THESE ONLY WORK IN THE FIRST LEVEL, "Bob-omb Battlefield"! [NOTE #15]
As a hint, I can provide this picture showing the right spot where you should go to set the dog / chomp-chomp free.
The differences between the "full" and the "light" version are:
THESE ONLY WORK IN THE FIRST LEVEL, "Bob-omb Battlefield"!
replace 1st goomba with chompy
8130dDD4:0000
8130dDD6:0000
8130DDEC:8018
8130DDEE:E42C
8130DE14:8016
8130DE16:2220
8130DFA4:800e
8130DFA6:5018
8130DFBC:800e
8130DFBE:5018
replace 2nd goomba with chompy
8130E034:0000
8130E036:0000
8130E04C:8018
8130E04E:E42C
8130E074:8016
8130E076:2220
8130E204:800e
8130E206:5018
8130E21C:800e
8130E21E:5018
replace box with chompy
8130DB74:0000
8130DB76:0000
8130DB8C:8018
8130DB8E:E42C
8130DBB4:8016
8130DBB6:2220
8130DD44:800e
8130DD46:5018
8130DD5C:800e
8130DD5E:5018
Cap Modifier [NOTE #11] [©]
80309436 00xx
stable flight [NOTE #12]
D1309260:0020
8030945c:0000
canon aims always high / different swimming-style
8030945c:0077
8030945d:0077
rapid flashing Mario
80309456:000f
can only run in one direction [00 to FF]
8030945e:00xx
animations freeze (e.g. triple-jumping, swimming)
80309449:0000
Mario sits (but is awake)
80309449:0003
rapid stomp & rapid swim
80309449:0001
Matrix stomp (press L, L+C> or L+C<) [NOTE #13]
D1309260:0020
80309449:0000
D1309260:0021
80309449:0000
D1309260:0022
80309449:0000
stars erupt from Mario / splash-animation while swimming
8030943b:00ff
clouds erupt from Mario
80309439:00ff
jumping as if hit by Bowser
80309430:002f
80309431:002f
80309432:002f
80309433:002f
Mario stuck in the ground, turned by 90°, can't move... Looks really weired.
50000401:0000
8030943c:0000
Super Mario 2D-Psycho-World (FULL version) [NOTE #14]
8430B0BB:0025
8430B31B:0025
8430B57B:0025
8430B7DB:0025
8430BA3B:0025
8430BC9B:0025
8430BEFB:0025
8430C15B:0025
8430C3BB:0025
8430C61B:0025
8430C87B:0025
8430CADB:0025
8430CD3B:0025
8430CF9B:0025
8430D1FB:0025
8430D45B:0025
8430D6BB:0025
8430D91B:0025
8430DB7B:0025
8430DDDB:0025
8430E03B:0025
8430E29B:0025
8430E4FB:0025
8430E75B:0025
8430E9BB:0025
8430EC1B:0025
8430EE7B:0025
8430F0DB:0025
8430F33B:0025
8430F59B:0025
8430F7FB:0025
8430FA5B:0025
8430FCBB:0025
8430FF1B:0025
8431017B:0025
843103DB:0025
8431063B:0025
Super Mario 2D-Psycho-World (light version; crashes a LOT; press L to activate) [NOTE #14]
D1309260:0020
50018B98:0000
8430B0BB:0025
The following codes are a result of the following question: "What happens if I do neighbourhood-codesearch on a joker-command?"
Okay, they aren't very usefull at all. But, err OH MY GOD LOOK BEHIND YOU A THREE HEAD MONKEY!
rapid fire - all buttons
81309260:0005
first FF buttons
81309263:00FF
which buttons are pressed?
81309262:xxxx
A = 8000
B = 4000
Start = 1000
press L for the collapse of any control (00/FF?)
d1309260:0020
81309269:00FF
controlstick is hold up + right + some buttons (press L)
d1309260:0020
8130926A:0000
controlstick is hold up (press L)
d1309260:0020
8130926B:0000
sticktrouble
81309250:EFFF
81309251:EFFF
81309252:EFFF
81309253:EFFF
81309254:EFFF
NOTE #1:
Go to a level (not the castle courtyard!) and switch to pause-menu. Now press L. When you quit the pause menu,
the level will restart, but there will be a second Mario at the position you switched to pause-mode!
