Game cheat codes for Earthbound on the SNES platform. Game Genie Codes Walk Through Walls - CB93-746F Super Strong Characters - EE2E-7D01 LV.255 - EE23-77D1. Faster Music Repeatedly tap Select for faster music. Invincibility Press A, B, A, B, A, B, A, B, A, B, A, B at the start screen.
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None foundMay 16th, 2013 | EarthBound
For years and years, maybe even as far back as the late 90s, I always wanted to make a Game Genie code that would make enemies drop items 100% of the time. I always pushed it off for another day… until yesterday, when I was like, “You know, I think I’ll come up with that code today.” It took a few hours since I didn’t know what I was doing, but in the end I got it!
So here’s a Game Genie code that will make enemies drop their items 100% of the time in battle:
4708-5F68
There are some things to note about this code:
- This code doesn’t seem to work with the insta-wins, it only works when you actually get into battle. I guess the instant win stuff uses its own separate programming for item drops.
- Also, the game programmers designed it so you’ll only win one item at the end of a battle, so if you have a group of enemies you’ll only get one item from them.
As a crazy programmer guy I still secretly hope to find a way to turn the above codes into just one Game Genie code, but I dunno how possible that’ll be.
Anyway, now if you’re ever frustrated from trying to get certain items from enemies, you have this new code to tempt you to the dark side! Mwahaha!
UPDATE! Nitrodon has improved stuff and made it so you only need to input one code:
DB08-5FA8 (100% item drops in normal battles)
DB16-77DB (100% item drops in instant win battles)
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See, i would be tempted to use this code to get the sword of Kings…but part of the good thing about that is the level grinding.
wow…thanks for this !!
but i wonder if someone has created a patch that does this ?
You know, I really don’t blame people for wanting to use this code…
Over the past 19 years, I have tried, with no success, to get the Sword of Kings and the Broken Antenna, and in the dozen or so times I’ve beaten the game, I’ve maxed out my characters in an effort to do so. I think I’ve earned this code, and I’m not even going to feel guilty about using it…okay, maybe one more chance the old fashioned way…
Can someone provide a framework for translating Game Genie codes into Pro Action Replay? I know that the genie does ROM changes which is a different beast from the action replay’s RAM altering, but I seem to recall some method of conversion.
The biggest annoyance with the Game Genie was that while it used HEX code just like the Action Replay, it “disguised” the HEX with letter combinations so it would “look more like magic words”.
How does one simply make a Game Genie code?
Side-Note: This was a dastardly thing to do, Tomato.
I personally enjoy a good challenge. Last play through, I got the gutsy bat and the other ultimate weapons/ armor. I can see why this would be helpful because the gutsy bat took a week of playing each night and about 10 hours of grinding.
Honestly, since I have horrible luck in RPGs when it comes to trying under-leveled plays, I don’t think I’ll ever use this. I take the option of getting a rare item to be good encouragement to grind. Otherwise I’d get too tired to grind, and proceed to die alot.
I’ve farmed the Sword of Kings four times. That is enough times for me. I have no qualms about using this code to expedite matters — well, except that I can’t plug the Game Genie into the Wii U for when the Virtual Console Earthbound comes out, and that’s likely to be the next time I play it. Alas!
DJMankiewicz: There are a bunch of simple utilities one can use for that purpose, of which this is probably the simplest: http://www.gamewinners.com/device/misc/blgg2par.htm .
What I don’t get is if someone is willing to use this code to get the rare items, why not just use a code to put them in your inventory? O_o You’re already cheating.
I think this is a bit bad idea in my opinion see you don’t earn the item I mean sure its great to get rare items but, still I rather earn my items you get exited when you find a item after working ard then you are kinda proud of yourself I guess.
Jason: This was you can’t, say, get the Sword of Kings at the beginning of the game, only when you’d normally get it. It’s not nearly as game-breaking.
I’m still amazed I got the Sword Of Kings my first play-through. I had no knowledge of the game prior to going in, so when an enemy dropped it, I was like, “Oh, cool, a new weapon.” I got it during my second or third battle with the respective enemy.
Later on, I come on here and find out that some people have never gotten it in their whole lives.
