Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Saturn

Pages: [1] 2 3
1
MAME & Emulators / Doom Builder 2 notes (PC-Windows)
« on: December 16, 2016, 17:02:28 PM »
I did this at work yesterday while watching the first 7 videos on this page. This isn't a complete guide to mastering using Doom Builder 2 but it'll take the ouch out of creating a few of the elements to get started. I'm using this to make my own maps, then hacking them into the Jaguar Doom ROM so I can play them on real hardware. Which, in itself, is AMAZING to be able to do. Thanks to neo_rg's guide to hacking the ROM, I've found no better way to spend my time at work :D. The guide is so useful and easy to use, I don't know why everyone hasn't contributed hacks! Only regret is that I didn't know it existed until the other day...
This is a really rough draft with plenty of edits to come but it's a very nice start imho and I don't have to re-watch the videos to find that one fact. Can just do a search on key words to go straight there. 8)

Spoiler: show
Quick Reference Notes:
C to clear selection
Insert to start drawing in Drawing, Linedefs and Sectors Modes
Arrow Keys to move grid
Home to center grid
*
Mode-Things Mode-Insert to put player or other things on map. Can right click a placed thing to bring up the menu screen and change it.
*
To change all walls go into Linedefs Mode and click the walls to change then right click on one of them. Will show how many items/walls are selected at the top in parenthesis. Click the Sidedefs tab and click exclamation pointed (missing) texture if there, and select one from the set. (Probably in Base, Metal or especially, ASSETS1.WAD would be best) Can do the same for sides of lights from ceiling or floor if raised or lowered from either. Press C to clear selection after implemented.
*
Test map by clicking 'Play' button at upper right of toolbar or click Tools-Test Map
*
Use the arrow keys to move the drawing around in grid view.
*
Basic Sector Creation:
Open DB2 and be in default Vertices Mode.
Press Ctrl+D to enter Drawing Mode and a dot will appear at the cursor.
Click on the grid somewhere to begin drawing with that dot.
Can also create sectors in Linedefs Mode and Sectors Mode by pressing Insert.
*
Vertices Mode to resize a sector. Click a corner or two corners. They will blink red. Hold right click on top of one and drag outward to expand.
*
Use the Tab key to 'jump' straight to the texture you're currently using in the texture selection screen to aid w/ picking similars.
*
Lesson 1: Setting up Doom Builder 2 (4:11)
Download, install and open Doom Builder 2. Once open click Tools-Game Configurations in the toolbar at the top. A list of all the configurable Doom engines will appear in a list on the left. For this demo, click on the Doom 2 engine. Now on the Resources tab, click the "Add resource" button, the folder icon (to browse) and navigate to your DOOM2.wad and click Open.
NOTE: To select extra resources click the Add resource button again and add from another WAD file, a directory or a PK3 file.
Leave the defaults on the Nodebuilder tab. Click the Testing tab and the folder icon to browse. Navigate to the zdoom.exe or gzdoom.exe and double click it. Set the skill level and other parameters, if needed, otherwise leave them as default. Leave the Textures and Modes tabs as default and click OK.
To start a basic map click File-New Map. In the Game Configuration drop down window click the Doom 2 engine we just configured. The IWAD we set up will be automatically loaded under Resources. Change the Level Name to one of the other maps if you want to load a specific one otherwise can leave it at default MAP01 and click OK. The grid view will load in Vertices Mode, ready for some editing..
*
*
Lesson 2: Creating and Modifying sectors (10:58)
To draw a sector press ctrl+D to enter Drawing Mode. Hover over a point with the dot that appears on your cursor and left click to have a start point for a line. As an example for a room, draw a horizontal line to the right, 640 in length (will be illustrated on the line as you 'pull' it from the starting point.) Click again when it's at 640. Pull straight down until it's at 640 again and click the grid at that point. Pull it again to the horizontally to the left until it's at 640 then click. Do it one more time pulling up and back to the starting point to complete the room. A texture appears inside the box we just drew representing a completed sector/room and the mode reverts to Vertices Mode. While in Vertices Mode you can hover over the corners of the sectors and they will highlight, meaning they are selectable. If you right click hold and drag one of the selectable corners you can modify the sector's shape by pulling it in any direction. Can also click two corners to select them (they'll turn red) and right click hold and drag both to modify the shape of the sector. Press C to clear the selections. This will un-highlight the two corners we selected to test the dragging. (clicking a clear place on the grid, if available, will have the same effect) Can also insert a vertice (or several) by hovering over a line and pressing the Insert key. Selecting these newly added vertices and dragging them can help save time when modifying a sector. Pressing Delete while any added vertices are highlighted will remove them and also ctrl+Z will safely undo newly added vertices that are no longer needed if no other critical changes have been made since.
-Enter Linedefs Mode by pressing L on the keyboard or clicking Mode-Linedefs Mode in the toolbar. In this mode lines around the sector can be clicked or highlighted individually. Also, by right click hold and dragging (in the middle of a line) will produce a similar effect to what the same thing did in Vertices Mode. Can also select multiple lines and right click hold and drag them around to change or expand the sector. Press C to clear the selection after testing.
Can also draw a sector in Linedefs Mode by hovering the cursor over a point and pressing the Insert key. (This will automatically change the mode to Drawing Mode) Use the arrow keys to move away from the 1st sector and draw another square sector matching the size of the first one with four 640 length lines connecting at the end. With the new sector completed, we default back to Linedefs Mode.
-Note that deleting one line on the new (actually, any) sector will remove the texture leaving the former sector as an empty black space with 3 lines still showing on the grid. Having sectors like this will cause errors in the map so a good rule of thumb is to never just delete lines for any reasons but to move them if needed to keep all sectors complete. Press ctrl+Z to undo the deleting of the sector's line.
Enter Sectors Mode by clicking Mode-Sectors Mode or pressing S on the keyboard. The entire sector will highlight when you hover over it so you're able to select entire sectors now. Can right click hold and drag a sector around the grid. Also, can click to select multiple sectors and each will get a # in the center. To create a sector in this mode, like before, hover over the starting point to draw and press the Insert key. It'll auto switch to Drawing Mode again and from there you can complete the lines for the new sector. Upon completion, it will default back into Sectors Mode.
-Note: To connect the two large sectors you can manually draw a sector in between and touching the other sectors or if you plan to do a step down detail in one or both of the original large sectors you can draw a new sector from within one larger sector all the way over and inside the other larger sector then complete it and Doom Builder 2 will automatically splits/fixes the sectors to where they need to be. Can also draw sector lines from outside the boundaries of the original sectors (horizontally, for this demo) all the way through the entire map and outside the boundaries on the opposite side, then complete a new sector by connecting finally at the start point and Doom Builder 2 will splice it up correctly into what new sectors they should be.
-Sector splitting: To split a sector for any reason, you can start a line (horizontally, for this demo) by pressing the Insert key outside the boundary of the sector, drag it across to the outside boundary on the opposite side, click to place it then right click to 'kill' it. This will remove the excess that would be outside the boundaries on both ends but leave the splitting line where you drew it and make all the sectors on each side of the splitting line individually selectable.
*
-Pillars (starts at 7:45): Draw a 128x128 sector somewhere and if it has split lines through it, you can select all sectors within the pillar and press the Delete key to remove it all. The pillar square will be empty and black so press C to clear the selection. Even without splitting lines running through just select the inside of the pillar and Delete to accomplish the same. Then, press C. If you want the sector space back after deleting the geometry of a pillar just redraw the 128x128 block and the sector will be back. A simpler method to accomplish the same thing is to enter Make Sectors Mode by pressing M on the keyboard or selecting Mode-Make Sectors Mode in the toolbar.
NOTE: Hovering over sectors in this mode is the same as in Sectors Mode by highlighting the entire sector.
The difference here is you can highlight a voided area like the inside of the pillar. If you click inside the voided area it will flash and replace the geometry into the sector.

