Quantcast

Page 139 of 149 FirstFirst ... 3989129135136137138139140141142143 ... LastLast
Results 2,071 to 2,085 of 2226

Thread: Official New Game Genie Code Thread

  1. #2071
    A Fabio Gunstar Wildside Expert moonmaster1's Avatar
    Join Date
    May 2009
    Posts
    190
    Rep Power
    14

    Default

    (EDIT: Thank you for moving this into the Game Genie section mods! )

    I have been learning how to hack 68k asm this past week after toying around with 65816 asm (SNES) for about two years now. Figured I'd try Eternal Champions and see what I can find. Below are a list of codes in both RAW and Game Genie format.

    Inner Strength is never restored -
    05AB60:6004 - (AWZT-LA5A)

    Inner Strength is restored almost instantly -
    05AB60:4E70 - (RCZT-L6XA)

    Taunting Does not lower opponent's Inner Strength
    04A122:0000 (ACTT-JABC)

    Trident's teleport uses no Inner Strength
    051D74:0000 (AART-LADY)

    Trident's Spinning Trident uses no Inner Strength
    051C52:0000 (AARA-LACW)

    Trident's Fireball uses no Inner Strength
    051D06:0000 (AART-LAAG)

    Trident's Red Shield uses no Inner Strength
    019F36:0000 (ACST-CAB0)

    Trident's Green Shield uses no Inner Strength
    019F5E:0000 (ACST-CAC8)

    Trident's Blue Shield uses no Inner Strength
    019F0E:0000 (ACST-CAAR)

    Trident's Yellow Shield uses no Inner Strength
    019F86:0000 (ACST-CAEG)

    Trident's Sliding Spinning Trident uses no Inner Strength
    051B2E:0000 (AAPT-LABR)

    Blade's Freeze Shot Uses no Inner Strength
    04ACF6:0000 (AC0A-JAH0)

    Blade's Projectile Disable Uses no Inner Strength
    04A9D4:0000 (ACYT-JAGY)

    Blade's Tracking Blade Uses no Inner Strength (Homing and Non Homing Shots)
    04ABE8:0000 (ACZT-JAHJ)

    Blade's Projectile Containment Field Uses no Inner Strength
    04AB4E:0000 (ACZT-JACR)

    Blade's Wild Fury Attack Uses no Inner Strength
    04AACA:0000 (ACZA-JAGL)

    Blade's Personal Shield Uses no Inner Strength
    04ACAE:0000 (AC0A-JAFR)

    Blade's Power Drain Uses no Inner Strength
    04AA3E:0000 (ACZA-JAB8)

    Rax's Lock & Load Uses no Inner Strength
    053EEE:0000 (AA9A-LAHR)

    Rax's Cyber Punch & Kick Uses no Inner Strength
    053EA6:0000 (AA9A-LAFG)

    Rax's Jet Knee Smash Uses no Inner Strength
    0540A0:0000 (ABAA-LAFA)

    Rax's Overload Uses no Inner Strength
    054180:0000 (ABAT-LAEA)

    Rax's Turbine Uses no Inner Strength
    0543F4:0000 (ABBT-LAHY)

    Rax's Air Jets Uses no Inner Strength
    053F96:0000 (AA9T-LAE0)

    Larcen's Air Sweep Uses no Inner Strength
    058028:0000 (ACAA-LABJ)

    Larcen's Long distance Sweep Uses no Inner Strength
    0582D8:0000 (ACBA-LAG2)

    Larcen's Power Sweep Uses no Inner Strength
    05810E:0000 (ACAT-LAAR)

    Larcen's Sai Throw Uses no Inner Strength
    05808C:0000 (ACAA-LAEN)

    Larcen's Swinging Hammer Fist Uses no Inner Strength
    058418:0000 (ACCA-LAA2)

    Larcen's Ceiling Crawl Fist Uses no Inner Strength
    058456:0000 (ACCA-LAC0)

    Larcen's Projectile Reflect Uses no Inner Strength
    05827A:0000 (ACBA-LAD4)

    Midknight's Bedazzle Uses no Inner Strength
    04F040:0000 (AD2A-JACA)

    Midknight's Dispel Uses no Inner Strength
    04F1E0:0000 (AD2T-JAHA)

    Midknight's Flying Wall Smash Uses no Inner Strength
    04F6CA:0000 (AD5A-JAGL)

    Midknight's Mist Attack Uses no Inner Strength
    04F49E:0000 (AD4A-JAE8)

    Midknight's Life Drain Uses no Inner Strength
    04EDD6:0000 (AD0T-JAG0)

    Midknight's Stomach Punch Uses no Inner Strength
    04F872:0000 (AD6A-JADW)

    Midknight's Ceiling Ram Uses no Inner Strength
    04EF28:0000 (AD1T-JABJ)

    Slash's Massive Club Swing Uses no Inner Strength
    05629A:0000 (ABVA-LAE4)

    Slash's Double Footed Swing Kick Uses no Inner Strength
    0561B4:0000 (ABTT-LAFY)

    Slash's De-Claw Uses no Inner Strength
    056268:0000 (ABVA-LADJ)

    Slash's Power Thud Club Swing Uses no Inner Strength
    05634E:0000 (ABVT-LACR)

    Slash's Spinal Crush Uses no Inner Strength
    05650E:0000 (ABWT-LAAR)

    Slash's Running Headbutt Uses no Inner Strength
    05640A:0000 (ABWA-LAAL)

    Slash's Projectile Reflect Uses no Inner Strength
    056234:0000 (ABVA-LABY)

    Shadow's Shadow Mode Uses No Inner Strength
    05901E:0000 (ACJA-LAA8)

    Shadow's Twirling Fan Attack Uses No Inner Strength (All Variants)
    05A87E:0000 (ACYA-LAD8)

    Shadow's Smoke Screen Uses No Inner Strength (All Variants)
    05A432:0000 (ACWA-LABW)

    Shadow's High Jump Angle Kick Uses No Inner Strength
    05A75C:0000 (ACXT-LAC6)

    Shadow's Shuriken, Knife and Smoke Bomb Uses No Inner Strength (All Variants)
    05A202:0000 (ACVA-LAAC)

    Shadow's Flying Mine Uzume-Bi Uses No Inner Strength
    05A3B4:0000 (ACVT-LAFY)

    Shadow's Flying Step Tobi Ashi Uses No Inner Strength (All Variants)
    05A132:0000 (ACTT-LABW)

    Jetta's Flying Choke Hold Uses No Inner Strength
    04890C:0000 (ACET-JAAN)

    Jetta's Phase Uses No Inner Strength
    04881C:0000 (ACEA-JAA6)

    Jetta's Resonate Uses No Inner Strength
    04824A:0000 (ACBA-JACL)

    Jetta's Ricochet Uses No Inner Strength (All Variants)
    0486B4:0000 (ACDA-JAFY)

    Jetta's Bladerang Uses No Inner Strength (All Variants)
    048A10:0000 (ACFA-JAAT)

    Jetta's Ceiling Grab Uses No Inner Strength
    0483E4:0000 (ACBT-JAHE)

    Jetta's Moving Cork Screw Uses No Inner Strength (All Variants)
    0481EA:0000 (ACAT-JAHL)

    Xaiver's Dragon Trap Uses No Inner Strength
    04D208:0000 (ADKA-JAAJ)

    Xaiver's Snap Back Uses No Inner Strength
    04D15A:0000 (ADJT-JAC4)

    Xaiver's Midas Touch Uses No Inner Strength
    04D0BC:0000 (ADJA-JAF6)

    Xaiver's Attract & Smack Uses No Inner Strength
    04CC7A:0000 (ADGA-JAD4)

    Xaiver's Confusion Spell Uses No Inner Strength
    04D108:0000 (ADJT-JAAJ)

    Xaiver's Swap Spell Uses No Inner Strength
    04CE74:0000 (ADHA-JADY)

    Xaiver's Identity Change Spell Uses No Inner Strength
    04CD74:0000 (ADGT-JADY)

    Blade's far away LP does less damage -
    061ABC:0402 (AJPA-NJF6)

    Eternal Champion Restores All health between Forms -
    04506C:0068 (PBJA-JADN)

    Trident's Spinning Trident Does Less damage - (HUGE Thanks to Tony H for this code!)
    01A4A2:0128 (FCWA-CCFC)

    Blade's Tracking Blade Deals Massive Damage -
    01D12E:0030 (GDJT-CABR)

