 PM
Haven't tested it that much, but seems to work fine. I only tried it with the level select code. You can adjust the value much higher that 4 if you'd like and I'm pretty sure that the value will reload for each new level (you'll start each level with that amount). It also looks like the infinite continue code that I linked to will work on this if you'd rather do that. Let me know if it works for you.

Gain Ground (Genesis) Game Genie

This is for the 'Alt 1' version of the game, which seems to be the most popular version.

AVHT-AAA8
Start each level above level 40 with 4 continues (you normally don't get any continues on level 41 and up, even if you had some from before). You can easily adjust this code to start each level (above 40) with as many as you want.

Tony H
02-28-2021, 06:59 PM
Made a couple more. Since the hit anywhere code makes the game a little too easy, I've also included a Y axis only code.

Gain Ground (Genesis) Game Genie

DK4A-AA34
Hit enemies from anywhere, no matter where they are (works with all characters and weapons).

AK4A-AA4W
Hit enemies from anywhere when they're lined up above you (works with all characters and weapons).

cleeg
03-03-2021, 02:30 AM
So, I have been looking at Puggsy, and rather than make a new thread (I see that the MD version has not been reviewed yet, something in which I'm interested) I'd like to ask a question about this graphically very impressive game: Is there a way, once I have bought my copy, to play this on an emulator?

I have read that the game, when copied, checks for SRAM after level 5, and if found, kicks you out of the game as there should be no SRAM found on a proper cart. Obviously, when I ask this of Google, I get links for ROMZZZ. I imagine there is hack or similar for it?

Also, what is the best version, MD or CD? Cheers!

Tony H
03-03-2021, 10:39 AM
So, I have been looking at Puggsy, and rather than make a new thread (I see that the MD version has not been reviewed yet, something in which I'm interested) I'd like to ask a question about this graphically very impressive game: Is there a way, once I have bought my copy, to play this on an emulator?

I have read that the game, when copied, checks for SRAM after level 5, and if found, kicks you out of the game as there should be no SRAM found on a proper cart. Obviously, when I ask this of Google, I get links for ROMZZZ. I imagine there is hack or similar for it?

Also, what is the best version, MD or CD? Cheers!

Interesting, don't think I've heard of that copy protection before for Puggsy. The attempt to write to SRAM and the check to see if it's there can probably both be fixed with Game Genie codes, but according to this, that may not be so easy: https://tcrf.net/Puggsy_(Genesis)

I checked a few places and didn't find any codes for that. Note that the Sega CD version doesn't appear to use any copy protection: https://tcrf.net/Puggsy_(Sega_CD)

You can always get a ROM and an emulator and see what happens.

If you find that you're having a problem with that SRAM thing, let me know and I'll see if I can figure out some Game Genie codes to get around it, but no guarantees.

EDIT: Looks like someone already figured it out: https://forums.sonicretro.org/index.php?threads/puggsys-sram-based-copy-protection-thang.29152/page-3#post-702946

cleeg
03-04-2021, 04:49 PM
Nice one, thank you Tony.

Z Tetriminos
03-04-2021, 05:18 PM
Tetriminos, will start on your request shortly but decided to make a better level select code (the current one takes 4 codes).

Gain Ground (Genesis) Game Genie

This is for the Alt 1 version of the game, which seems to be the most popular version.

D2HA-AA50
Enable level select in Option menu.

Just tried doing a normal gameplay, no level select cheat, playing at normal difficulty.
The code doesn't work... I still get a game over when I die at Round 5.
Tried with and without the infinite continues code activated, and tried getting a game over in every way (time over and dying), same result...

Tony H
03-04-2021, 05:47 PM
Just tried doing a normal gameplay, no level select cheat, playing at normal difficulty.
The code doesn't work... I still get a game over when I die at Round 5.
Tried with and without the infinite continues code activated, and tried getting a game over in every way (time over and dying), same result...

Did the continue code work when you used the level select? Pointless to spend time on the code if you have a different version.

Just to be sure, in your quote above, you are showing the code for level select and not the code for continues. I assume that's not the code you were using for continues?

Anyways, if the code for continues works when you use the level select, I'll need a save state just before you finish the level before round 5. It needs to be either Gens or Kega Fusion.


Nice one, thank you Tony.

You're welcome.

Z Tetriminos
03-05-2021, 06:52 PM
Did the continue code work when you used the level select? Pointless to spend time on the code if you have a different version.

Just to be sure, in your quote above, you are showing the code for level select and not the code for continues. I assume that's not the code you were using for continues?

Anyways, if the code for continues works when you use the level select, I'll need a save state just before you finish the level before round 5. It needs to be either Gens or Kega Fusion.


I quoted the wrong message lol

I haven't got the time to do another normal playthrough and reach lv 40 without using a level select, so I did some tests using cheats.

Tests I have done (all in normal difficulty, unless stated):

TEST 1 - Using both the game genie code you provided for activating level select plus the code for continues on level 41+ (but NOT the code for infinite continues). Choose to start at lv 48. It works and gives you just 3 continues, as it it by default in the rest of the game.

TEST 2 - Code for continues on 41+, but without the GG level select code, instead using the manual level select code (ACBC), starting from lv 41: the outcome is the same above.

TEST 3 - Applied the three codes; level select, continues on levels 41+ and infinite continues: the code for continues stop working on lv 41. Everything worked fine until lv 40, though. On hard mode, got infinite continues when starting at levels 41 up to lv 50.

TEST 4 - Used the infinite continues code and the continues on 41+ code, but NOT the level select code (used the manual code). On hard mode, both codes works perfectly, I get infinite continues from lvs 41 to 50. But it does not work on normal and easy mode: the continues stop working at level 41.

TEST 5 - I got curious and tried to use the three codes but start at lv 40 on hard mode. Surprinsingly, this time they didn't work. Not on lv 40, not on any level I played before it without resetting. Died and got an instant game over.

