Sonic Heroes (GCN/AR/NTSC-U)

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Brandondorf9999
Posts: 4
Joined: Fri Jul 31, 2015 10:40 pm

Sonic Heroes (GCN/AR/NTSC-U)

Post by Brandondorf9999 » Tue May 31, 2016 5:46 am

Sonic Heroes

[DOL-G9SE-USA]

Code: Select all

Alpha Tested Blend Mode [Brandondorf9999]
0001a857 000000xx
0001A863 000000xx
0001a873 000000xx
0001A87F 000000xx

xx = Blend mode

Blend operations

01 - Zero
02 - One
03 - Source Color
04 - Inverse Source Color
05 - Source Alpha
06 - Inverse Source Alpha
07 - Destination Alpha
08 - Inverse Destination Alpha
09 - Destination Color
0A - Inverse Destination Color
0B - Source Alpha Saturate

Cut to black instead of fade [Brandondorf9999]
YA6M-YHAM-2ZJMV
D6U7-C1B2-DGNFU
MPUD-89HQ-EGFGU

Field of View Modifier [Brandondorf9999] 
0442F6D0 xxxxxxxx
 
xxxxxxxx = FOV floating-point number (default: 3F800000 = 1)

HUD Blend Mode [Brandondorf9999]
040C4D48 388000xx
040C4D54 388000xx

xx = Blend mode

Blend operations

01 - Zero
02 - One
03 - Source Color
04 - Inverse Source Color
05 - Source Alpha
06 - Inverse Source Alpha
07 - Destination Alpha
08 - Inverse Destination Alpha
09 - Destination Color
0A - Inverse Destination Color
0B - Source Alpha Saturate

HUD is additive [Brandondorf9999]
MVQK-XM91-WK0XM
DWHH-PRNZ-WR2EF

Mario Kart Double Dash!! Bonus Disc Subtitle Blending [Brandondorf9999]
NEHU-AXH7-A5TD3
AK7P-PY33-214A7
9A1F-EV2M-FY551
Y13T-Z3WH-KUF3H
ZW93-MHHW-FWE54
8H7X-WUPY-JBF96
R2J5-WX8A-12MWC
PHKG-06CX-QXEPT
PTC8-RHX9-EPV9W
AG6X-UQHM-3RDGJ
25ED-1NG5-06F5M

Memory Debugger [Brandondorf9999]
300B-01A7-H9PWD
609F-MWHJ-0PEMN

Particle Blend Modes [Brandondorf9999]
Additive:
040635d8 388000xx
040635ec 388000xx
Regular:
0406363c 388000xx
04063650 388000xx
Subtractive:
040636b0 388000xx
Unfaded:
040636f4 388000xx
04063708 388000xx

xx = Blend mode

Blend operations

01 - Zero
02 - One
03 - Source Color
04 - Inverse Source Color
05 - Source Alpha
06 - Inverse Source Alpha
07 - Destination Alpha
08 - Inverse Destination Alpha
09 - Destination Color
0A - Inverse Destination Color
0B - Source Alpha Saturate

Players are invisible [Brandondorf9999]
3NXM-0UCE-FZ2EC
NBGP-5TDH-WJ4AF
QAP5-2DMM-M6TWK
EW5W-RNV3-MHTW3
91K5-G680-K3RVU

Stage Brightness [Brandondorf9999]
0401e3c4 60000000
0401e3c8 60000000
0401e3cc 60000000
0401e3d0 60000000
0401e3d4 60000000
0401e3d8 60000000
0401e590 60000000
0401e594 60000000
0401e598 60000000
0401e5d8 38800009
0401e5e4 38800002
0401e618 3ba000xx

xx = Brightness value

Super Hard Level Modifier [Brandondorf9999]

00A6C367 000000xx
00A6C36B 000000xx
00A6C36F 000000xx
00A6C373 000000xx
00A6C377 000000xx
00A6C37B 000000xx
00A6C37F 000000xx
00A6C383 000000xx
00A6C387 000000xx
00A6C38B 000000xx
00A6C38F 000000xx
00A6C393 000000xx
00A6C397 000000xx
00A6C39B 000000xx

Stage IDs

00 - Crash
01 - Crash
02 - Seaside Hill
03 - Ocean Palace
04 - Grand Metropolis
05 - Power Plant
06 - Casino Park
07 - Bingo Freeway
08 - Rail Canyon
09 - Bullet Station
0A - Frog Forest
0B - Lost Jungle
0C - Hang Castle
0D - Mystic Mansion
0E - Egg Fleet
0F - Final Fortress
10 - Egg Hawk
11 - City Team Battle
12 - Robot Carnival
13 - Egg Albatross
14 - Swamp Team Battle
15 - Robot Storm
16 - Egg Emperor
17 - Metal Madness
18 - Metal Overlord
1D - Bonus Stage #1
1E - Bonus Stage #2
1F - Bonus Stage #3
20 - Bonus Stage #4
21 - Bonus Stage #5
22 - Bonus Stage #6
23 - Bonus Stage #7
34 - Emerald Stage #1
35 - Emerald Stage #2
36 - Emerald Stage #3
37 - Emerald Stage #4
38 - Emerald Stage #5
39 - Emerald Stage #6
3A - Emerald Stage #7
 
Switch Effect Additive Blend Fix [Brandondorf9999]
GC69-9XQX-01KVZ
3XPG-QPYQ-NTKQM

Note: This code uses the additive destination factor. For other blend modes, use the code below.

Switch Effect Blend Mode [Brandondorf9999]
0401D8FC 388000xx
0401D908 388000xx

xx = Blend mode

Blend operations

01 - Zero
02 - One
03 - Source Color
04 - Inverse Source Color
05 - Source Alpha
06 - Inverse Source Alpha
07 - Destination Alpha
08 - Inverse Destination Alpha
09 - Destination Color
0A - Inverse Destination Color
0B - Source Alpha Saturate

Note: Only use this when the additive fix code is disabled.

Warped Camera View [Brandondorf9999]
R5TH-Z3XB-TBAR4
038H-U8T2-QDA6M

Warp Light Blend Mode [Brandondorf9999]
0401D918 388000xx
0401D924 388000xx

xx = Blend mode

Blend operations

01 - Zero
02 - One
03 - Source Color
04 - Inverse Source Color
05 - Source Alpha
06 - Inverse Source Alpha
07 - Destination Alpha
08 - Inverse Destination Alpha
09 - Destination Color
0A - Inverse Destination Color
0B - Source Alpha Saturate
Grip55
Posts: 14
Joined: Mon Jun 22, 2015 3:51 pm

Re: Sonic Heroes (GCN/AR/NTSC-U)

Post by Grip55 » Sun Oct 02, 2016 5:08 pm

Can you take pictures of the blend modes? I'm not sure what they do.
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