Turn this code on before the title screen and then press the shoulder L button in any course to spawn a 1-up mushroom at Mario's location.At last, Mario 64 Movie Maker 2.0 is out of beta! I've done my best to squash all the bugs with the program, and added several new features that I hope you find useful! Spawn 1-up mushrooms wherever you want (JS) Note: This code may not work on some gameshark versions! Press B to spawn the fireballs,the code is very sensitive so you will end up spawning lots of them so be careful with this code.ĭ033AFA0 0040 Ĩ12CB356 19C8 [Blue Flame That Transports Into Three BlueĨ12CB356 1A74 Turn this code on before the tittle screen appears. For e.g., to set X as -64 you would use 8133D3DA FFC0 since FFC0 is -64.įor X, positive values will place the spawned object to the left of Mario and negative values will place the spawned object to the right of Mario.įor Y, positive values will place the spawned object above Mario and negative values will place the spawned object below Mario.įor Z, positive values will place the spawned object in front of Mario and negative values will place the spawned object behind Mario. Then select hexadecimal ('hex') and take the last 4 digits to put in the code. Use a calculator, such as Windows calculator, in 'programmer mode' and enter the value you wish as a decimal value. The X, Y and Z values are 16-bit signed values, that is, they can be positive and negative, ranging from −32,768 to 32,767. If you need to change the X, Y, or Z value while playing the game then turn the relevant code off first, make the changes and then turn the code back on. Note: you may want to add the code lines for the 3 position values (X,Y,Z) as separate codes which are turned on with the main part of the spawn code. Please see V3.0 for further information on using this code. This is the same as V3.0 but also allows you to set the position of the spawned object relative to Mario. The examples values included in the code below will spawn Koopa the Quick so it will be best to try out the code in Bob-omb Battlefield star 2.Ĩ130B000 1300 Behaviour segment value (usually 0x1300)Ĩ130B002 4580 Behaviour offset value (e.g., 0x4580 for Koopa)Ĩ130B004 0068 GFX ID (e.g., 0圆8 for Koopa)Ĩ130B008 0002 Extra value (e.g., 0x02 for Koopa the Quick)Ĩ133D3D0 1300 Behaviour segment value (usually 0x1300)Ĩ133D3D2 4580 Behaviour offset value (e.g., 0x4580 for Koopa)Ĩ133D3D4 0068 GFX ID (e.g., 0圆8 for Koopa)Ĩ133D3D8 0002 Extra value (e.g., 0x02 for Koopa the Quick) Note: when using the code, when you want to change any of the 4 values (behaviour segment, behaviour offset, GFX ID or extra value), turn the code off first, make the changes and then turn the code back on. You can only spawn one type of an object, for e.g., you can't choose what type of Koopa to spawn.įor the behaviour values please go to SM64 Exposed Behaviour Values.Īs well as using the code that follows you can also use my Spawn code generator program which will create Spawn object version 3,0 codes for different objects. Do not press other buttons with the D-pad or shoulder L button otherwise the code will not work. Make sure you select the right values otherwise the game may crash-see Super Mario 64 Exposed section about SM64 for values to use (you don't need the 1300) if you spawn too many objects the game will freeze.ĭue to the way the code works, Mario's health will not update as it should making him invincible. To modify the behaviour value (in hex)-shown as BHV (BHR in NTSC version as there's no colourful V character)-use the D-pad up and down, and then press the shoulder left button to spawn the object at Mario's position (the code is very sensitive so it's likely that many objects will be created with a single press). use the D-pad left and right buttons to alter the GID value (in hex) which is the graphic ID, i.e., what the object to spawn should look like. To do that, add a new cheat and copy half the code into it and then copy the bottom half into another new cheat turn both halves on as if they were a single cheat (I have divided the codes for you): I have tested the PAL code on a real N64 but to get the PAL and NTSC code to work with Project64 you have to split the code in half and activate both parts. Turn this code on before the title screen.
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