Conclusion: The codes work as intended only on hard mode, but seem to have their success attached to starting directly on the level by using a level select cheat. Playing normally does not "trigger" the AVHT-AAA8 code for having continues from lv 41 onwards.

I made three Kega 3.64 savestates on the boss of lv 40, with only 1 hit left to kill it (shoot the small circle atop his front side). Rom is Gain Ground (UE) [c][!]. Before making the save states, I tried dying 5 times on "test 3" and "test 4", and got to continue normally.

Thank you very much for you patience and dedication, I know this is getting boresome... :sorry:

159431594415945

Tony H
03-08-2021, 05:48 PM
Herzog Zwei (Genesis) Game Genie


RGGA-A6Z8
Walk over canyons/valleys when on foot.


HA6T-AA8L
Walk thru walls, rocks, water, etc when on foot.

Z Tetriminos
03-10-2021, 11:38 AM
Did the continue code work when you used the level select? Pointless to spend time on the code if you have a different version.

Just to be sure, in your quote above, you are showing the code for level select and not the code for continues. I assume that's not the code you were using for continues?

Anyways, if the code for continues works when you use the level select, I'll need a save state just before you finish the level before round 5. It needs to be either Gens or Kega Fusion.


I'm trying to reply to this post for a week now but for some reason my replies aren't getting approved, maybe it's the rar with the state files you asked for...

I did a bunch of testing using and alternating the three codes (level select, continues past round 5 and infinite continues) and: The codes work as intended only on hard mode, but seem to have their success attached to starting directly on the level by using a level select cheat. Playing normally (or starting on lv 40 or below) does not "trigger" the AVHT-AAA8 code for having continues from lv 41 onwards.

Tony H
03-13-2021, 10:34 AM
This unused stuff is mentioned here at TCRF, but no mention on what they are. The first two codes give you access to all of it. https://tcrf.net/Herzog_Zwei

Herzog Zwei (Genesis/MD) Game Genie

BK4A-AA2C
Access all hidden/unused units in the game (in the menu when you press C). Keep pressing right to see all the hidden/deleted units, press left to see only the normal units. There are two deleted units called "NOT USE" that are actually turrets. You can build and deploy them. There is a unit called KIDOU that you can build and deploy, but not sure what it does. Some of the units will show garbled pictures and text (haven't experimented with those yet).

BK4A-AA64
Access all hidden/unused commands in the game (in the menu when you press C). Keep pressing right to see all the hidden/deleted commands, press left to see only the normal commands. All of the commands seem to work, but I'm not familiar enough with the game to know what the differences are.

7X5A-LA6E
Enemies (tanks, infantry, etc) won't attack you when you're on foot, although the enemy jet may attack if it changes to the foot soldier when it sees you.

ADRA-LJEL
Supply trucks start with 10x more HP (probably works on CPU as well).

RGGA-A6Z8
Walk over canyons/valleys when on foot (also works with tanks, etc).

HA6T-AA8L
Walk thru walls, rocks, water, etc when on foot.

AGEA-AAFY
Only need 1 infantry to conquer an outpost (instead of 4). Also applies to CPU so best to turn the code On only when entering an outpost, then turn it back off.

GGEA-BTY6
Adds 4 infantry to an outpost when you drop off 1. Also applies to CPU so best to turn the code On only when entering an outpost, then turn it back off.




I'm trying to reply to this post for a week now but for some reason my replies aren't getting approved, maybe it's the rar with the state files you asked for...

I did a bunch of testing using and alternating the three codes (level select, continues past round 5 and infinite continues) and: The codes work as intended only on hard mode, but seem to have their success attached to starting directly on the level by using a level select cheat. Playing normally (or starting on lv 40 or below) does not "trigger" the AVHT-AAA8 code for having continues from lv 41 onwards.

Working on other stuff now, so I may get back to yours later.

Tony H
04-08-2021, 09:12 AM
Langrisser II (Genesis/MD) (Ver 1.2/REV02) Game Genie

AMRA-AA8Y
Move anywhere on the map during battles

Tony H
04-14-2021, 11:37 AM
Contra - Hard Corps (Genesis) Game Genie

AXXA-AA6C
Don't fall when you walk off ledges (walk on air). Release directional pad to drop down.

AXXA-AA6C +
AMWT-AA8N
Don't fall when you walk off ledges (walk on air). Press jump to drop down.

Tony H
05-15-2021, 04:51 PM
Minnesota Fats Pool Legend (Genesis/MD) Game Genie

ADGT-CEMC
Shots have twice as much power (doesn't work if you hit the "Max" power spot and doesn't work on the Lag shot). If you hit the max power spot when shooting, you will get the normal max power, so if you want the 2x power, just make sure to stop the power meter anywhere below the max power spot. The CPU player still has the normal amount of power.

Tony H
08-11-2021, 03:29 PM
This is a brand new game for the Genesis/MD. Doesn't run on most popular emulators, but does run on BlastEm.

Demons of Asteborg (Genesis) Game Genie


Codes for the full version of the game. Have only been tested on the Normal difficulty:


BHXT-CAFR
Start a new game with 9 lives (works on any empty save slot).

REKT-E604
Infinite lives.

FX7T-ACA0
Invincibility lasts 5x as long when hit (can adjust code to any value you want).

RH7T-A6VC
Infinite health.

JGKT-FYVW
Coins/money pick-ups are worth 5.

JLKT-EA3T
Always have 999 coins after your first coin pick-up.


EDIT: The codes above have not been tested on the new version (1.1). If the codes above don't work on the new version, you can probably use the Genesis Game Genie Code Porting Tool to make new codes: https://codehut.gshi.org/Download.htm#GGPort

-----------------------------------

Codes for the Demo version of Demons of Asteborg. The demo works on most emulators.

ALXT-CA8C +
EAEA-AA9C
Invincibility.

EDIT: This code is also for the demo:

F4YT-CA7W
Hit enemies from anywhere.

