@eskayalle - It warms the cockles of my heart to find another person who likes SNES Doom
Thank you for consolidating my codes. I haven't had a chance to try them yet, but I'm sure they'll work fine.
I haven't been able to do a lot of testing on this code, but I believe the following should give you all keys:
Also given that it's only one byte off of the All Weapons code, this is probably a sweet spot for storing HUD related data. There may even be better Infinite Ammo/Infinite Health codes there as the original codes that I posted above were targeting SNES memory (as most SNES emulators like BSNES, MAME, ZSNES, etc. don't search cartridge ram). However, SNES9x does search cartridge ram, but it was giving me the wrong addresses (they were starting at x800000 instead of x700000 - but thanks to BSNES' manifest view, it was helpful in making an educated guess to the right address.
December 14, 2019, 07:17:28 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Well, although there are no known cheats built into SNES Doom, the "God Mode" IDDQD face sprite does exist in the system and can be turned on (although all this code does is turn on the sprite, not actual god mode):
[God Mode Face]
Altering the byte by even #'s (from 00 thru 3e) goes through all head sprites available.
Additional Edit: It seems a few other bytes near these do control the HUD display of your health, ammo, and armor. However, they seem to be controlling the HUD display only (at least for health and ammo, but presumably for armor as well but I have tried a controlled test for armor yet). So while they can lock the display numerals as whatever value you assign, you still only have whatever ammo/health/armor you have picked up behind the scenes (and so you can still die and run out of ammo).
So, to me, that would mean your actual health and ammo (and presumably armor) are controlled within the SNES' own memory while the cart ram for the Super FX chip seem to control keys, weapons, and Doom guy face sprite but only the *display* of the health/ammo/presumably armor numerals. That would also account for the fact that you see a brief drop in your health/ammo before they recover to full (i.e., 255/999, respectively, with these codes - due to both the SNES ram and Super FX cart ram coordinating data).
Today at 11:37:31 am - (Auto Merged - Double Posts are not allowed before 7 days.)
And another edit: Thanks to a French gentleman named TheRetroMike, there is a No Clipping code for SNES Doom that has been found but apparently is not widely known:
The no clipping applies to the player as well all sprites (e.g., enemies and projectiles). However, sprites still are solid to one another, so basically the level geometry is able to be clipped through.
I've had this freeze the game (when in auto-map mode in the hidden E1M4 stage). I'm not sure why it crashed - perhaps it caused the game to exceed available memory. Just wanted to share that here as well.