Sounds like you might need a master code. I'll look into it when I get home from work.
EDIT: Are you using real hardware, or an emulator? If an emulator, which one?
Printable View
Yes. Enter the master code, and then enter up to 4 other codes as well.
The reason you need the master code is because when the game first starts, it goes through the entire ROM and adds up every single byte, and then compares that total to what the total is supposed to be. If the two don't match, it will give you a blank screen and the game won't run. Well, a Game Genie code will cause one of those bytes in the ROM to change, so the totals won't match. A master code just makes it ignore the fact that the two don't match.
Someone referred me over to this thread from one of my other threads (http://www.sega-16.com/forum/showthr...ne-Color-blind)
I'm color blind, so i've got a little trouble playing Dr Robotnik's Mean Bean Machine. Is there any way the color pallet can be altered with a code? Red and green, and purple and blue are the colors that I can't differentiate.
Have made some progress. I know this isn't what you were looking for, but I'm just posting new codes as I dig deeper into the game.
Here's how this code works... whatever two colors you start out with will be the same two colors you always get for the entire level. This makes it much easier to match colors since there will only be 2 different colors. It also applies to the CPU.
Dr. Robotnik's Mean Bean Machine
AVBT-AA8J
Your next pair of beans are always the same 2 colors for the entire level.
================
Back to work on more codes.
HappehLemons, I've made a little more progress. With Game Genie codes, I can now completely change which colors are used in the game, but are still limited to the original 5 colors (red, yellow, green, purple, and blue). What this means is we can eliminate any of those colors, or change one color for another. Would any of that be helpful? If so, let me know which color(s) you want changed.
I'm also working on a "glitch" bean that can be swapped with another color. The glitch bean is not shaped at all like the normal beans, so it will be very easy to tell them apart just by their shape. I'm having a hard time getting it to work right though, so no guarantees.
Here's a sample code for you to try. You mentioned that you have trouble differentiating between red and green, and purple and blue. This code eliminates green and purple beans by switching them with red and blue. So if the game calls for a green bean, it will use a red bean instead, and purple is replaced with blue. Let me know if it's any help.
Dr. Robotnik's Mean Bean Machine
AY7T-AAB2
No green or purple beans.
EDIT: Still working on adding completely new colors (or shapes), but no luck so far.
Tony H, thanks for the excellent work. Although that's not the resolution I was looking for it's still very cool that you were able to find something that'd help me out. I knew this was a pretty unique request so anything you're able to find is great.
Good news... As I mentioned earlier, I've never really done any color hacking before, so I did some reading and finally got it figured out. I found the palette for the purple bean, and successfully change it's color to white, pink, and black. Yea.
There is a small problem though... If you look closely at any one of the beans, you'll see that they are in fact not a solid color. Each bean has several different shades of color. If you were using an emulator, that wouldn't be a problem, but because the actual Game Genie has a 5 code limit, we're going to have to compromise. Since we'll want to change the color of 2 beans, we can use 2 codes on one bean, and 3 codes on the second bean. Some of the old color might still be there, but I think if we change the outer most layers, you'll be able to differentiate between the other colors.
I need some info from you. Since I already found the palette for the purple bean, I hope it's OK if we make that one of the beans that we change. If the purple bean is OK with you, I'll need to know what color would be best to change it to. You can pick ANY color you want. I'll also need to know which other bean you want to change, and what color you want it changed to.
As I mentioned, we're going to have to compromise because of the 5 code limit of the Game Genie. It would look much better with 10 codes, so if you ever want to play on an emulator, or use a hacked ROM on real hardware (SD card, etc), let me know and I'll give you all 10 codes.
I took a screen shot with the 5 codes active. Let me know if this will work. It looks kind of patchy, but that can't be helped because of the 5 code limit. Also note that the "Pause" text and part of the score use the same palette as the red beans, so their color is also changed a little bit, although I changed it around a little to minimize this side effect. Shouldn't be a problem.
Attachment 6503
Let me know if this will work.
EDIT: Will try the attachment again...
Attachment 6506
Attachment isn't working for me dude.