Tony H
09-10-2021, 11:50 AM
Demons of Asteborg (Version 1.1) (Genesis) Game Genie

AK2T-NACA
Start a new game on the Fields level (works on any empty save slot).


AP2T-NACA
Start a new game on the Cemetery level (works on any empty save slot).


AV2T-NACA
Start a new game on the Forest level (works on any empty save slot).


AZ2T-NACA
Start a new game on the Marsh level (works on any empty save slot).


A32T-NACA
Start a new game on the Cave level (works on any empty save slot).


A72T-NACA
Start a new game on the Mountain level (works on any empty save slot).


BB2T-NACA
Start a new game on the Castle level (works on any empty save slot).


BF2T-NACA
Start a new game on the Gate level (works on any empty save slot).


BK2T-NACA
Start a new game on the ???/Lost Dimension level (works on any empty save slot).


BP2T-NACA
Start a new game to see the credits (works on any empty save slot).


AB2T-NACA
Start a new game on a never ending level (works on any empty save slot).

MegaDriver
09-23-2021, 05:58 AM
Hi there Tony.

Lately I have been playing with namco's 'Quad Challenge' and even though it's not a great game I feel some fun can still be had from a 2-player game.:)

Anyway, I was wondering if you could try to work your magic and come up with a code(s) to provide better acceleration to the quads?
If possible I'm hoping it would make the races a little bit more exciting (but also perhaps the behavior of the quad more twitchy?).

Tony H
09-23-2021, 05:31 PM
Hi there Tony.

Lately I have been playing with namco's 'Quad Challenge' and even though it's not a great game I feel some fun can still be had from a 2-player game.:)

Anyway, I was wondering if you could try to work your magic and come up with a code(s) to provide better acceleration to the quads?
If possible I'm hoping it would make the races a little bit more exciting (but also perhaps the behavior of the quad more twitchy?).

There are some acceleration codes here: https://gamehacking.org/game/15729

MegaDriver
09-24-2021, 06:33 AM
There are some acceleration codes here: https://gamehacking.org/game/15729

I must have missed that. :?

Thanks for pointing out! ;)

KnightWarrior
10-11-2021, 02:24 AM
Tony I'm looking for the Game Genie Code for a World/Stage Select Code for

Super Mario Bros. 2 (J) Loopys Hack (MMC3 version)

Tony H
10-11-2021, 12:47 PM
Tony I'm looking for the Game Genie Code for a World/Stage Select Code for

Super Mario Bros. 2 (J) Loopys Hack (MMC3 version)

Haven't done any NES stuff in awhile, so can't help you much with that.

KnightWarrior
10-11-2021, 02:58 PM
Aww, I asked at Gamehacking

But, It takes a long time to respond

Tony H
01-13-2022, 01:53 PM
Warsong (Genesis) Game Genie

AN9A-DT68
All characters can choose from all three troops (some, like Garett, normally only have one to choose from early in the game). If you are starting a new game, note that when you get to the first troop selection screen, you may notice that the 2nd and 3rd troops for Garett are funny looking. You must move the cursor over to Baldarov, then back to Garett and everything will look and work normally. If you decide to select the funny looking troops, you will get Lizard Man for your troops (for free).


J09T-EAHG +
J49T-EAHJ
Garett can choose from 3 different troops instead of just one when starting a new game, and he can choose from the Soldier, Merman, or Gryphon (can modify codes to choose any troops you want). You can change which troops by modifying the codes. Some examples: 0041 = Soldier, 0042 = Horseman, 0043 = Archer, 0044 = Monk, 0045 = Merman, 0046 = Gryphon, etc.

EDIT: Some more for Warsong:

AJSA-CA8W
Can equip the same item to multiple characters, that means you can have 8 commanders all equipped with the Dragon Slayer, the Warsong, etc.

AJ0T-CA5A
Don't lose all your money when you use the "get all items" cheat.

SA0T-DAXA
Gain 8 dollars when you use the "get all items" cheat (instead of losing all your money).

1VYT-AEG4
Start a new game with twice as much money ($700).

VBYT-BGG4
Start a new game with $5,000.

AJ7A-CA88
Don't get charged when you buy soldiers. Also, if you sell soldiers back, you'll get extra money. It may also work when you buy/sell items.

Tony H
01-13-2022, 02:49 PM
Shadowrun (Genesis) Game Genie

BP7A-LAAR +
BK7A-LAA2
Maximum total number of clips you can have is 10 (instead of 20).


D77A-LAAR +
D37A-LAA2
Maximum total number of clips you can have is 30 (instead of 20).

Tony H
01-15-2022, 07:35 PM
Darius (2019) (Genesis Mini Version) Game Genie

Game Genie codes:

ABVT-NA7Y +
ABRT-NA9G
Invincibility (non-flashing type).


AV7A-JA5G
Invincibility once you're hit (flashing type).


AV7A-JA5G +
AWGA-JA5T
Invincibility (flashing type), must turn on code before you start the level.


B3PT-NA5J
Hit enemies from anywhere (works best with forward shooting gun (A/C buttons).


RFZA-L6XG
Infinite lives.


CRLX-9EC2
Adds a hidden item in Option menu (Hyper Arm hitbox size). Has only been tested at the start of a new game.


AN4A-MA2A +
AJ4A-LA2C
Adds 3 hidden items in Option menu (Hyper Arm hitbox size, music test, and sound test).


99PX-8AWW
Press A at title screen to enable Arcade mode (must reset game with code turned on). "ARCADE MODE" will show up when you press A. Press X to insert coin.


99PX-9ACJ
Press B at title screen to enable Debug mode (must reset game with code turned on). "DEBUG" will show up near the bottom of the screen when you press B. Use Left or Right to select your starting level at the level select screen. During gameplay: Press X for invincibility. Press Y to fill your missiles, bombs, and Arm. Press Z during gameplay to skip to the final boss.

