Abobo's Big Adventure
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Abobo's Big Adventure
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Action Fighting Funny Pixel Retro

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Abobo's Big Adventure

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Last Updated: 09/19/2012 02:29

Abobo's Big Adventure

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Last Updated: 02/18/2012 14:28

Abobo's Big Adventure (2000 points)

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Last Updated: 01/11/2012 18:34

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Game Dscription
Abobo's Big Adventure is a project that we have been working on for YEARS as a true labor of lovewith one goal in mind: To create the ultimate tribute to the NES! This gargantuan 8-bit parody game is made for the fans by the fans, and now you finally have the chance to control the angriest character in the known universe - Abobo! The story is simple - Abobo's son (Aboboy) has been kidnapped and now it's up to you to help Abobo fight his way through some of the greatest NES games of all time in order to rescue him. This isn't your average 8-bit parody game either... not only is each level a completely different game in which Abobo takes on the characteristics of the main protagonist, but enemies from a wide variety of *other* games appear on each level too! Imagine you could put every NES game ever made into a blender and that's basically what you're dealing with here in the form of a huge Flash game. We've added in a ton of custom artwork, cutscenes, new rage moves on each level, huge boss battles, secrets, and a whopping 100 medals for you to unlock! In addition to that, we've created what we consider to be the most satisfying ending of any game you'll ever see. Sure, on classic NES games they often rewarded you with a simple
Abobo's Big Adventure Posted on: 02/18/2012 10:05am
Quote Post
Abobo's Big Adventure : http://www.kongregate.com/games/pestoforce/abobos-big-adventure

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[badges=http://www.kongregate.com/games/pestoforce/abobos-big-adventure:94mvjqbi]123[/badges:94mvjqbi]

Any AoB or .sol ?

Sol Location : chat.kongregate.comgamez0137030
Re: Abobo's Big Adventure Posted on: 02/18/2012 11:12am
Quote Post
um i got some that were made for me
but to tell you the truth this game is a piece of work, very hard to actually hack, and those aobs I got dont even work to the full extent without having to change most of the encryption.


on't know if you've ever used a auto assembler script before so I've tried to explain the process as much as clearly as possible below:

Attach to the game process as normal(plugin-container.exe, chrome.exe, iexplore.exe etc etc.)
Click on the "memory view" button about halfway down the left hand side of cheat engine. It will bring up the memory viewer in a new window
On that window click "tools" along the top bar and then click auto assemble on the dropdown menu. It will bring up a seperate auto assemble window

Then copy everything in the code box below, paste it into the auto assemble window and then click execute. It will bring up a box saying "This code can be injected are you sure?"

Click yes and it should bring up a new box saying "the code injection was successfull"
Click OK and then you can go back to your game with unlimited rage.


"Reccomended" instead of invincibility codes.


Copy from the title "Enable all the way to Disable" and paste.

    [ENABLE]

    //Level1Rage
    Aobscan(_Level1Rage,96 05 00 07 64 00 00 00 48 12 9d 02 00 39 00)
    label(Level1Rage)
    registersymbol(Level1Rage)
    _Level1Rage:
    Level1Rage:
    db 96 05 00 07 64 00 00 00 48 12 99 02 00 39 00

    //Level2Rage
    Aobscan(_Level2Rage,96 05 00 07 64 00 00 00 48 12 12 9d 02 00 fe 02)
    label(Level2Rage)
    registersymbol(Level2Rage)
    _Level2Rage:
    Level2Rage:
    db 96 05 00 07 64 00 00 00 48 12 12 9d 02 00 00 00

    //Level4RageFull
    Aobscan(_Level4RageFull,4e 12 9d 02 00 c4 01)
    label(Level4RageFull)
    registersymbol(Level4RageFull)
    _Level4RageFull:
    Level4RageFull:
    db 4e 12 9d 02 00 00 00

    //Level4MultiRage
    Aobscan(_Level4MultiRage,08 09 1c 96 04 00 08 0a 05 00 4f 96 02 00 08 09)
    label(Level4MultiRage)
    registersymbol(Level4MultiRage)
    _Level4MultiRage:
    Level4MultiRage:
    db 08 09 1c 96 04 00 08 0a 05 01 4f 96 02 00 08 09

    //Level5Part1Rage
    Aobscan(_Level5Part1Rage,96 07 00 04 02 07 64 00 00 00 49 12 9d 02 00 21 00)
    label(Level5Part1Rage)
    registersymbol(Level5Part1Rage)
    _Level5Part1Rage:
    Level5Part1Rage:
    db 96 07 00 04 02 07 64 00 00 00 49 12 9d 02 00 00 00

    //Level5Part1MultiRage
    Aobscan(_Level5Part1MultiRage,96 04 00 08 0c 05 00 1d 96 09)
    label(Level5Part1MultiRage)
    registersymbol(Level5Part1MultiRage)
    _Level5Part1MultiRage:
    Level5Part1MultiRage:
    db 96 04 00 08 0c 05 01 1d 96 09