    Blade's Tracking Blade Deals No Damage -
    01D12E:0000 (ADJT-CABR)

    Trident's Fireball deals very little damage -
    01A64E:0202 (ALXA-CECR)

    Trident's Fireball deals Massive damage -
    01A64E:3002 (ALXA-DALR)

    Trident's Fireball deals No damage -
    01A64E:0002 (ALXA-CACR)

    Rax's overload deals very little damage -
    019B72:0203 (ARPT-CEDW)

    Rax's overload deals No damage -
    019B72:0003 (ARPT-CADW)

    Rax's overload deals massive damage -
    019B72:3003 (ARPT-DAMW)

    Midknight's Stomach Punch deals massive damage -
    04F9B2:0030 (GD6T-JAFW)

    Midknight's Stomach Punch deals No damage -
    04F9B2:0000 (AD6T-JAFW)

    Midknight's Stomach Punch deals Little damage -
    04F9B2:0002 (AM6T-JAFW)

    Combos:
    Up close HK doesn't push back as far -
    062348:0001 (AEVT-NACJ)

    Up close LP doesn't push back as far -
    018652:0001 (AGDA-CACW)

    Up close HP doesn't push back as far -
    018674:0606 (A4DA-CNDY)

    LP doesn't push back as far -
    018664:0406 (A4DA-CJDE)

    MP doesn't push back as far -
    018654:0206 (A4DA-CECY)

    LK doesn't push back as far -
    018684:0406 (A4DA-CJEE)

    MK doesn't push back as far -
    0189A4:0406 (A4ET-CJFE)

    HK doesn't push back as far -
    0186A4:0406 (A4DA-CJFE)

    Crouching MK doesn't push back as far -
    018694:0406 (A4DA-CJEY)

    Crouching HP doesn't push back as far -
    018674:0406 (A4DA-CJDY)

    Crouching MP doesn't push back as far (SLASH)-
    0188A4:0406 (A4EA-CJFE)

    Crouching MK doesn't push back as far (Larcen) -
    018924:0308 (BCET-CGBE)

    Now for a few quick insights:
    1.There are twelve codes I have found so far regarding pushback after successfully landing an attack. They are shared across all characters with the last two being exceptions. Reducing pushback will allow for better combo potential.

    2.Inner strength codes utilize a simple subtract command and are custom tailored for each move, taunts included. I never cared for the system so I wanted to be able to retool it as a whole.

    3.Similar to the Inner Strength codes, The Eternal champion gives back 22 health between each form through a simple addition command, which is a little less than a 1/3 health. By setting the value to 68, full health is restored between each form.

    4.I ended up looking for damage values or specific moves for two reasons, Spinning Trident and Blade's LP. Spinning Trident for obvious reasons and Blade's LP because it hits like a mack truck for some reason. Tony H was kind enough to help me understand how to search for these values and I can't thank him enough for his help.
    Last edited by moonmaster1; 05-31-2020 at 09:21 PM.

  2. #2072
    Master of Shinobi Tony H's Avatar
    Join Date
    Jun 2009
    Posts
    1,624
    Rep Power
    59

    Default

    I know these aren't my usual Game Genie codes, but thought I'd post them here anyways...

    Castlevania (Ver 1.0) N64 Game Shark codes


    Note: All of these are assembly codes.

    D2387D7E 0080
    81024220 E508
    D0387D7E 0080
    81024220 3000
    Moon Jump. (Asm)


    D3387D7E 8020
    81024220 E508
    D1387D7E 8020
    81024220 3000
    Moon Jump (Press L + Jump). (Asm)

  3. #2073
    Master of Shinobi Tony H's Avatar
    Join Date
    Jun 2009
    Posts
    1,624
    Rep Power
    59

    Default

    Castlevania: Legacy of Darkness (N64 Game Shark codes)


    Many thanks to nolberto82 for helping me with the activator codes!

    D21C87F6 0080
    81024A38 E46A
    D01C87F6 0080
    81024A38 3000
    Moon Jump (works on all characters and all levels)(ASM).


    D31C87F6 8020
    81024A38 E46A
    D11C87F6 8020
    81024A38 3000
    Moon Jump (press L + Jump) (works on all characters and all levels)(ASM).