-Separating Sectors: This mode is also great for separating sectors from other sectors that share the same properties. Example, if you highlight a sector or split sector and 'the other side' highlights along with it, you can click a sector and it will flash, releasing it from the shared properties of the other sector and making it its own unique sector. Highlighting the flashed sector afterward will only affect that sector so any editing won't accidentally be implemented in another sector that you may not have been aware was being modified along with the one you were currently changing.
*
*
Lesson 3: Styling and Populating (12:31)
Press ctrl+D to enter Drawing Mode. Find a location on the grid and left click to start drawing. Make a square room of 640x640. Draw a smaller square in the center of 128x128 (128 seems to be the standard for textures to 'fit' correctly throughout the tutorials that follow.) Switch to Sectors Mode by pressing S or going to Mode-Sectors Mode or clicking the Sectors Mode icon in the toolbar. Click the Ceiling texture and in BASE, click, say, TLITE6_5. Click OK. Change the Brightness setting from 192 up to 255 (or anywhere in between) and change the ceiling height from 128 to 112 to give the illusion the light is ON the ceiling and not IN the ceiling. Click OK to back out. On the grid view the sector we adjusted should now look brighter than the rest of the sector. Since the ceiling is lower, switch to Linedefs Mode and click the 4 lines around the smaller sector we modified then right click to open the "Edit Linedefs" dialog box. Click the Sidedefs tab and click the Upper texture box under the Backside heading. In Metal, click the METAL texture and hit OK twice to back out. Back on the grid view press C to clear the selections. Go to Mode-Things Mode, find an area on the map to start the player, hover over the point with the cursor and press the Insert key to 'drop' the player start icon in that location. The "Edit Thing" dialog box will appear. 'Player 1 start' will be selected by default. While here you can change the direction the player will be facing using the Coordination-Angle box at the lower right then click OK. Back in grid view and still in Things Mode, you can add a weapon by hovering over a location and pressing the Insert key again. When the Edit Thing dialog box opens, expand the Weapons option. Click Shotgun and since the direction it's facing doesn't matter, hit OK. Add a monster by hovering over a location and pressing Insert again. Click the Monsters option to expand it and click Imp. Can change the direction he's facing like with the player above if needed. Hit OK. Back in grid view and still in Things Mode, you can right click the Imp's icon to re-open the dialog box and change it to a different monster from the list if needed. Click the "Test Map" (Play) button at the upper right of the toolbar to test the map.
-To produce a cool wall light effect that interacts with the existing light in the middle of the room, press ctrl+D to enter Drawing Mode and draw a line that ends up centered on one of the walls that's 64 wide. In an outward expanding 'cone', connect the end of the 64 line to the edge of the lit square sector in the center of the room. (will display 258 as the length from the wall to the center lit sector) From there, continue the line along the 128 length of the center sector's edge, click at the end and draw it back to the other end of the original line made on the wall. (will also display 258 as the length) Do the same for the other 3 walls. Change to Linedefs Mode and click each of the 64 length lines centered on the walls, right click on one of them to bring up the Edit Linedefs dailog box and click the Sidedefs tab. Click the Front Side-Middle texture box and click the Lights texture set in the left pane. Click LITE3 and OK twice to back out to the grid. Press C to clear the selection. Change to Sectors Mode and click in the middle of the 4 cone shaped sectors we just made. Right click inside one of them to bring up the Edit Sectors (4) dialog box. Change the brightness to 255 to match the center light from earlier. Click OK then press C to clear the selection. Still in Sectors Mode, right click in the unlit sector of the map (one click anywhere that's unlit) and in the Edit Sector dialog box, change the Brightness to about 96 and click OK. Back in grid view notice the difference we just made. Click the Play button at the upper right to test the map. It's pretty dark and scurry with that Imp running around in and out of the light 8)
*
*
Lesson 4: Seeing is believing (15:22)
Draws two rooms (with a light in the center of the first) connected by a 640 long x 128 wide hallway from 0:00-1:27.
Make staircase 1:27-2:04 then skip to 9:15-) To draw a staircase zoom in to the map with the center mouse wheel. The size used here were 4 sectors of 32x128 back to back leading up to the entrance of the hallway. Starting at 9:15, hover the cursor over the first/lowest sector representing steps and roll the middle mouse wheel to raise it 16. Hover over the next, raise it 16 then another 16. Repeat through the last of the 4 steps to finish. Apply a texture to the top of the steps by clicking each of them, right clicking, clicking Floor and in STEPS, click STEP1 (or STEP2 if the line running down the center fits the direction.) Click OK twice to back out and press C to clear the selection. Add the Metal texture to the sides of the steps by copy & pasting (Shift+middle mouse button to do all areas at once) from an existing item or the usual way of right clicking after selecting them. To align textures, (on sides of stairs for consistency) (starts at 10:20) hover cursor over each and press L then press A while hovering over one piece to automatically align them all horizontally.
*
-To raise the ceiling of a room, in Visual Mode click everything on the ceiling of its sector and use the mouse wheel to push it up. Roll it up to, say, 192 and press C to clear the selection. This can expose areas that are untextured. They'll be glowing red with black question marks.
*
-To create lights (raised) from Floor or (lowered) from Ceiling (5:45), in Visual Mode, hover the cursor over the sector that was made in Drawing Mode before entering this mode, and if from Floor, roll the mouse wheel, say, 8 units up. Or, from the Ceiling, roll the sector down about 8 units. Click the top of the floor texture then right click it to open the Edit Sector box. Click the Floor texture box and in BASE, click, say, FLAT22 and click OK. To raise the brightness of the sector to accomodate the lighting, change the brightness to 255. Can change the Ceiling texture while here if needed using BASE and CEL1_2. Click OK twice to back out.
*
-To paste a texture onto a question marked area (untextured area), such as the lights created in the above step, hover the cursor over one of the areas and right click it. On the Sidedefs tab, click Lower and in BASE, click SILVER1. Click OK twice to back out. To make it fast, hover over the texture you just placed and press ctrl+C. Move to an untextured side and push the middle mouse button to paste it.
*
-To copy and paste a texture instead of doing each individually: Right click on area that needs a texture to select it. Go to Sidedefs tab. Click texture you want to replace (lower if on/from floor). Use Base (as an idea). Select say, SILVER1 and click OK to add it. Hover cursor over newly added texture and press ctrl+c to copy it. Hover cursor over other areas to do the same and press middle mouse wheel down to paste it. Or, go to side that needs it and hold Shift then middle mouse click to have all other sides/empty slots filled in automatically.
*
-To move the Floor and the Ceiling up or down at the same time and same amount, click every piece on the Floor and every piece on the Ceiling then roll the mouse wheel in the preferred direction. They will both go in the same direction. For stairs, roll it up to 64 (as an all around #.) Press C to clear the selection.
*
NOTE: To create a Visual Mode start point, in Verices Mode hover the cursor where you want to start and push ctrl+W. This will insert a dull white marker to be a start point when you press W while on the grid mode to enter Visual Mode. (or go to Mode-Visual Mode) Can right click this icon in Things Mode to see that it's located in Editor Things-Visual Mode Camera. Use E,S,D,F to move around in Visual Mode.
*
*
Lesson 5: Effect and Actions (16:19)
-Nukage Pool: (Damage from liquid pits 0:00-2:37) In Drawing Mode, create/draw the outline of the pool. Go into Sectors Mode, click inside the pool and right click to open its properties. Click the Effects button and in the "Predefined Effects" box, click choice 7 (Damage -2 or 5% health) for a regular pool. Back in the Properties box, lower the Floor Height -16 (or comparable.) Click the Floor texture and in Liquids, click NUKAGE1. Click OK to back out. Change to Linedefs Mode and click all sides of the pool. Right click on one and click the Sidedefs tab then hit the Lower texture box. In BASE, click STARTAN2. Click OK twice to back out. Insert a player in Things Mode and click the Play button to test it.
*
-Door-common (try to make them 32x128 but 64x128 is doable): (2:37-7:21 total w/ explanation of actions for switches, etc. at 3:57-5:30) Whatever mode you're in press ctrl+D to enter Drawing Mode w/ the little dot near the cursor. Place the dot wherever and draw the door and/or adjoining room(s). When done, switch to Sectors Mode and click in the middle of the door to highlight all sides of it in red. Right click inside the red to open the Edit Sector box. Drop the "Ceiling height" to 0 and change the ceiling texture to FLAT23 (or comparable.) Click OK twice to back out. Switch to Linedefs Mode & click the 'long' side lines of the door (the ones facing into the room(s)) so they both turn red then right click one of them to open the "Edit Linedefs (2)" box. Click the Action button to open the "Predefined Actions" box. Expand the Door selection and for a regular door, choose the top selection DR... and click OK. Click the Sidedefs tab and click the Upper texture box. In Base, select BIGDOOR2 (or comparable) and click OK twice to back out. (Can also choose brick for the texture on both sides to conceal it!) Press C to clear the selection. Click the 'short' side lines of the door so they both turn red then right click one of them to open the "Edit Linedefs (2)" box. Put a check in Lower Unpegged. Click Sidedefs tab, click Middle (the only box that should have a texture) and, in Base, select DOORTRAK. Click OK twice to back out and test the map/door. Test the map to see if the door works.
Reference for doors:
D = Direct
S = Switch
W = Walk
G = GunFire
1 = Once
R = Repeatable
*
