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AuthorComment
jred
Mod
(11/21/00 10:15:33 am)
 No Mercy codes archive
I hate to do this, but this board is already packed with No Mercy codes. Put any and all No mercy codes here untill further notice. Any topics based on No Mercy will be moved here or the Request archive, and the origional post will be deleted. No more of this "sorry jred" crap. I'm already extremly happy with all you have done so far, but this is still somewhat Off-topic in this forum.

I wish I had a signature

Edited by: jred at: 11/18/00 12:48:32 am

jred
Mod
(11/18/00 12:40:50 am)
 Re: No Mercy codes archive
spiker10
(11/17/00 3:43:42 pm)
Re: Anyone got No Mercy codes???
--------------------------------------------------------------------------------
yes actually GSCCC added some codes today.
GS Pro 3.0 Or Higher Needed For This Game.
(F1 Code Type Needed)

Codes Made & Tested on 3.30 Version Cheat Device
Enable Code (Must Be On) F103E360 2400

Activator 1 P1 D0064880 00??

Activator 2 P1 D0064881 00??

Dual Activator P1 D1064880 00??

Infinite Money (Championship Mode)
8109940A FFFF

Infinite Money (Smackdown Mall Shop) 8114FAD6 FFFF

Have All Characters/Costumes/Moves 810BEE40 FFFF
810BEE42 FFFF
810BEE44 FFFF
810BEE46 FFFF
810BEE48 FFFF
810BEE4A FFFF
810BEE4C FFFF
810BEE4E FFFF
810BEE50 FFFF
810BEE52 FFFF
810BEE54 FFFF

Have All Characters/Costumes/Moves
(GS 3.0 Or Higher Needed!) 50000B02 0000
810BEE40 FFFF

P1 Max Spirit D015A5D10015
8015AF5F 00FF

P1 Always Normal Spirit D015A5D10015
8015AF5F 0032

P1 No Spirit D015A5D10015
8015AF5F 0000

P2 Max Spirit D015A5D1 0015
8015B2B7 00FF

P2 Always Normal Spirit D015A5D1 0015
8015B2B7 0032

P2 No Spirit
D015A5D1 0015
8015B2B7 0000

P3 Max Spirit
D015A5D10015
8015B60F 00FF

P3 Always Normal Spirit
D015A5D10015
8015B60F 0032

P3 No Spirit
D015A5D10015
8015B60F 0000

P4 Max Spirit
D015A5D10015
8015B967 00FF

P4 Always Normal Spirit
D015A5D10015
8015B967 0032

P4 No Spirit
D015A5D10015
8015B967 0000

Always Special P1
D015A5D1 0015
8015AF9E 0004

Always Special P2 D015A5D1 0015
8015B2F6 0004

Always Special P3 D015A5D1 0015
8015B64E 0004

Always Special P4 D015A5D1 0015
8015B9A6 0004

I wish I had a signature

jred
Mod
(11/18/00 12:42:40 am)
 Re: No Mercy codes archive
Maccam16
GS Junkie
(11/17/00 11:14:32 pm)
Please excuse me this one No Mercy post...
--------------------------------------------------------------------------------
It is the first No Mercy code after all!

Well besides the gameshark.com-ers.


360 Legdrop (Player 1 can give it to anyone, player 2 can give it to anyone, replaces the top rope guillitine legdrop)

D115AF56 410B
8115AF56 40C0
D115B2AE 410B
8115B2AE 40C0

Player 1 Addys

Animations (Credit to Kryogenics) 8115AF56
Framerate (Credit to me) 8115AF58

Player 2 Addys

Animations (Credit to me) 8115B2AE
Framerate (Credit to me) 8115B2B0

Please visit my board at vpwnation.com Where I continue to hack addys and codes! (I will eventually have ano mercy site but just use that as a portal to my board!)

Thanks for allowing my one no mercy post!

(V)an, (V)yth, (V)ystery, (V)acca(V).


