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Video Games Discussion

Game Boy Game Genie codes? - Page 1

Game Boy Game Genie codes?

Posted by: xtreme713ify
Date: 2014-04-06 19:16:08
I haven't seen 1 guide on the internet showing a bunch of glitchy Game Genie codes for GB. If anyone can provide me with some/ find one, reply to this thread ASAP. For those that I found on my own…

Wario Land
A92 34B 33D Glitches map, makes Wario invisible on File Select

810 49B — (add D55 to this code the neutralize FX) Makes enemys disappear after killing them, but they still float.

6DA B6F 9A2 Makes Wario disappear mid-jump, and fall from the sky.

2A8 4CB D5E EE6 1st level restarts game

102 3C9 11E Messes up Intro, but nothing else

4DD 0B9 665 Pirate Gooms (pointy enemies) right walking animations are glitch, random objects appear.

6FA 23B EE8 Slightly changes level design, glitches map

920 62B BAF Most enemies disappear


Kirbys Dreamland
901 23B DDC Keeps screen from scrolling, preventing progress.

Kirbys Dreamland 2
00A 2DE 67B Makes Poppy bros walk under platforms.

Re: Game Boy Game Genie codes?

Posted by: pokechu22
Date: 2014-04-06 19:28:05
Can you tell me the format for game genie codes from rom addresses?

I know how to make gameshark (BBVVYYXX, where BB is the bank (basicly always 01), VV is the value you want, and XXYY is the address.  For example, code 0101EFCD sets address CDEF to 01).

Re: Game Boy Game Genie codes?

Posted by: Torchickens
Date: 2014-04-07 08:35:31
I don't know the format of Game Genie codes, but apparently using this Java applet you can make your own, provided you have a hex editor and knowledge of what you want to change/what addresses initially are. Note that you may have to add this site to your trusted sites. In Chrome, you can do that this way. For people who are reading this who are unfamiliar, Game Genie makes temporary patches to the ROM instead of editing the memory.

"Compare" is the old ROM address value, "value" is the value you want, and "address" is the offset.

Edit: Stag019's Game Genie codes to make Pallet Town play the unused tune are correct, but when I put them into that applet it gives me the wrong address (-4000), so I don't know if it really works.

The codes are:

132-2FB-F7D
692-30B-7F7
CF2-32B-917
692-33B-4CB
6F2-35B-911
6A2-36B-4CB

Re: Game Boy Game Genie codes?

Posted by: xtreme713ify
Date: 2014-04-07 09:19:09
Can I have a link to a reliable hex editor and Java then? Thanks in advance. Please don't lock this thread either, I'll be posting more codes. ;)

Re: Game Boy Game Genie codes?

Posted by: Torchickens
Date: 2014-04-07 10:42:44
Here's the link to the official Java website.

There are several good hex editors. I use HxD. I don't know if that code generator works to be honest, sorry. When I entered the right values in 'value', 'address' and 'compare' for the first Game Genie code, the applet said the code was 132-2F7-F7D (which is apparently invalid) instead of 132-2FB-F7D. :/

According to the Pokémon Red disassembly, Route 1's wild Pokémon data begins at D0E1, with a $24 then a list of Pokémon in the structure level, Pokémon species (e.g. 03 24 is a level 3 Pidgey). I tried to make a 20 byte long Game Genie code using the tool but the resulting codes were invalid.


Please don't lock this thread either, I'll be posting more codes. ;)


Sounds good!

Edit: Oh, apparently address is for the pointer, not the offset. I'll take that into account and try to make a cheat.
Edit 2: Didn't work. I tried to modify the first letter of Bulbasaur's name to 'A' ($80), at 1C80E. The pointer to that is 07:480E, or 07:0E48 in little endian but both of these as 'address' values give codes that although valid, do not work.
Edit 3: Aha, I've got it! It is for a two byte big endian pointer, so the address value is 480E. This code will change BULBASAUR's name to AULBASAUR:

808-0EB-E6C

I'll make a code to change Pidgeot's name to BIRD JESUS shortly.

Edit 4: Here it is! You can omit the last code as it basically changes the second letter from I ($88) to I. I didn't put it a space as then Pidgeot's name would be too long and its 50 would theoretically overwrite the first letter of Starmie's name.

917-FCB-E64
837-FDB-F70
897-FEB-F78
847-FFB-D50
928-00B-A24
948-01B-A2B
928-02B-A2B
817-FAB-D54
887-FBB-C48

Re: Game Boy Game Genie codes?

