There's a lot of other little debugging and development features hiding throughout the game's code. Turn the code on during gameplay and the music won't change. Start up with this code and you'll crash when you go through a door (due to waiting for music to be transferred to APU). You have to use this with the main debug code (which enables reading of Controller 2) in order for this to work. 808006FF - Lets X on Controller 2 toggle scrolling on and off.Unfortunately, it does nothing due to the fact that it tries to write these values to ROM (which would have worked fine on Nintendo's development systems, but not on the SNES alone). It tries to record the current button presses, button holds, Samus' X/Y position, and the X/Y position of the top-left corner of the visible area. 808000FF - Bypass country and NTSC/PAL check.(Source: deskjockey_, Jathys' site, Kejardon) Miscellaneous Debugging Enablers B + L spawns the enemy only if it has a name, and exits the enemy debugger.L spawns the enemy and exits the enemy debugger.Down selected the next enemy set entry.It allows you to spawn an enemy from the current room's enemy set, using a predefined enemy population entry, to the previously specified spawn position. Pressing L brings you to the enemy spawner. Select respawns the enemy with the new spawn data.A sets the spawn position to the enemy's current position.It allows you to edit the enemy's position (PosX/PosY), initialisation parameter (Pose), properties (Swt) and general purpose parameters (Opt). Pressing R again brings you to the enemy spawn data editor. Select selects the next enemy, B + Select selects the previous enemy.D-Pad moves the selected enemy, X + D-Pad moves the enemy faster.The first tool is the enemy mover it shows you the enemy's RAM index, name, position, HP, and the enemy set name. R starts the enemy debugger (which loads the enemy debugger font).
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