  4. #2074
    Master of Shinobi GelmiR's Avatar
    Join Date
    Oct 2005
    Posts
    1,078
    Rep Power
    33

    Default

    Hey Tony,

    I have something you might be interested in, though no worries if you've had enough of Jurassic Park

    I never thought about asking about this before, but for as long as I've played Jurassic Park, I've been aware of a background-swap issue for the Pump Station level. I'm not sure if that's the correct way to name this problem, but you'll get what I mean.

    In the Pump Station, which is the 4th level, there are 2 locations which seem to get part of their background switched. At least, that's what I think is going on. Check the attachment image to see them both displayed correctly and incorrectly.

    I have checked 5 different YouTube playthrough videos - they all have the background issues. You can check the one below (at 16:02 and 18:00) to see what I mean in action:
    [Full GamePlay] Jurassic Park (Hard Mode as Grant) [Sega Megadrive/Genesis]
    https://www.youtube.com/watch?v=3q10R8VzVqw (Video by: Jack Nolddor)

    When backgrounds will NOT display correctly:
    - Play the game as you normally would and reach the Pump Station.
    - Use a password to start at the River (the level just before the Pump Station).

    Things I have tried that didn't work:
    - Reset the game the moment the Sega logo comes on, and start/play the game from there.

    When backgrounds WILL display correctly:
    - Once having reached the Pump Station, lose all lives. Go to password screen and simply press start to continue. Yes, the password feature is effectively a continue mode. It will at all times display a password for the level you last played.
    - Use a password to start at the Pump Station. I tried 6C1K6AMD and JPG02ARK, but any Pump Station password seems to do the trick.

    Your map mode Game Genie codes did wonders to get me the images I needed for the attachment, so thanks again for those
    I also tried a Japanese rom of the game - same issues. I haven't tried the US version yet, but as most YouTube plathroughs are Genesis, I doubt it will be any different.

    What I'm asking and interested in:
    I was wondering if you'd be interested in looking into this to see if it can be fixed with one or more Game Genie codes. But I'm also very interested in learning more about this issue in general, why it happens and why it can be 'fixed' at all.
    I'm specifically interested in a fix for the PAL version, but I would happily test the other versions as well, should you be interested in trying to fix this. In any case, I noticed that the infinite health Game Genie code AVDA-AA24 also works for the Japanese version. So if you would come up with one or more codes, they might possibly work for all versions.

    Even if your not interested, thanks in advance for reading this wall of text

    Edit #1: Just noticed something. Seems like (at first) the entire background for the level is positioned wrong, if that's even possible.

    Edit #2: I just tried the US version and learned of something new. When arriving at the rex, the background will me messed up as usual. Here's the thing, though; When proceeding from the rex to that raptor area by normal gameplay, that area will have its background messed up as well, as usual. But when using the Game Genie map mode codes to speedily zip from one area to the other, the raptor area is displayed correctly.
    Attached Images Attached Images
    Last edited by GelmiR; 06-14-2020 at 05:57 AM.

  5. #2075
    Master of Shinobi Tony H's Avatar
    Join Date
    Jun 2009
    Posts
    1,624
    Rep Power
    59

    Default

    Hi GelmiR, good to hear from you. I watched the video and saw what you were talking about. I've never worked much with backgrounds like that, so probably wouldn't want to try fixing it. Have you seen anyone else that has mentioned the background issue?

  6. #2076
    Master of Shinobi GelmiR's Avatar
    Join Date
    Oct 2005
    Posts
    1,078
    Rep Power
    33

    Default

    Quote Originally Posted by Tony H View Post
    Hi GelmiR, good to hear from you.
    You too! Thanks for getting back to me.

    Quote Originally Posted by Tony H View Post
    I watched the video and saw what you were talking about. I've never worked much with backgrounds like that, so probably wouldn't want to try fixing it.
    Don't worry about it I think I'm actually more interested in learning why it happens.

    Quote Originally Posted by Tony H View Post
    Have you seen anyone else that has mentioned the background issue?
    No, I don't think I've ever seen anyone mention it. I think I'll slightly edit my original post and create a new topic for it. It seems like a very minor thing, but I love these games and am interested in possibly learning more about this issue

  7. #2077
    Hedgehog-in-Training Hedgehog-in-TrainingWildside Expert
    Join Date
    Apr 2018
    Posts
    124
    Rep Power
    8

    Default

    Good evening Tony.