Door-inaccessible: To create the type of door with a single single texture and no cascading multi bs, like the one behind you in the original Doom, draw a sector on the outside of the sector where the player start is. This will be the inaccessible door and should be 16 wide x 64 long. Since the grid/snaps are 32 minimum, hold the Shift key while drawing to make the line any length you want. (take care to keep it straight on one of the grid lines) Once the rectangle is complete go to Make Sectors Mode and click inside the new sector.
Right click in the sector to open its Properties. Change the Ceiling Height to 80 and change the Ceiling texture to CRATOP1. Click OK to back out.
Press W to enter Visual Mode and click on the two sides in front of the door to select them. Right click to open their Properties and click the Middle texture. Change it to SHAWN2 and click OK to exit. There should now be a metal framing around the door.
Right click the area to put the door graphic, click the Middle texture and choose DOOR3. Click OK to back out and test the map.
*
-Lift: (7:21-10:29) Press ctrl+D to enter Drawing Mode. Draw a 64x64 sector (or comparable). In Sectors Mode, click in the middle of the lift, right click and change the Floor Height to 128. Click the Floor texture box and in BASE, click FLAT20 and hit OK twice to back out. In Linedefs Mode, click the two sides facing into rooms (or however many sides are accessible by the player-could be 1), right click and click the Sidedefs tab. Click the Lower texture box and in BASE, click SUPPORT2. Click OK and then the Properties tab. Press the Action button. Expand "Lift" and select the bottom choice (SR Lift Lower Wait Raise)-this uses a switch as there's no direct interaction selection for Lifts. Click OK. Press the New Tag button and click OK to back out. Now in grid mode change to Sector Mode and click inside the Lift. Right click and press the New Tag button. Change it to the previous number (minus one it) and click OK to back out. Click Play to test the Lift.
*
-Teleport (10:29-16:19) Make both (64x64) sectors in Sector Mode or Drawing Mode. Line them up with the grid so the texture matches without the half & half bs. Change to Sectors Mode and select both by clicking in the middle of each. Right click to open the "Edit Sectors" dialog box and click the Floor texture box. In the Hell texture set, click GATE1 (or comparable). Raise the Floor Height to 16 and click OK to return to the grid view. Change to Linedefs Mode, click the outside line, right click, open Sidedefs tab, and change Backside-Lower texture to BASE-STARTAN2. Click OK twice to back out. In Linedefs Mode, click the 4 sides of a teleport and press the F key to flip the inward pointing middle lines to the outward facing direction to allow the player to access the teleport. (the other teleport should auto switch as well without direct interaction along with the 1st. If it doesn't, do it manually) Next, right click the four highlighted lines of a teleport and click the Action button on the Properties tab. Click to expand the Teleport selection. For a regular teleport setup click WR Teleport from the four choices (3rd choice down) and click OK twice to back out. Back in grid mode, press C to clear all selections. Still in Linedefs Mode, click the four sides of ONE of the teleports then right click. Click the New Tag button, click OK and press C back in grid mode to clear the selection. Change to Sectors Mode and click in the middle of the OTHER teleport. Right click and press the New Tag button and minus the # that appears by 1 to link it with the previous teleport and its tag #. Clear the selections and open Things Mode and click in the middle of a teleport to open the "Edit Thing" dialog box. If it's not open automatically, click Teleports-Teleport Destination. Change the direction the player will be facing, if desired, and click OK. Open Linedefs Mode and select all four lines around the teleport you just edited. Right click and hit the New Tag button. It'll be the next # up from the one we had earlier which is correct so leave it and click OK. Back in grid mode press C to clear selections. Change to Sectors Mode and click the first teleport (unedited properties one). Right click and press New Tag then minus it by one to match the last tag we used and click OK to back out. Change to Things Mode, click in the teleport, right click inside it and change the direction if desired. Can go into Linedefs Mode and hover over the line(s) on one of the teleports to see the matching line of the other teleport highlight at the same time. Hit the Play button to test them.
*
*
Lesson 6: Copying and Pasting (10:25)
Go into Drawing Mode by pressing ctrl+D and draw a sector or whatever. In Sectors Mode, right click inside the sector and in the menu at upper left, click Edit-Copy (or hold ctrl+C) and return to the Edit menu and select Paste (or hold ctrl+V) to paste the sector onto the grid. Will auto enter Edit Selection Mode with the pasted sector 'floating' on the grid while highlighted amber. Can left click hold and drag the floating sector around. Release the left click to drop it (will still be amber/floating.) Can hold the corner and rotate it at 45° angles or Shift+hold it to rotate at lower angles. Can control the length/width by grabbing the center dot on any side and dragging it in or out. Can also do "sector stitching" by dragging the edge up to the edge of another sector, dropping it and hitting Enter to place it on the grid (no longer highlighted.) Can re-click the center of the dropped sector in Sector Mode and press E to pick it back up (now highlighted again.) But, after touching the other sector, the line that was doing the actual touching will adjust BOTH sectors if dragged any direction. ctrl+Z to undo all of this and have both sectors return to their original separated entities status. Can press E to re-enter Edit Selection Mode and hold ctrl while dragging via the center dot of a side (to touch another sector) and press Enter to drop it, then press E to return to Edit Selection Mode, it won't be stitched and won't adjust the other sector it was touching (2:25).
-Can create a door (2:43-4:42), configure it correctly and completely then enter Sector Mode, click the center of it to highlight the whole thing and click Edit-Copy/Edit Paste, place it and skip all the repetitive bs.
-Door Paste Special (4:42-) Create a door, copy it like above and click Edit-Paste Special to open the Paste Special dialog box if you don't want the exact same attributes. The options under "Tags and Actions" are: Keep tags the same as they were copied (default setting that's ticked), Renumber tags to resolve conflicts with existing tags, Remove all tags and Remove all actions. The option under "Floor and Ceiling heights" is: Adjust heights to match relatively with surrounding sector (checked by default and recommended to leave alone.) Use Renumber tags to resolve conflicts with existing tags if you want the pasted door to have its own action, ie, if it's the same as another, when you open one they'll both open at the same time. If it's tag conflicts are resolved (different) one door will remain closed when the other(s) is/are opened. Also, double check the player facing texture of pasted doors as they often are stripped of the original texture for some reason. Test the map/door(s) by pressing the Play button. NOTE: To change the default setting in the Paste Special dialog box, open Tools-Preferences-Pasting (tab), tick the choice you want and click OK. Click Edit-Paste Special to see the new default selection.
*
*
Lesson 7: Map Analysis (7:35)
When map has stuff on it click Mode-Map Analysis Mode. The Map Analysis dialog box will appear, click Start Analysis button (leaving all items checked.) After a moment, any errors will appear in an expanded window in the dialog box. Clicking an error will show you exactly where the error is on the map. Can fix "Sector (#) is not closed" errors by entering Linedefs Mode and clicking overlapping lines, right clicking to open the Edit Linedefs box and changing the Sector Index # to match that of whatever the Sector Index # is of a sector it's supposed to be a part of. (that's a simple solution to what could be one of many complex problems so taken w/ a grain of salt as it's no absolute solution across the board.) A texture will appear in the 'repaired' portion of the sector. Click and check the Sector Index of an area you'd like a 'blank' sector to be part of then Cancel the dialog box and click lines you'd like to attach to that sector. Right click and change their Sector Index # to match. Click OK to back out and see the changes.
An easier way to do the same is go to Mode-Make Sectors Mode and click the offending sectors.
When changes are complete return to Mode-Map Analysis Mode-Start Analysis button.
To fix "Linedef is missing both sides" errors, click the error(s) to find the offending lines and in Linedefs Mode, click a line, right click and hit the Sidedefs tab. Front Side and Back Side will probably be unchecked and blank. Cancel to back out and click Mode-Make Sectors Mode. Click within the offending sector to create a valid sector.
When changes are complete return to Mode-Map Analysis Mode-Start Analysis button.
To fix "Sidedef has missing upper texture (front side)" errors, click the errors to probably see the player viewable side(s) of a door or other Thing that doesn't currently have a texture attached to it. (will have a 'hall of mirrors' (HOM) effect if left as is and test the map) Can click the "Add Default Texture" button at the lower left as a quick fix or switch to Lindefs Mode and fix them the regular way by clicking the offending line(s), right clicking, hitting the Sidedefs tab, clicking Upper and in BASE, clicking BIGDOOR2 (or comparable) and clicking OK twice to back out.
SIDE NOTE: Entering an unknown name into the Upper texture box (or any texture box) manually, which results in a question mark appearing in that texture box, and testing the map will cause the Doom engine to crash. So, don't do that lol.
SIDE NOTE (starts @ 5:55): Mention of some ridiculous "don't do" error that can happen while in Linedefs Mode and dragging part of one sector over and into another sector causing large portions of one of them to turn black and textureless. And how Doom engine can't figure out what you're trying to do so it does the only thing it knows to do which is cut out part of the sector, for lack of a better explanation. It doesn't 'cut' anything but it removes its properties and it's an error waiting to happen if you try to play it.
Also, mention of creating a sector within a sector, like for a Lift or Lights or something and dragging that sector to a different sector then hovering over it in Sector Mode to illustrate it still shares its original sector properties with the original sector it was created in and not with the new sector it was moved to. Can also exhibit strange highlighting behavior bc Doom engine doesn't recognize what you're trying to do with it. So, a basic rule of thumb is to only create sectors within sectors you plan to use them in and don't move them to other sectors. He says that dragging other things into other sectors is ok, but not geometry. Yeah, I get it.