    //Level5Part2Rage
    Aobscan(_Level5Part2Rage,4e 12 9d 02 00 da 01)
    label(Level5Part2Rage)
    registersymbol(Level5Part2Rage)
    _Level5Part2Rage:
    Level5Part2Rage:
    db 4e 12 9d 02 00 00 00

    //Level6Rage
    Aobscan(_Level6Rage,96 05 00 07 03 00 00 00 48 12 9d 02 00 18 00)
    label(Level6Rage)
    registersymbol(Level6Rage)
    _Level6Rage:
    Level6Rage:
    db 96 05 00 07 03 00 00 00 48 12 9d 02 00 00 00

    //Level7Rage
    Aobscan(_Level7Rage,4e 12 9d 02 00 c2 03)
    label(Level7Rage)
    registersymbol(Level7Rage)
    _Level7Rage:
    Level7Rage:
    db 4e 12 9d 02 00 00 00

    //Level8Rage
    Aobscan(_Level8Rage,48 12 12 9d 02 00 1e 00 96 04)
    label(Level8Rage)
    registersymbol(Level8Rage)
    _Level8Rage:
    Level8Rage:
    db 48 12 12 9d 02 00 00 00 96 04

    [DISABLE]



The process MIGHT be slightly different in other versions of CE (I was using 5.6.1).



Done. All rage & invincibility AoB's combined into one auto assemble. It's hardly optimised so it might excecute a bit slow.

Copy from title "Enable all the way to Disable" and paste.


    [ENABLE]

    //Level1Rage
    Aobscan(_Level1Rage,96 05 00 07 64 00 00 00 48 12 9d 02 00 39 00)
    label(Level1Rage)
    registersymbol(Level1Rage)
    _Level1Rage:
    Level1Rage:
    db 96 05 00 07 64 00 00 00 48 12 99 02 00 39 00

    //Level2Rage
    Aobscan(_Level2Rage,96 05 00 07 64 00 00 00 48 12 12 9d 02 00 fe 02)
    label(Level2Rage)
    registersymbol(Level2Rage)
    _Level2Rage:
    Level2Rage:
    db 96 05 00 07 64 00 00 00 48 12 12 9d 02 00 00 00

    //Level4RageFull
    Aobscan(_Level4RageFull,4e 12 9d 02 00 c4 01)
    label(Level4RageFull)
    registersymbol(Level4RageFull)
    _Level4RageFull:
    Level4RageFull:
    db 4e 12 9d 02 00 00 00

    //Level4MultiRage
    Aobscan(_Level4MultiRage,08 09 1c 96 04 00 08 0a 05 00 4f 96 02 00 08 09)
    label(Level4MultiRage)
    registersymbol(Level4MultiRage)
    _Level4MultiRage:
    Level4MultiRage:
    db 08 09 1c 96 04 00 08 0a 05 01 4f 96 02 00 08 09

    //Level5Part1Rage
    Aobscan(_Level5Part1Rage,96 07 00 04 02 07 64 00 00 00 49 12 9d 02 00 21 00)
    label(Level5Part1Rage)
    registersymbol(Level5Part1Rage)
    _Level5Part1Rage:
    Level5Part1Rage:
    db 96 07 00 04 02 07 64 00 00 00 49 12 9d 02 00 00 00

    //Level5Part1MultiRage
    Aobscan(_Level5Part1MultiRage,96 04 00 08 0c 05 00 1d 96 09)
    label(Level5Part1MultiRage)
    registersymbol(Level5Part1MultiRage)
    _Level5Part1MultiRage:
    Level5Part1MultiRage:
    db 96 04 00 08 0c 05 01 1d 96 09

    //Level5Part2Rage
    Aobscan(_Level5Part2Rage,4e 12 9d 02 00 da 01)
    label(Level5Part2Rage)
    registersymbol(Level5Part2Rage)
    _Level5Part2Rage:
    Level5Part2Rage:
    db 4e 12 9d 02 00 00 00

    //Level6Rage
    Aobscan(_Level6Rage,96 05 00 07 03 00 00 00 48 12 9d 02 00 18 00)
    label(Level6Rage)
    registersymbol(Level6Rage)
    _Level6Rage:
    Level6Rage:
    db 96 05 00 07 03 00 00 00 48 12 9d 02 00 00 00

    //Level7Rage
    Aobscan(_Level7Rage,4e 12 9d 02 00 c2 03)
    label(Level7Rage)
    registersymbol(Level7Rage)
    _Level7Rage:
    Level7Rage:
    db 4e 12 9d 02 00 00 00

    //Level8Rage
    Aobscan(_Level8Rage,48 12 12 9d 02 00 1e 00 96 04)
    label(Level8Rage)
    registersymbol(Level8Rage)
    _Level8Rage:
    Level8Rage:
    db 48 12 12 9d 02 00 00 00 96 04

    //Level1Invincible
    Aobscan(_Level1Invincible,12 12 9d 02 00 c2 00 96 08)
    label(Level1Invincible)
    registersymbol(Level1Invincible)
    _Level1Invincible:
    Level1Invincible:
    db 12 12 99 02 00 c2 00 96 08

