Phantom 2040 (Genesis)
REGT-E61G
Invincibility (enemy fire goes right thru you).
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Phantom 2040 (Genesis)
REGT-E61G
Invincibility (enemy fire goes right thru you).
Phantom 2040 (Genesis)
NRRA-AAAC
Can select up to 99 lives in the option menu.
ABHT-EALC
Jump higher.
ABHT-FACC
Jump much higher.
Strider (Genesis)
CABT-AA34
Master code (improved). Gets rid of the red screen, and makes the game load faster.
EVTA-AAFE +
EBTT-AAH4
High moon jump.
DVTA-AAFE +
DKTT-AAH4
Super high moon jump.
Daffy Duck in Hollywood (E) Mega Drive
RYNT-C61C +
RYNA-C6V0
Walk thru walls.
The Lion King (Genesis)
RF6B-46X0
Take no damage.
ACKB-WTKC
Jump higher.
ACKB-XNBC
Jump much higher.
ACKB-WTHL
Slow moon descent when jumping or falling. Can use with jump codes.
TCKB-WAHL
Super slow moon descent when jumping or falling. Can glide long distances.
Can use with jump codes.
The Lion King (Genesis)
REYT-A6V4 +
BTYT-AA5E
Can jump thru rocks/obstacles above you. Makes it much easier to get to higher places.
RYXA-A60E
Walk thru rocks, walls, etc.
Tony, a request if you're up for it, since you've been working on a Disney game recently:
In Pocahontas, there are 15 passwords hardcoded starting at 0x1417B. The game uses an unusual system of prefacing every password with one of nine animal figures, and it took me a while to figure out which animal matched which password. I've listed them all at the end of my post. All but two of them seem to trigger a sound effect, and all of them trigger a "PASSWORD WAS WRONG" message.
Two of the passwords are listed here under "Secret Passwords". I can verify the one marked Wolf symbol + GLRSN does work, though it throws up the "PASSWORD WAS WRONG" screen for a split-second before going to the ending sequence.
However, Bear symbol + CH1PV, which that page claims will disarm the guards with guns, just gives the "PASSWORD WAS WRONG" message and doesn't trigger a sound effect. (I tried it with other animals, and got the same result.) Nor does it send you to Act 3 to test that out, and when I tried inputting my old Act 3 password after putting in CH1PV, the guards were as deadly as ever.
There's a third password listed on that page, Eagle symbol + EGLNST (a clear pun on "eagle's nest"), which some sites claim will send you to the game's last level and then treat you to a special ending if you win. However, that's one character too many, the E isn't even in the font set, and GLNST isn't in the ROM. So it's probably bogus, though I don't have the manual and can't verify whether it mentions a special ending if you don't use any continues or collect all the berries.
(I tried replaying the game with savestates to see if a "perfect" playthrough changes anything, but I got the same ending. I didn't continue, but I'm not sure if I got all the berries; I used this walkthrough to guide me, but I think he missed at least 3 berries -- not sure if I ended up getting 63 or 64.)
Anyway, my questions are: (1) Can you tell what the passwords are supposed to do? Are they just sound effects, or do they have an effect on gameplay? (2) If any of them have an in-game effect that's disabled in software (as hardcoded passwords sometimes do), is it possible to re-enable them with a GG code?
BTW if you want a laugh, check out 0x104F0. :D I found out about that one at TCRF.
Here are the ROM animal + password combinations. All of them go a "PASSWORD WAS WRONG" screen, but trigger a sound effect, except for CH1PV (which has no obvious effect) and GLRSN (which goes to the ending):
Bear + C1RCS = scream of "Savages!"
Bear + CH1PV = no audio feedback; allegedly disarms guards?
Bird + NDRSD = Indian war cry
Owl + CLNRK = Meeko's chittering noise
Deer + L1LCN = frog ribbit
Squirrel + JSPRH = Pocahontas's grunt
Fish + KNDLL = terrified scream (same as the one the guards let out when frightened by the Bear spirit)
Wolf + GLRSN = goes to ending (see below)
Eagle + 0LPTR = not sure, some kind of crashing noise (maybe a boulder falling)
Bear + J0CKB = duck noise
Owl + CR1ST = some sort of bird noise, I think
Wolf + GLNNK = wolf howl
Deer + G0DGR = sound effect for a checkpoint?
Squirrel + JQKR1 = Pocahontas says "No!"
Bird + LNSHN = metallic sound effect I don't recognize
Oddly, the otter symbol isn't used for any of these.
Many thanks!
Answer 1) By making an assembly trace log of a password when activated, I can tell what addresses are changed, and what values they are changed to. The problem is that there are 65,536 different RAM addresses, and there is no easy way to tell what each one does. You can sometimes use a PAR code that does the same thing as the password and start playing the game and see if you notice any difference in game play (lives, infinite energy, etc). But on the other hand, I can also tell if the password does nothing.
Answer 2) You can sometimes re-enable a disabled password with Game Genie codes. I've done a few, and I've seen other people do them. Usually not too hard to figure out once you've figured out how the password system works in an assembly trace log.
I have a lot of vacation time coming up, so I should have some free time to take a look at it.
^Awesome, anything you're able to do would be hugely appreciated. :)
Have dug into this a little, and found out why the 2nd password listed above (Bear + CH1PV) may not work... it has the wrong animal listed. There is a single byte listed before each password in the ROM. This byte will be a number between 0 and 8. That number represents the corresponding animal where 0 = The Bear, 01 = Bird, 02 = Owl, 05 = Otter, 07 = Wolf, etc. If you look in the ROM at address 014184, you'll see a value of 05. 05 = the Otter, so the correct password should be Otter + CH1PV. However, there is still no sound effect when entered, and I don't know where the guards are to see if they're disarmed. Let me know if it works.
I also found out that the 4 bytes right after a password (in the ROM) are a pointer to the ROM address that determines what happens if that password is entered. Example: If you look at the password that takes you to the ending (Wolf + GLRSN) in the ROM at address 0141C0, you'll see these 4 bytes right after it: 000133AE. This is the ROM address that the program will jump to when the password is entered correctly. There is programming starting at that address that takes you to the end of the game.
Now that I've got that part figured out, I'll see if I can figure out what some of those other passwords do, or if they have been disabled. No guarantees.
Aha, that does indeed work! Otter + CH1PV doesn't give a sound effect, as you said, and kicks you back to the options screen. But if you then go back and put in a valid password for Level 3 -- I used Bird + MCNM9 -- the guards in that level won't kill you. They still take aim, but never fire.
Thanks for this, and I look forward to hearing about any further research you're up for doing. :) It could be that the other passwords merely trigger sound effects, though that'd seem kinda lame if so, especially since there's a sound test freely available.
Does anyone have a level select code for a PHYSICAL copy of Socket?
I want a code for this-
http://thumbs2.ebaystatic.com/d/l225...CCXBMSPKug.jpg
+
http://thumbs2.ebaystatic.com/d/l225...xLF8Cz1jDw.jpg
As far as I know, there are no known button presses/keys/controller/etc. codes for this game.
TonyH can you create some Game Genie codes for the NES/Famicom game Zippy Race? I'd love an infinite fuel GG code.
Thanks