There are two anti-piracy tests that are performed on boot/reset: the region check and the SRAM mapping check. 84B33360 - Display scrolling trigger extensions.A2AAF000 - Hold B on Controller 2 to make Samus' ship lift off when you enter it.There's a lot of other little debugging and development features hiding throughout the game's code. Turn the code on during gameplay and the music won't change. Start up with this code and you'll crash when you go through a door (due to waiting for music to be transferred to APU). You have to use this with the main debug code (which enables reading of Controller 2) in order for this to work. 808006FF - Lets X on Controller 2 toggle scrolling on and off.Unfortunately, it does nothing due to the fact that it tries to write these values to ROM (which would have worked fine on Nintendo's development systems, but not on the SNES alone). It tries to record the current button presses, button holds, Samus' X/Y position, and the X/Y position of the top-left corner of the visible area. 808000FF - Bypass country and NTSC/PAL check.(Source: deskjockey_, Jathys' site, Kejardon) Miscellaneous Debugging Enablers ![]() B + L spawns the enemy only if it has a name, and exits the enemy debugger.L spawns the enemy and exits the enemy debugger.Down selected the next enemy set entry.It allows you to spawn an enemy from the current room's enemy set, using a predefined enemy population entry, to the previously specified spawn position. Pressing L brings you to the enemy spawner. Select respawns the enemy with the new spawn data.A sets the spawn position to the enemy's current position.It allows you to edit the enemy's position (PosX/PosY), initialisation parameter (Pose), properties (Swt) and general purpose parameters (Opt). Pressing R again brings you to the enemy spawn data editor. Select selects the next enemy, B + Select selects the previous enemy.D-Pad moves the selected enemy, X + D-Pad moves the enemy faster.The first tool is the enemy mover it shows you the enemy's RAM index, name, position, HP, and the enemy set name. R starts the enemy debugger (which loads the enemy debugger font). Select exits the enemy allocation viewer.It shows you which palette index each enemy in the enemy set uses and the total number of rows of tiles in VRAM used by the enemies collectively. Select brings up the enemy allocation viewer (needs the debugger font). using the ship, using an elevator, acquiring a suit upgrade) to enable uber invincibility (press L and A again to disable their respective effects, and R twice to exit the enemy debugger). Hold L + R and press A whilst Samus is facing forward (e.g.A - Toggle sprite interactions (enemies/projectile/Samus collision, bomb jumps).The standard Select + Start + L + R reset combo is enabled. PAL exclusive: Hold Select + L and press B to get lots of health and ammo plus all equipment, along with switching to the next beam configuration (this never enables Spazer + Plasma).PAL exclusive: In this mode, Missile and Super Missile count shows position of Samus in Morph Ball.Hold Select + R and press B to set Missiles, Super Missiles, and Power Bombs to 0.Hold Select + L and press Y to toggle spare CPU display (turns down screen brightness when processing for the current frame has finished).Hold Select + R and press A to toggle Layer 3 (HUD, liquids/fogs).Holding Select + L and pressing A a third time will exit the palette viewer.Holding Select + L and pressing A again will bring up the second page, which shows the background palettes (note: this overwrites the sprite palettes and sprite tiles).The first page shows the sprite palettes. Holding Select + L and pressing A will open a palette viewer.Holding Select + L and pressing X a third time will exit the sprite viewer.Holding Select + L and pressing X again will bring up the second page, which shows non-enemy sprite tiles in a fixed palette.Holding Select + L and pressing A will cycle through the loaded enemy palettes.Holding Select + L and pressing X will open a sprite tile viewer.Various debugging features can be unlocked during normal gameplay via button combos on Controller 1: (As a side effect of this, having the code active while launching a new game will skip the game's introduction and start the player on Zebes rather than Ceres Station.) In addition to selecting which region of the planet to start in, you can also pick a spot within that region using Select on Controller 2. Pro Action Replay code 808004FF enables a whole mess of debugging features.
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