I wish I had a signature

jred
Mod
(11/18/00 12:43:38 am)
 Re: No Mercy codes archive
Kryogenics
Hacker
(11/17/00 10:51:17 pm)
VS Screen Match Names (No Mercy) (Sorry jred)
--------------------------------------------------------------------------------
-------- Kryogenics' Match Names (The Important Ones)
810F3F7C 5369 Si
810F3F7E 6E67 ng
810F3F80 6C65 le
810F3F82 204D M
810F3F84 6174 at
810F3F86 6368 ch
810F3F88 0000
810F3F8A 0000

810F3F8C 5461 Ta
810F3F8E 6720 g
810F3F90 4D61 Ma
810F3F92 7463 tc
810F3F94 6800 h
810F3F96 0000

810F3F98 5472 Tr
810F3F9A 6970 ip
810F3F9C 6C65 le
810F3F9E 2054 T
810F3FA0 6872 hr
810F3FA2 6561 ea
810F3FA4 7400 t
810F3FA6 0000

810F3FA8 4361 Ca
810F3FAA 6765 ge
810F3FAC 204D M
810F3FAE 6174 at
810F3FB0 6368 ch
810F3FB2 0000

810F3FB4 4861 Ha
810F3FB6 6E64 nd
810F3FB8 6963 ic
810F3FBA 6170 ap
810F3FBC 204D M
810F3FBE 6174 at
810F3FC0 6368 ch
810F3FC2 0000

810F3FC4 4C61 La
810F3FC6 6464 dd
810F3FC8 6572 er
810F3FCA 204D M
810F3FCC 6174 at
810F3FCE 6368 ch
810F3FD0 0000
810F3FD2 0000


Note:
These Are The Names That Appear On The "VS" Screen.

Example:
Ladder Match
The Rock VS The Rock

I wish I had a signature

jred
Mod
(11/18/00 12:45:25 am)
 Re: No Mercy codes archive
Kryogenics
Hacker
(11/17/00 9:49:13 pm)
P1 Mods (No Mercy)
--------------------------------------------------------------------------------
-------- Kryogenics' Player One Mods
8115AF52 **** - Animation Clock
8115AF56 **** - Animation
8115AF5E **** - Sprirt
8115AFAC **** - Placement (Left/Right)
8115AFAE **** - Placement (Up/Down)
8115AFB0 **** - Height

I wish I had a signature

jred
Mod
(11/18/00 12:46:13 am)
 Re: No Mercy codes archive
TheGameStoneColdHHH
Newbie
(11/17/00 5:01:25 pm)
No Mercy codes (posted inside)
--------------------------------------------------------------------------------
Enable Code (Must Be On)- F103E360 2400

Infinite Money (Championship Mode)- 8109940A FFF

Infinite Money (Smackdown Mall Shop)- 8114FAD6 FFFF

Have All Characters/Costumes/Moves- 50000B02 0000
810BEE40 FFFF
Always Special P1- D015A5D1 0015
8015AF9E 0004

P1 Max Spirit- D015A5D1 0015
8015AF5F 00FF

The following ar for your caw attribute points
Max Head- 801F4F3C 0032
Max Body- 801F4F3D 0032
Max Arms- 801F4F3E 0032
Max Legs- 801F4F3F 0032
Max Flying- 801F4F40 0032
Max Head- 801F4F41 0032
Max Body- 801F4F42 0032
Max Arms- 801F4F43 0032
Max Legs- 801F4F44 0032
Max Flying- 801F4F45 0032

I wish I had a signature

Inferno465 
Newbie
(11/18/00 11:04:15 am)

 OH MY GOD!!!
WEll i have returned, not taht i was all that good to begin with, but here it is, the ani addys for splicing moves in NO MERCY!!!!!!! All ofthem credit me!!!! These work for preview mode, which makes it so much easier, thanks to Kryogenics and Maccam for tolerating me! lol, check em out:

p1
ani addy 8006b454 XXXX
frame addy 8006b456 XXXX
frame addy pt1 8006b460
frame addy pt2 8006b462

p2
ani addy 8006b514 XXXX
frame addy 8006b516 XXXX
frame addy pt1 8006b520 XXXX
frame addy pt2 8006b522 XXXX

and also the splicing goes same as the wm2k!!
remember
credit inferno465!!
and oh, just to refresh you guys, heres the WM2K version of splicing moves, same actions, different addys:
You'll want to read this ENTIRE Post to learn what you need to splice animations.

The Addy's (edited for simplicity)
8105 B124 : P1 Animation (same value as 8116 71E8 )
8105 B126 : P1 Frame count (same value as 8116 71EE)
8105 B130 : P1 Frame pt.1 (first 4 digits of 8-digit value)
8105 B132 : P1 Frame pt.2 (last 4 digits og 8-digit value)

8105 B1E4 : P2 Animation
8105 B1E6 : P2 Frame count
8105 B1F0 : P2 Frame pt.1
8105 B1F2 : P2 Frame pt.2

8105 B2A4 : P3 Animation
8105 B2A6 : P3 Frame count
8105 B2B0 : P3 Frame pt.1
8105 B2B2 : P3 Frame pt.2

8105 B264 : P4 Animation
8105 B266 : P4 Frame count
8105 B270 : P4 Frame pt.1
8105 B272 : P4 Frame pt.2

The Animation Addy will have the same value as the Animation Addy in the gameplay
section (8116 71E8, 8116 767C, etc.), but this 8105 addy is constantly written to by
a different part of the program, so you cannot properly use this addy to change the
animation. Use this as an activator.

The Frame Count addy tells how many frames have elapsed during the animation.
This can also be used as an activator, but is less specific than the frame addys.

The Frame Addy pt.1 and pt.2 are acually a single 32-bit value which (I think) is
actually a reference to a separate segment of the program that moves all of a single
wrestler's polygons to a new location. The game causes this value to increase by an
offset of 0000 0062 to move the wrestler from one frame of animation to the next.
When you change this value during an animation, the wrestler will begin to move
according to whatever value you put in, and the game will continue to animate the
wrestler from this new value. Use these addys to splice in a new frame of animation.
To properly splice into an animation, you should use the player's animation addy,
then the Frame pt.2 addy for activators, then the code for the new Frame pt.1
value. Use the same two activators to change the Frame pt.2 value. Because this is
an 8-digit value, and you will normally have to change both parts of the frame addy,
you need to be careful so you will not accidentally change other animations with the
codes you make.

________

The remainder of this post contains codes I worked on and explainations of the
codes, as well as different formats, problems, and solutions to make moves that work
properly. I edited out all unusable information. Keep in mind that the rest of this post
is chronologically accurate and almost all listed codes have several versions to make
them work better. You SHOULD read the whole post again to see how I dealt with
glitches I encountered so you will know how to fix them. Look for key info surrounded
by these icons Important info

________

Glitchy sitout two-handed chokeslam

D116 71E8 1DA1 - When P1 animation is 2-handed chokeslam
D116 71EE 0083 - And P1 frame is 83
8116 71E8 1D61 - P1 Animation is Screwdriver
D116 762A 0898 - When P1 move is 2-handed chokeslam*
D116 71E8 1D61 - and P1 animation is Screwdriver
D105 B132 F71A - and at beginning of Screwdriver**
8105 B130 00A3 - Set part of weird-ass 6-digit value***
D116 762A 0898 - When P1 move is 2-handed chokeslam
D116 71E8 1D61 - and P1 animation is Screwdriver
D105 B132 F71A - and at beginning of Screwdriver
8105 B132 0C28 - Set 2nd part of weird-ass 6-digit value

* not necessary for the code to work, but prevents messing up the Screwdriver
** I used this activator, when I used frames, it didn't work for some reason.
*** Yup, the value at this addy is PART of the value. Most of the time you can just
use the first addy I posted, but this one goes past 00A2 FFFF to 00A3 0000, so I
needed to change both values to start the animation where I wanted it to start.

