Super Punch Out Snes Game Genie Cheats

Mail has been fixed; you should now be able to confirm your e-mail address, watch pages, and the like.
Please report any issues on Discord.

Super Mario All-Stars; Super Mario World 2: Yoshi's Island; Super Punch-Out; Super Return Of The Jedi; Super Star Wars; Super Strike Eagle; Star Trek: The Next Generation; Street Fighter 2; Street Fighter 2 Turbo; Super Turrican; Super Turrican 2; Super Valis 4 - T - Taz-Mania; Tecmo Super Bowl; Terminator, The; Terminator 2: The Arcade Game. Retro game cheats for Super Punch Out (SNES). Freeola has over 100,000 cheat codes for 12,348 games. This is a capture of me using the Game Genie cheating device with a variety of games for the Super Nintendo. This is not an emulator. This footage was recorded directly from my SNES using an.

Super Punch-Out!!

Developers: Nintendo IRD, Locomotive
Publisher: Nintendo
Platform: SNES
Released in JP: March 1, 1998
Released in US: October 1994
Released in EU: January 26, 1995

This game has a hidden sound test.
This game has regional differences.
This game has anti-piracy features.

This game has a notes page
This game has a prerelease article

Super Punch-Out!! is the fourth game in Nintendo's legendary Punch-Out!! line.

  • 2Prototype Fragments
  • 4Anti-Piracy
    • 4.1Boot Up Tests
    • 4.2Circuit Tests

Sound Test

Hold L+R on the second controller at the opening Nintendo logo for the game's sound test.

(Source: GameFAQs)

Prototype Fragments

To do:
This needs A LOT more research...

A number of free space areas in the ROM contain copies of bank $00 from a prototype version. Some of these ROM offsets and differences are documented below. See the Notes page for more info.

04E94E-04FFFF

This includes a copy of $007FC0-007FFF which is the cartridge header. The entire first half (which is not required for cartridge operation) is blank.

Proto:

Final (US):

For reference, here's a summary of the data for the first half of the above retail version header:

09446D-095ABF

Much of this fragment is contained in the $099CDB-09D95F fragment; it's easier to just investigate that one instead. The last $0160 bytes, which are exclusive to this fragment, matches up to $0066B7-006816. However, there's no differences except for address shifts.

099CDB-09D95F

The largest fragment found so far, this matches up to approx. $002054-0066B6. Two differences have been found so far:

  • The ending was not yet added. When the Special Circuit is completed the game simply enters an infinite loop (using a BRA $FE operation).
  • The anti-piracy test run after completing the World Circuit (which is responsible for unlocking the Special Circuit) runs a checksum on the entire 32,768 bytes of the first ROM bank, instead of skipping the first 4 bytes as seen in the final game. It's not clear why this change was made. Currently, only one of the first 4 bytes has a known purpose (the checksum generator). The other bytes are still unsolved.

Checksum Generator

If offset $000002 (SNES address $008002) is changed from $FF to $00, the game calls a subroutine on boot up to create checksums used for the Minor Circuit and World Circuit anti-piracy tests, as well as a complete checksum of the entire ROM used for the cartridge header. It attempts to write the calculated values to ROM region, possible on development hardware, but not on a retail cartridge.

Anti-Piracy

The game contains a much more thorough set of anti-piracy tests than those seen in earlier SNES titles and will display one of the above messages if there's a problem. In addition, what appears to be various error codes will be written to $70000F. The stack test and two jump tests aren't fully implemented and failing them doesn't do anything besides write the error code. They may have been abandoned because of the (rare) possibility of a false positive due to the console's RAM being mostly random on power up.

Boot Up Tests

Emulation Flag

If the console was already in Native Mode, the test fails as this is evidence another program (e.g., a menu belonging to a backup unit aka cartridge copier) was running before the game had a chance to boot. The string System Error !! is written to $7E07F0 in RAM, and Copy Machine !? to the beginning of SRAM (battery-backed memory used to hold the save game data). The 8-bit accumulator is written to $70000F.

Direct Page

If the Direct Page register is non-zero, the test fails. All of the above Emulation Flag info also applies, except that the lower 8 bits of the Direct Page register is written to $70000F.

Stack

If the Reset Vector was at the top of the stack, the test fails. The idea behind this test, as well as next two jump tests, is to look for fingerprints of the various methods that unauthorized attached hardware can use to switch from its programming to that of the game cartridge. Error code: $12

Jump

The beginning of RAM (range $7E0000-7E1FFF) is searched for the pattern $4Cxxxx, where xxxx is the Reset Vector. Error code: $11

Indirect Jump

The beginning of RAM (range $7E0000-7E1FFF) is searched for the pattern $6CFCFF, an indirect jump. Error code: $10

Super Punch Out Snes Game Genie Cheats

Cartridge Header

The test fails if any one of nine 16-bit values in the cartridge header were modified. Error code: $13

Circuit Tests

These tests are run after completing a circuit.

Minor Circuit

A checksum is run on 50 bytes worth of initialization code and data starting at offset $000004 which include the Emulation Flag and Direct Page tests. If the checksum generated doesn't match the hardcoded value, the test fails.

Major Circuit

During the boot process, successfully passing the various boot up tests described earlier will write individual bytes to RAM range 7E7B00-7E7B05 forming the string SPO001 in memory. The test fails if the string isn't an exact match as it means some/all of the boot up tests were bypassed.

World Circuit

A checksum is run on offset $000004-007FFF, which is all but the first 4 bytes of the very first ROM bank. This bank contains a lot of the game engine including the programming for all of the above tests. If the checksum generated doesn't match the hardcoded values, the Special Circuit will not be unlocked. If it was already unlocked, it will be locked again.

Note that many game enhancer cheats, including Galoob's official Game Genie codes published in the 1990s like 'Always have K.O. punch after first hit' will cause the checksum to fail. To avoid this, turn any cheats off before pressing Start to proceed from the scoring screen to the next screen.

Regional Differences

In the international versions, the ability to enter your name in Japanese is hidden with a button code. Highlight 'New Game' and use any one of these three combinations: X + A, Start + X + A or Start + X. The Japanese version enables it by default, and updated the name entry screen to clearly indicate that L or R changes the character set.