OK, I'll just post the codes.
AAYA-AABJ +
AAYA-AABL +
AAYA-AABN +
96XT-A8H6 +
96XT-A8H8
The first 3 codes are for the purple beans, the last 2 codes are for the red beans.
EDIT: I re-did the attachment above. Should be OK now.
I still can't beat dynamite headdy with invincibility. It glitches and then I get crushed by enemies. Still trying.
Maybe some of these codes will help: http://gamehacking.org/?game=15042
HappehLemons, Glad to hear the codes worked.
============
Someone PM'd me with a master code request...
Yu Yu Hakusho - Makyou Toitsusen (Japan)
BVBT-AA3A
Master code.
To pepodmc... your inbox is full so I can't send you any messages. Delete some of your messages.
I figured out the problem with the ROM you sent me. I don't know if you made the changes yourself, but the values at ROM addresses $003BF4 and $003BF6 are causing the problem (the blank/red screen). Using these 2 Game Genie codes, together with the master code I made earlier, will solve the problem...
Yu Yu Hakusho - Makyou Toitsusen (Japan)
AA7T-AAHY +
127T-B8S0
Fixes the problem at ROM addresses $003BF4 and $003BF6.
BVBT-AA3A
Master code.
Use all 3 codes.
=================
NOTE: Can an Admn let pepodmc know that his inbox is full? Thanks.
Mortal Kombat (Genesis)
Note that these codes have not been tested on version 1.1.
RFDT-C6WG
Cheat menu is always enabled.
I'm looking for codes for the translated versions on Undealine, Battlemania 2, and Gleylancer. The codes I've found online just give me the red screen on my Mega Everdrive. Thanx in advance.
I'm not sure what you're asking for. Do you want codes to get rid of the red screen? If there is a "Master code" for the game, it will usually get rid of the red screen. Here's another trick you can use to get rid of the red screen: http://codehut.gshi.org/GGMasterCodesSega.txt
Wouldn't the translation patches remove region lock? Perhaps you're getting an error due to trying original Japanese codes, with hacked games.
I've never looked closely at any translation patches, but if I were making one, I would definitely remove any regional locks.
A regional lockout will usually show up as a text message telling you it will only work with certain systems, whereas a blank/red screen is usually from a failed checksum check. A master code will kill the checksum check so the game will start successfully.
If someone has made a translation patch, they can either include the master code as part of the patch, or they can change the checksum to match the newly hacked ROM. If they changed the checksum, then you would get a blank/red screen when using any Game Genie codes. A master code should fix that problem.
Wizzard77, if you can, try using the method in the link of getting rid of the master code and see if it works. If you need a master code, let me know.
EDIT: Generally, translation patches won't affect most Game Genie codes.
Risky Woods (Genesis)
R1ST-26VY
Master code (improved). Gets rid of the blank screen, and makes the game load
faster.
ACDT-3Z3Y
Jump a little higher.
ACDT-3V3Y
Jump a lot higher.
MCDT-2ADJ
High moon jump with slow descent.
JCDT-2ADJ
Higher moon jump with slow descent.
ECEA-2AFL
Much less gravity when walking off ledges and touching enemies. This code makes
you fall much slower when walking off ledges, and it sometimes knocks you much
higher when touching enemies.
Pulseman (J) (Genesis/MD)
ADGT-AA6L
Walk thru walls/blocks, etc.
RHMA-C6VG
Jump in mid-air (multi-jump). Rapidly tap the jump button.
AAAA-EJPE
High moon jump.
AAAA-FJFE
Super high moon jump.
AJAA-EAFN
Less gravity when falling (can use with jump codes for slower descent).
AEAA-EAFN
Much less gravity when falling (can use with jump codes for super slow descent).
Tony, is there any chance that you could make a code for Warrior of Rome II that makes the player win instantly upon starting a level in Campaign mode? I think if you can find a way to set the enemy's number of remaining armies to zero, and do the same for his fortresses, that'll do the trick. I'd like to take some screenshots from later in the game for my review.
