This post shall be a further continuation.
Spoiler: Ultra Vortek (World) - LU:09/19/15 (click to see content)

- Not sure what the resolution/snapsize should be to this, honestly. I've only been able to get Project Tempest to run it, and that doesn't seem to have a screenshot function. You're gonna wanna mess around with mame.ini's settings with this. Try setting keepaspect and unevenstretch to 0.
- If you you have Ultra Vortek (World).j64, rename it to ultravor.j64 and put it in the rom folder. You're also gonna need a file named jaguar.zip that contains jagboot.rom and jagwave.rom, so find that and add it to the rom folder. Rename ultravor.xml to jaguar.xml and put it in the cheat folder. Then, in command prompt, add a variation of this:
cd C:\mame0165b && mame.exe jaguar -cart roms\ultravor.j64
You could also copy/paste it into a text file, save it as whatever.bat, and double click that to load the game every time.
- The game will crash if you set the P1/P2 Frame value too high (trying to access a non-existent frame). In fact, you probably shouldn't use it unless you have to.
- P1/P2 State Modifier? was something I found before Frames 2. You could probably use it to access fatality frames, but it's kinda buggy and I haven't fully tested it.
- I was gonna add a color mod, but it's actually far easier if you use Artmoney/Cheat Engine to hack MAME so that it changes the black BG to whatever color you want. It's just one 32-bit address, unlike the color mod that has 34,817 64-bit addresses to color mod every single pixel on the screen......and balloons the size of the cheat file to over a megabyte......AND SLOWS THE GAME TO A CRAWL if you leave it on.
- P2 CPU is for 1P mode, because you can't play 2P mode, even though the controls for the 2nd player work once you use it to stop the computer from controlling the opponent.
- Player Floor Y Position and Hide BG 1-64 are for stage ripping.
- Speaking of stages, the last 4 in the stage select aren't supposed to be stages, yet you can play on them. :\
- To rip player sprites: turn on Freeze P1/P2 Animations, and cycle through all the sprites using P1/P2 Frames 2.
Recoloring with Artmoney:
Search for FFE2FBF3FFE1FAF2 (brightest color to the text/numbers) at integer 8 bytes. It'll probably be the 1st address on the list. Once you find it, press insert to copy the address/bring up the edit address window and to the right of the + button enter -1E3ECH into it and click the + button to subtract 123884 from the address. Press ok. You should now be able to recolor the black BG.
Spoiler: Sexy Parodius (ver JAA and AAA) - LU:05/29/16 (click to see content)

- My cheats are Recolor Black BG To... and downwards.
- About the checkpoint modifier: if you set it too high, you'll hear the "pre-stage music" unique to the character you selected while not going anywhere. Keep lowering/raising it until you end up near the boss.
- Color mods should work. In some stages, there's flickering (goes away if you pause emulation).
- There's 2 sets of addresses for repositioning the BG layers/Bars, and affecting their sprite priority.
Spoiler: Street Fighter III: New Generation (Euro 970204) - LU:06/07/16 (click to see content)

- My cheats are Recolor Black BG To... and downwards.
- About P1 Color 1-A/1-B": You'll probably use 1B (1-A was just in case). It'll let you cycle through the effect colors of the current players that are active (you could give Ryu Sean's colors, for example). The colors won't change if the player's animation is frozen.
- You could reposition everything offscreen and recolor the black, BG, but it seems easier to show the super BG and recolor that.
- About P1 Sprites (+256)/P1 Sprites (+1): I broke it into 2 for easier navigation. To use them to rip sprites, first freeze the player animations, use +256 to see who you want to rip sprites for (Gill's located at 0-3, for example), and use +1 to cycle through the sprites (press the del key to reset it back to 0).
- If you want to try ripping sprites, but don't want to deal with putting the layered sprites back on, you could try using the P1 States, Use With P1 States (UWP1S8, because I wanted it all to be consistent in length), and P1 Frames cheats to try and rip the frames. I made some tile mods that can read those addresses and tell you the values to them, so you know how they change. You'd probably be better off doing it with Jesuszilla's Cheat Engine table, TBH.
- Shadows can be repositioned off screen with the sprite position mod.
Spoiler: Street Fighter III 2nd Impact: Giant Attack (Asia 970930 NO CD) - LU:06/07/16 (click to see content)

- My cheats are Recolor Hide/Show Lifebars and downwards.
- About P1 Color 1-A/1-B": You'll probably use 1B (1-A was just in case). It'll let you cycle through the effect colors of the current players that are active (you could give Urien Gill's colors, for example). The colors won't change if the player's animation is frozen.
- You could reposition everything offscreen and recolor the black, BG, but it seems easier to show the super BG and recolor that.
- About P1 Sprites (+256)/P1 Sprites (+1): I broke it into 2 for easier navigation. To use them to rip sprites, first freeze the player animations, use +256 to see who you want to rip sprites for (Gill's located at 0-3, for example), and use +1 to cycle through the sprites (press the del key to reset it back to 0).
- If you want to try ripping sprites, but don't want to deal with putting the layered sprites back on, you could try using the P1 States, Use With P1 States (UWP1S8, because I wanted it all to be consistent in length), and P1 Frames cheats to try and rip the frames. I made some tile mods that can read those addresses and tell you the values to them, so you know how they change. You'd probably be better off doing it with Jesuszilla's Cheat Engine table, TBH.
- Shadows can be repositioned off screen with the sprite position mod.
Spoiler: Street Fighter III 3rd Strike: Fight for the Future (Japan 990608 NO CD) - LU:06/07/16 (click to see content)