You can do this approximatelly 20 times, above may freeze.
The cool thing about this code is, that Mario gets all the powers of the other Marios... Meaning he becomes 20 times faster if 20 Marios have been sporned.
NOTE #2:
Use the wing- or inisibility-cap to hear a really cool remix of the usual soundtrack. This remix is always adjusting to the actual game-situation, so it may differ from time to time. It might crash, so better use the "press L to freeze"-code, and it won´t crash that easy.
NOTE #3:
This code has been concipated for the castle courtyard, but works in other levels as well.
While in the castle courtyard, press L for letting all water disappear. Press R to flood the area around the castle and press R plus L simultaneously for really setting EVERYTHING under water.
However, in other levels, the specific value´s effects are not that clear and might freeze as well. - Do only use the code in levels with water, duh! De-activate it before exiting the level.
Entering the castle after playing around with the code in the castle courtyard will freeze the game.
NOTE #4:
Press L to freeze almost all of the game´s routines. Press R to continue the game like nothing happened. While frozen, the game can still be modified (ultimate water control etc.).
Press L+R to freeze the game temporarly meaning 10 seconds.
If the game seems to have locked up, just wait a few seconds (e.g. while loading a level), and it will continue.
This prevents the game from really locking up a little.
NOTE #5:
This is the probably most randomized code I´ve ever seen... and I´ve seen A LOT!!
The code´s effect randomly changes when re-entering a room.
(This is even less controllable then the Zelda Beta Quest!!)
You never know what happens next, but usually it creates invible walls, de-activates collisioncontrol (so that you may fall through the floor),
suddenly kills you while going through a door or really messes up the game´s textures.
It seems that I´ve really screwed up some part of the game's programming with this... ^_^
Setting X to '1' will let you have more "collision chaos", 'A' will let you have more messed up textures.
7 is a moderate average between those two extremes.
If you don´t notice an effect the first time, then try it again - I´m sure you will find something very fast.
Other effects when using other values are unknown to the time, not meaning that there is nothing left to explore.
NOTE #6:
If you enter the clockwork-level, you´ll see some major bugs such as the pendulum at the beginning of the level making a looping right through the wall
or some other levelelements going foreward and backward.
Don´t enter the clock at 12 o´clock, duh!
NOTE #7:
...but if you´re in a low position in that level, it will have the opposite effect.
NOTE #8:
This will allow you to stretch Mario´s head in the title screen even OFF the screen!
You need to be carreful about one thing - the effect gets more and more extreme graduatelly the more you´re looking at the EXACT front of Mario´s face.
USING THIS CODE WITHOUT PRESSING C LEFT OR RIGHT AT LEAST FOR A VERY SHORT TIME WILL CAUSE THE GAME TO FREEZE WHEN YOU TOUCH MARIO IMMEDIATELLY!!
NOTE #9:
To free the Chain-Chomp, so that he literally hunts Mario through the whole level, there are two ways. The second alternative I found a while later than the first one is quite more easier.
1. You must go directly to the place more or less exactly under the dog/chain-chomp - else this won´t work. It has something to do with the objects close to you being loaded into the N64's RAM, so if you take another route it may not work!
In rare cases, it doesn´t work the first time you try this. Exit the level (the code is allowed to be left active), re-enter it and retry.
Here is a prove that it really works.
2. Pick "Behind Chain-Chomp's Gate". Or pick any other where you can access the canon right at the beginning freely.
Use the "cap-modifier"-code to give Mario a Wing-Cap WITHOUT going to the red ?-block.
After the level starts, go nowhere else exept the canon right in front of you, and aim for the dog.
While you're flying towars it, it will "magically" be released and attack Mario right in the open air!
