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The only earthbound code for infinite money that i have seen gave you a constant wallet of 255 dollars. (the max for a single memory address). I made one just now that maxes you out at a constant $10752! The code is 7E98322A. What it does is use memory addresses like number places.
- EarthBound – Game Genie Codes The following are known Game Genie Codes for EarthBound on Super Nintendo Entertainment System (SNES). DB23-77D1 Start With a Level 9 Character DE23-77D1 Start With a Level 15 Character 7423-77D1 Start With a Level 50 Character 1723-77D1 Start With a Level 100 Character EE23-77D1 Start With a Level 255 Character.
- Enclosed is the original list of Game Genie codes, which were distributed in the manual. From the early to mid 1990's. Note: MY collection of SNES CODES for Home Computer are far more reliable than this list. CHEAT CODES: The Super Nintendo/ ZSNES/ SNES9x Collection However, this following collection is helpful, as well.
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None foundJanuary 12th, 2013 | EarthBound, Hacking
Recently someone asked if there’s a code to keep Buzz Buzz in your party. This is really simple to do if you know EarthBound hacking, so I made a Game Genie code for it:
After you leave Pokey’s house after Buzz Buzz’s death… you’ll still have Buzz Buzz with you!
Note: This code will work with most EarthBound ROMs out there, but for some headerless ROMs it won’t work. This probably won’t work on an actual cartridge either, but since I don’t have a Super NES Game Genie I can’t test it out.
I actually spent upwards of an hour trying to figure out how to make a code work for headerless ROMs/the actual cartridge, but with no luck. If any skilled hackers out there have free time, can you try and convert this to work with a headerless ROM? Basically the code changes the sequence [05 14 00 05 12 00] to [05 14 00 05 14 00]. I thought it’d be a snap to convert the code, but no luck…
EarthBound Crazy Enemies Code (34) Read More >>> | Always Win Items in EarthBound Code (33) Read More >>> |
EarthBound Battle Debug Menu Found (18) Read More >>> | Finishing EarthBound in One Hour! (22) Read More >>> |
I am not sure if Buzz Buzz is worth messing around with my cart, but this is pretty cool.
I was the one that asked! :P. Thanks! This doesn’t mess up the game later on? You can have all four heroes and Buzz Buzz?
You should be able to keep him just fine – unlike other characters Buzz Buzz’s presence is set by an event flag rather than normal party-related control codes. It’d be neat to find out for sure though!
I haven’t tried it, but I think your code is faulty.
According to this site
http://gamehacking.org/?s=faqs&id=114
your code decrypts to:
ROM address 05F596
Replacement value 14
(make the letter substitution, the for the address, convert the encrypted address to binary, then rearrange the bits in the order in the code, and convert the binary back to hex)
The correct code (just by looking for that hex string in the ROM, I didn’t actually test it) should be
ROM address C5F196 (since this is a HiROM game, you want to add $C00000 to the unheadered ROM address to get the SNES CPU address)
Replacement value 14
which should be Game Genie code
F0EB-5FB0
(but I did check ZSNES’ cheat viewer and at least ZSNES decoded the address right)
(after reversing the steps to decrypt the previous code)
Yeah, I spent a while trying to get the code to work on SNES9x but it only worked when I used the code I posted. It was really weird, maybe it’s a snes9x thing, I dunno.
I did this years ago. He’s quite helpful in battle for a while, but later he’s only useful for his shield abilities.
“This probably won’t work on an actual cartridge either”
New way to find out if you have a pirated cart. Pirates use ROMs. But they could use unheaded rom.
@gwalms
His physical attacks probably peter out mid-game, but I imagine the free PSI shields would be useful all the way to the end. You basically wouldn’t have to worry about offensive PSI anymore.
Wait, so you’re saying that emulators don’t take account of the header when applying Game Genie codes? That seems -really- odd. I’m quite sure I remember using EE64-54A1 (Disable end-of-block control code) and FB93-776F (walk through walls) on both the SNES hardware AND headered ROMs. Maybe SNES9x doesn’t apply them properly, but zSNES does?
