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 :)
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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 :)
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.
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Radical Rex (Genesis) Game Genie
A0XT-2AHA
Start a new game with 5 continues (instead of 1).
ALYT-2A7N
Infinite continues.
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.)
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!
I've never heard of tricking the Mega CD into running in 448i / 480i mode. Is there any info on this?
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.
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.
I got the email, thanks! Will take a look at this in a few days.
Thanks in advance :)
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.
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.
You can get the converter from my site without any account, but here is the converted Game Genie code: ALET-AA2E
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!
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.
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.
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.