Ah yes, luck. I have gotten 1/128 items from enemies when I didn’t need them (Attack Slug and Smilin’ Sphere for example, although the extra damage and $1000 is neat).
It seems that when you don’t need something, you get it. When you want it, you don’t get it.
(Also, the Sword of Kings cannot be sold. Once you have spares, you have to drop them off into Escargo Express.)
It can be done in one code.
DB08-5FA8 (normal battle)
DB16-77DB (instant win)
Hooray! I was hoping a super smart guy like you would figure it out 😀 I’m still no good at this SNES recoding stuff.
Darien, I appreciate the link. It is good to know such programs exist. Unfortunately, this is one coded for DOS. I’m using Windows 7 64 bit, which means that all DOS support is completely gone. I may try running it in DOSBOX though. I’ll check on this later.
The reason I never bothered with either a Genesis or SNES Game Genie is because both have rather fatal design flaws. The Genesis Genie isn’t properly coded for battery backed games, and thus will wipe out save data in any game it is used with. That’s a non-starter right there. The SNES Game Genie is better, but has a critical flaw when it comes to SNES addon chips. It lacks the pins needed to “pass through” addon chip pins to the SNES. Games like Star Fox will thus lack critical hardware and won’t play correctly, or at all. Earthbound doesn’t use additional chips so it shouldn’t have an issue with this. I don’t know if later revisions of either Genie fixed these issues, but as it stands I was fine just importing a Pro Action Replay and sticking with that. (The earliest SNES Pro Action Replay actually suffered the same design flaw, but this was resolved in later revisions. I have the third revision, which even has a feature allowing one to bypass region locking, both software and hardware based. I use it to play Terranigma on my US SNES at NTSC video mode (and original speed, as PAL mode actually slows the game down a bit unless they specifically recode the game to play at the proper speed, which in Terranigma’s case, they did not).
I just found a guide which claims to show how to convert a SNES Game Genie code into a fully translated HEX value, which SHOULD be usable on a Pro Action Replay. I will experiment on this later on today and come back with the results.
———–
SNES CODE DECRYPTION ALGORITHM
The SNES codes are of the form XXXX-XXXX. This breaks down into a 24-bit address and an 8-bit value as follows: VVAA-AAAA. To decode, first use a substitution cipher to transform the code’s digits into normal hex digits. The cipher key is:
code: D F 4 7 0 9 1 5 6 B C 8 A 2 3 E
hex: 0 1 2 3 4 5 6 7 8 9 A B C D E F
The value is now decoded. The address is also enciphered with a bitwise transposition cipher which must now be decoded. The transposition cipher key is:
code: ijklqrst opabcduv wxefghmn
clear: abcdefgh ijklmnop qrstuvwx
The address is now also decoded. The decoded form is AAAAAA:VV.
————–
I’m struggling with how the “bitwise transposition cypher” is intended to be decoded.
So running the program (fortunately the page I found also had a win32 version of the application), I get these two pure HEX versions of the codes.
The first number is the address and the second number is the value.
C24DB7:09 (Normal battles)
C2648C:09 (Instant win)
I’ll attempt to get these working in my Pro Action Replay later on.
Mr. Tomato, you are the mack daddy.
Nitrodon, you… are my number one… guuyyyy!!!!!
They both work! I tested it with a new file and ended up with a full inventory of cookies in short order.
Again that’s:
C24DB7:09 (Normal battles)
C2648C:09 (Instant win)
These are the pure hex codes and they can be input directly into the Pro Action Replay. The colon can be left out and in fact can’t be input anyway, so ignore that.
One caveat: A pro action replay appears to somehow interfere with battle text timing (regardless of any code inputs), so there will be visual artifacts every time dialog changes during battle. This does not appear to have any lasting gameplay effects, so if one wants to cheat, just use the code, get the item, save, then stick the game in without the pro action replay and you should be fine.
They both work! I tested it with a new file and ended up with a full inventory of cookies in short order.
Again that’s:
C24DB7:09 (Normal battles)
C2648C:09 (Instant win)
These are the pure hex codes and they can be input directly into the Pro Action Replay. The colon can be left out and in fact can’t be input anyway, so ignore that.
