Yes, that is my idea.
But forgive me if it is not possible.
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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.
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.
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.
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.
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.
Ultracore (MJ-1.0)(JP) Genesis Game Genie
CYBT-AAFA
Start a new game with 15 lives.
PEWT-EEX0
Infinite lives.
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
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.
Road Rash 2 (rev00) Genesis
AHAT-AAB8
Alaska track always plays title screen/menu music.
AMAT-AAB8
Alaska track always plays Vermont music.
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?
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.
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?).
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
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).
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.
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.
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
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.
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.
Attachment 15498
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, is there any way to tell if you have one of those upgrades once you start driving?
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).
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
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.
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.
Would it be possible to make a Game Genie code to restore the naked fairies in Stormlord? Apparently they are still in the ROM.
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?
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)?
Thank you for the response! I read it on this thread: https://www.sega-16.com/forum/showth...6441-Stormlord
I only have the Japanese release myself. Not sure if there are differences between the later Japanese release and earlier American release.
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.
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: