Woah whats that group mode for?
Most likely a team battle mode. Like a lot of things I had to make a cheat to select it. All it leads to is another menu.
And, all of these leads to a blank screen :(.
As for the stages Studio 6 has to be the biggest.
Edit: If youâre wondering why Iâm not breaking down characters. Iâm hoping I can get access to some of the debug tools.
Edit 2: Got group mode to work(had to disable the cheat).
I donât like the Genesis version
group mode looks awesome!
team tournament mode? how ahead of its time was this game?
Well the thing is there is no super and each character fight is only 1 round. And the winner doesnât stay.
Edit: Also there was a team battle mode in the SNES port of Fighters History(dunno which came out first).
should have been shared super bar with that. CvS2 style!
This game came out first.
[S]Snes 9X save state for Group mode[/S]
Edit:Link is dead.
Awesome find, since it seemed like an odd exclusion I thought Iâd Google and see if there was a button code for it. And sure enough, there is one!
http://kakuge.info/d/t/tmntw.htm
Itâs the Konami code but with L and R as the final buttons instead of B A. Or âUp Up Down Down Left Right Left Right L Râ all together. I havenât tried it on either version yet, but it does seem to be exclusive to âMutant Warriorsâ as you found earlier.
I also have some Game Genie codes that will help create a training mode of sorts if you want to practice on a real console:
EE34-4DF1 - Infinite Health for Player 1
EE34-58F1 - Infinite Health for Player 2
The codes donât actually keep health at full, but it wonât decrease past a certain point. I meant to post these earlier when you were asking for cheats to help make a âtraining modeâ, but I forgot my password and my reset e-mail took a while to arrive.
Love this game and glad to see people keeping it alive!
Well there is 3 places that health data is stored per player. When it comes to infinite life and you have to all 3 activated to prevent the health bars from looking weird like your case or the bars not moving but you can still die.
I completely forgot to go to the last tourney; but I donât even know if they ran Turtles. Only 2 people (Me and friend who brings the set-up) like the game seriously enough anyway. Everyone else seeâs it like itâs just a joke =[
Where do I have to input the code for Group Mode on Mutant Warriors?
On the title screen use the second player controller.
Ok found the stun meter location it was two bytes instead of one. It goes up to 600.
7E0EEA Player 1
7E0FCA Player 2
Edit: some where after 600 trying to get it accurate.
How stun works now that I had some time looking at it.
Its not a simple fill up to X like it is in Marvel or Street Fighter.
It works by going up to 600 or above and then getting hit again I should mention that jabs do 95 stun damage Cr.HP is 240 seems pretty universal and Jumping hp is 200.
Another thing is that it starts draining the very next frame after it connects. Land a jab next frame its 94 on the stun meter then 93 so the drain is pretty damn fast.
Can the values be modified in any way? (I read earlier that the game uses heavy encription and I know nothing about programming sorry for my ignorance )
I havenât tried to mess with Rom that much I only took a quick look through it. I didnât even look/try to see what type of encryption (it could be simple).
Or do you mean to make a cheat where you donât get stunned?
mmmmmm actually I dont have anything in mind. Dont have the chars stunned is kind of pointless, but having them dizzied and re dizzied so EASILY is what turned off lots of ppl here to continue playing (specially the turtles users).
If some of these values can be modified then the game (in theory) could be ârebalancedâ or âfixedâ in some departaments?
Thx for your input in advance
If me or someone decides to figure out the encryption.
any idea why raph/mike have lower stun than everyone else?
Wonât bother to read through the whole thread, so Iâll just ask here that which version is played more, tha Jap version or the US version?
Also, Donatello kicks ass.
Do you mean they need less hits to cause dizzy on some one?
Or, They take less hits to get dizzied?
The only thing I can say unless i had access to communicate with team that made it.
Design choices. I can only see if it is different but I canât tell you why.