- My cheats are P1 Color 1-A... and downwards.
- I suggest Necro's stage for sprite ripping.
- The hide lifebars cheat will flicker anytime something happens that causes the tiles to change, but that's not really an issue if you're going frame by frame while emulation's paused.
- You could reposition everything offscreen and recolor the black, BG, but it seems easier to show the super BG and recolor that.
- About P1 Color 1-A/1-B": You'll probably use 1B (1-A was just in case). It'll let you cycle through the effect colors of the current players that are active (you could give Akuma Sean's colors, for example). The colors won't change if the player's animation is frozen.
- About P1 Sprites (+256)/P1 Sprites (+1): I broke it into 2 for easier navigation. To use them to rip sprites, first freeze the player animations, use +256 to see who you want to rip sprites for (Gill's located at 0-3, for example), and use +1 to cycle through the sprites (press the del key to reset it back to 0).
- If you want to try ripping sprites, but don't want to deal with putting the layered sprites back on, you could try using the P1 States, Use With P1 States (UWP1S8, because I wanted it all to be consistent in length), and P1 Frames cheats to try and rip the frames. I made some tile mods that can read those addresses and tell you the values to them, so you know how they change. You'd probably be better off doing it with Jesuszilla's Cheat Engine table, TBH.
- Shadows can be repositioned off screen with the sprite position mod.
Spoiler: Tattoo Assassins (US Prototype) - LU:10/11/15 (click to see content)

- My cheats are Stage Select and downwards.
- I don't know if you'll be able to get all of the sprites using P1/P2 Frames, but it's a good start.
- The player Y position mods are the way they are because 0000 isn't at the top of the screen.
- Freeze player animations affects BOTH players (if you wanted to rip Prism's sprites, but didn't want to deal with the constant color changing, this also stops that).
Spoiler: Primal Rage (Version 2.3) - LU:01/23/17 (click to see content)

- My cheats are Stage Select and downwards.
- I treated 48 objects like a character and tried to find all the modifiers you'd search for for them. Why? Because initially, what I thought was P1 X/Y, Scaling, Y Velocity, States, Animation Time stopped working when I went into another stage. I suggest making a savestate and setting the scaling to 0 until your character disappears, then jot that down, and rescale everything but them. They'll also affect things like players, player shadows, BG elements, name graphics, heart, and brain icons, and the followers. Good luck.
- You might be better off repositioning the followers offscreen, because you can't completely shrink them (the specks in the screenshot on the ground are followers).
- P1/P2 states usefulness is kinda dicey. It'd probably be more useful if you used it with Artmoney/mame-rr's RAM search (jot down the 2 bytes hexadecimal value to the state you want to rip sprites from).
- The timer will flicker occasionally. I don't think there's much I can do for that, unless I go poking around atarigen_alpha32_w some more.
- I suggest stage 3, but you have a couple options.
- You'll want to use "Change BG tiles" to set the BG to a solid color so you can use the BG color mod.
Spoiler: Suikoenbu/Outlaws of the Lost Dynasty (JUETL 950314 V2.001) - LU:04/30/17 (click to see content)

- My cheats are Stage Select and downwards.
- I suggest Shishin's stage for ripping character sprites (mostly because I know everything gets recolored by the BG color mods).
- Lock Camera Zoom will mess up the stage if you turn it off.
- P1/P2 Y Offset is to try and get around not being able to hide the specks that appear with the player shadows (if they can be recolored, the addresses that affect them aren't in stv_vdp2_cram_r).
- P1/P2 Frames won't get you all the sprites, but it's still useful. You can cycle through the frames to a state, and try to get more sprites by increasing the value beyond where it was supposed to end. If Freeze P1 Animations didn't work against it, you probably would've been able to get even more.
- P1/P2 is useful if you know the state number. I tried to mod the P1's score to display those values (they're not tiles, because you can actually reposition them though).
- I found something to replay previously played sounds (a sound player seems like it'd be more trouble than it's worth ATM.). I'm not sure how much the values actually increment, so I have it set to 4.
- Lock Camera Zoom will cause stages to get messed up, so don't use it to try and rip stage sprites (there's better cheats in there for that :p).
Spoiler: Ragnagard/Shin-Oh-Ken - LU:01/27/17 (click to see content)

- My cheats are Stage Select and downwards.
- The color mods work that well with Syuten-Dozi and Lucifer's stages.
- Floor Position is so you can hide 2P offscreen without having to worry about the camera zoom (it doesn't zoom if you go too high up. Don't know how to lock it yet). Also, some of the effects have weird X/Y offsets compared to the players.
- You'll be able to get all the player sprites with Frames +256/+1. Play as the character you're interested in ripping for best results.
- For ripping effects, use P1/P2 Current 'character' (for ripping effect sprites) to access them, P1/P2 Palette to try and make the effects use their proper colors, and P1/P2 Frames to cycle through them. You could also try playing as Lucifer, and trying to cycle through them that way.
- Hide Bars/Timer must be turned on before the lifebars appear. Hide Portraits must be turned on after. They won't work right in round 2. Credits and Battle Level (which can be hidden in the soft dip settings) will still be there, but is affected by the color mod. Keep that in mind, should the character be too close to the bottom of the screen.
- The sound player uses 2 byte values, but you shouldn't have too much trouble getting the sounds you want.
Spoiler: Wild West C.O.W.-Boys of Moo Mesa (ver EA) - LU:05/28/16 (click to see content)

- My cheats are Freeze Hurry Up Timer and downwards.
- The Sprite and frame mods isn't totally useless, but I wouldn't rely solely on them to get the sprites you need. What you'll want to do is change the spriteset to what you want, freeze the animation, and cycle through the frames. For trying to get more Part _ Frames can sorta change what the current animation is.
- Stop Andrew Timer's there so you don't have to deal with the hurry sound or Andrew trying to kill you.
- Sorta Hide P1 Part _ Via Rescaling is named such because there's still a speck onscreen of what the sprite should be.
- Part 1 is the player's weapon, Part 2 is their legs, and Part 3 is their body.
- The BG Layer mods aren't very useful, because everything wraps around. You should probably try to use them to reposition things obscuring the view. The Bars and Sprite layer mods will at least hide those things, and there's the sprite priority cheats which you can use to shuffle around the bg layers.
- I didn't see a color mod for the black BG color.
- The enemy position mods probably aren't all that useful (you have to pause the emulator and increase the Y position value to over 256), and you'll probably end up despawning the enemy by placing them offscreen.
Spoiler: Night Slashers (Korea Rev 1.3) LU:11/28/15 (click to see content)