Walk Over Line Ambushes:
In a room, hallway, etc. enter Drawing Mode (ctrl+D) & draw a single line across the area you want to set off the ambush. (Can press V to enter Vertices Mode and right click hold and drag the line to meet walls, etc.)
In Linedefs Mode (L), click to select the line and right click it to open the Edit Linedef box.
Click the New Tag button to assign it a # and remember the # for later.
Click the Action button and expand the Door selection on the left.
As an example, if the door is to be triggered and remain open, click the 2nd choice down of 'W1 Door Open Stay'
Click OK to back out.
Enter Sector Mode (S), click the door sector and right click inside it to open its Properties box.
Change its tag to the # above. (or, can enter Visual Mode by pressing W on the keyboard & highlight the ambush door (door creation not covered here) with the cursor and right click to bring up the Edit Sector box. Then enter the tag # used above and click OK. Press W to exit out of Visual Mode.)
Press the Play button to test the map.

2
MAME & Emulators / Brutal Doom 64 mod is almost here
« on: October 23, 2016, 23:54:58 PM »
This video was just posted. Only one week to go until this mod is released!
I can't wait to install it and play Doom 64 how it should have been 8)




Hoping this can be used with Doom64 EX. Been tearing through the game on my laptop and it's an amazing emulator complete with a tool to strip the wad from the Nintendo 64 rom.
Even the intro level is playable lol. Great stuff!

Zandronum 3.0 will run it.

3
MAME & Emulators / 32X 'Game Code Modifications' :p
« on: October 18, 2016, 02:18:46 AM »
Yeah, just one for now. And the only reason I did it was bc I played this for hours at work and got tired of dying all the time lol. This is such a cool version on the 32X! Lots of destruction and explosions. Just the way a game should be :p

As always, break out the hex editor and open your legally dumped rom and search/edit the following strings. Preferred hex editor is Hex Workshop. HxD doesn't find any of these in my experience.

Afterburner:
Spoiler: show
Infinite Lives
Search: 4E750C6E0010009C6626537888E06100
Change: 4E750C6E0010009C6626537888600400

Infinite Missiles
Search: 83900010526E00B852788D4A53788D66
Change: 83900010526E00B852788D4A53786002

I had invulnerability in there too but that's just... dumb lol


Edit:
Attached the Lunar IPS file to patch the rom. Lips can be downloaded from here.

4
MAME & Emulators / Hatari setup (Windows)
« on: October 06, 2016, 13:07:16 PM »
I setup this Hatari to play/test Custodian for the ST and although difficult, not impossible. I'm assuming setup is similar for Mac and Linux.


Here are my own quick steps to get this baby up and running:
Install zlib (for Windows, use the top "Setup" link)
For Mac, install LiBSDL

Download Hatari and unzip wherever.
Delete tos.img from the directory to make the error screen appear in the following steps.
Download and place emutos or other TOS image(s) in the directory.

Double click hatari.exe
An error appears that it can't find the file you deleted above-click OK

Click System
Setup the following like this:
Machine type: STE
CPU type: 68000
CPU clock: 8Mhz
Falcon DSP: None
CPU and system parameters:
Check: Blitter emulation
Check: Prefetch mode, slower
Click: Back to main menu

On main menu:
Select: ROM
Select: your new/other Tos.img (that you legally dumped from your own files or using emutos which is legal)

On main menu:
Select: Memory
Select: 4 MiB
Click: Back to main menu

On main menu:
Select: Floppy disks
Make sure Fast floppy access IS NOT checked
Click: Back to main menu

On main menu:
Select: Hard disks
Select: Browse button next to GEMDOS
Navigate to (or create and navigate to) a folder named AtariHDD somewhere convenient on your drive
Click: OK
Make sure Write protection is Off
Check: Boot from HD
Click: Back to main menu

On main menu:
Select: Atari screen
Make sure "Show ST/STE borders" is checked
Click: Back to main menu

On main menu:
Select: Save config.
Create a file somewhere named config.cfg
Navigate to this file and select it to save your settings
On main menu click: OK

To play a game, click hatari.exe in the folder
Click OK to dismiss the message about not being able to load tos.img
If a config file is saved as in the step above, click Load config. and highlight the file, then click OK
Click OK 3 times to reboot the system
Press the right (directional) key to abort the memory test
On the desktop, click the Hard Disk icon to highlight it
Click File-Open to open the AtariHDD folder where your games are/should be
Click to open a folder for a game and click a .prg or .tos file inside to load the game
ex; Fast double click the CUSTOD folder to open it
Once inside, fast double click the RUNME.TOS file to load/play the game
On the main screen click the A key to open options
Click the A key to select 'set keys'
Press the spacebar to set the keys; WASD for directional keys and L to fire
Press W to move up to Start Game
Press L to start the game and * on the numpad to end the game
FIN

5
MAME & Emulators / Project 64-configuring mouse
« on: October 06, 2016, 12:21:45 PM »
I've been reading up on using a mouse with this emu, version 1.6 specifically, and of what I've found, no definitive setup info. Anyone here pull this off and could share some tips?
Supposedly, NRage_DInput8_V2_2.1.dll copied to the plugins directory is needed and once selected via Options-Settings, I can configure the settings by going to Options-Configure Controller Plugin. Looks like there are some settings for the mouse on the Device tab but not sure how to use them.
I don't have an original N64 controller to use on my laptop so this is the next best thing for playing some DOOM 64. Any help is appreciated :)


Edit:
Nevermind, got that badboy. This is a start anyway. It's a little twitchy and sensitive but will work until some additional tweaking is done. Also, I need more comfortable placement for the strafing buttons (currently set for z & c)