NOTE #10:
De-activate this code immediatelly after starting the game and re-activate it when you´ve entered the castle courtyard. Entering the castle or another level may freeze the game.
NOTE #11:
19 - Wing Cap
15 - Metal Cap
13 - Invisibility Cap
1E - All Caps Together
NOTE #12:
When using the wing-cap, press L during the flight to get rid Mario's up-and-down-motion. However, you can't hold L all the time, or else Mario will get slower and slower and simply stop in mid-air.
NOTE #13:
This will stop Mario's stomp in in mid-air, and you can use C< and C> to turn the camera around him, bullettime-style (but you still need to hold down L while doing this, doh!).
Releasing L will let Mario continue to fall.
NOTE #14:
Did you notice that the trees in Super Mario64 are simple 2D-bitmaps that, however, are programmed to always face the camera?
This code sets almost all objects within sight to this state of "always face camera", therefore giving the game a psycho-look.
(These objects also include parts of the levelstructure, and sometimes even Mario himself. The first Bowser-level is a good example for this code, whereas the Castle and it's courtyard are not.)
Well, first, stating the obvious: the full version takes more time to enter. ^.^
(Each line of the code works for one single object in the game's RAM.)
However, the light version will freeze immediatelly when you touch any object, also such as doors.
The reason is a problem with the 5-code.
The 5-code is a code used to shorten down long codes when all adresses have the same distance. But these adresses can only have a maximum distance of FF.
Since in this case the adresses (of the "original" full version) have a distance of 260 (hex), I had to write into each 98th (hex) adress instead (260:4 = 98 in hexadecimal), therefore the 5-code writes not only into the adresses of the "full version", but for each line of the "full version" it writes into four adresses, three of them having nothing to do with the actual code and causing the crash.
One advantage of the light version is that it can be activated by joker-command, plus, it's easier to change the value to try out different effects.
NOTE #15:
Yaaay, my first and very own actor modifier! Horray!
(What? Don't look at me like that. I never said I would be
"TEH" super-uber-mega-1337-111-hyper-ultra-triple-combo-extreme-uber-supreme-hacker who hacks actor modifiers for breakfast. Just... well, a good hacker, probably more than that, dunno.)
It may not be as advanced as the great "Arwing", but OH MY GOD LOOK BEHIND YOU A THREE HEAD MONKEY!
DOES NOT WORK IN COMBINATION WITH THE "REALLY free the chain-chomp"-CODE!!!
And by "only" I mean: Turn off the codes when you get to the title screen and wait until
you are standing at the start point of Bomb-Omb-battlefield before activating them!
And by "wait until" I mean... well... you should activate them while you are at that starting point. (well that's what I did)
Maybe these codes might result in unexpected results in other levels, but most likely, there would be just lots of crashes.
"...beta version?"
Well... I actually made these codes already some time ago now, and wanted to sit down and fix some bugs about them and such, but never did it as of yet (hard working lazzy me ^.^;; ),
and it would be retarded to hold them back any longer.
By "bugs" I mean:
- The Chain Chomps are halfway stuck in the ground.
- Only "living" objects like enemies (...or let's just say: those two Goombas.) can be transformed into an actually attacking Chain Chomp (the box doesn't move)...
- You can actually still jump on the chain chomps and you'll get a coin! (nice 'bug' actually... hehe, giving me a funny idea...)
- I didn't create enough Chain Chomp-clones yet! ...not to mention other objects/characters... (I wanted to fix those bugs first anyway.)
- The game crashs often when e.g. trying to collect a star or shortly after you smashed a Chomp...
What you can NOT expect from the code is that you'll get Chompy in different levels...
Unfortunatelly that won't work.......... or will it?
...hmmm...
The copyright for the code "press L to sporn other Marios" goes to "Kola".
Link:
http://www.gscentral.org
The copyright for the code "cap-modifier" goes to "Kola" and "Chris_A" (seems they found it seperately).
Link:
http://www.gscentral.org