Superrayman3
03-01-2022, 12:22 AM
I have 2 new requests

1. A code that'll allow the music to be changed to a different track upon entering the options screen in Sonic Spinball (similar to the Puggsy music code I needed previously).

2. It seems Sonic 3's Launch Base Zone Act 1 was intended to have water at one point:
https://tcrf.net/Sonic_the_Hedgehog_3#Water_Levels_in_Launch_Base_Z one_Act_1
I need a code that'll allow the water level to be controlled by the 2nd controller I'm curious and would like to experiment with this and see how this could change the stage.

Tony H
03-01-2022, 12:41 PM
I have 2 new requests

1. A code that'll allow the music to be changed to a different track upon entering the options screen in Sonic Spinball (similar to the Puggsy music code I needed previously).

2. It seems Sonic 3's Launch Base Zone Act 1 was intended to have water at one point:
https://tcrf.net/Sonic_the_Hedgehog_3#Water_Levels_in_Launch_Base_Z one_Act_1
I need a code that'll allow the water level to be controlled by the 2nd controller I'm curious and would like to experiment with this and see how this could change the stage.

Hi Superrayman. I normally don't do music codes because they don't interest me very much, so will have to pass on your first request.

The second request is very interesting, but looks like it would require a ton of codes and a lot of time to get something like that working, so it would be a ROM hack rather than a few Game Genie codes. Although I might look at this later, will have to pass on it for now.

GelmiR
03-06-2022, 10:25 AM
Hey Tony,

I was playing Haunting for Mega Drive with some of your Game Genie codes. When you run out of ecto, you are sent to the dungeon area where you can resupply. You are also sent to this area after completing each house. I noticed I didn't have to gather anything - the area insta-completed upon starting and the ecto would be replenished. I was using these codes:
- RH2B-86T2 master code (Tony)
- AM2A-AA9W infinite health (VisitntX)
- AM1A-AA4J infinite ecto (Fanat)
- 9V9A-DCC6 infinite spells 1-3 (Tony)
- 579A-CAC8 infinite spells 2-3 (Tony)
- B39A-C9MA infinite spells 3-3 (Tony)

Initially I figured the area auto-completed because I had enough ecto, but no, having only the ecto code on still makes you play the dungeon area. As far as I can tell, it's your 3-code set for the spells that effectively skips the area. Which is very welcome in my opinion :) I tested this by running out of ecto as well as completing a house, in both cases I didn't have to suffer through the dungeon area. I wasn't sure you were aware of this, as I can't remember when you made these codes and if I tested them. So just in case you want to update your notes :)

Tony H
03-08-2022, 09:05 AM
Hi GelmiR, good to hear from you. Was not aware of that, so will add new notes to that code. Thanks for the info.

I remember the first time I played that game, I had no idea what was going on. Once you figure things out, kind of a fun game.

EDIT: Code description has been updated on GH dot org and The Code Hut..

GelmiR
03-08-2022, 01:44 PM
Likewise :) Good call, I think it's a very useful side-effect of the codes - seeing as it skips the most annoying parts of the game.
I agree, it can be a lot of fun! Though I mostly enjoy it in short doses.

edit: Youre welcome :)

Tony H
03-28-2022, 11:12 AM
Ultimate Mortal Kombat 3 (Genesis) Game Genie


H9KA-MST2 +
B9MT-LAB8
Enable all three cheats (Cheats, Secrets, and Killer Codes) by pressing the Mode button at the title screen (where it says Start/Options). Don't press any other buttons before you press Mode.


MHKA-MST2
Enable all three cheats (Cheats, Secrets, and Killer Codes) by pressing Up button at the title screen (where it says Start/Options). Don't press any other buttons before you press Up.

=================

Radical Rex (Genesis) Game Genie


A0XT-2AHA
Start a new game with 5 continues (instead of 1).

ALYT-2A7N
Infinite continues.

Lycanphoenix
05-02-2022, 02:48 AM
I'm hoping to explore what happens when you trick the system into running in 448i / 480i mode while playing a Mega CD game. Could we make a Game Genie code to do that? (This is part of a longer and more ambitious project.)

GelmiR
05-15-2022, 12:45 PM
Hey Tony, what's up?

I'm replaying Terminator 2 Judgment Day and picked up some things as I was going through. The game keeps track of your damage, accuracy and efficiency.
Damage is not the damage the player character has sustained, but the damage that is done to the environment in the current level.
Accuracy pretty much only registers if your shots hit anything. If every shot hits either an enemy or object (that subsequently usually explodes), you will always reach 100% at the end of the level.
Efficiency, I'm not sure how this works. But from what I've seen, I suspect it slowly starts to count down after about 3 minutes. I've reached 100% for a level several times by keeping under 3 minutes or so.

During gameplay, the only stats displayed are the player status (health) and rounds (ammo). Though in the second-to-last level, Cyberdyne, damage is also displayed among the stats. This due to having to do a certain amount of damage in the level before being able to place explosives to finish the job.
As it seems to be possible for the game to display stats other than health and rounds, do you think it would be possible to display damage in all levels with a code? And/or maybe accuracy and efficiency?

Another thing I'm interested in is if collision for the driving levels could be disabled for terrain as well (you already made a code for the vehicles). This would be for exploring and mapping.

Final thing for the lulz, I wonder if the intro where Arnie arrives could be made playable :D I think most intro/demo things in these older games is actually recorded input that can be altered?

None of these would be essential codes, and you pretty much already covered Terminator 2 Judgment Day. So no worries if you'd rather pass :) If needed, I can provide a save for the only level that does display damage. In any case, thanks for reading!

Tony H
05-15-2022, 09:52 PM
I'm hoping to explore what happens when you trick the system into running in 448i / 480i mode while playing a Mega CD game. Could we make a Game Genie code to do that? (This is part of a longer and more ambitious project.)

I've never heard of tricking the Mega CD into running in 448i / 480i mode. Is there any info on this?


Hey Tony, what's up?

I'm replaying Terminator 2 Judgment Day and picked up some things as I was going through. The game keeps track of your damage, accuracy and efficiency.
Damage is not the damage the player character has sustained, but the damage that is done to the environment in the current level.
Accuracy pretty much only registers if your shots hit anything. If every shot hits either an enemy or object (that subsequently usually explodes), you will always reach 100% at the end of the level.
Efficiency, I'm not sure how this works. But from what I've seen, I suspect it slowly starts to count down after about 3 minutes. I've reached 100% for a level several times by keeping under 3 minutes or so.

During gameplay, the only stats displayed are the player status (health) and rounds (ammo). Though in the second-to-last level, Cyberdyne, damage is also displayed among the stats. This due to having to do a certain amount of damage in the level before being able to place explosives to finish the job.
As it seems to be possible for the game to display stats other than health and rounds, do you think it would be possible to display damage in all levels with a code? And/or maybe accuracy and efficiency?

Another thing I'm interested in is if collision for the driving levels could be disabled for terrain as well (you already made a code for the vehicles). This would be for exploring and mapping.

Final thing for the lulz, I wonder if the intro where Arnie arrives could be made playable :D I think most intro/demo things in these older games is actually recorded input that can be altered?

None of these would be essential codes, and you pretty much already covered Terminator 2 Judgment Day. So no worries if you'd rather pass :) If needed, I can provide a save for the only level that does display damage. In any case, thanks for reading!

Most of that sounds interesting. Would appreciate a save state for that level with the extra damage display, preferably just as the previous level is ending. Finishing up my current project, so can take a look at it in a few days.

GelmiR
05-16-2022, 03:38 AM
Hey Tony, I sent the saves to your e-mail :)

Save 0 - The intro
Never really noticed before that in the intro, the status (health) and rounds stats are displayed as well.

Save 1 - From John's house to the mall
Unpause and walk right to start the driving section (motorcycle).

Save 2 - Dyson's house to Cyberdyne
Unpause and walk left to start the driving section (police car). This is the level before Cyberdyne.

Save 3 - On the road to Cyberdyne
This is while still on the road, seconds before starting Cyberdyne. Unpause to end the driving section and start the level.

Save 4 - Placing the tnt in Cyberdyne
Unpause the game and walk slightly to the left to get a prompt to place the tnt During the level, you have to cause 70% damage to the building. After having done this, a message will pop up that the structure has been weakened enough to place the tnt. Once it is placed, the damage stat will be replace by a timer. This is the only time in the game a timer is ever used.
It occurred to me that if we do get the damage stat in all levels, it might then be connected to having to do 70% damage and placing tnt as well. If that'd happen, it would probably not be possible to complete any level. Remember how weird this game's programming was?

Save 5 - Cyberdyne to the steel mill
Unpause the game and walk left to end the level and start the driving section (SWAT van) to the steel mill, which is the final level.

Some other notes:
- I can pretty much confirm that the efficiency stat only has to do with how quickly a level is completed, it doesn't matter how shot up the player character gets. I got about 80% efficiency at Enrique's compound level after completing it in less than a minute (very small level). In that time I grab the tnt, minigun, and some ammo. I tried again and only got the tnt, finishing the level in less than 30 seconds. I then got 100% efficiency. So for this small level, they radically toned down the timer, it seems. Edit2: I was wrong - it's not just time. Missing a whole bunch of shots greatly decreases efficiency as well. So haven't figured it out yet.
- There are no health codes for John and Sarah Connor. I don't need them, and with this game's programming, they'd probably each need about 5 codes to get invincibility. But the player can heal them (I forgot about this) at the expense of their own health. When having invincibility codes active, the player's health doesn't go down when healing either John or Sarah, and they can be fully healed. What didn't make sense to me, though is that I just tried it and John still died - while he was off-screen. As far as I know, this never happens in the game. If you disable their follow status and leave them somewhere, they never get hurt when the player isn't around. Must be a side-effect of one or more codes. I'll test it some more later. Edit3: I was sort of able to repeat it in the same level. John didn't die, but his health was greatly decreased while off-screen. Not sure yet why, though. Even when on-screen, enemies do not attack him.

Thanks for looking into it, let me know if you need anything else :) Cheers!

Edit1: forgot to mention I sent you the files by e-mail.

Tony H
05-16-2022, 08:45 AM
I got the email, thanks! Will take a look at this in a few days.

GelmiR
05-16-2022, 08:53 AM
Thanks in advance :)

Tony H
05-17-2022, 11:01 PM
GelmiR, I started working on the T2 game and have made a little progress. If you pause and un-pause the game with the following code turned on, the extra Damage stat appears. I've only tried in on the first level, and at Dyson's house. I'm not sure if it's functional or not. If it's not functional, it may require more codes for that. Will also require more codes to have it displayed all the time.

Terminator 2 Judgment Day (Genesis) Raw Game Genie

8904:6002
Pause and un-pause the game to see the extra damage stat.

GelmiR
05-17-2022, 11:42 PM
Sounds cool! :) Though unfortunately I can't use Raw codes on Wii. Would you like me to test it with Gens first, or can I convert it to Game Genie? I tried to download your converter from Gamehacking, but don't haven an account there.

Tony H
05-18-2022, 10:55 AM
You can get the converter from my site without any account, but here is the converted Game Genie code: ALET-AA2E

GelmiR
05-18-2022, 11:50 AM
Found it, thanks :) Turns out I already found it before, but couldn't figure it out. I didn't know you had to put additional zeroes in front of the raw code. So next time I can convert it myself :) Thanks for the code, will test it now!

GelmiR
05-20-2022, 08:08 AM
Tried the code, but it has to be 'reactivated' each time you enter a different area. Also, I can't really tell the logic in how it counts damage yet. Sometimes I think it resets and it doesn't update damage 'live'. I've completed levels with about 20% damage listed on the top left, but the end-level-screen listed the correct 100% :) With this game, though - I wouldn't bother if you think it needs 5-6 codes for it to work.

Tony H
05-26-2022, 08:59 AM
In T2, it determines if it's going to show that extra damage stat in part by checking to see if the current level is level 0x0C (12). It numbers the levels a little differently than what you'd expect. There are a ton of checks to see what level it's currently on, and it looks like it will take at least a few codes to get the damage stat working correctly. May come back to this one later.

GelmiR
05-27-2022, 02:04 AM
Thanks for trying and for the info Tony! But if this would require a bunch of codes, I wouldn't put more time into it :)
I've been in a Mega Drive mood for 2 weeks already, going to read back in this topic to see if I can find some codes I'd like to test.

Tony H
06-01-2022, 07:15 PM
Thanks for trying and for the info Tony! But if this would require a bunch of codes, I wouldn't put more time into it :)


Would require a lot of codes, so I've stopped working on it.

===========

New codes...

On Dal Jang Goon (Korea) (AKA Mystic Defender) Genesis/MD Game Genie

REBA-A6W6 +
9TBA-BCC8 +
EABA-AADA
Regional bypass, lets you play the Korean version on any console (tested on real hardware with a US Genesis console).

GelmiR
06-03-2022, 11:47 PM
Would require a lot of codes, so I've stopped working on it.
No worries Tony :) Thanks for looking into it!

serbusfish
06-27-2022, 06:57 PM
Does anyone know if Robocop Verus Terminator PAL version has a code to run in 60hz with the correct music speed? RYGB-T6WA bypasses the region lockout but the music plays too fast.

Tony H
06-28-2022, 05:42 PM
Does anyone know if Robocop Verus Terminator PAL version has a code to run in 60hz with the correct music speed? RYGB-T6WA bypasses the region lockout but the music plays too fast.

I have a regional bypass tool that should work on this game, and will let you try the 3 different regions to see if you can get the music at the right speed.

You can get it from my site: https://codehut.gshi.org/Download.htm#RegionTool

Or from RHDN (with a full description): https://www.romhacking.net/utilities/1687/


EDIT: The program works on the USA version of that game, but I don't think I ever tested it on the European/PAL version. Should work though.

EDIT2: To clarify, the program should be able to bypass the region lockout, but I don't know if it can get the music playing at the correct speed. You'll need to test the 3 different regions to find out for sure.

Virtua Hunter
06-29-2022, 09:22 AM
I have a regional bypass tool that should work on this game, and will let you try the 3 different regions to see if you can get the music at the right speed.

You can get it from my site: https://codehut.gshi.org/Download.htm#RegionTool

Or from RHDN (with a full description): https://www.romhacking.net/utilities/1687/


EDIT: The program works on the USA version of that game, but I don't think I ever tested it on the European/PAL version. Should work though.


This tools can be used (or adapted) also to patch japanese games (like Rent A Hero or Yu Yu Hakusho for example) so they will play with correct music speed on a 50Hz Pal console?

Tony H
06-30-2022, 08:50 AM
This tools can be used (or adapted) also to patch japanese games (like Rent A Hero or Yu Yu Hakusho for example) so they will play with correct music speed on a 50Hz Pal console?

The program will work on Japanese, USA, and European ROMs, but I've never tested the program on that game, so don't know if it will work or not. The program won't work on every game since there are so many different ways of handling regions, but it seems to have pretty good compatibility.

GelmiR
07-09-2022, 11:36 PM
Hey Tony,

I'm interested in doing some digging into The Pirates Of Dark Water. Did you ever finish playing the game? In any case, before I type up a (probably) looong paragraph I thought I'd check if you'd be interested.

The map screen shows a location that might have been a planned/cut level at some point. For now the only thing I'd be interested in is; would it be hard to check if the location has a selection slot like all the others (while you progress through the game) do? I doubt there's anything left (if there ever was), but it'd also give a name to that location. It may also have just been the starting location.

Tony H
07-11-2022, 09:32 AM
GelmiR, I've never finished the game. Your instinct on this type of stuff is usually pretty good, so I'd be happy to take a look.

GelmiR
07-11-2022, 10:03 AM
Cool! :) Is there anything you need from me? I'm using the May 1994 rom. There's also a January 1994 rom, I'm curious if there's any easy way to determine if there's any differences between the two. I initially thought it was a minor revision, but it seems January is the US release and May the European one.

As for the map screen, at first I was interested in a level select that allows the player to pick any level at any time. But I don't see how the game would be able to determine which levels the player has already completed. Also, some of the location images change just prior to or after finishing its level. I suspect it'd require a ton of codes. And seeing as there's already a level select, doesn't sound like it's worth it.

The player has to gather a Magical Compass and the 6 Treasures of Rule. The map selection icon is the head of Ren, one of the main characters. It will always start on Pandawa Jungle, which is sort of a training level. After that:
- you can pick either The Citadel (Magical Compass) or The Port Of Pandawa (Treasure #1), which are levels 2 and 3. Both need to be completed.
- level 4 is Bobo Mountain (Treasure #2).
- level 5 is Janda Town (Treasure #3).
- another pick for levels 6 and 7 between Andorus (Treasure #4) and The Sunken Bridge (Treasure #5).
- level 8 is The Maelstrom (Treasure #6).
- level 9 is The Dark Dweller's Lair (Treasures are used here).

Level names are displayed in the banner on the bottom. The game feels complete to me when looking at boss/treasure placement as well as dialogue. Though I'm very curious of the unused/unmarked location. I wonder if it was either a planned/cut level or if it might be Octopon and thus, the starting location. If for example level 1 the Pandawa Jungle is cleared, the selection icon will still be on that location until the player makes a choice for the next level. If it was the starting point at some time, the location might have been used for only that. I wonder if it'd show us a name, though. Maybe they thought it was too confusing.

One thing I noticed in the level select that looked off to me, is that the Mantus boss (he appears in Andorus) is placed in Janda Town, giving it 2 bosses. They probably just messed up the order somehow, though. Let me know if you need anything else from me :) As always, thanks in advance!

Tony H
07-11-2022, 12:28 PM
GelmiR, do you have a Gens or Kega save state where all of the areas are accessible on the map? I'm assuming that each level becomes available on the map when you finish it? Thanks.

EDIT: Or does the level select do that?
EDIT2: I see that the level select doesn't give all access on the map.

GelmiR
07-11-2022, 12:39 PM
No, not all levels become available after finishing them. After level 1, levels 2 and 3 become available. After that, only level 4 is available, etc. The level select doesn't give access to the map, right. It's also kind of confusing unless you are familiar with the game, I think. If you need it, I can 'translate' the level select names to the full level names.

One thing at a time, of course, but another thing I was wondering. In the level The Sunken Bridge you can obtain Ren's missing sword piece - something not covered in the cancelled animated series. There's also a password to start with the full sword from level 1, I think it was DSILLER. This doesn't neccessarily mean that the sword piece item is hidden somewhere away in level 1, right? The player starts the level with the item already obtained, the cutscene showing the mended sword plays the second the level starts.

Tony H
07-11-2022, 01:21 PM
Do you have a save state where any of the areas are accessible on the map?

GelmiR
07-11-2022, 01:38 PM
IITBDIA is the first password you get. If you enter that from the options > password screen, you will go to the map. From there, you will see that Pandawa Jungle is still selected. From here you can first pick either The Citadel or The Port Of Pandawa. Hope this helps :) If you still need a save or whatever password, I'll be happy to provide.

Tony H
07-11-2022, 01:45 PM
IITBDIA is the first password you get. If you enter that from the options > password screen, you will go to the map. From there, you will see that Pandawa Jungle is still selected. From here you can first pick either The Citadel or The Port Of Pandawa. Hope this helps :) If you still need a save or whatever password, I'll be happy to provide.

That password should work, thanks.

GelmiR
07-11-2022, 02:03 PM
You're welcome :)

GelmiR
07-11-2022, 02:44 PM
I feel so stupid (and dumb!)... I was wrong with where the Sunken Bridge is on the map I provided for you...... the bridge appears and leads up to the area we are looking into (facepalm!!)
Sorry man, I hope you didn't put too much time into this yet! If you put in the password STOYODA, you'll be able to see it. I'm both relieved and disappointed nothing is missing.

Tony H
07-12-2022, 05:07 PM
GelmiR, it's all good. I didn't have very much time into it, but I figured out how to have a few of the areas on the map always available, so I may spend a little more time and just make a Game Genie code that lets you have access to the entire map from the very beginning of the game. Not sure if that could possibly break the game or the flow of the game, but the level select lets you start wherever you want, so I'm guessing it wouldn't hurt.

GelmiR
07-12-2022, 11:24 PM
Thanks for getting back to me, that's a big relief :) And I've love to extensively test a code like that, I can't seem to get enough of the game at the moment :) Though I wonder if the game will sort of 'reset' itself after selecting and beating a level. Hope I'm wrong on that. In any case, I look forward to any testing.

Tony H
07-14-2022, 05:27 PM
I found these while working on the ZAMN editor, but forgot about them...

Zombies Ate My Neighbors (Genesis) Game Genie

AGYT-EAA6
Listen to an unused song while playing level 1. Can adjust this code to listen to any song you want while plaing level 1.

AFNT-CAEY
Kill Werewolfs with 1 hit.

ACJT-CACN
Kill Purple/Black Ants with 1 hit (levels 16, 32, etc).

AA9A-EAAR
Kill Snakeoids with 1 hit.

AALA-EAA8
Kill Giant Babies with 1 hit.

AATA-EAG6 +
AANA-EAG0 +
AANA-EAHC
Kill Boss Spiders with a few hits (levels 36 & 48).

ABHT-EACJ +
ABCT-EAH4
Kill Head Boss with a few hits (level 48).

Tony H
07-14-2022, 08:27 PM
GelmiR, a new code for Pirates of Dark Water. Have only tested it with two passwords (IITBDIA & STOYODA) and worked fine, but should work with all of the passwords.

Pirates of Dark Water (Genesis) Game Genie


9XMA-PGLE +
AHMA-NACG
Any valid password gives you the full sword. May 1994 version.

9XMA-PGNJ +
AHMA-NAEL
Any valid password gives you the full sword. January 1994 version.

Tony H
07-15-2022, 10:38 AM
Sonic Spinball (Genesis) Game Genie


ADHT-6AH8 +
ADBA-6AC6
Level 4 boss: Robotic arms and socks are disabled after the first hit. The arms and socks will still be visible, but their collision detection will be turned off, so you will pass right through them. This makes it much easier to get to the upper part of the ship so you can start attacking Robotnik.

RDPA-7RCW
Level 4 boss: When you hit the button for the third time, access on the sides to Robotnik will remain open for 2 minutes instead of 30 seconds (as long as you don't hit the button a 4th time).

GelmiR
07-15-2022, 12:02 PM
GelmiR, a new code for Pirates of Dark Water. Have only tested it with two passwords (IITBDIA & STOYODA) and worked fine, but should work with all of the passwords.

Pirates of Dark Water (Genesis) Game Genie


9XMA-PGLE +
AHMA-NACG
Any valid password gives you the full sword. May 1994 version.

9XMA-PGNJ +
AHMA-NAEL
Any valid password gives you the full sword. January 1994 version.
Hey Tony,

Thanks! I tried with most of the passwords (I tried all levels) and it worked on every one. I tested the codes for the May 1994 version. One interesting thing that happened was that on the Citadel level, my player character and the top left and right stats were blacked out. The lightning on this level does this for a split second, but in this case it stayed that way. I think it's caused by the sword cutscene clashing with the lightning effect, not the actual Game Genie codes themselves.

It's an easy fix anyway, you just walk a short bit to the Citadel and go inside and things will be back to normal. The lightning seems random, if that's even possible. I made a save just before pressing start to start playing the Citadel, and it doesn't always happen. I was able to replicate it, though. Can't upload a Gens save here, so I'll e-mail that to you.

Through normal gameplay, once you obtain the (which is optional, by the way) missing sword piece in The Sunken Bridge, the rest of the levels will get a different password from the ones you'd get without the sword piece. There's also a password (DSILLER) to start the game and have the full sword from level 1. So I figured I'd try and get a new full sword password for the Citadel. But after level one, it just gives me the regular IITBDIA password. I wonder how the game remembers to keep the sword, then. It's not important, I'm just curious about some of the workings of the game :)

Edit: starting somewhere mid-level using the level select will not get you the full sword. I didn't think so, but I thought I'd test it anway.

Tony H
07-16-2022, 10:13 AM
Thanks for testing the code, GelmiR. I got the save state and will check it out.

I have a question about some possible Game Genie codes for this game. When you are well into the game and you press Start to bring up the pause menu, there are some items at the very bottom on that screen that I think are different than the regular items you can collect. There is also a gem looking thing right next to the "Full Sword" on the right side of that screen. I think I can make some codes so that those items would be present with any valid password. Are any of those things something that will give you more power or new abilities? Or are they just things that are needed to progress in the game, or something else? Would codes like that break or ruin the game?

GelmiR
07-16-2022, 02:18 PM
Thanks for testing the code, GelmiR. I got the save state and will check it out.

I have a question about some possible Game Genie codes for this game. When you are well into the game and you press Start to bring up the pause menu, there are some items at the very bottom on that screen that I think are different than the regular items you can collect. There is also a gem looking thing right next to the "Full Sword" on the right side of that screen. I think I can make some codes so that those items would be present with any valid password. Are any of those things something that will give you more power or new abilities? Or are they just things that are needed to progress in the game, or something else? Would codes like that break or ruin the game?
You're welcome :)

The gem looking thing next to the sword piece is the Magical Compass you obtain at the end of the Citadel level. Story-wise, it is used to locate the Treasures of Rule, which are located on the bottom of the screen. They don't do anything and are never used in any of the regular levels. They are needed at the very last boss section, and even then you only press down on some platforms to "place" them. By then, you will already no longer be able to access the pause menu. I think they are just images, they don't have any effect otherwise, sadly.

Edit: The Compass doesn't really do anything in-game either, only in dialogue and cutscenes.

Tony H
07-20-2022, 10:02 AM
Thanks for the info, GelmiR.

Some new codes. Note that these work on the English translated version as well...

Bishoujo Senshi Sailor Moon (J) (Genesis) Game Genie

BMJA-AA76
1 hit destroys walls in level 2-2.

BMKT-AA6R
1 hit destroys wall near lava in level 4-2 (just hit the wall once and as the lava gets closer, the wall will be destroyed).

JB0A-AAG0
All your health will be restored when you are hit by the rolling log in level 4.

AB0A-AA64
Invincibility against the rolling log in level 4.

Tony H
07-30-2022, 01:34 PM
Warlock (Genesis) Game Genie

SB1A-C854
Enable hidden cheat menu just by entering Option menu.

0V0A-CEGE
Enable hidden cheat menu just by changing any letter for the password.

RF1T-C6X0
Enable hidden cheat menu just by entering the password for it and not having to press any buttons (password = NLAND).

AFHA-CAA6
Hidden cheat menu allows access to everything, including hidden games, hidden logos, etc (normally can't access any of this in the cheat menu). In the cheat menu, use the level select number and press left to get to these numbers, then press A, B, or C to go there: 3 = cheat menu, 6 thru 10 = story scenes, 11 = death scene, 12 = Option menu, 13 = end of game and credits, 14 = hidden Pong game, 15 = hidden vertical shooting game, 19 = hidden logo. Normal levels start at number 31.

SC8T-BA12
Blue Bottle spell restores full health instead of just 1 HP (press Down + Start to select spells, and press Up + Start to use it).

AL3A-AA2W
Pressing Up + Start always gives you a spell, even if you don't have any (spell you get if you don't have any will be different depending on where you first use it).

KDHA-AA9N
Don't fall when you walk of ledges (walk on air), press jump to drop down. Will need to "jump" when going up stairs. Can still die if you drop too far when falling.

Tony H
08-08-2022, 10:17 AM
Sorcerer's Kingdom (Genesis) Game Genie

NOTE: Codes were made for version 1.1 but tested a few of them on version 1.0 and they worked fine.

AMBT-AA6J
Walk thru walls, trees, etc.

AAZT-AA8T
1 hit kills enemies in battle (has only been tested with weapons).

REZT-A60C
Infinite HP in battle.

AM2A-AA8L
Can get what's inside chests as many times as you want.

ATYA-CA5Y
Don't get charged in shops (have to have enough money to cover purchase price).

ATYA-CA5Y +
AAYA-CA2R
Don't get charged in shops (works even if you don't have enough money).

AJ3T-AA60
Infinite MP in battle.

RE7A-A6XR +
BJ7A-B25T
All magic only costs 10 MP in battle (can adjust to any value you want (2nd code)).

Tony H
08-17-2022, 09:16 AM
Zero Tolerance Underground (Genesis) Game Genie

NOTE: Codes were made for the 2022 QUBytes/Piko game. Not sure if other versions are different.


RF3A-C6TR +
RHYT-C6VT
Hit enemies and bosses from anywhere, no matter where you shoot.

DAZA-CA6C
Punch enemies from anywhere (does not work on Tony Ramos).

AC3A-CAL4
Weapons and punches are much stronger (code can be easily modified to adjust strength).

A3HT-CA86
Enemies don't move.

A3JT-CA3T
Bosses don't move.

JB7T-EA2T
Start on Sub Basement level 1, with the best weapons & items, and everything maxed out.