In a nutshell:







Actually, 1000% on the Mouse Sensitivity X & Y is betta 8)


Then up the sensitivity in-game:






6
MAME & Emulators / Atari Jaguar: T2K emulator setup in Linux
« on: August 21, 2016, 05:23:34 AM »
Just got this set up and played an awesome game of Tempest 2000. Didn't know a Linux version existed until I happened across some posts while searching for JagCD games. Incredible 8)


Download Linux version tar from this site & place in Home directory
(Edit: Site doesn't seem to be up all the time so I attached the tar ball below)
Open Terminal and type in:
ls
tar -xvf t2k-release-2005-09-16-194026.tar.gz

(can delete tar ball now, change the file extension on your dumped Tempest 2000 rom to .jag and place it in the folder that was created. Make sure the file is named exactly to: Tempest 2000.jag)

Back in Terminal"
cd t2k-release-2005-09-16-194026
./t2k


F1 for full screen and F11 to throttle Jaguar realistically (slow it to normal speed)
While playing press Esc to access settings

Controls:
F1 - Fullscreen toggle
F11 - Throttle toggle
O - option
P - pause (see below)
Z - A
X - B
C - C
Arrow keys
Numeric keypad (. is #)
Q - three-fingered salute to engage VLM
VLM: press Z (button A) twice to enter program mode, press O to engage
user programmable mode, then the numeric pad or numbers: first press is
bank, second press is effect in bank.

Joypads are supported.

Mouse-as-spinner mode is only loosely tested and probably not well
calibrated. Pause hits both pause keys so can be used to enable spinner
mode in game. Note that if spinner mode is enabled it is saved in the
EEPROM.

7
Retro Events / Classic Game Fest 2016
« on: July 30, 2016, 05:11:13 AM »
Starts this weekend in Austin, TX. CGE
Heard about it on another forum and this is the 9th annual event. Supposed to the biggest so far. It's only 70 miles from my house and I thought about grabbing some tickets. Xevious on Jaguar is supposed to be available to play, which is the most interesting to me but I'm on call so won't make it :(
Anyone else attending? What I wouldn't give to be able to go! 8) 8) 8)

8
Retro YouTube Forum / AVGN-Every Episode
« on: July 06, 2016, 02:42:00 AM »
Just finished watching the last of all 140 episodes to date. The ones that made me laugh the most are:
31 Bugs Bunny
75 Bugs Bunny's Crazy Castle - Angry Video Game Nerd - Episode
52,53 Batman-both
54 Deadly Towers
134 Hong Kong 97 (bc of the 3rd Bugs Bunny fight at the end)
Also ordered Seasons 1-4 from Amazon to add to the collection 8) Great stuff.

Here are the episodes from newest to oldest on cinemassacre.

Here are the episodes individually for reference.

Castlevania II: Simon's Quest - Angry Video Game Nerd - Episode 1


AVGN: Dr. Jekyll and Mr Hyde (Higher Quality) Episode 2


AVGN: Karate Kid (Higher Quality) Episode 3


AVGN: Who Framed Roger Rabbit (Higher Quality) Episode 4


AVGN: Teenage Mutant Ninja Turtles (Higher Quality) Episode 5


AVGN: Back to the Future (Higher Quality) Episode 6


AVGN: McKids (Higher Quality) Episode 7


AVGN: Wally Bear and the NO! Gang (Higher Quality) Episode 8


AVGN: Master Chu and the Drunkard Hu (Higher Quality) Episode 9


AVGN: Top Gun (Higher Quality) Episode 10


AVGN: Double Dragon 3 (Higher Quality) Episode 11


AVGN: Friday the 13th (Higher Quality) Episode 12


AVGN: A Nightmare On Elm Street (Higher Quality) Episode 13


AVGN: The Power Glove (Higher Quality) Episode 14


Chronologically Confused about Sequel Titles - Angry Video Game Nerd - Episode 15


Rocky - Sega Master System - Angry Video Game Nerd - Episode 16


AVGN: Bible Games (Higher Quality) Episode 17


Teenage Mutant Ninja Turtles 3, Part 1 - Angry Video Game Nerd - Episode 18


Teenage Mutant Ninja Turtles 3 The Movie (Part 2) Angry Video Game Nerd: Episode 19


AVGN: Atari 5200 (Higher Quality) Episode 20


Ghostbusters - NES - Angry Video Game Nerd - Episode 21


Ghostbusters (Part 2) - Angry Video Game Nerd - Episode 22


Ghostbusters (Part 3) - Angry Video Game Nerd - Episode 23


AVGN: Spider-Man (Higher Quality) Episode 24


AVGN: Sega CD (Higher Quality) Episode 25


AVGN: Sega 32X (Higher Quality) Episode 26


AVGN: Silver Surfer (Higher Quality) Episode 27


AVGN: Die Hard (Higher Quality) Episode 28


AVGN: Independence Day (Higher Quality) Episode 29


AVGN - The Simpsons (Higher Quality) Episode 30


AVGN: Bugs Bunny's Birthday Blowout (Higher Quality) Episode 31


Atari Porn - Angry Video Game Nerd - Episode 32


AVGN: Nintendo Power (Higher Quality) Episode 33


AVGN: Festers Quest (Higher Quality) Episode 34


AVGN: Texas Chainsaw Massacre (Higher Quality) Episode 35


Halloween - Atari 2600 - Angry Video Game Nerd - Episode 36


AVGN: Dragon's Lair (Higher Quality) Episode 37


AVGN: Christmas Carol - Part 1 "Home Alone 2" (Higher Quality) Episode 38


AVGN: Christmas Carol - Part 2 "Shaq Fu" (Higher Quality) Episode 39


The Legend of Zelda Timeline - Angry Video Game Nerd - Episode 40


AVGN: Rambo (Higher Quality) Episode 41


AVGN: Virtual Boy (Higher Quality) Episode 42


AVGN: Wizard of Oz (Higher Quality) Episode 43


AVGN: Doublevision Part 1 "Intellivision" (Higher Quality) Episode 44


AVGN: Doublevision Part 2 "ColecoVision" (Higher Quality) Episode 45


AVGN Super Mario Bros 3 - Episode 46


NES Accessories - Angry Video Game Nerd - Episode 47


Indiana Jones Trilogy - Angry Video Game Nerd - Episode 48


AVGN: Star Trek (Higher Quality) Episode 49


Superman - NES - Angry Video Game Nerd - Episode 50


Superman 64 - Nintendo 64 - Angry Video Game Nerd - Episode 51


Batman - Angry Video Game Nerd - Episode 52


Batman (Part 2) - Angry Video Game Nerd - Episode 53


Deadly Towers - Angry Video Game Nerd - Episode 54


Battletoads - Angry Video Game Nerd - Episode 55


Dick Tracy - NES - Angry Video Game Nerd - Episode 56


AVGN: Dracula (Higher Quality) Episode 57


AVGN: Frankenstein (Higher Quality) Episode 58


CD-I (Part 1) Hotel Mario - Angry Video Game Nerd - Episode 59


CD-I (Part 2) Zelda Wand of Gamelon - Angry Video Game Nerd - Episode 60


CD-I (Part 3) Faces of Evil / Zelda's Adventure - Angry Video Game Nerd - Episode 61