After impact, the player stops animating until the end of the animation. I don't know
why. There's still a lot that I'm assuming about the animations.

Note: The gameshark works FASTER than the N64 (It's much simpler) so when you
start an animation in the middle, you can use the addys you are changing (the 8105
codes) as activators also. The values will be changed before the animation shows up
on the screen.

(7/21/00 11:19:30 am)
Fixed code and update

OK...

After thinking a little bit, I wondered if the game would lock up automatically just by
changing the frame values, so I altered this code:
D116 71E8 1DA1 - When P1 animation is 2-handed chokeslam
D116 71EE 0083 - And P1 frame is 83
8116 71E8 1D61 - P1 Animation is Screwdriver
D116 762A 0898 - When P1 move is 2-handed chokeslam*
D116 71E8 1D61 - and P1 animation is Screwdriver
D105 B132 F71A - and at beginning of Screwdriver**
8105 B130 00A3 - Set part of weird-ass 6-digit value***
D116 762A 0898 - When P1 move is 2-handed chokeslam
D116 71E8 1D61 - and P1 animation is Screwdriver
D105 B132 F71A - and at beginning of Screwdriver
8105 B132 0C28 - Set 2nd part of weird-ass 6-digit value
to this code:
D116 71E8 1DA1 - When P1 animation is Two-handed chokeslam
D105 B132 D114 - and when Screwdriver animation begins
8105 B130 00A3 - Set part of weird-ass 6-digit value
D116 71E8 1DA1 - When P1 animation is Two-handed chokeslam
D105 B132 D114 - and when Screwdriver animation begins
8105 B132 0C28 - Set 2nd part of weird-ass 6-digit value

This worked until the END of the move, when the game locked up. This means two
things:
1> The game WILL perform frame values that do not match the animation values.
2> There IS a standard frame value offset between each frame value.

I thought that maybe the game did not like to end the animation with the wrong
frame values. So, I tracked values in the memory editor. I tried codes to change the
frame values BACK to the appropriate frame values at the end of the move. It still
locked up even after changing them back.

When I was tracking values, I saw the game locked up with two frames remaining, so
I thought, hey, why not just end the animation when only two frames remain? So I
added these lines.
D116 71E8 1DA1 - When P1 animation is Two-handed chokeslam
D116 71E4 0002 - and 2 frames are left
8116 71E4 0000 - end animation (edited typo)****

This worked. But the end looked sloppy. My CAW was almost standing up when the
animation ended, then he began to start standing again from a kneeling position. So I
eliminated another frame by changing the 3 lines above to this:
D116 71E8 1DA1 - When P1 animation is Two-handed chokeslam
D116 71E4 0003 - and 3 frames are left
8116 71E4 0000 - end animation (edited typo)****

And THAT looked pretty damn good!

Unfortunately, I learned some other downsides to these codes:
SOUND does not track to the frame values.
REPLAYS do not track to the frame values.

The sound was not a problem since I never changed P2's animations, but the instant
replay showed P1 doing the regular two-handed chokeslam.

SO, I changed the replay with this code:
D116 71E8 1DA1 - When P1 animation is Two-handed chokeslam
8016 7622 0010 - Replay at frame 10

This makes the instant replay start when P1 grabs his opponent's neck.

SO, the final code is this:
D116 71E8 1DA1 - When P1 animation is Two-handed chokeslam
D105 B132 D114 - and when Screwdriver animation begins
8105 B130 00A3 - Set part of weird-ass 6-digit value
D116 71E8 1DA1 - When P1 animation is Two-handed chokeslam
D105 B132 D114 - and when Screwdriver animation begins
8105 B132 0C28 - Set 2nd part of weird-ass 6-digit value
D116 71E8 1DA1 - When P1 animation is Two-handed chokeslam
D116 71E4 0003 - and 3 frames are left
8116 71E4 0000 - end animation
D116 71E8 1DA1 - When P1 animation is Two-handed chokeslam
8016 7622 0010 - Replay at frame 10

Still, if you pin your opponent immediately after performing this move, the end of
match replay will show the normal two-handed chokeslam, so taunt or something if
you want a good replay.