- My cheats are Recolor Black BG/Shadows To... and downwards.
- To rip the sprites, turn on Hide GO Icon, Hide BG 1 and 2, adjust Hiding/Showing Sprites so only your player's sprites are visible, change the Black BG color to whatever you want, turn on Freeze State (use with Alt P1 Frames), and cycle through the frames using Alt P1 Frames. You may also use P1 X and Y position to adjust their position.
- Enemy/boss sprites may only display correctly on the stage where you encounter them on.
- Hiding/Showing Sprites can make it easier to rip BG stuff.
Spoiler: Bucky O'Hare (Ver EA) LU:04/01/17 (click to see content)

Dont' know if it's facing the correct way. :\
- My cheats are Recolor Black BG/Shadows To... and downwards.
- You can probably get most of what you need with the sprite/animations mods. The animations sometimes get stuck, so try using For Sprite Modifier to try and fix it. Otherwise, you'll have to mess around with the character until it plays the animation. The Char/Tile Palettes are for trying to get sprites to display correctly, or at least enough to where you can recolor them properly.
- Enemy/boss sprites may only display correctly on the stage where you encounter them on.
- I'll have to come back to the color mods, but I tried to make it so you can recolor everything or just certain layers (no color mods for shadows, unfortunately). The 1st 2 will affect some enemies, so keep that in mind if you want to rip enemy sprites. Also, animated BG elements will still be visible until the game's paused.
- Reposition Everything's to make it easier to rip character sprites, and the position mods below it are for removing individual things to get BG objects (even though you could probably use the sprite/animation mod to get those).
- To use the scrolling mod, set both to Stop, then turn on whatever want to apply scrolling to. You won't be able to play the game normally using this. It's for trying to get BG stuff.
Spoiler: The Simpsons (4 Players, World, set 1) LU:12/10/15 (click to see content)

- My cheats are Jump To Stage... and downwards.
- These will not work on mame-rr, because of the color mods (you can't access bank0000 or bank2000).
- The reason there's 2 stage mods is because I couldn't get the stage mod to work like I wanted it to at first.
- You can probably get most of what you need with the sprite/animations mods. The animations sometimes glitch, so reload your savestate to try and fix it. The Palettes are for trying to get sprites to display correctly, or at least enough to where you can recolor them properly.
- Enemy/boss sprites may only display correctly on the stage where you encounter them on.
- BG layers will get messed up if you try repositioning them horizontally. I tried to work around that with something that forces it to continue moving forward as you walk.
- I couldn't find a position mod for the sprite layer, but I found something that applies velocity to them, causing them to get repositioned. Whatever works for making it easier to rip BG stuff, I guess.
- Freeze P1 Animation isn't a tick mod. It's the idle timer (before the character say/does something).
Spoiler: Metamorphic Force (ver EAA) LU:04/01/17 (click to see content)

- My cheats are Recolor BG 1 To... and downwards.
- I didn't have any luck with removing the BG Layers (you can't reposition them offscreen. They wrap around at the edges). You can recolor almost everything (the light effects and stained glass in the final stage will still be visible). I didn't see anything to affect the shadows (recolored every address in colorram).
- Hiding the text layer sometimes affect the BG (I know it does for the final boss area).
- The portrait can be hidden using Sprite/P1 Portrait X Position.
- P1 Frames isn't as useful as I'd like it to be. You'll probably want to try using both of P1 Actions. Set +256 to 0, then increase +1 until the character becomes discolored or goes into beast mode, then set it to 0. Increase +256 by 1 and then increase +1 until the character becomes discolored or goes into beast mode. Repeat until you can't do it any more.
- Boss names are from Gamefaqs/Track list in M1. I don't know the enemies actual names.
- Enemies/bosses spawned using the spawner may only display correctly on the stage where you encounter them on. It can be trickier for some bosses (if you spawn Death Shadow before you fight him, he'll be using the wrong Palette, despite using the correct addresses. On the plus side, you might be able to rip his effects a little easier.)
- Enemies spawned using the spawner may be initially stuck. Use actions +256 and +1 to try and fix that (set +256 to 0, +1 to 1 or 2, and then press the delete key on your keyboard to both of them to turn them off so they don't stay stuck in those states).
- The action mods may not get you all of their animations (intro for Skeleton Night, for example).
Spoiler: Star Gladiator (USA 960627) - LU:04/24/17 (click to see content)

- My cheats are - My cheats are Rescale P1 Shadow Textures and downwards.
- I wasn't able to find the black BG color, but I found the color to P1's shadow textures. So I color modded some of those and found something to rescale them so they cover the screen. Mostly (P1 can't go too far offscreen, and those textures I recolored all have to be present)
- Attempt to Freeze Camera doesn't completely stop the camera from affecting the players. Fortunately, you can position mod P2 offscreen by forcing them through the floor.
- I don't know if anyone wanted to make stages from this, but I found something that hides almost all the BG stuff (there's still 1 or 2 things that're on the screen).
- There's 2 Y position mods because increasing the value causes the players to go downward.
- There's 2 P1 Frames +1 because some states have values ending in 4,C and some 0,8 (I know some gethit frames use this).
- You're really gonna want to use savestates if you're gonna rip the player animations. I also suggest taking a snapshot of the 1st frame to the player's standing animation if you have to reposition them to rip sprites to other states.
- The frame mods will cause the game to freeze when: trying to access nonexistent states, the frame at the end of an animation, frames that are inaccessible because the value to other addresses wasn't set to the correct values.
- P1 Frames +1 should actually increase the value by 8, but some actions have values that are multiples of 4.
- The limb scale and position mods were part of an unfinished attempt at something to force the character into custom poses (there's addresses around them for rotating and pivoting the limbs). Currently, you can try to hide your character's parts/weapons for whatever reason. They also were all tested with Hayato, which is why the parts are named the way they are.
- I added something to show you the values to states/frames. It has a 1-4 tick delay in it.
- How to use the frame mod cheats to make it easier rip stuff (because I couldn't find a reliable way to make the values to the addresses appear on screen):You'll need the values to P1 Frames +1/256, Use with P1 Frames, and For Gethit States?. There's 2 ways you can go about this (3 if you use the RAM Search, but you'll be able to see the values to all the necessary adddresses with these 2)
1. Easy way (MAME and Artmoney/Cheat Engine): Pause the emulator and set values from P1 Frames +256 (use 0,8. It's easier to follow because the values will be a multiple of 8 in decimal) down to For Gethit States? to 8. Search for it in Artmoney/Cheat Engine. Set the values to 0. Filter for that. Repeat this until you get 5 addresses.
2. Not as easy way (MAME's debugger). First you'll have to go into mame.ini go down to
# CORE DEBUGGING OPTIONS and set debug to 1. After that, the debugger window will pop up when you start the game and interrupt it. Press Ctrl+M to create a new memory window (or click Debug/Create A New Memory Window), click back on the debug window and then click
Debug/Run or just press F5 to get the game to run like normal.
That new memory window you created? You're going to use that to see what the values you need to set the cheats to. So when you're ready, pause the emulator during a state you want to rip frames from (The values don't change in real-time if the game runs normally. They'll change as you go frame by frame while emulation's paused), click on the memory window and click
Options/1 Byte Chunks, then click on the box that has 0 in it, change it to 2742C4, and press enter to go down to that address in the memory (make sure PSX CPU 'maincpu' program space memory's in the right drop down box. If it isn't, click on it and set it to it). That brings us to this pic:

The value highlighted in red is to P1 Frames +1
The value highlighted in green is to P1 Frames +256
The value highlighted in light blue is to Use With P1 Frames
The value highlighted in yellow is to Attempt to Freeze Frames (you'll be setting it to 01 or 00)
The value highlighted in magenta is to For Gethit States?
The value to P1 Frames +1 is A0, which means you'd use P1 Frames +1 (0,8). You'd then decrease the value to P1F+1 until you get to the 1st frame of the animation (you may have to decrease P1F+256 by 1, set P1F+1 as high as it can go, then decrease the value. You do this every time you have to mess with P1F+256).
The values in the screenshot get us this:

Spoiler: Plasma Sword (USA 980316) - LU:04/24/17 (click to see content)

- My cheats are Attempt To Freeze Camera and downwards.
- I didn't have any luck with hiding the BG elements (I may look into it later). Was more preoccupied with character stuff.
- The X and Z position mods don't lock the character into place, Attempt to Lock P1 Movement tries to fix this (there's some things you're not able to do, but this shouldn't be an issue because of the frame mods).
- The frame mods will cause the game to freeze when: trying to access nonexistent states, the frame at the end of an animation, frames that are inaccessible because the value to other addresses wasn't set to the correct values.
- I might've missed some of the weapon animations. Not sure. Either the colors are now too subtle to see the changes, or the weapons that were animated in Star Gladiator are no longer animated in this game.
- The limb scale and position mods were part of an unfinished attempt at something to force the character into custom poses (there's addresses around them for rotating and pivoting the limbs). Currently, you can try to hide your character's parts/weapons for whatever reason. They also were all tested with Hayato, which is why the parts are named the way they are.
- How to use the frame mod cheats to make it easier rip stuff (because I couldn't find a reliable way to make the values to the addresses appear on screen):
- I added something to show you the values to states/frames. It has a 1-4 tick delay in it.
Refer to the explanation in my Star Gladiator notes, except 307F18 is what you'll be using instead of 2742C4. Also, everything seems to have values ending in 0 or 8. Everything should be in the same spots.
Spoiler: Armored Warriors (Euro 941024) - LU:02/08/16 (click to see content)

- My cheats are Change BG Layer 1 To Color Moddable BG and downwards.
- I suggest Stage 1 for ripping character/effect sprites. Repositioning the Lifebars won't result in the screen being covered by the 2 planets you see before the stage starts.
- The Palette mod doesn't seem to be needed for the most part. It's in there for alt-palettes.
- For some enemies/bosses, you'll have to go to the stage you normally encounter them in for the sprites to have the correct colors, though.
- Some parts are separate (Blodia's Arm and Shoulder Cannon, for example), and will need to be manually reattached (you can't just use the frame mods on them, because their positions change during the actions). You'll also have to reposition the parts offscreen from the body, so they're not in the way of ripping things.
- You could try using the hide tiles to remove the shadows, but I know recoloring them's not an option (recolors their body as well).
- I wasn't able to find something to color mod the black BG. I found something that changes the BG layers into something more easily color moddable, so I went with that (less colors to find is good). If you see something that wasn't affected by the color mod, use the BG X/Y Position mods to move it offscreen.
- Effects can actually be separated from the character using the hide tile cheats, for the most part (in the screenshot, there's supposed to be an effect there).
- This game has an axis/hitbox viewer too. It also doesn't send you to the test menu.
- The camera mod (I think it's the camera, anyways). Is so you can reposition the character without having to worry about progressing through the stage.
- Using frame mods: Ex. Set +256 to 0. Make a savestate first (just in case) Set +254 to 0, and increase by 1, ripping what you need along the way. Once you hit 254, press delete to go back to 0, and set +256 to 1. Do this until you rip all the sprites you require, or the game crashes because you tried to access nonexistent frames.
Spoiler: Dungeons and Dragons: Tower of Doom (Euro 940412) - LU:02/08/16 (click to see content)

- My cheats are Select Starting Stage and downwards.
- There's actually an object test for this game, but I haven't been able to access it.
- For some enemies/bosses, you'll have to go to the stage you normally encounter them in for the sprites to have the correct colors. For some bosses, you don't have to be in the area you fight them to get the correct colors, just the stage they're on.
- You might not need to use the Palette mods, but it's there just in case. B turns on A.
- I wasn't able to find something to color mod the black BG. I found something that changes the BG layers into something more easily color moddable, so I went with that. If I missed anything, use the BG position mods to reposition it so you can't see it.
- Attempt to Hide Bar Layer is because in some stages, repositioning the bars causes something else to appear that obscures the screen.
- Effects can actually be separated from the character using the hide tile cheats, for the most part (in the screenshot, he should be wearing a cape).
- Using frame mods: Ex. Set +256 to 0. Make a savestate first (just in case) Set +254 to 0, and increase by 1, ripping what you need along the way. Once you hit 254, press delete to go back to 0, and set +256 to 1. Do this until you rip all the sprites you require, or the game crashes because you tried to access nonexistent frames.
Spoiler: Touki Denshou -Angel Eyes- (VER. 960614) - LU:02/24/16 (click to see content)