Bible Games 2 - Angry Video Game Nerd - Episode 62


Michael Jackson's Moonwalker - Sega Genesis - Angry Video Game Nerd - Episode 63


Milon's Secret Castle - NES - Angry Video Game Nerd - Episode 64


Atari Jaguar (Part 1) - Angry Video Game Nerd - Episode 65


Atari Jaguar (Part 2) - Angry Video Game Nerd - Episode 66


Metal Gear - Angry Video Game Nerd - Episode 67


Odyssey - Angry Video Game Nerd - Episode 68


X-Men - Angry Video Game Nerd - Episode 69


Terminator - Angry Video Game Nerd - Episode 70


Terminator (Part 2) - Angry Video Game Nerd - Episode 71


Transformers - Famicom - Angry Video Game Nerd - Episode 72


Mario is Missing - Angry Video Game Nerd - Episode 73


Plumbers Don't Wear Ties - Panasonic 3DO - Angry Video Game Nerd - Episode 74


Bugs Bunny's Crazy Castle - Angry Video Game Nerd - Episode 75


Super Pitfall - Angry Video Game Nerd - Episode 76


Godzilla - NES, SNES - Angry Video Game Nerd - Episode 77


Wayne's World - NES & SNES - Angry Video Game Nerd - Episode 78


Castlevania - NES - Angry Video Game Nerd - Episode 79


Castlevania (Part 2) - Angry Video Game Nerd - Episode 80


Castlevania (Part 3) - Angry Video Game Nerd - Episode 81


Castlevania (Part 4) - Angry Video Game Nerd - Episode 82


Little Red Hood - unlicensed NES - Angry Video Game Nerd - Episode 83


Winter Games - Angry Video Game Nerd - Episode 84


Street Fighter 2010 - Angry Video Game Nerd - Episode 85


Hydlide - Angry Video Game Nerd - Episode 86


Ninja Gaiden - NES - Angry Video Game Nerd - Episode 87


SwordQuest - Angry Video Game Nerd - Episode 88


Pong Consoles - Angry Video Game Nerd - Episode 89


Action 52 - Angry Video Game Nerd - Episode 90


Cheetahmen - Angry Video Game Nerd - Episode 91


Game Glitches - Angry Video Game Nerd - Episode 92


Zelda II: The Adventure of Link - NES - Angry Video Game Nerd - Episode 93


Back to the Future ReRevisited - Angry Video Game Nerd - Episode 94


Dr. Jekyll and Mr. Hyde Revisited - Angry Video Game Nerd - Episode 95


Lester the Unlikely - Angry Video Game Nerd - Episode 96


How the Nerd Stole Christmas - Angry Video Game Nerd - Episode 97


Day Dreamin Davey - Angry Video Game Nerd - Episode 98


Star Wars Games - Angry Video Game Nerd - Episode 99


R.O.B. the Robot - Angry Video Game Nerd - Episode 100


Spielberg Games - Angry Video Game Nerd - Episode 101


The Making of an AVGN episode - Angry Video Game Nerd - Episode 102


Kid Kool - NES - Angry Video Game Nerd - Episode 103


Nintendo World Championships - Angry Video Game Nerd - Episode 104


Dark Castle - Sega Genesis - Angry Video Game Nerd - Episode 105


Bible Games 3 - Angry Video Game Nerd - Episode 106


Schwarzenegger Games - Angry Video Game Nerd - Episode 107


Ghosts N' Goblins - Angry Video Game Nerd - Episode 108


Atari Sports - Angry Video Game Nerd - Episode 109


Ikari Warriors - Angry Video Game Nerd - Episode 110


Toxic Crusaders - Angry Video Game Nerd - Episode 111


Bill & Ted's Excellent Adventure - NES - Angry Video Game Nerd - Episode 112


Tiger Electronic Games - Angry Video Game Nerd - Episode 113


Alien 3 - Angry Video Game Nerd - Episode 114


AVGN Games - Angry Video Game Nerd - Episode 115


Wish List "Part 1" - Angry Video Game Nerd - Episode 116


Wish List "Part 2" - Angry Video Game Nerd - Episode 117


Big Rigs: Over the Road Racing - Angry Video Game Nerd - Episode 118


Desert Bus - Angry Video Game Nerd - Episode 119


E.T. Atari 2600 - Angry Video Game Nerd - Episode 120


Beetlejuice - Angry Video Game Nerd - Episode 121


Tagin' Dragon (NES) Angry Video Game Nerd - Episode 122


ALF (Sega Master System) Angry Video Game Nerd - Episode 123


CrazyBus (Sega Genesis) Angry Video Game Nerd - Episode 124


Ren & Stimpy: Fire Dogs (SNES) Angry Video Game Nerd - Episode 125


Rocky and Bullwinkle (NES) Angry Video Game Nerd - Episode 126


Mary-Kate and Ashley "Get a Clue" (Game Boy Color) Angry Video Game Nerd - Episode 127


V.I.P. with Pam Anderson (PS1) - Angry Video Game Nerd - Episode 128


Lethal Weapon (NES) Angry Video Game Nerd - Episode 129


Porky's (Atari 2600) Angry Video Game Nerd - Episode 130


HyperScan - Angry Video Game Nerd - Episode 131


Universal Studios Theme Parks Adventure (Gamecube) Angry Video Game Nerd - Episode 132


LJN Video Art - Angry Video Game Nerd - Episode 133


Hong Kong 97 - Angry Video Game Nerd - Episode 134


Darkwing Duck - Turbografx 16 - Angry Video Game Nerd - Episode 135


Seaman for Dreamcast - Angry Video Game Nerd


The Crow (Sega Saturn) - Angry Video Game Nerd - Episode 137


Mortal Kombat Mythologies: Sub-Zero (N64) Angry Video Game Nerd - Episode 138


MEGA MAN Games (DOS, PS1, PS2) Angry Video Game Nerd: Episode 139


Paperboy (NES) - Angry Video Game Nerd - Episode 140

9
MAME & Emulators / ROM Hacking NES with FCEUX
« on: June 25, 2016, 23:32:58 PM »
A quick and easy how-to for rom hacks with FCEUX (and assuming it's already installed/configured)

This goes hand in hand with the NES 'Game Code Modifications' :p thread.

Open FCEUX and load a rom. For this example, I'm using Die Hard (U)
Discover Game Genie Codes on your own or go to this page to pick from them.
Compile a list of what you want, need or have (sometimes limited) access to. Here are my picks:

Infinite shots on all guns:
ATVEIZSZ

Infinite Time:
SXKYZPVG
SXKNYPVG

Invincibility:
AAXAPASZ

Radio Worth All Items:
NYNXULAO

In FCEUX, click Debug-Game Genie Encoder/Decoder
Paste in one of the codes from the list into the field on the left of the dialog box under Game Genie Code
To hack the rom itself, double click the address that auto appears under Possible Affected Rom File Addresses at the bottom of the dialog box.
The value will open with the first byte highlighted in FCEUX's built in Hex Editor
This value will be the same as the Compare value in the Game Genie Encoder/Decoder dialog box.
Change it to the value in the Value field of the Game Genie Encoder/Decoder dialog box by simply typing the new characters (when the Hex Editor window is in view)
To save and consequently, modify the rom with the new hack, there are 3 useful ways:
    1. In the built in Hex Editor window, after making changes click File-Save Rom. The changes will be made to the original rom immediately.
    2. (Recommended) In the built in Hex Editor window, after making changes click File-Save Rom As... This will open another window allowing you to rename the rom something else (for testing purposes or to keep both or to keep the original intact or whatever)
    3. Highlight and copy the string of bytes around the area to be modified and open the rom with another hex editing program. Then, paste the searchable into the Find box to ensure it's searchable/usable and post online for everyone else who wants to do the same thing... like this 8)

So, for Infinite shots on all guns, use Game Genie code ATVEIZSZ
Open in a Hex Editor
Search: 199D3506A52CF00585682098C6A5
Change: 199D3506A52CF00585682098C660
1 instance

Infinite Time 1 of 2: SXKYZPVG
Search: F064C6AF1060A9018D8A
Change: F064A5AF1060A9018D8A
1 instance

Infinite Time 2 of 2: SXKNYPVG
Search: A9018D8A07A93B85AFC6
Change: A9018D8A07A93B85AFA5
1 instance

Invincibility: AAXAPASZ
Search: A8A5A5D022A5A8D00620A0
Change: A800A5D022A5A8D00620A0
1 instance

Radio Worth All Items: NYNXULAO
Search: 790920857960AD79070910
Change: 790920857960AD790709FF

Load up the new rom in most any emulator and it works like a charm. Personally, this is the only reason I use Windows anymore. Seems there's not adequate hacking tools to match this ease of use in Linux yet so I hack em in Win 7 and play em in Lubuntu 8)

10
Homebrew Games / Starcat releases for Atari Jaguar
« on: June 08, 2016, 14:54:34 PM »
Was going through some old files/sites and ran across Starcat's Atari Jaguar downloads page. Haven't seen him online in some years but I'd bought a copy of Jagmind: Bombsquad when it was released and now it's freely available. If you have a JagCD it's great for a spin. The action can get frantic fast. I'd posted my high score on JSII back in 2005 but can't remember what it was.