The Punch-Out!! series
NESMike Tyson's Punch-Out!!
SNESSuper Punch-Out!!
WiiPunch-Out!!
Retrieved from 'https://tcrf.net/index.php?title=Super_Punch-Out!!_(SNES)&oldid=774424'
1. D4BE-4DA4 Start with computer, firearms skills at level 2
2. D7BE-4DA4 Start with computer, firearms skills at level 3
3. D0BE-4DA4 Start with computer, firearms skills at level 4
4. D9BE-4DA4 Start with computer, firearms skills at level 5
5. D1BE-4DA4 Start with computer, firearms skills at level 6
6. 6DAE-4FA7 + FFAE-44D7 Everything is free
7. CEEF-4DDD Don't subtract karma for spells/skills (must have enough to advance)
8. CE6D-47A4 Don't subtract karma for shooting people--ignore message saying you lost karma
9. 8E69-3DA4 Don't subtract spell points (works for all spell casters). note: casting spells you aren't allowed to raises your spell points.
10. D4BC-4404 Start with 2 strength and charisma
11. D0BC-4404 Start with 4 strength and charisma
12. D9BC-4404 Start with 5 strength and charisma
13. D1BC-4404 Start with 6 strength and charisma
CAUTION: NEVER GO OVER 250 STAMINA! THE GAME WILL FREEZE
14. 74B8-4DA4 Start with 50 stamina
15. 10B8-4DA4 Start with 100 stamina
16. F0E1-1FDD Going up 1 body point adds 20 stamina instead of 10
17. F3E1-1FDD Going up 1 body point adds 30 stamina instead of 10
CODES 18 THRU 48 ARE ONE-TIME-USE CODES THAT MODIFY ONLY A
SAVED GAME. ENTER A 5-PART CODE, LOAD YOUR SAVED GAME, THEN
RE-SAVE. THE CODE DOESN'T NEED TO BE USED ANYMORE. REPEAT
WITH OTHER 5-PART CODES IF DESIRED
18. DFBC-17AF + DEB8-1D0F + 7AB8-1D6F + 6EB8-1DDF + 53B8-1DAF
Add 65,000 nuyen(tm) (if less than 65,000)
19. D4BC-17AF + DEB8-1D0F + 7AB8-1D6F + 6EB8-1DDF + 53B8-1DAF
Add about 131,000 nuyen (if less than 65,000)
20. D6BC-17AF + DEB8-1D0F + 7AB8-1D6F + 6EB8-1DDF + 53B8-1DAF
Add about 524,000 nuyen (if less than 65,000)
21. 10BC-17AF + DDB8-1D0F + 7AB8-1D6F + 6EB8-1DDF + 53B8-1DAF
Set stamina to 100
22. A6BC-17AF + DDB8-1D0F + 7AB8-1D6F + 6EB8-1DDF + 53B8-1DAF
Set stamina to 200
23. DCBC-17AF + EAB8-1D0F + 78B8-1D6F + 6EB8-1DDF + 53B8-1DAF
Set magic total possible to 10 (and spell points to 100)
24. F0BC-17AF + EAB8-1D0F + 78B8-1D6F + 6EB8-1DDF + 53B8-1DAF
Set total possible magic to 20 (and spell points to 200)
25. FBBC-17AF + EAB8-1D0F + 78B8-1D6F + 6EB8-1DDF + 53B8-1DAF
Set total possible magic to 25 (and spell points to 250)
26. D1BC-17AF + E2B8-1D0F + 78B8-1D6F + 6EB8-1DDF + 53B8-1DAF
Set strength to 6
27. D1BC-17AF + EEB8-1D0F + 78B8-1D6F + 6EB8-1DDF + 53B8-1DAF
Set charisma to 6
28. 9DBC-17AF + FFB8-1D0F + 7AB8-1D6F + 6EB8-1DDF + 53B8-1DAF
Set karma to 10 (if karma is less than 32)
29. CDBC-17AF + FFB8-1D0F + 7AB8-1D6F + 6EB8-1DDF + 53B8-1DAF
Set karma to 20 (if karma is less than 32)
30. EEBC-17AF + FFB8-1D0F + 7AB8-1D6F + 6EB8-1DDF + 53B8-1DAF Super Punch Out Snes Game Genie Cheats
Set karma to 31 (if karma is less than 32)
31. DFBC-17AF + F4B8-1D0F + 7AB8-1D6F + 6EB8-1DDF + 53B8-1DAF Out
Add 32 karma (if karma is less than 32)
32. D4BC-17AF + F4B8-1D0F + 7AB8-1D6F + 6EB8-1DDF + 53B8-1DAF
Add 64 karma (if karma is less than 32)
33. D7BC-17AF + F4B8-1D0F + 7AB8-1D6F + 6EB8-1DDF + 53B8-1DAF
Add 96 karma (if karma is less than 32)
34. D1BC-17AF + F4B8-1D0F + 7AB8-1D6F + 6EB8-1DDF + 53B8-1DAF
Add 192 karma (if karma is less than 32)
FOR CODES 35 THRU 40, YOUR MAGIC LEVEL MUST BE AT LEAST 1 TO
USE SPELLS
35. D1BC-17AF + D5B8-1D0F + 7AB8-1D6F + 6EB8-1DDF + 53B8-1DAF
Learn powerball spell, level 6
36. D1BC-17AF + D6B8-1D0F + 7AB8-1D6F + 6EB8-1DDF + 53B8-1DAF
Learn heal spell, level 6
37. D1BC-17AF + DBB8-1D0F + 7AB8-1D6F + 6EB8-1DDF + 53B8-1DAF
Learn invisibility spell, level 6
38. D1BC-17AF + DCB8-1D0F + 7AB8-1D6F + 6EB8-1DDF + 53B8-1DAF
Learn armor spell, level 6
39. D1BC-17AF + D8B8-1D0F + 7AB8-1D6F + 6EB8-1DDF + 53B8-1DAF
Learn summon spirit spell, level 6
40. D1BC-17AF + DAB8-1D0F + 7AB8-1D6F + 6EB8-1DDF + 53B8-1DAF

Super Punch Out Snes Game Genie Cheats Age Of Empires 2


Learn freeze spell, level 6
41. D9BC-17AF + DFB8-1D0F + 7AB8-1D6F + 6EB8-1DDF + 53B8-1DAF
Learn firearms skill, level 5
42. DCBC-17AF + DFB8-1D0F + 7AB8-1D6F + 6EB8-1DDF + 53B8-1DAF
Learn firearms skill, level 10
43. DEBC-17AF + DFB8-1D0F + 7AB8-1D6F + 6EB8-1DDF + 53B8-1DAF
Learn firearms skill, level 15
44. D1BC-17AF + D0B8-1D0F + 7AB8-1D6F + 6EB8-1DDF + 53B8-1DAF
Learn computer skill, level 6
45. D1BC-17AF + D9B8-1D0F + 7AB8-1D6F + 6EB8-1DDF + 53B8-1DAF
Learn leadership skill, level 6

Super Punch Out Snes Cheats

46. D1BC-17AF + D7B8-1D0F + 7AB8-1D6F + 6EB8-1DDF + 53B8-1DAF
Learn armed combat skill, level 6
47. D1BC-17AF + D4B8-1D0F + 7AB8-1D6F + 6EB8-1DDF + 53B8-1DAF
Learn unarmed combat skill, level 6

Snes Punch Out Codes

48. D1BC-17AF + D1B8-1D0F + 7AB8-1D6F + 6EB8-1DDF + 53B8-1DAF

Punch Out Game Genie Codes

Learn negotiation skill, level 6