- My cheats are Stage Select and downwards.
- Modding Frames to a character is a little tricky. I added something that'll tell you the values to the character's frames to try and make it easier (had to break up the hide tile mods so those tiles aren't constantly hidden though). The tile mods work while emulation's paused, so you can change the frame values and see what they're being changed to there.
- Credits won't get hidden unless the game's paused (wish there was a position mod for that layer). :\
- About the frame mods: When you reach the end of an animation, 2 things will happen either the game will crash (best case. Just increase the value to the next one, and you should be at the 1st frame to another animation if it does that), or the game will slow to a craw (worst case. Keep trying to do a soft reset with F3, increase the value, and hope it doesn't happen again). On the plus side, you may find some unused stuff in there.
- I added a BG color mod (probably won't work as well for the other stages, but it work's on Raiya's) because Layer 1 couldn't be completely repositioned offscreen (neither can the other ones, but it's more manageable with the position mods).
- Y Position causes the player to go down into the ground. Freeze Player Y Velocity should work as long as you only do a neutral jump (the value it should be at causes the player to twitch in the air).
Spoiler: Gaia Crusaders - LU:02/28/16 (click to see content)

- My cheats are Most Enemies Die In 1 Hit and downwards.
- Most Enemies Die In 1 Hit may or may not cause some issues with the game. I made it a conditional because having it always on crashed the game at stage 2.
- You should be able to get what you need using the frame mods (not sure on bosses though). Might need something more for effect separation (color/tile mods?). You may want to use savestates with this.
- I haven't tested these beyond the 1st stage. You might be able to get these
Spoiler: Shadow Force (US Version 2) - LU:04/24/17 (click to see content)

- My cheats are Stage Select and downwards.
- You may be able to get what you need using the frame mods. It could involve going through the entire set, because it doesn't seem the spritesets are all grouped together.
- Certain characters may also cause the game to crash, because you're not supposed to be able to play as them. You also have to start the stage with them to get them to use their colors/possessed colors. The character mod might cause the game to crash if you try using the bomb or possessing the enemy (I added something that makes the game think you're possessing an enemy).
- The enemies can be turned into player characters, but killing them causes you to get stuck where you currently are.
- The hide bars/text cheat will hide "credits" when emulation's paused.
- TBH, I haven't tested these beyond the 1st stage. :p
Spoiler: Light Bringer (Ver 2.20 1994/04/08) - LU:05/09/16 (click to see content)

I couldn't decide which screenshot to use, so I went with all of them.
- My cheats are Stage/Room Modifier and downwards.
- Round/Room/Scene modifier is so you can get the correct Palette for boss/enemy sprites. You'll probably be using the Round/Room modifier. Round probably doesn't need to go above 3. Don't know about scene. BTW, this all comes from using the Taito code to access the Screen Editer, and seeing my Stage/Round modifier was only affecting the Room values.
- The reason the enemy mods don't have the values for the players is because it causes your character to dash attack uncontrollably.
- The EXP cheat gets you to lv 9 eventually (you have to kill enemies/grab items to level up).
- Hide Text/Lifebar Tiles won't hide the Push Button text unless emulation's paused. There's also something in there to reposition the player icon offscreen.
- You probably won't use the enemy mods to rip their sprites (maybe the position mods to hide some of the bosses), but I added it in there anyways. Also, not all the enemies are in there, and setting the player to the enemies may cause the game to crash (usually, you'll become a CPU controlled enemy).
- Try 46/47, or 48/49 for effect Palettes.
- The color mods for the shadows might not always work. Maybe I should find more.
- You'll probably go through the entire spriteset to find some of the character's other sprites (ending/player select screen sprites are separate from gameplay sprites)
- To rip character/enemy sprites:
1. Set the current character to none (this is so you can use the Palette mod. It also hides the P1 icon). Don't use it before the stage loads.
2. Turn on Hide Text/Lifebar Tiles, Freeze P1 Animations and Y Velocity.
3. Hide the BG layers with Show/Hide BG Layers. You could also use the BG position mods to reposition the stage offscreen, and then use the position mods to place the player back onto the screen (X and Z).
4. Use P1 Frames to cycle through all the sprites and Palette to try and get the correct character/effect colors. You may need to be in area you normally encounter them give them the correct Palette.
Spoiler: Knights of Valour/Sangoku Senki (ver. 117) - LU:05/28/17 (click to see content)

How dare you are by standing in my way.
- My cheats are Stage Select and downwards.
- Enemy Test probably is the best way to go for ripping enemy/boss sprites (you can reposition the boss offscreen. Just don't choose the final boss, because he can make the screen go black). 1st menu lets you choose what enemy accompanies the boss and how many of them, though I haven't been able to get more than 1 to show up (is there a trick to it?). 2nd screen chooses the boss, their game difficulty and their grade (do they get more attacks if they're maxed?).
- Character sprites won't have perfect axis if you use the frame mod (some effects won't get their axis repositioned).
- Repositioning BG 2-15 sprites will cause them to be rescaled. That's because 1 1/2 bytes affect the BG position. The other 1/2 byte affects the scale.
- The item mods have entries that are just numbers. That's because I don't know what they're used for in the game (there's a few items that give you resistances, open secret areas, affect certain abilities for other characters, or are used against enemies). Never played the game before. :p
- Hide Bars/Text works best when the emulator's paused.
- Don't use Use With Item Mod by itself. If you give yourself 8 item spaces, but haven't picked up any items/used 8 item mods, the game will give an error message.
- Certain things won't take affect when you freeze player/enemy animations (frame mod still works). Just turn the cheat off, wait for the affects to apply, then turn it back on when that happens.
- The sound player uses 2 byte values, but you shouldn't have too much trouble getting the sounds you want.
Spoiler: Knights of Valour 2/Sangoku Senki 2 (ver. 107, 102, 100HK) - LU:05/28/17 (click to see content)