Also… I believe the game might glitch if you have 2 regular NPCs (Teddy bear/Tony/Flying Man/Dungeon Man/etc.) as well. And I wouldn’t try to use a bike with it. Anyways you’ll probably get bored with it before that, so not a problem 😛
I feel like doing a complete playthrough with this code active. Would it work on an EarthBound Reshuffler hack? I’ve been playing through Earthbound-Past Smelly recently. xD With challenging enemies, too, which would make having Buzz Buzz a welcome accompaniment during the start of the game… You’d be surprise at the amount of perfectly-aligned hilarity got randomly generated into this particular hack. I mean, even the name! The original EarthBound stunk… But this one is PAST smelly! xD It was easy to do, so I Dropboxed it. O_O https://dl.dropbox.com/u/88667536/EarthBound-Past-Smelly.smc
I’m at Peaceful Rest Valley right now, so don’t think that Giant Step boss is impossible! xD Just wait for the EPs to run out of PP after a couple of Starstorm Omegas and then bash on the scorpion while ignoring the EPs… Aaaaaand that will make sense once you get that far. xD It’s really like playing Earthbound for the first time! Way more fun with challenging enemies, IMO.
Anyway, Buzz Buzz. Yeah.
Yeah, it should work on reshuffled versions of EarthBound just fine. Although Buzz Buzz might have crazy stats and/or actions.
Pro Action codes tend to actually use the HEX so I tend to prefer that format. Otherwise I share your annoyance with headered codes. Headers are an annoying legacy from early ROM copiers that just clutter up the entire scene. I like BSNES and it’s vast tool to remove headers from all manner of existing ROMs. Ideally, I’d get a copier myself and dispense with finding ROMs entirely (I pretty much own every last game I’d have an interest in emulating).
Why would a Game Genie code behave differently depending on whether a ROM has a header or not? The Game Genie was built to work with actual SNES Game Paks, and they decode to addresses in the SNES memory map, so if a Game Genie code will only work with a headered ROM and not also with a headerless ROM, then something is wrong with the emulator in which the code is inputted.
In ZSNES v1.51 and Snes9X v1.53, I tried inputting the Debug Menu code, which is composed of 3 parts, on both a headerless ROM and a headered ROM, and all 4 times, I was able to access the Debug Menu. The ROM I used has this sha256 hash when headerless: a8fe2226728002786d68c27ddddf0b90a894db52e4dfe268fdf72a68cae5f02e (remove any spaces or line feeds caused by the comment box), which was personally verified by byuu in his database and is probably also in No Intro’s database. The headered ROM I used is identical, except padded with 00’s at the beginning.
So improper handling of Game Genie codes would be in an earlier version of either emulator or a different emulator that is not higan/bsnes (such as SNEeSe). If the emulator is not the problem, then the headerless ROM that the Buzz Buzz code was tested against must differ in some way from the headered ROM that it was developed for. To test that, strip the header away and then compare their hashes (sha256 preferred if you want to compare with byuu’s hash).
P.S. I must agree with everyone who says that headers in ROMs are annoying and pointless. Every time I see a tool that works only on headered ROMs and not also on headerless ones, I sink a little. I have only ever gotten 1 program to work with header-magic (http://byuu.org/files/header-magic_v01.tar.bz2), and that program is the one that header-magic was originally created for: Lunar Magic, because header-magic requires the user to specify an entry point to work. The only exception I will tolerate is iNES headers (key word: tolerate).
Just FYI, I noticed that I basically just posted an Earthbound ROM in my comment up there. O_O I removed that, but I created a patch here:
https://dl.dropbox.com/u/88667536/EarthBound-Past-Smelly.ips
Sorry ’bout that. Remember to patch a headered ROM, though!
So.. anyone figure out how to make a code that works for both unheadered and headered roms? lol
It didn’t work for me, but maybe that’s because I’m using SNES9x to play EARTHBOUND.
The code posted by KingMike did work for me, however!