I still do not know the precise cause of the lockups, but in the first code I posted,
the animation value corresponded with the frame values and it did not lock up. I
assume that must be a big part of it. Maybe when I tried to change the frame values
back, it locked up because it just didn't like to have the animation messed with so
much. I didn't try to change the animation value to the Screwdriver to see if that
would make it end right, because that would probably cause the animation freeze
that I saw in the first code.
MAYBE it's because the Screwdriver ends with the player standing and the
two-handed chokeslam ends with the player kneeling.


(7/25/00 12:26:48 pm)

OK, for this code I spliced two different move sections into one animation and got no
lockups. As you can see from the codes, I've been refining how I'm making these.
The animation value and frame count are right there just above the splice addy's.
The best part about using these addys is that you can view what you are doing in
Edit mode, making it much quicker to grab values. The splice addy offset is 0062, so
now you can tweak the codes to make them smoother. This one's still a bit choppy.

Rikishi Driver - tokidoim

For P1 vs P2 only, Replaces Emerald fusion. Spliced in outstretched arms taunt from
the Insiders Edge and finished with the Screwdriver animation. The last 2 lines
eliminate replay. I could have changed the animation value to the screwdriver to get
the replay, but the friggin' code is long enough as it is!

D105 B124 1DCF
D105 B132 5258
8105 B130 00A6
D105 B124 1DCF
D105 B132 5258
8105 B132 FAD6
D105 B124 1DCF
D105 B132 052C
8105 B130 00A3
D105 B124 1DFC
D105 B132 052C
8105 B132 0B64
D105 B124 1DCF
D105 B132 0B64
8105 B1F0 00A3
D105 B124 1DCF
D105 B132 0B64
8105 B1F2 28E2
D105 B124 1DCF
8016 7622 009F


Added on this explaination for making moves:
You'll want to check the memory editor at the moment you want to change the
animation. Preview the move in Edit mode and go into the memory editor when you
want the splice to start. Get the animation value at 8105 B124 and get the last four
digits of the frame value at 8105 B132.
These will be the activators
D105 B124 ????
D105 B132 ????
Make sure you get the first two digits of the frame value at 8105 B130.
Return to the game and preview the move you want to change to. Go into the
memory editor when you want the spliced animation to start. Get the last four digits
of the value at 8105 B132. If the first two digits (at 8105 B130) are the same for
both animations, just add:
8105 B132 ???? (the one you just got), and that's all.
If the first two digits are different, you're going to have to change them, too. Use
the same two activators, but change the value at 8105 B130 first. If you change the
value at 8105 B132 first, it will make the activator wrong.
Format:
AAAA=Animation
OOOO=Original animation splice point frame value
00SS=First two digits of Splice animation starting frame value
SSSS=Last four digits of Splice animation starting frame value
D105 B124 AAAA
D105 B132 OOOO
8105 B130 00SS
D105 B124 AAAA
D105 B132 OOOO
8105 B132 SSSS

For player two, you can use P1 activators, or make different ones from 8105 B1E4
(animation), 8105 B1F0 (fist two digits), and 8105 B1F2 (last four digits) using the
same method.

Just remember that the sound and replay do not follow these codes, and if it's a
striking move, I don't think the timing of the impact will follow either.


