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- Game Id: None
- Genres: Adventure Platformer
- Publisher: Nintendo
- Publisher: Nintendo
Kirby and the Forgotten Land
Mastercode | |
040A0000 00808B20 F9428009 040A0000 00808B24 12BFE002 040A0000 00808B28 5AC01042 040A0000 00808B2C F8626929 040A0000 00808B30 F9415129 040A0000 00808B34 F9400129 040A0000 00808B38 1CFEAE00 040A0000 00808B3C BD008120 040A0000 00808B40 F9400D02 040A0000 00808B44 17F5168D |
move.l $F9428009, #$000808B20(r10)
|
01# Inf Health | |
040A0000 006798A8 6B1F012A |
move.l $6B1F012A, #$0006798A8(r10)
|
Inf Health (off) | |
040A0000 006798A8 6B0A012A |
move.l $6B0A012A, #$0006798A8(r10)
|
02# Max Coins | |
580A0000 00A726B0 580A1000 00000200 580A1000 000000A8 580A1000 000002F0 580A1000 00000000 780A0000 00000008 640A0000 00000000 0001869F |
move.q #$0000A726B0, r10
|
03# Change To Bomb | |
80001040 580A0000 00A726B0 580A1000 00000200 580A1000 000000A8 580A1000 00000288 580A1000 00000010 780A0000 00000448 640A0000 00000000 00000003 20000000 |
if L, Left
|
04# Change To Kaboem | |
80002040 580A0000 00A726B0 580A1000 00000200 580A1000 000000A8 580A1000 00000288 580A1000 00000010 780A0000 00000448 640A0000 00000000 00000004 780A0000 00000008 640A0000 00000000 00000002 20000000 |
if L, Up
|
05# Change To Disc Throw | |
80004040 580A0000 00A726B0 580A1000 00000200 580A1000 000000A8 580A1000 00000288 580A1000 00000010 780A0000 00000448 640A0000 00000000 00000005 780A0000 00000008 640A0000 00000000 00000002 20000000 |
if L, Right
|
06# Change To Drill | |
80008040 580A0000 00A726B0 580A1000 00000200 580A1000 000000A8 580A1000 00000288 580A1000 00000010 780A0000 00000448 640A0000 00000000 00000006 780A0000 00000008 640A0000 00000000 00000002 20000000 |
if L, Down
|
07# Change To Fire | |
80001080 580A0000 00A726B0 580A1000 00000200 580A1000 000000A8 580A1000 00000288 580A1000 00000010 780A0000 00000448 640A0000 00000000 00000007 780A0000 00000008 640A0000 00000000 00000002 20000000 |
if R, Left
|
08# Change To Hammer | |
80002080 580A0000 00A726B0 580A1000 00000200 580A1000 000000A8 580A1000 00000288 580A1000 00000010 780A0000 00000448 640A0000 00000000 00000008 780A0000 00000008 640A0000 00000000 00000002 20000000 |
if R, Up
|
09# Change To Ice | |
80004080 580A0000 00A726B0 580A1000 00000200 580A1000 000000A8 580A1000 00000288 580A1000 00000010 780A0000 00000448 640A0000 00000000 00000009 780A0000 00000008 640A0000 00000000 00000002 20000000 |
if R, Right
|
10# Change To Spike | |
80008080 580A0000 00A726B0 580A1000 00000200 580A1000 000000A8 580A1000 00000288 580A1000 00000010 780A0000 00000448 640A0000 00000000 0000000A 780A0000 00000008 640A0000 00000000 00000002 20000000 |
if R, Down
|
11# Change To Adventure | |
800010C0 580A0000 00A726B0 580A1000 00000200 580A1000 000000A8 580A1000 00000288 580A1000 00000010 780A0000 00000448 640A0000 00000000 0000000B 780A0000 00000008 640A0000 00000000 00000002 20000000 |
if L, R, Left
|
12# Change To Sleep | |
800020C0 580A0000 00A726B0 580A1000 00000200 580A1000 000000A8 580A1000 00000288 580A1000 00000010 780A0000 00000448 640A0000 00000000 0000000C 780A0000 00000008 640A0000 00000000 00000002 20000000 |
if L, R, Up
|
13# Change To Sword | |
