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From Topic: SNES Bomberman PAR Codes (including Boss editing)
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Plasma Bomber
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Joined: 09 May 2005
Posts: 1573
Post#1  Posted: Fri Jan 02, 2009 8:20 pm  Reply with quote + 
Yeah I'll get back to that translating later if anybody cared (not that it matters, I'm doing it anyway), but in the meantime I decided on a whim to see what I could do in Super Bomberman 2 with cheat codes. I started out trying to make it where you can change the color of Bomberman in Story Mode (as you can in Battle), but when that didn't work out right I thought about hacking the bosses. So here we go.

Super Bomberman 2 codes

Bosses
These are intended for the Five Bad Bombers X-7 battles. They will not work for the boss machines in X-8. So basically, you can make the bosses harder than they were, which is kind of nice.

Invincible Boss: 7E854309
Desc: Makes the boss invincible. Remember to turn this code off when you are in regular stages, as it will make the first enemy spawned invincible (such as the topmost bird alien in 1-1).

Set Boss' Bomb capacity: 7E85E10X
Desc: Change the X into the desired number. With 0, they'll have no bombs at all. They'll just walk up to you and go back and forth in vain. You may have to save state and reload the state to get this to work (the game itself doesn't need to be reset). Usually, due to coding, they won't set more than 4 or 5, even if you set the number higher. (Note: numbers larger than 09 should only give them 9 bombs)

Set Boss' Flames: 7E85F20X
Desc: Change the X into the desired number. 0 is what you start out with in Story Mode and what Brain Bomber should have. 9 is maximum, and probably what Golem Bomber has. A note, though: Brain Bomber is likely to blow himself up with max flames. This is just due to his coding, as he is used to having no power at all and just detonating his bombs whenever.

Player

Infinite Hearts: 7E80EF09
Desc: Sets Shiro's hearts to 9 perpetually.

Set Bombs: 7E80E10X
Desc: Set the number of bombs Shiro has. Change the X at the end to the correct number. You can set it to 0 and be completely unable to set bombs.

Set Flames: 7E80F20X
Desc: Set your blast radius. Change the X at the end to the correct number.

Set Speed: 7E80F00X
Desc: Set your speed. Change the X at the end to the correct number. Note: The highest speed possible is 6. Going past this sets your speed to 0.

Change Color: 7E5C440X
Desc: Changes the color of your character and your bombs, even in Story Mode!
White: 00
Black: 01
Red: 02
Blue: 03
Purple: 04
Green: 05
Pink (Pretty esque): 06
Grey: 07
Brown: 08
Light Green: 09
Blue (Magnet esque): 0A
Orange: 0B
Ice Blue: 0C
Dark Purple: 0D
Yellow Orange: 0E
Gold: 0F

Skull Bomber: 7E80F50X
Desc: Gives you a disease perpetually. This also makes it so you can't pick up any other diseases, and every time you pick up an item, you spawn a skull panel that flips in a random direction, as if you'd gotten rid of it. Interesting in Battle Mode. Change the X to the number for the disease you want.
Known diseases: 1 - Invisible, 2 - Constant Bomb Set, 3 - Can't set bombs, 4 - No bad effect. With 4 and 5 you don't get a bad side effect, so it completely works to your advantage. Try different numbers to see what you can get.

Gold Bomber: 7E800507
Desc: Makes Player 1 Gold Bomber, including gold bombs and gold explosions. This even works in Story Mode, too!

Have Spiked Bombs: 7E80F304
Desc: Gives Player 1 spiked bombs.

No fuse: 7F200401
Desc: Makes your bombs detonate automatically when you set them.

Player 1 not present: 7E800407
Desc: Makes it so Player 1 is "turned off" in Battle Mode, but will always win anyway.

Shadow Bomber: 7E800607
Desc: Makes Player 1 a silhouette.

Other

Infinite Time: 7E5E12XX
Desc: Keeps the time at a constant, so it never goes down. The last two digits can be anything, but probably shouldn't be set to 00 or there is no point to the code.

Super Bomberman 3 codes

Player

Choose Character: 7E1347XX
For Player 2: 7E1348XX
For Player 3: 7E1349XX
For Player 4: 7E134AXX
For Player 5: 7E134BXX
Desc: Set the character player 1 plays as. Replace the X's with the correct value.
Bomberman: 00
Bomber the Kid: 01
Metal Bomber: 02
Pretty Bomber: 03
Bomber Uhho: 04
Bomber Chen: 05
Cossack Bomber: 06
Mexican Bomber: 07

Custom Color: 7E135FXX
For Player 2: 7E1360XX
For Player 3: 7E1361XX
For Player 4: 7E1362XX
For Player 5: 7E1363XX
Desc: Change the palette of your character. Replace the X's with the correct number.
White: 00 or 01 or 07
Black: 02 or 08
Red: 03
Blue: 04
Green: 05
Dead: 06
Pretty Bomber: 09
Gold: 11
NOTE: For some unknown assholish reason, these codes don't seem to work in Story Mode. They merely glitch your player sprite. Meh.

EDIT 11/20/2011:
The following code will disable the graphical "water effect" in underwater stages, such as those in Bubble Star or in the corresponding Battle Mode map:
7E43CB00
It is kind of glitchy, though, and the water effect may spaz out or reactivate if you move to certain parts of the map or take certain actions (like kicking a Soft Block with the Yellow Rooey). But it is a very nice way to be able to view the stage maps unmolested.

Super Bomberman 4 codes

Player

Choose Character: 7E1F2AXX
For Player 2: 7E1F2CXX
For Player 3: 7E1F2EXX
For Player 4: 7E1F30XX
For Player 5: 7E1F32XX
Desc: Set the character player 1 is. This can be used in Story Mode as well, which is the basic idea. Replace the X's with the correct number.
Bomberman: 00
Bazooka Bomber: 01
Lady Bomber: 02
Jet Bomber: 03
Hammer Bomber: 04
Great Bomber: 05

Super Bomberman 5 codes

Player

Choose Character: 7E16C2XX
Desc: Set the character Player 1 is. Replace the X's with the correct number. Subordinate Bomber is included. Note that changing the character does NOT change the player's palette, use the code below this one for that. For players 2-5, change the 2 to 3, 4, 5, or 6.
Bomberman: 00
Bomber Woof: 01
Dave Bomber: 02
Gary Bomber: 03
Pirate Bomber: 04
Muscle Bomber: 05
Iron Mask Bomber: 06
Baron Bombano: 07
Plunder Bomber: 08
Subordinate Bomber: 09
NOTE: This code appears to screw up Shirobon's sprites in the good ending credits sequence. Does not crash the game, though.

Set Player Palette: 7E16DAXX
Desc: Sets Player 1's palette. This is necessary to get the characters to look right. Replace the X's with the correct value. This looks complicated but is quite easy if you pay attention. For players 2-5, change the A to B, C, D, or E.
White Palettes
Shirobon: 01
Bomber Woof: 08
Dave Bomber: 10
Gary Bomber: 18
Pirate Bomber: 20
Muscle Bomber: 28
Iron Mask Bomber: 30
Baron Bombano: 38
Plunder Bomber: 40
Subordinate Bomber: 48

Now, to get the different palettes, simply add the below number to the character's value from the above list. For example, to set it to Iron Mask Bomber's black palette, take 30 (Iron Mask Bomber's white palette) + 1 (All Black palettes are 1 more than White palettes), to get 31. His color swap code would be "7E16DA31". First, however, check the second digit of the character's white palette number. There are two categories - 0's and 8's. Note that Shirobon, though his number ends with a 1, is classified as a 0.
0's
Black: 1
Red: 2
Blue: 3
Green: 4
Gold: 5
Dead: 6
Character: 7

8's
Black: 1
For the other colors, replace the second digit with one of the following letters:
Red: A
Blue: B
Green: C
Gold: D
Dead: E
Character: F

Some character-specific codes for easy reference (These are the palettes labeled "Character" above):
Shirobon: 07
Bomber Woof: 0F
Dave Bomber: 17
Gary Bomber: 1F
Pirate Bomber: 27
Muscle Bomber: 2F
Iron Mask Bomber: 37
Baron Bombano: 3F
Plunder Bomber: 47
Subordinate Bomber: 4F


---------

The basic idea here is to create codes that you wouldn't find anywhere else. If anybody wants to contribute, feel free. I'll update this first post with more stuff whenever I make it or you make it. And if you were wondering, there is no "Set Boss' Speed" code mentioned because the ones I made didn't work. I'll still look into that, though.

I'm also working on making it so you can choose the color of Bomberman for Story Mode, changing the first enemy in each stage to something else (ie replacing Magnet Bomber with Golem Bomber or some random monster, or replacing the first monster in a regular stage with a boss), and possibly even swapping the sprites of Bomberman, enemies, or the bosses. The farthest I got with that so far, though, is changing Magnet Bomber's palette set to that of the bird aliens, and making Bomberman turn into jumbled sprites and only be able to move right and up. A note, though - when Plasma Bomber's palette was set to the first enemy's palette, his bombs got that palette when they were first placed (and picked up, as he always does), but when they were thrown they went normal. This means that originally, the bomb is a part of Plasma Bomber. However, when Magnet Bomber sets his bombs, they change into his palette when they are magnetically attracted to you - which means that the "special ability" of the bombs is really in Magnet Bomber's code! I found this interesting. I guess it makes sense, all they had to do was change his bomb sprites and not have to make a whole new object/chunk of code/whatever. Anyway.

And yeah, I know that if it -were- possible to set Shiro's sprites into those of the bosses, the death animation would be screwed up, as well as the throwing, and the getting hit on the head, and Plasma Bomber would probably have no arms or scarf. Meh, it would be interesting to see if it was possible though. Don't you think?


Last edited by Plasma Bomber on Sun Nov 20, 2011 3:16 pm
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