Page 1 of 5

Vs. Super Mario Bros. on PowerPak

Posted: Mon Jul 05, 2010 3:39 am
by Mmxguy
Lack of Coin Insert button makes this difficult to start game on real NES.

Fortunately figured out Game Genie code that gets past this.

XXEAPXSX -> Bypass to credit insert screen

Use select on controller 1 for 1 player, select on controller 2 for two player.

Enjoy

**Anyone know how to change palette easily so game is pleasant to look at?

Re: VS Unisystem Super Mario Brother on Powerpak

Posted: Mon Jul 05, 2010 6:13 am
by Memblers
Mmxguy wrote: **Anyone know how to change palette easily so game is pleasant to look at?
You could try the patch here:
http://raphnet.net/electronique/nes_vs/ ... tion_id=10

Posted: Mon Jul 05, 2010 7:47 pm
by Super-Hampster
This works great. Here, enjoy an IPS patch which includes your no-coin game genie code and color correction.

http://h1.ripway.com/super-hampster/VS% ... ion%20.ips

This is for if you already have it converted to a .NES ROM
Those who don't know how to turn an VS Unisystem ROM into an NES ROM are on your own.

Posted: Thu Jul 08, 2010 6:11 am
by Mmxguy
Thank You Super-Hamster

Patch worked a treat!

Posted: Thu Jul 08, 2010 11:17 am
by Super-Hampster
Awesome, now if someone can just figure out how to make it possible to pause the game. :D

Posted: Thu Jul 08, 2010 2:16 pm
by peppers
you could try the nes version.....

Posted: Thu Jul 08, 2010 2:21 pm
by tepples
This table indicates that Vs. SMB1 is no different from SMB1 on an 8-level run, but a warpless run features six Lost Levels from SMB2 (J) that weren't seen outside Japan until Super Mario All-Stars.

Posted: Thu Jul 08, 2010 3:56 pm
by Dwedit
Except of course for blocks being in completely different places on many levels...

Posted: Fri Jul 09, 2010 11:56 am
by LocalH
tepples wrote:This table indicates that Vs. SMB1 is no different from SMB1 on an 8-level run, but a warpless run features six Lost Levels from SMB2 (J) that weren't seen outside Japan until Super Mario All-Stars.
The vine warp zone in VS 4-2 only allows you to warp to world 6, making a VS 8-level run impossible - the shortest VS game is a 16-level run.

Posted: Fri Jul 09, 2010 12:32 pm
by Super-Hampster
I attempted something similar with VS Ice Climber. I did manage to make a Game Genie code that would make the game start as if the dip switches were in free play mode (axppyy). However not only are the colors all wrong but the back ground does not render correctly making it unplayable.

Strangely enough it only works on real hardware. It works by changing the value at $1797 to $20. For some reason emulators keep translating it as address $9797 instead of $1797.

Posted: Fri Jul 09, 2010 12:42 pm
by Dwedit
Do you know the NES Memory Map? It's how the NES sees its full 16-bit memory space of 0000-FFFF.
0000-1FFF is 2KB of RAM, 0000-07FF. Everything else up to 1FFF is a mirror of RAM.
So NES address $1797 is a mirror of RAM $0797.
ROM is addresses $8000-$FFFF. So what appears in a file at $1797 is actually present in ROM at address $9787. Don't forget about the iNES header, that throws off address calculations by 16 bytes.

Posted: Fri Jul 09, 2010 1:25 pm
by Super-Hampster
That explains alot lf things I came across while I was hacking the game genie code actually.


I hacked a few more codes for VS Super Mario Bros

ZEAIKA
AEAISA
SEASEE

All 3 must be used together

Walk past most enemies without getting hurt. Does not protect against spinning fireball sticks in castles or hammer brother hammers.also these things will kill you in one hit if you are bit or small.

VS Excitebike

Posted: Fri Jul 09, 2010 11:27 pm
by Mmxguy
Another for people to try.. this time for VS Excitebike

XZVAZYSX -> Bypass to Credit Inserted Screen

IPS to fix palette anyone?

Posted: Sat Jul 10, 2010 11:12 am
by Super-Hampster
I'll have to see. My last one was based on the link Memblers provided. I just did all the Hex editing and turned it, and your game genie code into an easy to apply IPS patch.

Here is a game genie code for VS SMB that adds a life when you die rather than take one away. You basically get a 1up for dying. It's effectively an infinite life code.

VVEOUEVK

Posted: Mon Jul 12, 2010 1:25 am
by Arasoi
MMXguy/Super Hampster, thanks much for your work to make these VS games more usable.

Any chance of a credit screen bypass code for VS Duck Hunt? It'd be nice to shoot the dog on a regular NES deck, like many have dreamed of since childhood.

A palette hack might not be needed, as VS Duck Hunt/Tennis used the same PPU as the Playchoice.