    First of all I would like to thank you for the work you do for the community.

    My question.
    On the Playstation when we play MK Trilogy we can restrict Shang Tsung's morphs so that we have no problems with loading.

    I would like to know if it is possible for you to do something similar to the MK on the Sega CD so you don't have any crashes.

    Thx again.

  8. #2078
    Master of Shinobi Tony H's Avatar
    Join Date
    Jun 2009
    Posts
    1,624
    Rep Power
    59

    Default

    Quote Originally Posted by Chev Chelios View Post
    Good evening Tony.

    First of all I would like to thank you for the work you do for the community.

    My question.
    On the Playstation when we play MK Trilogy we can restrict Shang Tsung's morphs so that we have no problems with loading.

    I would like to know if it is possible for you to do something similar to the MK on the Sega CD so you don't have any crashes.

    Thx again.
    I'm not familiar with the Shang morphing problem. It causes the game to crash on Sega CD? Does this also happen on real hardware, or just on emulation? How exactly is the problem solved on the PS?

  9. #2079
    Hedgehog-in-Training Hedgehog-in-TrainingWildside Expert
    Join Date
    Apr 2018
    Posts
    124
    Rep Power
    8

    Default

    Quote Originally Posted by Tony H View Post
    I'm not familiar with the Shang morphing problem. It causes the game to crash on Sega CD? Does this also happen on real hardware, or just on emulation? How exactly is the problem solved on the PS?
    The game does not fail, but there is a long delay when it will morp.
    The solution in MK Trilogy was great.
    I copied it from Wikipedia.

    Shang Tsung never appears anywhere within the "Choose Your Destiny" towers, probably because of the loading delays when morphing in the PlayStation version (there are options to completely turn off morphs and letting the system load two additional characters into memory when playing as Shang Tsung, eliminating the long loading delays when morphing in MK3); the only time the CPU ever controls Tsung is during the attract mode.

  10. #2080
    Master of Shinobi Tony H's Avatar
    Join Date
    Jun 2009
    Posts
    1,624
    Rep Power
    59

    Default

    So you're asking for a way in the Sega CD version to completely turn off morphs and letting the system load two additional characters into memory when playing as Shang?

  11. #2081
    Hedgehog-in-Training Hedgehog-in-TrainingWildside Expert
    Join Date
    Apr 2018
    Posts
    124
    Rep Power
    8

    Default

    Quote Originally Posted by Tony H View Post
    So you're asking for a way in the Sega CD version to completely turn off morphs and letting the system load two additional characters into memory when playing as Shang?
    Yes, that is my idea.

    But forgive me if it is not possible.

  12. #2082
    Master of Shinobi Tony H's Avatar
    Join Date
    Jun 2009
    Posts
    1,624
    Rep Power
    59

    Default

    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.

  13. #2083
    Master of Shinobi Tony H's Avatar
    Join Date
    Jun 2009
    Posts
    1,624
    Rep Power
    59

    Default

    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.

  14. #2084
    Master of Shinobi Tony H's Avatar
    Join Date
    Jun 2009
    Posts
    1,624
    Rep Power
    59

    Default

    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.
    Last edited by Tony H; 07-03-2020 at 11:43 PM.

  15. #2085
    Master of Shinobi Tony H's Avatar
    Join Date
    Jun 2009
    Posts
    1,624
    Rep Power
    59

    Default

    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.

Thread Information

Users Browsing this Thread

There are currently 3 users browsing this thread. (0 members and 3 guests)

Similar Threads

  1. 32X: Yay or nay?
    By 16bitter in forum 32X Power!
    Replies: 46
    Last Post: 04-11-2013, 01:27 AM
  2. Game Boy appreciation thread
    By Drixxel in forum Insert Coin
    Replies: 118
    Last Post: 12-26-2012, 10:55 AM
  3. Game Genie Codes: Should we have them?
    By Melf in forum Contributor's Corner
    Replies: 11
    Last Post: 03-30-2008, 04:15 PM
  4. Game Genie Problems
    By Chris Marsh in forum Tech Aid
    Replies: 6
    Last Post: 06-20-2006, 10:12 PM
  5. how to make your own game genie codes
    By daminmancejin2 in forum Genesis Does!
    Replies: 0
    Last Post: 11-22-2005, 05:01 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •