codes4u > No Mercy Hackers Club > No Mercy codes archive | ![]() ![]() |
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jred Mod (11/21/00 10:15:33 am) | ![]() 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) | ![]() 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) | ![]() 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) | ![]() 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) | ![]() 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) | ![]() 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) ![]() | ![]() 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. Edited by: Inferno465 |
WWF Lover 2001 Newbie (11/18/00 6:42:16 pm) | ![]() 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) | ![]() top |
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