- My cheats are Stage Select and downwards.
- Enemy Test probably is the best way to go for ripping enemy/boss sprites (you can set it so you fight either 1 enemy or 1 boss. Or no enemies/bosses.). 1st menu lets you choose what enemy accompanies the boss and how many of them (actually works). 2nd screen chooses the boss, their game difficulty and their grade (do they get more attacks if they're maxed?). Also, it seems to give you more debugging info than the previous game.
- Depending on what state you freeze the animations, character sprites won't have perfect axis if you use the frame mod (some effects won't get their axis repositioned).
- I should've looked into hiding the item icon. It can be recolored for now, just keep in mind it's there if you want to rip things (you might be able to use the sprite layer position mods to get parts of the BG it's obscuring).
- Some bosses have effects attached to them, and the sprites for them can be found cycling through the frames. The position mods should take care of that, but they have the same problem the BG position mods have
- Repositioning BG 2-24 sprites will cause them to be rescaled. That's because 1 1/2 bytes affect the BG position. The other 1/2 byte affects the scale.
- Hide Bars/Text works best when the emulator's paused.
- Repositioning BG 2-24 sprites, and player/enemy effect/weapon sprites will cause them to be rescaled. That's because 1 1/2 bytes affect the BG position. The other 1/2 byte affects the scale.
- The sound player uses 2 byte values, but you shouldn't have too much trouble getting the sounds you want.
Spoiler: The Killing Blade (v.109, Chinese Board) - LU:05/28/17 (click to see content)

I redid this. It could be better, but compared to the 1st go at it, it's an improvement.
- My cheats are P1 Swap in P1 Partner and downwards (also redid Select P1/P2 power, because they weren't working).
- To use Play Sound, both players should be Jinlun (upper right corner) because they don't make any noise during their taunt, and there's no noise on their stage. You may also have to use Max Sound Volume (the sounds have different volumes) to hear them. I tried to get it so you could do this on the Test Menu, but you couldn't hear any of the fight sounds/voices.
- The first character P1 picks decides what stage you fight on in Vs Mode usually. I suggest Long's stage, because I know most, if not all of the codes will work there.
- BG 1's kinda difficult to hide offscreen, so I found a tile mod to outright hide it.
- P1 Frames won't get you sprites with perfect axis, unfortunately. It's a Polygame Master thing.
- P1 Swap in/out P1 Partner is to get around the screen darkening/Lord Wizard's intro. Not that it really needs it now. If you see a shadow stuck on the stage, try swapping a couple of times.
- The color mods may be affected by supers/Lord Wizard's Intro, but not to the point where they stop working (I went into the paletteram for these).
- The Players/Camera/BG Layer Position? mods are labeled as such, because I found those poking around for something else. They have their uses (you'll want to use the BG Layer to try and hide the "Other BG Layer" objects).
- Speaking of BG Position mods, use these only to remove things from the screen. 1 1/2 bytes affect the BG object's position and a half byte affects the scaling of the object.
- Other BG position mods are more annoying to use, but it seems it's the only way you can get the rest of the BG layers (I haven't been able to find something that consistently affects them). How they work is whenever something is no longer on the screen, the cheat will no longer affect it, and instead affect the 1st thing that fills it's spot. Something like that. Anyways, the Palette mods will show you what they affect, and their affects should cease when you turn the cheats off.
- The hide bars/tiles cheat will cause the game to crash if the screen changes (low health/time).
- Cycling through the player sprites, you'll be able to find projectiles/effects, but they'll be discolored because they use their own Palette. Try using the Palette mod.
- The sound player uses 2 byte values, but you shouldn't have too much trouble getting the sounds you want.
Spoiler: The Gladiator/Road of the Sword/Shen Jian (M68k label V101)(ARM label V107, ROM 06/06/03) SHEN JIAN V107 - LU:05/28/17 (click to see content)

- AFAIK, I don't think anyone found any cheats for this.
- I don't know how well it's going to work (it's imperfect), or if you'll be able to get all of the sprites with this, but to cycle through player frames, turn on Attempt To Force P1 To Cycle Through All Their Frames, Freeze P1 Animations. Set P1 Frames +256/+1, and P1 States? (Enemy Test) to 0. If the game doesn't give you an error, you should be able to cycle through the frames using P1 Frames +1. When you hit 255/xFF, highlight the cheat and press delete to set it back to off, set +256 to 1, and then resume cycling through the frames using P1 Frames +1. Do this until you get an error.
- I was gonna find mods for the other 8 or 9 enemies, but then I found the enemy test for this game, so that shouldn't be necessary.
- Some of the sprites with the weapon affects won't display the correct colors. If you see an incorrect color that's a solid color (like all magenta or blue), try performing the action to make the proper color appear, pause the game, then set everything up to rip the sprites. As long as you don't exit the state (won't matter if you're using Attempt To Force P1 To Cycle Through All Their Frames), the effects colors will be set to the current effect. Otherwise, you can use the Palette to get the proper colors to display.
- Attempt To Force P1 To Cycle Through All Their Frames was something I found while looking for an action mod, because the frame mod wasn't working like it did in Knights of Valor. It'll cause the game to freeze once you reach the "last frame".
- Some enemies will come with additional sprites layered over them. Reposition them offscreen before using the cheats, then rePosition them onscreen (the layered sprite won't follow them until you unfreeze their animations).
- The Bars/Text won't stay hidden unless you pause the emulator.
- The BG/Other BG mods will rescale the affected object as it's getting rePositioned (because a half byte affects scaling, the other 1 1/2 bytes affect position).
- Other BG mods are inconsistent in what they affect.
- You probably won't need the scaling mods. I just threw it in there just in case.
- The sound player uses 2 byte values, but you shouldn't have too much trouble getting the sounds you want.
Spoiler: Oriental Legend/Xi You Shi E Zhuan (ver. 126) - LU:05/28/17 (click to see content)

- My cheats are "Area Mod" (I didn't find the stage mod. I changed it from select starting stage), and downwards.
- No enemy test stage this time around. You'll have to use the enemy mods if you want to rip their sprites. Hopefully, what I found is enough to do that.
- This has the same issues some of the other PGM/IGS games have (no perfect axis cycling through frames, position mod for BG/Other BG is 1 1/2 bytes with half a byte affecting scaling, Other BG is inconsistent with what it affects).
- I didn't make a big list of addresses for Other BG mods. Not that it would've helped hide the mist in some of the stages.
- The sound player uses 2 byte values, but you shouldn't have too much trouble getting the sounds you want.
Spoiler: Rabbit (Japan) - LU:04/28/17 (click to see content)

- My cheats are "Vs. Stage Select", and downwards.
- I suggest Wu-ling's stage for ripping the character sprites.
- I may have to look into this some more at some point. I couldn't find anything to change the character's Palette to any of the others, but it doesn't appear to be too much of an issue (you have to be playing as the character you want to rip those sprites from). You can rip the characters and effects separately, but they won't initially line up perfectly. You could use the alt position mods (affect where the character sprite is drawn) that align the character sprite to the effect, but not the other way around (it's optional. You can probably just align them in Fighter Factory).
- Another thing about using the sprite mod: Beyond the initial character spriteset is other sprites for the characters (didn't look too much into it, but I saw gethits). Make sure to check that so your character doesn't end up missing some sprites.
- You could also use the state and frame mods to rip the sprites, too. Just keep in mind that trying to access nonexistent frames will cause your character to disappear, forcing you to reload your savestate. Also, your attacks will hurt the opponent,
- The Always Zoom In cheat still has some slight scaling going on if your character goes far enough away to trigger it. Not sure if it affects the character, but I saw it affect the BG.
- You'll have to pause the emulator before ripping characters/BG stuff, because the lifebars/some of the BG tiles won't stay hidden.
- The BG Position mods aren't that useful, since everything wraps around. I ended up making something to retile BG layer 1 and a color mod for that.
- You're gonna want to reposition the characters and camera further up, because the shadows will affect the character sprites, despite being recolored.
- The sound modifier affects your attack sounds, so switch it to a value and perform a basic action.
Spoiler: Cute Fighter - LU:05/28/16 (click to see content)

I probably wouldn't have bothered with SD Fighters if I knew all the characters from it were in this game. :p
- It wasn't in the cheat pack I last downloaded, so I went and found all of these myself.
- The X/Y Position mods may actually be more than 2 bytes. It still works as intended, so I'd rather make a cheat that forces you to a set position.
- I suggest Tiger's stage (1st player decides the stage 1st time).
- Despite having access to all the character's sprites through the sprite md, you should actually be playing as the character you want to rip, so there's no color issues (Palette's only there in case effect sprites don't display properly).
- Other BG's for hiding the BG layer/shadows.
- I couldn't find something to hide the bars (besides the hide tile cheats...) so I decided to color mod them as a workaround.
- Speaking of the Hide Tile cheats, I don't envy anyone who wants to rip backgrounds from this game. BG 1 and 2 shouldn't be too bad, but the rest need to be hidden tile by tile. The Hide Tile cheats (which affect the BG, the characters, the lifebars, among other things) won't consistently affect the same tile (moving the characters is enough to cause the game to shuffle around what address the tiles you wanted to hide are located at). This isn't even all of them, BTW.
- No clue what "Use with Color Mod's" actual use is. I just know without it, you'd have to pause the emulator every time you wanted to rip a frame so the tile/color mods could take effect.
Spoiler: SD Fighters (Korea) - LU:05/28/16 (click to see content)

The Street Fighter Alpha 1 to Cute Fighter's Street Fighter Alpha 3 (less characters, different stages, Liger's not selectable by normal means).
- My cheats are "P1 X Position", and downwards.
- No clue what "Use with Color Mod's" actual use is. I just know without it, you'd have to pause the emulator every time you wanted to rip a frame so the color mods could take effect. You may still have to do that if you want to use Hide Timer 2 (hides tiles, but only while emulation's paused).
- The X/Y Position mods may actually be more than 2 bytes. It still works as intended, so I'd rather make a cheat that forces you to a set position.
- I suggest Tiger's stage (1st player decides the stage 1st time).
- Despite having access to all the character's sprites through the sprite md, you should actually be playing as the character you want to rip, so there's no color issues (Palette's only there in case effect sprites don't display properly).
Spoiler: PuLiRuLa (World or Japan) - LU:08/09/16 (click to see content)

TBH, I only did this for people who want to make stages from it.
- My cheats are "Freeze Death Timer", and downwards.
- There's something for the ripping P1 character, if you wanted to make them. If there's interest in the other characters, I'll look into getting mods for them.
- Get both versions and use the Japan one for ripping stages (World version is censored).
Spoiler: Monster Maulers (Ver EAA) - LU:06/04/16 (click to see content)
This is for ripping backgrounds.
- My cheats are 'Hide' Player Shadows, and downwards.
- You have to use Attempt To Reposition Hide Bars/Text Offscreen and Hide Bars/Text to hide the bars. This is because this game has multiple bars layered on top of one another for some reason. Also if the credits are above 0, you'll either have to pause emulation for the tile mods to work, or use the no credits cheat.
- The black BG can be recolored, but currently not through cheats. You have to use MAME's debugger to do it. If you made an .ini file, go to
# CORE DEBUGGING OPTIONS, and set Debug to 1. When you start your game, the deubg window will interrupt. Press F5 to run the game. When you're ready to change the color, click the deubg window and press Ctrl+M to bring up a new memory window. Click on the drop down menu and select
K054338 Mixer/:k054338/0/m_regs. Press Ctrl+1 to set display the values as 1 byte chunks. Click on the 1st 00 in row 00. You can now edit the values by typing them in. For magenta, you'd set it to this:

1st FF is red, 00 is green, and 2nd FF is blue. You're going to have to do this frequently because the game checks to make sure they're set to 00. You could always use these to do exact value searches in Artmoney. Also, the shadow colors are in there. Set those to 00 to hide them.
Spoiler: Violent Storm (Ver EAC) - LU:04/24/17 (click to see content)
This is for ripping backgrounds.
- My cheats are Stop 'Go' From Appearing, and downwards.
- I haven't found a way to recolor the black BG yet, but I found something that changed the Palette of the BG/Sprite layers. Hopefully, I didn't recolor something used by a later stage (doesn't seem like I did).
- You may have to pause emulation for Hide Bars/Text to work.
Spoiler: Jackie Chan: The Kung Fu Master - LU:09/08/16 (click to see content)