One caveat: A pro action replay appears to somehow interfere with battle text timing (regardless of any code inputs), so there will be visual artifacts every time dialog changes during battle. This does not appear to have any lasting gameplay effects, so if one wants to cheat, just use the code, get the item, save, then switch the pro action replay’s codes to “off” mode (or remove the pro action replay entirely), and you’ll be fine.
Strange, I could’ve sworn I was able to load King Colossus with a Game Genie with the previous save data intact (which I have to do because Japanese Mega Drive carts won’t fit normally in a Genesis, and GG is a lot cheaper than other convertors).
Also, I thought that only RAM-altering PAR codes (those starting with 7E or 7F) would work on a real SNES PAR?
KingMike, it appears that at the very least, the third revision of the Pro Action Replay can alter other addresses. I know I could easily change the 7E to C2 and it worked, so I suppose that means that it can alter both RAM and ROM. That’s good to know.
I also found out all the work I did was kinda silly in the end. The Mark 3 Pro Action Replay has a “conv” button in the code menu that actually converts SNES Game Genie codes into their true HEX value, and the result is the same code I ended up with above. I wasn’t aware that the “conv” button did this until I read the manual.
At any rate, the above codes work just fine.
If you’ve been able to load a save data based Genesis game with a Genesis Game Genie, that’s good information to have. Either my information was incorrect, or there was a revision on the Game Genie to fix that issue.
Yup, I managed to max out all my characters a LOT when playing to get these ultimate items. I like “always drop treasure” codes, although I have a feeling that my inventory will max out really quickly if I use these codes!
Yes, er, that is what was said above…
Sometimes I see these weird responses that are just quotes of someone else’s post with no extra content. They really confuse me.
I’ve been wanting a code like this for over 10 years… Thanks!
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None foundJanuary 12th, 2013 | EarthBound, Hacking
Recently someone asked if there’s a code to keep Buzz Buzz in your party. This is really simple to do if you know EarthBound hacking, so I made a Game Genie code for it:
After you leave Pokey’s house after Buzz Buzz’s death… you’ll still have Buzz Buzz with you!
Note: This code will work with most EarthBound ROMs out there, but for some headerless ROMs it won’t work. This probably won’t work on an actual cartridge either, but since I don’t have a Super NES Game Genie I can’t test it out.
I actually spent upwards of an hour trying to figure out how to make a code work for headerless ROMs/the actual cartridge, but with no luck. If any skilled hackers out there have free time, can you try and convert this to work with a headerless ROM? Basically the code changes the sequence [05 14 00 05 12 00] to [05 14 00 05 14 00]. I thought it’d be a snap to convert the code, but no luck…
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I am not sure if Buzz Buzz is worth messing around with my cart, but this is pretty cool.
I was the one that asked! :P. Thanks! This doesn’t mess up the game later on? You can have all four heroes and Buzz Buzz?
You should be able to keep him just fine – unlike other characters Buzz Buzz’s presence is set by an event flag rather than normal party-related control codes. It’d be neat to find out for sure though!
I haven’t tried it, but I think your code is faulty.
According to this site
http://gamehacking.org/?s=faqs&id=114
your code decrypts to:
ROM address 05F596
Replacement value 14
(make the letter substitution, the for the address, convert the encrypted address to binary, then rearrange the bits in the order in the code, and convert the binary back to hex)
The correct code (just by looking for that hex string in the ROM, I didn’t actually test it) should be
ROM address C5F196 (since this is a HiROM game, you want to add $C00000 to the unheadered ROM address to get the SNES CPU address)
Replacement value 14
which should be Game Genie code
F0EB-5FB0
(but I did check ZSNES’ cheat viewer and at least ZSNES decoded the address right)
(after reversing the steps to decrypt the previous code)
Yeah, I spent a while trying to get the code to work on SNES9x but it only worked when I used the code I posted. It was really weird, maybe it’s a snes9x thing, I dunno.
I did this years ago. He’s quite helpful in battle for a while, but later he’s only useful for his shield abilities.
“This probably won’t work on an actual cartridge either”
New way to find out if you have a pirated cart. Pirates use ROMs. But they could use unheaded rom.
@gwalms
His physical attacks probably peter out mid-game, but I imagine the free PSI shields would be useful all the way to the end. You basically wouldn’t have to worry about offensive PSI anymore.