(7/27/00 12:56:52 pm)

Chokebomb - tokidoim

Replaces Showstopper, P1 vs P2 only

D105 B124 1DA9
D105 B132 AE78
8105 B130 00AD
D105 B124 1DA9 P1 splice
D105 B132 AE78
8105 B132 BF72__________
D105 B1E4 1DAA
D105 B1F2 CAD0
8105 B1F0 00AD
D105 B1E4 1DAA P2 splice
D105 B1F2 CAD0
8105 B1F2 CDA0__________
D105 B124 1DA9
D105 B126 0083 P1 end animation before lockup
8116 71E4 0000__________
D105 B1E4 1DAA
D105 B1E6 0083 P2 end animation before lockup
8116 7678 0000__________
D105 B124 1DA9
8016 7622 0010 P1 replay at frame 10

Grinding Insider's edge

Replaces insider's edge taunt with Venis-esque hip grind, P1

D105 B124 1DA3
D105 B132 FC5E
8105 B130 0100
D105 B124 1DA3 P1 splice 1
D105 B132 FC5E
8105 B132 2FBE__________
D105 B124 1DA3
D105 B132 37C8
8105 B130 00A7 P1 splice 2
D105 B124 1DA3
D105 B132 37C8
8105 B132 0468

Info:

If you splice in an animation that ends too soon, the game will lock up. The way
to fix this is to end the animation for the player BEFORE the lockup. In Edit mode,
preview the move, just before the lockup, go to 8105 B126 (the value here should be
identical to 8116 71EE). Get the last frame value you see before the lockup and use
this format to end the move
D105 B124 ???? (animation value)
D105 B126 ???? (last frame before lockup)
8116 71E4 0000 (no more frames in animation)
For P2 if necessary
D105 B1E4 ????
D105 B1E6 ????
8116 7678 0000

A note for all:
The format I've been using will work for most splices.
However, remember that the value at 8105 B132 (and P2-P4) count up, so you may
run into a problem with repeating an animation, since the value actually covers two
16-bit addy's. Example: (not real codes)

D105 B124 ???? : animation
D105 B132 8000 : cut frame
8105 B132 7F9E : splice frame

If you change the value at 8105 B132 to a smaller number, it is possible (but highly
unlikely) that the value will count up to the exact same value you used as an
activator, and the splice animation will restart again ( this is how I was making
multiple body presses < never actually got a decent working version > ) . If this
happens you'll need to use the value at 8105 B130 as an activator also:

D105 B124 ???? : animation
D105 B130 ???? : splice frame
D105 B132 8000 : cut frame
8105 B132 7F9E : splice frame

If you changed the value at 8105 B130 already, you will need to use the value you
changed it to, since the GS works in the same sequential order as you put the codes
in.


(7/28/00 12:08:08 pm)

SOOPER Standing Clothesline - tokidoim

Replaces Standing Clothesline ( this one's REAL good ) when P2 gets clotheslined
only

D105 B1E4 1AE2
D105 B1F2 E876 -P2 splice 1
8105 B1F0 00B3 __________
D105 B1E4 1AE2
D105 B1F2 E876 -P2 splice 2
8105 B1F2 870E

THIS code proves that these Addy's DO affect player movement in the ring. I
know, however that they do NOT affect the direction a player faces.


(7/28/00 7:16:56 pm)
FIX REPLAYS!

OK, today I noticed that the game replayed some of the new codes I made, and I
wondered why. It's because I used the D105 B124 ???? animation modifier insted of
the old D116 71E8 animation modifier. During the replay, the value at 8116 71E8 is no
longer the proper activator for the code.
Cool!
Then it all made sense! During the instant replay, the replay started AFTER I made
the splice. The game uses these same addys to splice in the replay segment of the
move.
SO- there's 2 ways to fix the replay:
_________________
First, and simplest, If you spliced a move in just before the replay ( like the
Chokebomb and Sitout Two-handed chokeslam ) , you can simply knock back the
replay value a few more frames so the game will splice in the move that it's supposed
to