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Earthbound Zero |
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WARNING: do not copy these codes to other sites! | ||
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1 | Have Infinite Cash | 7410:FF 7411:FF |
2 | No Random Battles1 | 001F:02 0025:0A 00E1:01 00E7:03 |
3 | Have Random Battles2 | 001F:00 0025:00 00E1:00 00E7:00 |
4 | Walk Faster3 | 00E7:03 |
5 | Status Modifier #14 | 7471:XX |
6 | Status Modifier #2 | 74C1:XX |
7 | Status Modifier #3 | 7481:XX |
8 | End of Battle Experience Modifier (1 of 2)5 | 0049:XX |
9 | End of Battle Experience Modifier (1 of 2) | 004A:XX |
10 | Have Melody Modifier6 | 761E:XX |
11 | Character Modifier - Character Slot 17 | 7408:XX |
12 | Character Modifier - Character Slot 2 | 7409:XX |
13 | Character Modifier - Character Slot 3 | 740A:XX |
14 | Character Modifier - Character Slot 48 | 740B:XX |
Main Character Codes | ||
15 | Max Level | 0610:FF |
16 | Max HP | 0603:FF |
17 | Max PP | 0616:FF |
18 | Max HP Total (i.e. ???/XX) | 0604:XX |
19 | Max PP Total (i.e. ???/XX) | 0605:XX |
20 | Max Offence | 0607:FF |
21 | Max Defence | 0609:FF |
22 | Max Fight | 060B:FF |
23 | Max Speed | 060C:FF |
24 | Max Wisdom | 060D:FF |
25 | Max Strength | 060E:FF |
26 | Max Force | 060F:FF |
27 | FAKE HP Modifier | 7454:XX |
28 | Have Maximum Experience9 | 7451:FF 7452:FF |
Character 2 Codes | ||
29 | Maximum HP Modifier | 7483:XX 7484:XX |
30 | Maximum PP Modifier | 7485:XX 7486:XX |
31 | Offense Modifier | 7487:XX 7488:XX |
32 | Defense Modifier | 7489:XX 748A:XX |
33 | Fight Modifier | 748B:XX |
34 | Speed Modifier | 748C:XX |
35 | Wisdom Modifier | 748D:XX |
36 | Strength Modifier | 748E:XX |
37 | Force Modifier | 748F:XX |
38 | Experience Modifier | 7490:XX |
39 | Level Modifier | 7491:XX 7492:XX 7493:XX |
40 | HP Modifier | 7494:XX 7495:XX |
41 | PP Modifier | 7496:XX 7497:XX |
Character 3 Codes | ||
42 | Maximum HP Modifier | 74C3:XX 74C4:XX |
43 | Maximum PP Modifier | 74C5:XX 74C6:XX |
44 | Offense Modifier | 74C7:XX 74C8:XX |
45 | Defense Modifier | 74C9:XX 74CA:XX |
46 | Fight Modifier | 74CB:XX |
47 | Speed Modifier | 74CC:XX |
48 | Wisdom Modifier | 74CD:XX |
49 | Strength Modifier | 74CE:XX |
50 | Force Modifier | 74CF:XX |
51 | Experience Modifier | 74D0:XX |
52 | Level Modifier | 74D1:XX 74D2:XX 74D3:XX |
53 | HP Modifier | 74D4:XX 74D5:XX |
54 | PP Modifier | 74D6:XX 74D7:XX |
Character 4 Codes | ||
55 | Maximum HP Modifier | 7503:XX 7504:XX |
56 | Maximum PP Modifier | 7505:XX 7506:XX |
57 | Offense Modifier | 7507:XX 7508:XX |
58 | Defense Modifier | 7509:XX 750A:XX |
59 | Fight Modifier | 750B:XX |
60 | Speed Modifier | 750C:XX |
61 | Wisdom Modifier | 750D:XX |
62 | Strength Modifier | 750E:XX |
63 | Force Modifier | 750F:XX |
64 | Experience Modifier | 7510:XX |
65 | Level Modifier | 7511:XX 7512:XX 7513:XX |
66 | HP Modifier | 7514:XX 7515:XX |
67 | PP Modifier | 7516:XX 7517:XX |
Item Modifiers | ||
Character 1 Codes | ||
68 | Slot 1 | 7460:XX |
69 | Slot 2 | 7461:XX |
70 | Slot 3 | 7462:XX |
71 | Slot 4 | 7463:XX |
72 | Slot 5 | 7464:XX |
73 | Slot 6 | 7465:XX |
74 | Slot 7 | 7466:XX |