    //Level2Invincible
    Aobscan(_Level2Invincible,12 9d 02 00 d8 00 96 06)
    label(Level2Invincible)
    registersymbol(Level2Invincible)
    _Level2Invincible:
    Level2Invincible:
    db 12 99 02 00 d8 00 96 06

    //Level4Invincible
    Aobscan(_Level4Invincible,4e 12 12 9d 02 00 fb 04)
    label(Level4Invincible)
    registersymbol(Level4Invincible)
    _Level4Invincible:
    Level4Invincible:
    db 4e 12 12 99 02 00 fb 04

    //Level5InvincibleCollide
    Aobscan(_Level5InvincibleCollide,4e 12 9d 02 00 12 01)
    label(Level5InvincibleCollide)
    registersymbol(Level5InvincibleCollide)
    _Level5InvincibleCollide:
    Level5InvincibleCollide:
    db 4e 12 99 02 00 12 01

    //Level5InvincibleProjectile
    Aobscan(_Level5InvincibleProjectile,4e 12 12 9d 02 00 8c 01)
    label(Level5InvincibleProjectile)
    registersymbol(Level5InvincibleProjectile)
    _Level5InvincibleProjectile:
    Level5InvincibleProjectile:
    db 4e 12 12 99 02 00 8c 01

    //Level5Part2NormalAttack
    Aobscan(_Level5Part2NormalAttack,4e 12 12 9d 02 00 ef 06)
    label(Level5Part2NormalAttack)
    registersymbol(Level5Part2NormalAttack)
    _Level5Part2NormalAttack:
    Level5Part2NormalAttack:
    db 4e 12 12 99 02 00 ef 06

    //Level5Part2Grabs
    Aobscan(_Level5Part2Grabs,49 12 9d 02 00 3d 00 96 02)
    label(Level5Part2Grabs)
    registersymbol(Level5Part2Grabs)
    _Level5Part2Grabs:
    Level5Part2Grabs:
    db 49 12 99 02 00 3d 00 96 02

    //Level6InvincibleMinusLaser
    Aobscan(_Level6InvincibleMinusLaser,49 12 9d 02 00 43 01)
    label(Level6InvincibleMinusLaser)
    registersymbol(Level6InvincibleMinusLaser)
    _Level6InvincibleMinusLaser:
    Level6InvincibleMinusLaser:
    db 00 12 9d 02 00 43 01

    //Level6InvincibleLaser
    Aobscan(_Level6InvincibleLaser,12 12 9d 02 00 10 03)
    label(Level6InvincibleLaser)
    registersymbol(Level6InvincibleLaser)
    _Level6InvincibleLaser:
    Level6InvincibleLaser:
    db 12 12 99 02 00 10 03

    //Level7InvincibleAfterSpawn
    Aobscan(_Level7InvincibleAfterSpawn,70 4e 12 9d 02 00 59 00 96 08)
    label(Level7InvincibleAfterSpawn)
    registersymbol(Level7InvincibleAfterSpawn)
    _Level7InvincibleAfterSpawn:
    Level7InvincibleAfterSpawn:
    db 70 4e 12 99 02 00 59 00 96 08

    //Level7InvincibleBeforeSpawn
    Aobscan(_Level7InvincibleBeforeSpawn,12 12 9d 02 00 22 01 96 08)
    label(Level7InvincibleBeforeSpawn)
    registersymbol(Level7InvincibleBeforeSpawn)
    _Level7InvincibleBeforeSpawn:
    Level7InvincibleBeforeSpawn:
    db 00 12 9d 02 00 22 01 96 08

    //Level8Invincible
    Aobscan(_Level8Invincible,52 4c 12 9d 02 00 0e 00 17 96 02 00 08 16)
    label(Level8Invincible)
    registersymbol(Level8Invincible)
    _Level8Invincible:
    Level8Invincible:
    db 00 4c 12 9d 02 00 0e 00 17 96 02 00 08 16

    [DISABLE]


Very important


Use auto assembly to get it to work, also in case these codes don't work or want to work, just delete the disable and enable to get it to work. One bug found with the code is if you do use invincibility, it also causes you to become "invisible as well or instead" rather just use unlimited rage instead.

also note, these codes are note my own, i was given these code by someone who worked hard on them, I was able to get some of the in game medals using the rage code only and not the invincibility code due to the bug. Hopefully it will work for who ever uses it as well.
Re: Abobo's Big Adventure Posted on: 02/18/2012 2:28pm
Quote Post
Foreign Fanservice
Fully completed sol including all medals. First sol (RAGE) contains the level data. Second sol (ng_ap_secure...) contains the medal data. You only need the RAGE sol for the item, the other sol is for if it gets any further badges regarding the medals.

As already stated above:

Sol Location: chat.kongregate.comgamez0137030

Doesn't look like you can have the game open when sol swapping else it tends to wipe over the replaced medal data.

Also the item will be awarded as soon as you load up the game.



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