Sitout two-handed chokeslam v2 - tokidoim

Replaces Two-handed chokeslam, P1 only, fixed replay
D116 71E8 1DA1 - When P1 animation is Two-handed chokeslam
D105 B132 D114 - and when Falcon Arrow animation begins
8105 B130 0098 - Set part of weird-ass 6-digit value*
D116 71E8 1DA1 - When P1 animation is Two-handed chokeslam
D105 B132 D114 - and when Falcon Arrow animation begins
8105 B132 2F32 - Set 2nd part of weird-ass 6-digit value*
D116 71E8 1DA1 - When P1 animation is Two-handed chokeslam
D116 71E4 0003 - and 3 frames are left
8116 71E4 0000 - end animation
D116 71E8 1DA1 - When P1 animation is Two-handed chokeslam
8016 7622 0082 - ****Replay at frame 82****
* - also changed splice animation to Falcon arrow

Chokebomb v2 - tokidoim

Replaces Showstopper, P1 vs P2 only, fixed replay
D105 B124 1DA9
D105 B132 AE78
8105 B130 00AD
D105 B124 1DA9 P1 splice
D105 B132 AE78
8105 B132 BF72__________
D105 B1E4 1DAA
D105 B1F2 CAD0
8105 B1F0 00AD
D105 B1E4 1DAA P2 splice
D105 B1F2 CAD0
8105 B1F2 CDA0__________
D105 B124 1DA9
D105 B126 0083 P1 end animation before lockup
8116 71E4 0000__________
D105 B1E4 1DAA
D105 B1E6 0083 P2 end animation before lockup
8116 7678 0000__________
D105 B124 1DA9
8016 7622 006B ****P1 replay at frame 6B****
_______________
Second, and MUCH more difficult, you can re-splice the move on the first frame of
the replay. This also may cause the first frame of the replay to flash in a frame from
the original move. Replays last for 6 frames, 044C is the difference in value between
the last frame before replay and the first frame of replay. READ SLOWLY! So, get the
last frame value of your spliced move before replay, get the first frame value of the
replay, subtract 044C from the last value before replay, and splice that in when the
first value of replay begins. Make sense?

Rikishi Driver v2 - tokidoim

For P1 vs P2 only, Replaces Emerald fusion. Spliced in outstretched arms taunt from
the Insiders Edge and finished with the Screwdriver animation. Fixed Replay.
D105 B124 1DCF
D105 B132 5258
8105 B130 00A6
D105 B124 1DCF
D105 B132 5258
8105 B132 FAD6
D105 B124 1DCF
D105 B132 052C
8105 B130 00A3
D105 B124 1DFC
D105 B132 052C
8105 B132 0B64
D105 B124 1DCF
D105 B132 0B64
8105 B1F0 00A3
D105 B124 1DCF
D105 B132 0B64
8105 B1F2 28E2
(delete last two lines of v1 code and add this)
D105 B124 1DCF
D105 B132 5EFA
8105 B130 00A3 - P1 replay splice
D105 B124 1DCF
D105 B132 5EFA
8105 B132 0DB0 __________
D105 B1E4 1DD0
D105 B1F2 7D9E
8105 B1F0 00A3 - P2 replay splice
D105 B1E4 1DD0
D105 B1F2 7D9E
8105 B1F2 2B2E


nosig

oh and also, email all questions to dog@skwerl.net

The Underdog.
(He he, i love that show)

Edited by: Inferno465  at: 11/18/00 11:04:15 am

WWF Lover 2001
Newbie
(11/18/00 6:42:16 pm)
 My Voo Doo code
If somebody already made this, sorry, "my bad", I haven't seen it though...Anyway, this code lets you toggle max specials for any player, making Championship a little easier on us all...
Note: To use this code, hold Z and push a direction=
right= P1 Max spirit
left= P2 Max Spirit
down= P3 Max Spirit
up= P4 Max Spirit
D1064880 2100
D015A5D1 0015
8015AF5E 0064
D1064880 2200
D015A5D1 0015
8015B2B6 0064
D1064880 2400
D015A5D1 0015
8015B60E 0064
D1064880 2800
D015A5D1 0015
8015B964 0064

Peace,

WWF Lover 2001

BuckL
Ideal Hacker
(11/29/00 11:03:44 pm)
 Re: My Voo Doo code
top

 

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