Posted by: pokechu22
Date: 2014-04-07 11:58:12
Just going to note that I figured out how to do some of this: I changed 3906 to 5F, using just 5F9-06C.  Looks like the format is the least logical imaginable for me: VVB-CDN, where ABCD is the address and VV is the value, and N is equal to 0xF - A.  I still don't get some of this, like the compare.  Maybe that is for areas in the banked rom so you only modify one bank.

Re: Game Boy Game Genie codes?

Posted by: Torchickens
Date: 2014-04-07 12:13:31

Maybe that is for areas in the banked rom so you only modify one bank.


You're likely right. As you're not telling the Game Genie a three byte pointer, the compare value is used to only change the byte if it detects the original value. This might be problematic though if in another bank with the same two byte pointer there was the same byte. I suspect that could create an unwanted side effect when the Game Boy switches to that other bank.

Edit:

I thought it would be a great idea to make PokéWTrainer ($C6) and the other Pokédex #205 completely freeze free! Except for the fact it can learn Super Glitch, but then you can stand on that spot in the Celadon Condominiums to prevent it from freezing the game.

I have only tested this with PokéWTrainer, but I don't see why it won't work with the other #205s, including $C1, $C7, $CA, $D2, $D5, $D8 and $DB

55A-38A-A2B
00A-39A-D54
40A-3AA-D50
E5A-3BA-C40
40A-3CA-080

What the codes do:

First code:

Changes the dimension of #205's front sprite to 55 (same as Bulbasaur's, 55 blocks I believe). The original value is 50. This is apparently what makes PokeWTrainer freeze on the opponent's side all (or almost all) the time, probably because the game thinks its 00 or 256 high (or is it wide?)

Location: $39A38

Second/third codes:

Changes the pointer of the front sprite to Bulbasaur's (00 40) from 8F 8E. The original sprite can cause a freeze, but not always.

Location: $39A39/$39A3A

Fourth/fifth codes:

Changes the pointer of the back sprite to Bulbasaur's (E5 40) from 8A BA. The original back sprite can cause a freeze, but not always.

Location: $39A3B/$39A3C

It's the shame that this cheat has to be so long. How many codes does the Game Boy Game Genie let you input?

Re: Game Boy Game Genie codes?

Posted by: xtreme713ify
Date: 2014-04-07 16:48:51
The Game Genie can have up to 3 lines of 9 character codes. three lines of 9 characters. Meaning that most of the codes you put up won't fit, unless you use VBA or some other emulation. @Torchickens

Re: Game Boy Game Genie codes?

Posted by: Torchickens
Date: 2014-04-07 18:25:08

The Game Genie can have up to 3 lines of 9 character codes. three lines of 9 characters. Meaning that most of the codes you put up won't fit, unless you use VBA or some other emulation. @Torchickens


I see. That's a shame. If you use just the first #205 non-freeze code (55A-38A-A2B) you have a chance of the game not freezing when PokéWTrainer is sent out on the opponent's side, though it's not guaranteed. It's an improvement though, even though you can get PokéWTrainer by setting CFD8 to C4 after a wild Pokémon battle has loaded and it has been sent out. (Even though it will still look like the old Pokémon, when you catch it it will change, if you don't know)

Luckily, we can use our additional 2 lines to fix its backsprite with E5A-3BA-C40, 40A-3CA-080.

That gives us two applications for the code:

1) Ensuring #205's back sprite doesn't freeze the game.
2/3) Encountering C1, C7 with the Ditto glitch/an additional cheat or fighting glitch Trainers with #205 Pokémon.

Is there a certain Pokémon cheat you'd like me to make? I can have a go at making one. I'm also considering going through every glitch Pokémon I see that can freeze the game and making 'patches' for them. I have a bad thought though. Glitch Pokémon data are actually other parts of the game code, so fixing some may temporarily break the game, though it'd probably have to be some really important data/battle related for that to matter.

Re: Game Boy Game Genie codes?

Posted by: camper
Date: 2014-04-08 01:00:16
You probably have broken some trainer's roster by changing the sprite dimensions.

Re: Game Boy Game Genie codes?

Posted by: Stackout
Date: 2014-04-08 06:23:30
Yeah, and by changing the sprite dimensions you broke JR.TRAINER's name; the 50 there is the string terminator so encountering a JR.TRAINER would cause the name to display as JR.TRAINER<0x55>POKéMANIAC.

Re: Game Boy Game Genie codes?

Posted by: Torchickens
Date: 2014-04-08 08:54:54

Yeah, and by changing the sprite dimensions you broke JR.TRAINER's name; the 50 there is the string terminator so encountering a JR.TRAINER would cause the name to display as JR.TRAINER<0x55>POKéMANIAC.


