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Luc

Member Since 5 May 2005
OFFLINE Last Active Jun 24 2018 3:49 AM

#2761820 H.E.R.O. hack?

Posted by Luc on Mon May 27, 2013 12:22 AM

Here's a hack I made a long time ago: infinite lives and infinite dynamite:

Attached File  HERO+.bin   8KB   188 downloads

I also made a hack which puts you in god-mode: infinite lives, infinite time, invincibility, no collision with creatures and the ability to walk through walls.

Attached File  hero5.bin   8KB   153 downloads

Have fun!


#2287122 Adventure Hell

Posted by Luc on Wed May 25, 2011 5:36 AM

OK, forget I asked, I eventually figured it all out. Yes it can be done, it's just a lot harder to find out how everything works and where everything is. It's definitely worth playing. After all the trouble I had finding the chalice, putting it back into the golden castle has never felt so good!

Congrats to Mr. Howe for a great Adventure hack!


#2033829 Anyone Actually beat Hunchy II by Chris Walton

Posted by Luc on Thu Jun 17, 2010 1:35 PM

I've been playing Chris waltons Hunchy II and this game is definitely is in my favorite homebrew of all time. hats off to Chris (cd-w) on this. I was wondering has anyone actually beaten this game yet? I can't seem to make it past level 9. anyone have any tips? I've been playing this on my new deluxe Harmony. I plan on buy the stand alone cart when i can get my fund back up, to show my support to Atari Age and cd-w


Yes, I've made it to the final scene (a nice love scene btw), but not without cheating. (Blame Stella for making cheating so easy... ;)

Anyway, I also managed to complete level 9 without cheating, so maybe I can give you a hint. I think you're having trouble with the two bells at the end of the level, right? Well, the trick is to stand perfectly still when you jump, and you have to time your jump very carefully. After you pick up the bell in the right corner, go back to the ladder and wait until another pair of bullets (or arrows, or whatever they are) have passed. Then walk onto the platform and go left. As soon as a new pair of bullets arrives, stand still and jump after the first one has passed. Remember not to move a muscle, just jump up to let the lowest bullet pass under your feet. Then walk to the left again, stand still and jump again, right between the two bullets. You only have to do this twice; you can safely make it to the left edge of the screen after the second jump. Once there, quickly walk off the platform, so you can get to the last bell.

Good luck.

hunchy2_ntsc.bin_17.png


#2012282 game cheats? (stella question)

Posted by Luc on Thu May 13, 2010 2:56 AM

Well, it's almost 2 years since I first asked, so I thought I'd follow-up...

Does anyone yet know of a stella.cht file that been posted anywhere with cheats for a decent number of games? Seems odd to me that you can easily find cheat database files for MAME, but none seem to exist for the Stella. When it was a new feature in Stella I figured, okay it'll take a while for people to figure things out and post them....but I've yet to stumbled across a cheat file. Hmmmmm.


I always enter my cheats directly in the debugger. I tried to make a cht file once, but I ran into some problems. I'd be willing to give it another try, if someone (stephena, are you reading?) could explain how to change more than one address in a cheat? I mean, if I wanted to write A9 00 (or EA EA EA) to 18DF and 18E0, I would have to use two cheat codes. Surely this can be done in another way, something like

bbaaaad1d2d3:0

(bb=bank, aaaa=address to start writing, d1d2d3 etc. = consecutive values to write until colon is reached, :0 = off, :1= on)

Also, the option to turn cheats on or off doesn't always work. For example, if you use the code 53EEA1 in Pac-Man to get unlimited lives, the cheat sometimes works when starting Stella - even when it's turned off.

If we could get a good working cheat editor that allows me to write more than one value, I promise to make a biiig cht file. :)


#1791633 Swordquest Airworld

Posted by Luc on Sun Jul 12, 2009 6:18 AM

Just for history's sake, I feel I should mention that back in 1983 I programmed my own version of Swordquest Fireworld on the Commodore 64. The game was supposed to be played by a friend of mine who also loved the Swordquest games, but unfortunately we lost contact and I don't know if he ever managed to solve it. The object of the game was to find a word or phrase, hinted at by some of the banners.

Here's a few screenshots:
http://home.scarlet....q/fireworld.htm

The game was complete, but unfortunately I never got around to programming the starting screen or the ending.


#1564609 The unreachable exit in Montezuma's Revenge

Posted by Luc on Wed Aug 6, 2008 1:57 AM

I was thinking more of increasing the distance PJ can jump, or even changing the screen setup to make the floors longer. But just changing the horizontal position was indeed a lot easier, thanks for the suggestion.

It turns out that the player's horizontal position is stored in $aa, so all I had to do was increase the contents of that address (I set it to $80) to get to the floor on the right. As expected, there's nothing there: you cannot go to the right because there's an invisible barrier.

Anyway, the mystery's solved now. :)

Attached Thumbnails

  • Montezumas_Revenge.png