Wait, so you’re saying that emulators don’t take account of the header when applying Game Genie codes? That seems -really- odd. I’m quite sure I remember using EE64-54A1 (Disable end-of-block control code) and FB93-776F (walk through walls) on both the SNES hardware AND headered ROMs. Maybe SNES9x doesn’t apply them properly, but zSNES does?
Also… I believe the game might glitch if you have 2 regular NPCs (Teddy bear/Tony/Flying Man/Dungeon Man/etc.) as well. And I wouldn’t try to use a bike with it. Anyways you’ll probably get bored with it before that, so not a problem 😛
I feel like doing a complete playthrough with this code active. Would it work on an EarthBound Reshuffler hack? I’ve been playing through Earthbound-Past Smelly recently. xD With challenging enemies, too, which would make having Buzz Buzz a welcome accompaniment during the start of the game… You’d be surprise at the amount of perfectly-aligned hilarity got randomly generated into this particular hack. I mean, even the name! The original EarthBound stunk… But this one is PAST smelly! xD It was easy to do, so I Dropboxed it. O_O https://dl.dropbox.com/u/88667536/EarthBound-Past-Smelly.smc
I’m at Peaceful Rest Valley right now, so don’t think that Giant Step boss is impossible! xD Just wait for the EPs to run out of PP after a couple of Starstorm Omegas and then bash on the scorpion while ignoring the EPs… Aaaaaand that will make sense once you get that far. xD It’s really like playing Earthbound for the first time! Way more fun with challenging enemies, IMO.
Anyway, Buzz Buzz. Yeah.
Yeah, it should work on reshuffled versions of EarthBound just fine. Although Buzz Buzz might have crazy stats and/or actions.
Pro Action codes tend to actually use the HEX so I tend to prefer that format. Otherwise I share your annoyance with headered codes. Headers are an annoying legacy from early ROM copiers that just clutter up the entire scene. I like BSNES and it’s vast tool to remove headers from all manner of existing ROMs. Ideally, I’d get a copier myself and dispense with finding ROMs entirely (I pretty much own every last game I’d have an interest in emulating).
Why would a Game Genie code behave differently depending on whether a ROM has a header or not? The Game Genie was built to work with actual SNES Game Paks, and they decode to addresses in the SNES memory map, so if a Game Genie code will only work with a headered ROM and not also with a headerless ROM, then something is wrong with the emulator in which the code is inputted.
In ZSNES v1.51 and Snes9X v1.53, I tried inputting the Debug Menu code, which is composed of 3 parts, on both a headerless ROM and a headered ROM, and all 4 times, I was able to access the Debug Menu. The ROM I used has this sha256 hash when headerless: a8fe2226728002786d68c27ddddf0b90a894db52e4dfe268fdf72a68cae5f02e (remove any spaces or line feeds caused by the comment box), which was personally verified by byuu in his database and is probably also in No Intro’s database. The headered ROM I used is identical, except padded with 00’s at the beginning.
So improper handling of Game Genie codes would be in an earlier version of either emulator or a different emulator that is not higan/bsnes (such as SNEeSe). If the emulator is not the problem, then the headerless ROM that the Buzz Buzz code was tested against must differ in some way from the headered ROM that it was developed for. To test that, strip the header away and then compare their hashes (sha256 preferred if you want to compare with byuu’s hash).
P.S. I must agree with everyone who says that headers in ROMs are annoying and pointless. Every time I see a tool that works only on headered ROMs and not also on headerless ones, I sink a little. I have only ever gotten 1 program to work with header-magic (http://byuu.org/files/header-magic_v01.tar.bz2), and that program is the one that header-magic was originally created for: Lunar Magic, because header-magic requires the user to specify an entry point to work. The only exception I will tolerate is iNES headers (key word: tolerate).
Just FYI, I noticed that I basically just posted an Earthbound ROM in my comment up there. O_O I removed that, but I created a patch here:
https://dl.dropbox.com/u/88667536/EarthBound-Past-Smelly.ips
Sorry ’bout that. Remember to patch a headered ROM, though!
So.. anyone figure out how to make a code that works for both unheadered and headered roms? lol
It didn’t work for me, but maybe that’s because I’m using SNES9x to play EARTHBOUND.
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The code posted by KingMike did work for me, however!