UltramasterBDJ´s self-made X-Codes/GBA/Metroid Fusion
Metroid Fusion
infinitive energy
AA88D6BB 44C59C1B
infinitive ammo
75E86F4B 8A26F96A
ED05F0D0 DE814736
exit-modifier [NOTE #1]
1030002C 00xxxxyy
with jokercommand (activatorcode): [JOKER-NOTE]
zero gravity (press R)
7A2C40E4 06AFEFA1
FA8A3F22 72F54CD0
moonjump (press R)
7A2C40E4 06AFEFA1
7AACD8D2 4EBF96C6
without jokercommand (activatorcode):
zero gravity
FA8A3F22 72F54CD0
moonjump
7AACD8D2 4EBF96C6
NOTE #1:
yy determines the world where you're in (00 = overworld, 01 = world 1 and so on, above 06 will freeze.
xxxx will set the specific room.
When you load the game, you're resporn-position might be different, but that's not the real room-modification.
When going through a door to the right you'll end up in the determined place.
Going to the left will sometimes bring you to the same room, sometimes to a different one.
Sometimes one of the doors or all the doors don't work properly (in some rare cases jumping helps), in this case change the value to something you know it works (like 00000000) and you are no longer trapped.
If you find something interesting, you can mail the values to me.
SPECIAL NOTE CONCERNING JOKERCOMMANDS:
Seeing that the Advance Game Port (the GBA-hackingdevice I'm using) does not appear to support jokercommands (also known as "activator codes"),
I myself am unable to confirm if the jokercommand-toggled codes work as intended.
If you don't know what jokercommands/activatorcodes are, well they let you activate/deactivate a code during the game by pressing a button.
Some codes need jokercommands or else they are either completely useless (a moonjump without a jokercommand can not be controlled) or they will crash the game.
If these jokercommand-codes do NOT work on your Action Replay Version 3, please inform me.