Anyway, more good stuff for the Jaguar! 8) 8)

11
Marketplace / Atari Jaguar Another World ebay auction
« on: February 04, 2016, 14:27:03 PM »
Had seen this and thought about pouncing on it. Great starting price.
Another World

12
Android, iOS & Mobile Gaming / Razer promo email
« on: December 22, 2015, 13:48:33 PM »
Got this earlier and it appears the OUYA "will continue to run.":

Attention OUYA Gamers. Razer acquired OUYA assets in June 2015 and we want to celebrate with you?

I'm considering the Razer but don't know enough about it yet.

13
Android, iOS & Mobile Gaming / GTA Liberty City Stories for iOS
« on: December 18, 2015, 15:09:16 PM »
Just got this email. The page says it will soon be available for Android and Kindle as well :113:

GTA Liberty City Stories for iOS

14
MAME & Emulators / NES 'Game Code Modifications' :p
« on: December 15, 2015, 01:29:58 AM »
http://www.retrovideogamer.co.uk/index.php?topic=3008.150]Never Played NES thread. I'd watched the videos and wanted to see more of the games but not while taking the time to hone my skills as some legendary gamer and practicing until I could beat them 'fairly'. With these hacks and a hex editor, you can breeze right through them unscathed 8)

Friday the 13th (USA):
Spoiler: show
Infinite Children 1; go to address 003863 change CE to AD
Infinite Children 2; go to address 003855 change 78 to 75 (after all other counselors and kids are dead, leaves you with 15)
Invincibility; go to address 002F1D change 20 to AD
Infinite Energy; go to address 005D1C change 8D to AD
Throw Rocks Straight; go to address 004295 change A5 to 07
Turbo Running 1; go to address 003274 change B9 to AD
Turbo Running 2; go to address 003275 change 68 to 1F
(note to self: jump around a LOT to acquire items/weapons)

Splatterhouse (Japan);
Spoiler: show
Infinite Health; go to address 0160B8 change CE to AE
Invincible Against Enemies; go to address 016060 change BD to 60
Invincible Against Spikes; go to address 01D072 change C9 to 60


Shadow of the Ninja (USA):
Spoiler: show
Infinite Health; go to addresses 008C7D & 018C7D change 9D to BD
Infinite Shurikens on pickup; go to address 009850 change DE to BD
Infinite Bombs on pickup; go to address 00978E change DE to BD
Don't lose health from falling; go to address 01D57C change 9D to BD


This one just because I liked it as a youth:
Section Z (USA):
Spoiler: show
Infinite Lives; go to address 019DA3 and change C6 to A5
Almost Invincible (3); go to addresses 0197C0, 01F7C0 & 01F8E7 and change AD to 60 at all of them (can still get crushed behind a wall)
Enable Autofire; go to address 019F0B and change F5 to F7


Crackout (Europe):
Spoiler: show
Infinite Lives/balls; go to address B88A change C6 to A5



Crisis Force (Japan):
Spoiler: show
Invincibility; go to address 0016EF change AD to 60
Infinite Lives; go to address 00070D change D6 to B5
Infinite Bombs; go to address 00062C change DE to BD



Over Horizon (E):
Spoiler: show
Invincibility; go to address 01DF00 change C6 to A5
Infinite Lives; go to address 003DC0 change CE to AD



Edit: one more 8)
Super Mario Bros 2 (Lost Levels):
Spoiler: show
Always Have Fireball; go to address 0081A0 change AD to EE
Start With 99 Lives; go to address 0005F4 change 02 to 63
Infinite Time; go to address 00830E change 20 to AD


Snow Brothers (USA):

Spoiler: show
Invincibility; go to address 010EC6 change DE to BD
Infinite Chances; go to address 01100B change D6 to A5



DieHard (U):
Spoiler: show
Infinite shots on all guns:
Search: 199D3506A52CF00585682098C6A5
Change: 199D3506A52CF00585682098C660
1 instance

Infinite Time 1 of 2:
Search: F064C6AF1060A9018D8A
Change: F064A5AF1060A9018D8A
1 instance

Infinite Time 2 of 2:
Search: A9018D8A07A93B85AFC6
Change: A9018D8A07A93B85AFA5
1 instance

Invincibility:
Search: A8A5A5D022A5A8D00620A0
Change: A800A5D022A5A8D00620A0
1 instance

Radio Worth All Items:
Search: 790920857960AD79070910
Change: 790920857960AD790709FF


Teenage Mutant Ninja Turtles (USA):
Spoiler: show
Never Take Damage From Non-Killing Seaweed (All Turtles):
Search: 997700A5D3F003EEEC03
Change: AC7700A5D3F003EEEC03
1 instance

Infinite Health:
Search: 078500A467B97700F009
Change: 078500A467B97700D009
1 instance
Highly recommend saving state when approaching fire pits! (if not, you won't die when you fall in and have to restart the game)

Never lose rope:
Search: 6FA901855EA900853AC6
Change: 6FA901855EA900853AA5
1 instance

Pick-Up 99 Weapons At A Time:
Search: 997300A901855BA914D0
Change: 997300A901855BA963D0
1 instance


Teenage Mutant Ninja Turtles II - The Arcade Game (USA)
Spoiler: show
Almost infinite health (doesn't protect against the easy to avoid wall mounted lasers in Scenes 5 & 7):
Health 1/4:
Search: 9D7F04BDA2049D6D04A9
Change: BD7F04BDA2049D6D04A9
1 instance

Health 2/4:
Search: 9D6805F007100FA9009D
Change: BD6805F007100FA9009D
1 instance

Health 3/4:
Search: 9D3205A9409DD405A907
Change: BD3205A9409DD405A907
2 instances

Health 4/4:
Search: 9D6805A40BA901996206
Change: BD6805A40BA901996206
2 instances

Infinite lives:
Search: E901994D004820ADDC6810
Change: E900994D004820ADDC6810

One Hit Kills Enemy:
Search: D002A902850EADD606D0
Change: D002A902850EADD60610


Teenage Mutant Ninja Turtles III - The Manhattan Project (USA)
Spoiler: show
Almost Infinite Energy (The special spin and slash move still drains it)
Energy 1/3:
Search: 019574B57609019576DE
Change: 019574B57609019576BD
1 instance

Energy 2/3:
Search: B017A9159D3105A9109D
Change: B017A9159D3105A910BD
1 instance

Energy 3/3:
Search: 94D4BDF10438FDEF049D
Change: 94D4BDF10438FDEF04BD
1 instance

Infinite lives 1/3:
Search: 6A2920D007B56A38E901
Change: 6A2920D007B56A38E900
1 instance

Infinite lives 2/3:
Search: 038DA003600001010101
Change: 038DA003600001010100
1 instance

Infinite lives 3/3:
Search: 02F1BFC2F9F1BDC20101
Change: 02F1BFC2F9F1BDC20100
1 instance


Dick Tracy (U):
Spoiler: show
Infinite energy:
Search: D0128D3E04AD630638ED
Change: D0128D3E04AD6306382C
1 instance

Infinite hand gun bullets:
Search: CE6107AD5304F0032081
Change: AD6107AD5304F0032081
1 instance

Infinite machine gun bullets:
Search: 03F0034C60A2EE6107CE
Change: 03F0034C60A2EE6107AD
1 instance

Infinite super punches:
Search: CEBA06D00BA9008DB806
Change: ADBA06D00BA9008DB806
1 instance

Infinite tear gas:
Search: 6D05ADB806C904D022CE
Change: 6D05ADB806C904D022AD
1 instance


M.C. Kids (USA):
Spoiler: show
Infinite lives:
Search: 8D4907AD7F05209CD58D
Change: 2C4907AD7F05209CD58D

Infinite Health:
Search: CE8005AD1004D005A981
Change: AD8005AD1004D005A981

Access Any Level on the Map:
Search: 018DFE0360A9019D4406
Change: 008DFE0360A9019D4406