75 | Slot 8 | 7467:XX |
Character 2 Codes | ||
76 | Slot 1 | 74A0:XX |
77 | Slot 2 | 74A1:XX |
78 | Slot 3 | 74A2:XX |
79 | Slot 4 | 74A3:XX |
80 | Slot 5 | 74A4:XX |
81 | Slot 6 | 74A5:XX |
82 | Slot 7 | 74A6:XX |
83 | Slot 8 | 74A7:XX |
Character 3 Codes | ||
84 | Slot 1 | 74E0:XX |
85 | Slot 2 | 74E1:XX |
86 | Slot 3 | 74E2:XX |
87 | Slot 4 | 74E3:XX |
88 | Slot 5 | 74E4:XX |
89 | Slot 6 | 74E5:XX |
90 | Slot 7 | 74E6:XX |
91 | Slot 8 | 74E7:XX |
Character 4 Codes | ||
92 | Slot 1 | 7540:XX |
93 | Slot 2 | 7541:XX |
94 | Slot 3 | 7542:XX |
95 | Slot 4 | 7543:XX |
96 | Slot 5 | 7544:XX |
97 | Slot 6 | 7545:XX |
98 | Slot 7 | 7546:XX |
99 | Slot 8 | 7547:XX |
100 | Quantity Digits For Item Modifiers10 | N/A |
Notes | |
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1 | The no random battles code will continue to take effect after it's been turned off. (Or until you use Teleport). '00E7:03' modifies your walking speed. I have it at 3, but you can lower it if you think it's too fast. |
2 | Use this code to turn back random battles back on. It is simply all of the digits in the above code set to a zero value. |
3 | This code is useful if you want to move faster and still get into random battles. |
4 | If your character dies in battle and you use this code, he/she will be revived at the end of the current battle. If you are not in battle and encounter an enemy, presumably your character will achieve your desired status. These codes are listed with the rest of the character codes because it seems like the values jump around. If you have someone who has fainted, try using one status modifier at a time in hopes to revive them. One can go into a building to revive a character. 00 - Alive 80 - Dead (Fainted) There are likely more values. |
5 | Depending on how much leveling you'd like to do at the end of battle, you can use part 1 on its own or part 1 and part 2 together. If you *really* want to level fast, use both codes simultaniously. Turn them off once you've reached the desired level. Max value for each code is 'FF'; before turning off the code(s), use a value of '00'. I find the best values for leveling up without being overwhelmed with too much text is 'FF' and '07'. |
6 | There are a lot of values for this code. I have placed an asterik (*) beside the notable values. 00 - Have No Melodies (*) 01 - Have 1st Melody 02 - Have 2nd Melody 03 - Have 1st & 2nd Melodies (*) 04 - Have 3rd Melody 05 - Have 1st & 3rd Melodies 06 - Have 2nd & 3rd Melodies 07 - Have 1st, 2nd, & 3rd Melodies (*) 08 - Have 4th Melody 09 - Have 1st & 4th Melodies 0A - Have 2nd & 4th Melodies 0B - Have 1st, 2nd, & 4th Melodies 0C - Have 3rd & 4th Melodies 0D - Have 1st, 3rd & 4th Melodies 0E - Have 2nd, 3rd & 4th Melodies 0F - Have 1st, 2nd, 3rd, & 4th Melodies (*) 10 - Have 5th Melody 11 - Have 1st & 5th Melodies 12 - Have 2nd & 5th Melodies 13 - Have 1st, 2nd & 5th Melodies 14 - Have 3rd & 5th Melodies 15 - Have 1st, 3rd & 5th Melodies 16 - Have 2nd, 3rd & 5th Melodies 17 - Have 1st, 2nd, 3rd & 5th Melodies 18 - Have 4th & 5th Melodies 19 - Have 1st, 4th & 5th Melodies 1A - Have 2nd, 4th & 5th Melodies 1B - Have 1st, 2nd, 4th & 5th Melodies ... 1F - Have 1st, 2nd, 3rd, 4th, & 5th Melodies (*) ... 3A - Have 2nd, 4th, 5th & 6th Melodies 3F - Have 1st, 2nd, 3rd, 4th, 5th, & 6th Melodies (*) 7F - Have 1st, 2nd, 3rd, 4th, 5th, 6th, and 7th Melodies (*) FF - Have All Melodies! (*) |