Good thing that doesn't make the game freeze. 55 counts as a new line and after the new line is some blank text for me instead of POKéMANIAC.

Re: Game Boy Game Genie codes?

Posted by: xtreme713ify
Date: 2014-04-12 20:51:28
Updated code list:


Wario Land
A92 34B 33D Glitches map, makes Wario invisible on File Select

810 49B — (add D55 to this code the neutralize FX) glitch effects after enemies die.

6DA B6F 9A2 Makes Wario disappear mid-jump, and fall from the sky.  Enough messing with code can cause you to go into Limbo, out of the playable area.

2A8 4CB D5E EE6 1st level restarts game

102 3C9 11E Messes up Intro, but nothing else

4DD 0B9 665 Pirate Gooms right walking animations are glitch, random object appear.

6FA 23B EE8 Slightly changes level design of Level 1 (havent tested other levels), glitches map, prevents climbing ladders.

920 62B BAF Most enemies disappear

989 33F F40 Creates invisible wall in first level

998 52B 980 Glitchy sounds, enemies always thrown to the right, even when facing left.

788 52B EA0 Similar to one of the codes above (don't remember)

57C FDE 07B 317 53C FE4

719 BEE C91 Turns trampolines into ladders.

97B 52B 99C Enemy erase code.

865 22B 88C Messes up certain levels, minorly or majorly, it varies.

806 22A 119 glitches intro and nothing else, similar to 102 3C9 11E

8FD C4A AAD glitches intro, POSSIBLY increases Warios speed (cant really tell)

081 D5B 667 Prevents powering up, make certain enemies disappear.

881 BBC 431 All enemies are gone, including bosses.

00F 77A 450 Messes up file select majorly. (altering the 00F in any form, will change results, but leave at least 1 of the characters)

3E7 4CC 24A Wario temporarily turns invisible after jumping, causes glitchy effects.

4E6 25F CCD Makes the beginning of the level glitchy, however when you walk off and come back, effects disappear.


Kirbys Dreamland
901 23B DDC Keeps screen from scrolling, preventing progress.

000 AFE 60E messes up level design majorly.

6DA 22E 9A2  makes floor  and background disappear, enemies still walk like its solid. (renders game unplayable because the first warpstar falls into the pit)

EDE DDA ED1 Bronto Burts sprite sometimes messes up.

19B C4E 641 crashes game in first level

702 79B 56E makes invisible wall right before Whispy Woods.
 
Kirbys Dreamland 2
00A 2DE 67B Makes Poppy bros walk through under platforms.

005 62F 77A Its hard to tell where Kirby is, broken bits of him all over the screen, hit detection off

93E 019 BCE changes percentage of beaten game percentage to over 100%

0F7 75D 65E also changes hit detection with no glitch effects

B10 37A 250 makes minibosses Scarfy (havent fully tested yet)

I'll get some Red/Blue codes soon!

Re: Game Boy Game Genie codes?

Posted by: Torchickens
Date: 2014-04-14 06:45:36
So the Game Boy Game Genie I bought arrived today.

I entered random codes for Mole Mania and found an interesting one:

BC3-29B-321 - Music plays fast

I may copy codes from the whole Game Genie codebook if anyone would like me to?

Unfortunately there are no Pokémon codes in it. But then the Game Boy Game Genie was released in 1992, so that's not surprising.

When I try to use the Game Genie with Game Boy Color enhanced games though the code screen/game screen loads it's white so I can't see what I'm doing.

Edit:

Solar Striker
234-45E-DCB : Remove game name logo

Chalvo 55
013-4DE-EDB : Stage 1 music will play on top of itself (haven't tested other stages)

Dr. Mario
CB3-3CD-653 : Mess up the buttons so left = up, right = left, up = down and down doesn't work.

Edit 2:

Here's a list of some Game Boy Game Genie codes.

Edit 3:

So does anyone remember that code I made to get on to Mobile Trainer's title screen without a Mobile Adapter GB? (01067DC2). I now have a better version of it, via Game Genie that doesn't require you to disable the code to get the right title screen options.

064-C09-E6E: This 'patches' RO67:64C0 with 06 instead of 01. You don't have to disable it to get the correct options at the title screen.

You can't do this on a physical Game Genie, like how you can't enter 01067DC2 on a physical Xploder without the game freezing.

Re: Game Boy Game Genie codes?

Posted by: xtreme713ify
Date: 2014-04-20 17:29:16
I don't really think it has any strange codes, just ones by Galoob that enhance the gameplay. Besides, I have the booklet too, and they have a website.