800040C0 580A0000 00A726B0 580A1000 00000200 580A1000 000000A8 580A1000 00000288 580A1000 00000010 780A0000 00000448 640A0000 00000000 0000000D 780A0000 00000008 640A0000 00000000 00000002 20000000 |
if L, R, Right
|
14# Change To Tornado | |
800080C0 580A0000 00A726B0 580A1000 00000200 580A1000 000000A8 580A1000 00000288 580A1000 00000010 780A0000 00000448 640A0000 00000000 0000000E 780A0000 00000008 640A0000 00000000 00000002 20000000 |
if L, R, Down
|
15# Max Stars | |
580A0000 00A726B0 580A1000 00000200 580A1000 000000A8 580A1000 000002F0 580A1000 00000000 780A0000 00000030 640A0000 00000000 0001869F |
move.q #$0000A726B0, r10
|
16# Resets Treasure Road Time (ZL+Y) | |
040A0000 0054E55C 140864AF 80000108 040A0000 0054E55C 140AE969 20000000 |
move.l $140864AF, #$00054E55C(r10)
|
17# movement speed ZL+Left 1.5 times ZL+Right 2.0 times | |
040A0000 0054E574 F9400D02 80001100 040A0000 0054E574 140AE96B 040A0000 008060F8 3FC00000 20000000 80004100 040A0000 0054E574 140AE96B 040A0000 008060F8 40000000 20000000 |
move.l $F9400D02, #$00054E574(r10)
|
19# Change To Car | |
80002000 580A0000 00A726B0 580A1000 00000200 580A1000 000000A8 580A1000 00000288 580A1000 00000010 780A0000 00000450 640A0000 00000000 00000001 780A0000 00000008 640A0000 00000000 00000001 20000000 |
if Up
|
20# Change To Cone | |
80004000 580A0000 00A726B0 580A1000 00000200 580A1000 000000A8 580A1000 00000288 580A1000 00000010 780A0000 00000450 640A0000 00000000 00000001 780A0000 00000008 640A0000 00000000 00000002 20000000 |
if Right
|
21# Change To Platform | |
80008000 580A0000 00A726B0 580A1000 00000200 580A1000 000000A8 580A1000 00000288 580A1000 00000010 780A0000 00000450 640A0000 00000000 00000001 780A0000 00000008 640A0000 00000000 00000006 20000000 |
if Down
|
22# Change To Light Bulb | |
80001080 580A0000 00A726B0 580A1000 00000200 580A1000 000000A8 580A1000 00000288 580A1000 00000010 780A0000 00000450 640A0000 00000000 00000001 780A0000 00000008 640A0000 00000000 00000008 20000000 |
if R, Left
|
23# Change To Closset | |
80002080 580A0000 00A726B0 580A1000 00000200 580A1000 000000A8 580A1000 00000288 580A1000 00000010 780A0000 00000450 640A0000 00000000 00000001 780A0000 00000008 640A0000 00000000 00000009 20000000 |
if R, Up
|
24# Change To Ring | |
80004080 580A0000 00A726B0 580A1000 00000200 580A1000 000000A8 580A1000 00000288 580A1000 00000010 780A0000 00000450 640A0000 00000000 00000001 780A0000 00000008 640A0000 00000000 0000000A 20000000 |
if R, Right
|
25# Change To Stairs | |
80008080 580A0000 00A726B0 580A1000 00000200 580A1000 000000A8 580A1000 00000288 580A1000 00000010 780A0000 00000450 640A0000 00000000 00000001 780A0000 00000008 640A0000 00000000 0000000B 20000000 |
if R, Down
|
26# Change To Soda machine | |
800010C0 580A0000 00A726B0 580A1000 00000200 580A1000 000000A8 580A1000 00000288 580A1000 00000010 780A0000 00000450 640A0000 00000000 00000001 780A0000 00000008 640A0000 00000000 0000000C 20000000 |
if L, R, Left
|
1st sub objective cleared | |
14150000 62719918 00000001 04100000 62719920 00000002 20000000 |
if.l #$62719918 == $00000001
|
2nd sub objective cleared | |
14150000 62719970 00000001 04100000 62719978 00000002 20000000 |
if.l #$62719970 == $00000001
|
3rd sub objective cleared | |
14150000 627199C8 00000001 04100000 627199D0 00000002 20000000 |
if.l #$627199C8 == $00000001
|
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