7 | Warning: Neither I or GSCentral.com is responsible if these codes are used incorrectly. If you use a character out of the game's logical sequence, it may affect the course of the game. As long as you use these codes for fun, there shouldn't be a problem. Your character's text and statistics will change immediately. Your character's image will change once you have switched screens, or possibly after the end of battle. 00 - None 01 - Main Character (Ninten) 02 - Paula 03 - Jeff 04 - Poo 05 - Pippi 06 - According To Memory, This Is Supposed To Be EVE. Instead, It's A Glitchy Combination of Characters. 07 - A Canary (Flying Man?) 08 - Nothing Then the graphics start to repeat. |
8 | This slot isn't normally used, so if you do use it, be aware that the game might crash on you! As far as I remember, it exists only for EVE at the end of the game. |
9 | Get into a battle and defeat the enemy. You will then be rewarded tons of EXP. and likely will slowly level to your character's final level! This code seems to be impossible to turn off in my testing, so I recommend using the 'End of Battle Experience Modifer' code(s) instead. |
10 | 00 - Nothing 01 - Big Bag 02 - Phone Card 03 - Crumbs 04 - Repel Ring 05 - Butter Knife 0B - Survival Knife 0C - Sword 0D - Katana 0E - Stun Gun 0F - Air Gun 10 - Plastic Bat 11 - Wooden Bat 12 - Aluminum 13 - Hank's Bat 14 - Frying Pan 15 - Nonstick Frying Pan 16 - Iron Skillet 17 - Slingshot 18 - Boomerang 19 - Insecticide 1A - Super Spray 1B - Flea Bag 1C - Words O' Love 1D - Swear Words 1E - Sticky Machine 1F - Flash Dark 20 - Stone Origin 21 - Poison Needle 22 - Flame Thrower 23 - Bomb 24 - Super Bomb 25 - Laser Beam 26 - Plasma Beam 27 - ROpe 29 - Peace Coin 2E - Protection Coin 2F - Magic Coin 30 - Brass Ring 31 - Silver Ring 32 - Gold Ring 33 H2O pendant 34 - Fire Pendant 35 - Earth Pendant 36 - Sea Pendant 37 - Orange Juice 3D - French Fries 3E - Magic Herb 3F - Hamburger 40 - Sports Drink 41 - LifeUp Cream 42 - Asthma Spray 43 - Antidote 44 - Mouthwash 45 - Berry Tofu 46 - Bread 48 - Noble Seed 49 - PSI Stone 4A - Magic Ribbon 4C - Magic Candy 4D - Quick Capsule 4F - Wisdom Capsule 50 - Physical Capsule 51 - Force Capsule 52 - Fight Capsule 53 - Basement Key 56 - Zoo Key 57 - Ghost Key 58 - Great-Grandfather's Diary 59 - Pass 5A - Ticket 5B - Canary Chick 60 - Bottle Rocket 62 - Hat 63 - Dentures 64 - Ticket Stub 65 - IC Chip 66 - Ocarina 67 - Franklin Badge 69 - Friendship Ring 6A - Onyx Hook 6C - Last Weapon 6D - Ruler 6E - Cash Card 6F - Red Weed 70 - Bullhorn 71 - Map 72 - Debug |
Earthbound Zero Cheats Game Genie
Credits | |
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Rune a.k.a. Hitler | 1, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28 |
Sappharad | 2, 4 |
Sappharad & Rune a.k.a. Hitler | 3 |
Dlong | 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 100 |