- My cheats are Turn off Music, and downwards.
- There's no stage mod because what I found wasn't working right. Use the secret character cheats to go to those stages (despite what the description says to them, they work).
- I haven't been able to find anything yet for hiding the Lifebars aside from repositioning the sprite/bar layer (same reason I can't reposition layers 3/4 for this and Jackie Chan in Fists of Fire: Barely works in Artmoney, but not as a MAME cheat). Maybe a MAME update will fix this sometime in the future. You'll have to use the Y position to force the character into the floor if you want them centered on the screen.
- Locking the Zoom may not prevent your character from being rescaled if you move then far enough for camera to zoom out.
- Repositioning the character might cause some sort of "twitching", depending on where both characters are positioned.
- State Cycle may not immediately work, and there's some "states" that'll cause the game to crash (just reload the savestate when it does this).
- P1/P2 Sprites/Frames may cause the game to crash on certain values (just go to the next value and reload the savestate and when it does this).
- You probably don't need sorta hide P2, since you can force them into the floor beyond where the camera can see them.
- You might be able to get all the sprites using P1 Frames (didn't know it was 2 bytes, and can show even more frames. Modding the direction the player faces doesn't affect the direction these sprites face.), but I'm not entirely sure on that. You could also force an attack to stay at the 1st frame and use P1 Frames to cycle through all the frames of it.
- To 'hide' P2, set turn on Freeze P2 Animations, and set P2 sprites +256 to 0, +1 to 5, P2 Frames +256 to 0 and +1 to 2.
- Some of the stage/tile mods only work when the game's paused. Then there's WWIW (why won't it work), which only works in artmoney when you change/freeze the value. Maybe I should just break the tile mod cheats up for specific stages.
- "Palette?" Doesn't seem too useful, since a lot of the effects have their own Palettes. You probably shouldn't try to rip other characters or their effects if you're not currently playing as them.
- About Sound Mod?: Some games keep track of the previous sounds/music played. If you know how the values work, you can use this to replay any sound you want. I tried to do that with this. When you first use it, it'll clear out all the values of previous sounds/music. There'll be some values that seemingly play nothing. I don't know if there's a function used to get them to play normally, but when you use 255/00FF (it'll play sounds 0-254), it'll play them. The pitch is screwy and they're extremely loud. 256/0101 to 265/0109 plays music. Do not use them, because they ignore Turn Off Music, and don't interrupt each other (you'll have multiple music tracks playing at once).
Spoiler: 64th. Street - A Detective Story (World) - LU:06/09/16 (click to see content)

There's something familiar about this...
- My cheats are Stage Select, and downwards.
- You'll probably be able to get all the player and enemy sprites using P1 Sprites. All the player sprites aren't together though, so you'll have to go poking around a little farther ahead.
- The shadows are the same color as the players. That's why there's no color mod for it.
- You'll have to go to more than one stage for other enemy/boss sprites. And for the sprites to have the correct Palette. On the plus side, you should be able to reposition the enemies offscreen and get their sprites uninterrupted.
- You probably won't need to use Hide Bars/Text because of the position mod for the Bars, but if you do use it, emulation must be paused for it to work.
- As for the BG: The position mods will snap the BG back to where it should be when you turn them off (you might be able to rip the BG from the start of the stage). The tile mods that hide the BG layers, don't do that, so you'll wanna make a savestate before using those.
Spoiler: Silent Dragon (World) - LU:06/14/16 (click to see content)

- My cheats are Stage Select, and downwards.
- I may have to come back to this one for stage ripping. That's not to say you can't do it now, but I think there's more I could find for it.
- The shadows are part of the character. The shadow color mod is for the shadow that appears when you jump.
- The black BG will try to turn back to it's original color when the camera moves. Also, for some reason, there's a bunch of addresses for it.
- You'll probably be able to get all the player sprites using P1 Animations/Frames. Enemy sprites will probably be trickier because they interrupt your attempt at forcing animations to play any time they change states.
- Attempt to force enemy 1-5 into standing state should be set to 8, but it could be another value for some enemies, which is why it's adjustable. Once you do that, enemy animations should let you cycle through all their animations, and frames should let you force specific frames to display (freezing the animation time doesn't help with this, which is why there's no freeze animations cheat). The "last" frame might not actually be part of the animation (Not-Jagi kept trying to run at me, so the "last" frame was his running animation). You could also hit the enemy to try and force the animation to play (the enemy shouldn't die if the standing state cheat is active, or if your hit isn't a knockdown).
- Currently, the enemy mod might only be useful for separating the last boss from his hover platform (Palettes might only be available when that enemy is spawned onscreen).
Spoiler: Arabian Fight (World) - LU:03/23/17 (click to see content)


I like that most of the characters can turn into anime cutscenes.
- My cheats are P1 X Position-A, and downwards.
- I went overboard with the stage ripping cheats. If you want to just rip the character, set Show/Hide Bars/Text/BG Layers to 48, and press enter on Hide BG 1-8 (Tile mods. Leaving them on slows the game down because of how many addresses they affect), and turn on the Hide BG element cheats until you only see your character.
- Using the sprite mods, you can get player, enemy, BG, and effect sprites. Not all of the player sprites are grouped together. You'll also want to try the later stages for enemy/boss sprites, because you fight the bosses again near the end.
- The player position mod cheats are the way they are because the values are 4 bytes.
- About ripping the character: The best choice currently is to get them as close as possible to the bottom of the screen (haven't found something to force them to stay at the same scale no matter where they are, and the cheat I did find doesn't really work that well in Artmoney, and is useless as a MAME cheat). Use the Camera Y Position cheat to force the screen to be centered on them (careful not to go too far up or down, because the emulator will lock up). Set Enemy 1-8 States to 0, and force them offscreen with the cheat below that. After that, freeze animations and set both P1 Sprites to 0 and increase the value to +1 to cycle through their sprites. If you want to rip enemy sprites, use Palette +1 to cycle through the colors until you find theirs (you have to actually encounter them in that stage for their Palette to be in there). The Palette will change every multiple of 16, unless it's a BG/Effect sprite, then it'll change like normal (not sure what the Palettes used in 256-511 are for). If you want to rip effect sprites (I suggest taking a screenshot so you can see what the colors to it look like) turn on Use with P1 Sprites, and the sprites that looked garbled with vertical lines through them should now display properly as BG/Effect sprites.
- For the Hide BG Element cheats, I just went with whatever works, so some cheats use position mods, others scaling mods.