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Messages - Entroper

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SNES "The Firemen" (either version) -- make it so the axe man is controllable by a second player, akin to the Secret of Evermore patch that enables the dog.  Fun game but it would be so much moreso if you could play it 2P simultaneous.

Personal Projects / Re: Game Genie Guy!
« on: August 14, 2014, 06:59:11 pm »
Hmmm, now that you mention it, all of my generated 8 digit codes work properly everywhere. Apparently I misunderstood the step where they were being generated; I had thought the 8 digit code was specific to the one hex address I was working back from, and that this was why 8 digit codes are preferred.

Looks like my replacement code for SSAEAI (SSEEASTP) is similar to SUOEAIAL, and hits those five addresses and those five only, which is perfect. My replacement code for SSPALI (SSOALSNY) hits those five plus 25AX and 5AX though. But at least the extra two changes have no apparent ill effects.

Personal Projects / Re: Game Genie Guy!
« on: August 11, 2014, 10:17:37 pm »
Hmmmm, so my new rom didn't work quite perfectly, but the results are curious and nonintuitive, to say the least. Namely, the four codes all work brilliantly in the first area, but when you take any elevator down into another zone, two of them stop working (and it looks like if I use the fifth code, it does the same thing, such that only two of the five work all over the map). This is unexpected behavior to say the least since all that should be changing is the room data associated with the new map layer. I'm going to play around with the codes some more and see if there are alternate hex addresses that also work and are not affected by this, but welcome any advice how to work around this.

Oddly, all three of the obviated hex codes start with 45XX:XX, while the two that continue to work do not.

August 11, 2014, 11:25:24 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hmmm, so I found a second set of addresses that each of those three codes also needs in order to function on the other side of an elevator. For SUPEAI, for example, you must enter not only 45A3:D5 but also 105A3:D5. The other two broken ones are similar. So now I'm wondering if there's a way to combine the two into a single GG code, or if it will just require two lines.

However, I also found that some complicated elevator trickery will eventually negate all three again, even with two codes entered for each function. I guess I'll have to see if the original 6 digit codes will even hold up to the same elevator madness, and if so, search for a third address for each one.

August 12, 2014, 11:56:54 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I figured it out--for the three codes in question, it turns out one code is required for each of the game's five areas. To use SUPEAI as an example again, all five of the following:


...must be used at once in order to enjoy the effect anywhere in the game. The other two (SSAEAI and SSPALI) follow exactly the same pattern. The ones that begin with 4 activate the codes in Brinstar (as you found originally), 8 in Norfair, C in Tourian, 10 in Kraid and 14 in Ridley. I still find this bizarre and difficult to explain, but at least my patched rom works like a charm everywhere now.

So I'm left with just a simple question: can five codes such as the list above be combined into a single Game Genie code that is any more specific than the original 6-digit code we started with?

Personal Projects / Re: Game Genie Guy!
« on: July 28, 2014, 02:47:09 am »
Yep, haven't tested my 8 digit codes but I have the rom I wanted. Perfect for exploring the "Secret Worlds" without having to input the codes every time. I also figured out the proper address for the fifth code often used, but I don't think I need it.

Thanks again.

Personal Projects / Re: Game Genie Guy!
« on: July 27, 2014, 01:28:42 am »
In which statement? I'm confused.  :huh:

If you would like to convert it back to an 8 digit GG code there's a little bit more but it's still nothing hard.

Open the ROM in a Hex Editor.

I'm wondering which "the ROM" this is :) I opened up an original/untouched copy, then wondered if it had to be a copy that had already had the codes patched in.

Personal Projects / Re: Game Genie Guy!
« on: July 25, 2014, 11:40:45 pm »
Thanks Kyle, that was enormously helpful. I now have my new rom in hand.

One question, re: transferring 6 digit codes to 8, are you referring to the original rom or the altered one?

Personal Projects / Re: Game Genie Guy!
« on: July 23, 2014, 04:48:26 pm »
First, what do you mean by "combine some 6 digit codes"?

I mean I want to use four of them (SUPEAI, KAPGEI, SSAEAI, and EEXTTY) at once. I was hoping to make a rom that had them permanently hardwired. And I know they can all be used in conjunction because I've used them as a set many times. But trying to make them permanent using GGG or CCCGP results in a flawed rom where the starting room is full of blocks that shouldn't be there, and the game freezes when you move out of the room on either side.

Personal Projects / Re: Game Genie Guy!
« on: July 22, 2014, 01:06:19 am »
There are actually only 2 or 3 games in the entire NES codebook that use 6 character codes. They are much more commonly made by hobbyists. I've converted a number of 6 to 8s myself so the result won't be so wonky. I appreciate all of the tech insight.

Is there a utility for this, or any other way of doing so easily? I want to combine some 6 digit codes for Metroid (NES) but can't do so without breaking the game.

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