Alternatively, if you can find the place in the ROM where the names of the different locations in Campaign mode are stored, that'd be helpful. I tried using a relatlve search engine to find them, but had no luck. The last few are Ariminum, Aquileia, Neapolis, and Rome, and I think Cyzicos is in there somewhere, but as far as I can tell, neither the game nor the manual actually gives you a list of the locations (let alone telling you which of the 20 maps in Map Select mode have equivalents in the 16 maps of Campaign mode).
Thanks in advance for anything you have time to do!
I don't know if this is what you're looking for, but this starts at ROM address $00F548.
We[will[march[to[Sidon\.We[will[march[to[Antiochia\.We[will[march[to[Ancyra\.We[will[march[to[Attaleia\.We[will[march[to[Cyprus\.We[will[march[to[Istanbul\.We[will[march[to[Cyzicos\.We[will[march[to[Athenae\.We[will[march[to[Thessalonice\.We[will[march[to[Dyrrhacnium\.We[will[march[to[Salonae\.We[will[march[to[Brundisium\.We[will[march[to[Aquileia\.We[will[march[to[Ariminum\.We[will[march[to[Neapolis\.We[will[march[to[Rome\.
As for the code for instant win... I will see what I can do, but keep in mind that it may take a while because I have never played the game before.
Hey, thanks! No idea why that didn't show up in my relative search engine or my hex editor (though my hex editor can get wonky with searching sometime), but that's a big help. If the instant-win code is a hassle, don't sweat it.
After spending some time with the game, it looks like it will take too much time to figure it out, so I'm giving up on the instant win code. I looked around and noticed that there are absolutely no PAR codes or Game Genie codes for this game. I'll go back to the game and see if I can come up with any codes for it at all. I'll post any codes I make here, but it doesn't look too promising.
Good news. I found some useful codes, but I'll need help figuring out exactly what the codes do, and how to describe them.
When you are on the map screen, there is a box with the word "Building", and in that box is a bar with a red heart above it. I think that bar determines how fast your guys build buildings. Is that correct? Does the bar tell you anything else? Is that bar only for your guys, or is it for you and your enemies?
I have a code to let you start a new game with that bar at max (or anywhere in between). I also think I found a code to make your enemy build things much slower, and never get any extra guys. Will post them when I finish testing, and get that info from you.
EDIT: here's one of the codes:
992A-6VEL
Start a new game with building speed??? maxed out, and soldier bar ??? almost maxed out. Not sure what to call either of those. Both of them are in the "Building" box. What does the soldier bar do? (little blue soldier in the building box that you have to scroll to the right to see).
Here's another code for Warrior of Rome 2. I only have a PAR code right now, but will hopefully have a Game Genie version tomorrow.
FF0B78:82
Enemy doesn't get any extra troops, and they mostly just stand around without building much. This code has only been tested with Gens (not sure if it will work with Fusion).
EDIT: Code works fine with Fusion too.
It's possible that this code will make the enemies fortress indestructible, but I don't know how to attack yet so I'm not sure.
Warrior of Rome 2 (Genesis)
SXFT-AAGC
You can build fortresses much faster.
992A-6AEN
Enemies won't start building anything for several minutes. They also won't get
any extra troops during that time.
Micro Machines (Genesis)
A3GA-AA8Y +
BVGT-AA2C +
A3GA-AA74
Drive thru obstacles (pencils, waffles, etc).
RZBT-A6YG
Don't fall if you drive off the edge.
FTSA-AA3E
MUCH higher top speed.
The New Zealand Story (J) (Genesis/MD)
R04T-A61R
Can shoot thru walls.
ELCT-AA6A
Can walk thru walls. Note that you may fall if you walk thru some blocks, but
you will end up above the top of the screen (then just press Jump or move Left
or Right to drop down).
NCCA-B96T
Jump higher.
DWCA-B96T
Jump much higher.
JCDA-BJVT
High moon jump with slow descent.
JCDA-BEVT
Much higher moon jump with slow descent.
C4BT-AA92
Don't fall when you walk off any ledge ("Walk on air"). Press Jump to drop down.