Dragon's Lair (U):
Spoiler: show
Infinite candle energy 1/2:
Search: CE3103D008A9008D1707
Change: AD3103D008A9008D1707
1 instance

Infinite candle energy 2/2:
Search: CE31036020A2D820FCF9
Change: AD31036020A2D820FCF9
1 instance

Infinite Health: (Works great but a lot of attacks are single hit kills with no damage or regard to health)
Search: 03DD2F03D00160B015DE
Change: 03DD2F03D00160B015BD
1 instance

Infinite lives:
Search: FFA0012034D8AD7D06F0
Change: 00A0012034D8AD7D06F0
1 instance

Invincible 1/3: (Can still die if you fall down a pit, causes some visual glitches and an enemy on stage 3 won't die as he apparently is invincible too)
Search: 200FF9202FE5B0016020
Change: 200FF9202FE5B0016060
1 instance

Invincible 2/3:
Search: D0C2A042C4BB63D1AEBE
Change: 24C2A042C4BB63D1AEBE
1 instance

Invincible 3/3:
Search: D00AE615D002E6164C76
Change: 240AE615D002E6164C76
1 instance

Protection!: (This is an original code from Galoob but not sure what it does)
Search: 8D9706A9038D9806A9FC
Change: 8D9706A9038D9806A900


Mike Tyson's Punch-Out!! (USA):
Spoiler: show
Never Lose Stars:
Search: 4003F04430D4AD4103F0
Change: 4003F04430D4AD410330
1 instance

Infinite Time:
Search: 52E9648D0603CE1103EE
Change: 52E9648D0603CE1103AD
1 instance

Never Lose Hearts:
Search: F0578A3885E7AD2403E5
Change: F0578A3885E7AD240324
1 instance

Infinite Health:
Search: A20285E7BD9003CA38E5
Change: 600285E7BD9003CA38E5
1 instance


Life Force (USA):
Spoiler: show
Infinite lives:
Search: D634A91C2042E6F67060
Change: 2434A91C2042E6F67060
1 instance

Keep pods after death:
Search: 957860F686B586C9024C
Change: 247860F686B586C9024C
1 instance

No Damage:
Search: 957CA9889D0E03A90495
Change: 957CA9889D0E03A904A5
1 instance

Player 1 And 2 Always Have 99 Lives:
Search: 10FA851C853E853FA903
Change: 10FA851C853E853FA987
1 instance


Batman - The Video Game (USA):
Spoiler: show
Invulnerability: ATOPEZVG
Search: C6B7A98085CCBDC0050A
Change: 60B7A98085CCBDC0050A
1 instance

Infinite Weapons: SXEPOGSA
Search: 85B838E507C9649004A9
Change: A5B838E507C9649004A9
1 instance

Infinite lives: SZUGGTVG
Search: C6BEA203A5B8D002A200
Change: A5BEA203A5B8D002A200
1 instance


Contra (USA):
Spoiler: show
Invincibility:
Search: 2BB5AED097B5B0D00D20
Change: 2BB5AED097B5B0D00DAD
1 instance

Infinite Lives:
Search: D63260A901953860A540
Change: A53260A901953860A540
1 instance


Super C (USA)
Spoiler: show
Infinite Lives:
Search: D653F6A0604830483048
Change: B553F6A0604830483048
1 instance

Both Characters Are Invincible (side scrolling stages):
Search: 0095B4B5B418691AA8B5
Change: 0095B4B5B418691AA895
1 instance

Invincibility Top Down Stages 1/2:
Search: A000C902601860B5C4F0
Change: A000C902601860B5C4D0
1 instance

Invincibility Top Down Stages 2/2:
Search: FDBC4807F002A003B9F0
Change: FDBC4807F002A003B9D0
1 instance

Infinite continues:
Search: 853F4CB2E8C63FD03FC6
Change: 853F4CB2E8C63FD03FA5
1 instance


Contra Force (USA):
Spoiler: show
Infinite Lives:
Search: 282076E020C1F6A50A99
Change: 282076E020C1F6A50AB9
1 instance


MegaMan (USA)
Spoiler: show
Infinite Energy (not against spikes):
Search: 856AF002B007A900856A
Change: A56AF002B007A900856A
1 instance

Infinite Lives:
Search: 4785B4855585948595C6
Change: 4785B4855585948595A9
1 instance
 
Infinite Weapons (Once You Have Them):
Search: FDDEA8956A6001010101
Change: 0DDEA8956A6001010101
1 instance
 
Invincibility against spikes 1/2:
Search: CA10C398600804024C19
Change: CA10C398600804024C18
1 instance

Invincibility against spikes 2/2:
Search: C901D002A00198604C19
Change: C901D002A00198604C18
1 instance


Legend of Zelda, The (USA)

Spoiler: show
Don't take damage from anything:
Search: AD7006C50E901938E50E
Change: 607006C50E901938E50E
1 instance

255 Rupies trick:


All Items For Free 1/2: (Have to have enough money to afford it)
Search: AD7E06F00BCE7E06CE6D
Change: AD7E06F00BCE7E06AD6D
1 instance

All Items For Free 2/2: (Have to have enough money to afford it)
Search: F00EAD6D06DD30049043
Change: F00EAD6D06DD30049000
1 instance

Infinite bombs: (Once you have at least one)
Search: CE5806A9208D0406A900
Change: AD5806A9208D0406A900
1 instance

Sword Beam Doesn't Stop After Hitting Enemies:
Search: B5AC0A903DAD6106F035
Change: D0AC0A903DAD6106F035
1 instance

Create character with 16 life hearts:
Search: 2291C0C8A9FF91C0A025
Change: FF91C0C8A9FF91C0A025
1 instance
***********************************************************************
A few extras to mix and match, just for good measure..

Don't lose rupies when buying:
Search: 7E06CE6D06A9108D0406
Change: 7E06AD6D06A9108D0406
1 instance

Buy Keys for free:
Search: A0643C5A640A50FA3C00
Change: A0003C5A640A50FA3C00

Buy the Blue Candle for free:
Search: 0A1E32821450A0643C5A
Change: 0A1E32821450A064005A

Buy the Large Shield for free:
Search: A0643C5A640A50FA3C00
Change: 00643C5A640A50FA3C00

All Items For Free 1/2:
Search: 7E06CE6D06A9108D0406
Change: 7E06AD6D06A9108D0406

All Items For Free 2/2:
Search: F00EAD6D06DD30049043
Change: F00EAD6D06DD30049000

Blue Ring is Free:
Search: 1450A0643C5A640A50FA
Change: 1450A0643C5A640A5000


Edit: Removed this from the main set as it crashes when trying to retrieve items in dungeons, like the bow in the first level, causing Link to get stuck in the dungeon where he would normally appear after reemerging from the stairs. (He can walk/run in place & turn but can't move forward)
Bombs Instantly Destroy All Hidden Caves in Rocks:
Search: 588F68A8B97E694829F0
Change: 308F68A8B97E694829F0
1 instance


Nightmare on Elm Street, A (USA)
Spoiler: show
Invincibility:
Search: F039DEBA06D00BBD6405
Change: D039DEBA06D00BBD6405
1 instance

Infinite Zzz:
Search: DEC8061005A9009DC806
Change: ADC8061005A9009DC806
1 instance

Infinite lives:
Search: DE3901BD3901D01AFE7B
Change: BD3901BD3901D01AFE7B
1 instance

Infinite Health:
Search: 34B6BD1C062980D00FFE
Change: 34B6BD1C062980D00FBD
1 instance

9 continues:
Search: C903F0034C2881A9038D
Change: C903F0034C2881A9098D
1 instance

15
Entertainment / Minority Report
« on: November 30, 2015, 04:37:17 AM »
I stumbled across this series the other day. Have watched the first 8 episodes and think it's great.
Anyone else watching it? If not, it might be worth having a look. Even the boring parts are interesting enough to hold my attention-which is unheard of. Anyway, thought I'd throw it out there since the peeps here have introduced me to so many hits. (The Flash, Arrow, Supergirl, Vixen) 8)

Pages: [1] 2 3