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/Holida..._-_Flintstones
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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/Holida..._-_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.
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. :-)
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").
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!
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 :)
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.
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!
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.
GelmiR, as you said, that was probably the end of the level, but hard to tell.
LinkueiBR, may take a look at those later.
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.
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!
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!
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.
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