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[NES] Bill and Ted's Excellent Adventure (USA) - New Game Genie Codes

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  • [NES] Bill and Ted's Excellent Adventure (USA) - New Game Genie Codes

    Code:
    Walk Anywhere (See Note #1)
    PEOAKLAA
    
    Pause to return to ground (use w/ Walk Anywhere code)
    XONSPAIX
    
    Walking speed is 1.5x faster
    ATNAUYAG
    
    Walking speed is 2x faster
    EANAUYAG
    
    Get up quicker after falling
    VIOAUGNI
    
    
    NOTE #1:  After jumping the game will still think you're mid-jump as you walk around.  You cannot get hit, or interact in this state.  To return to the ground, use the pause modification code.  You can also disable the code and jump which will return you to the ground.


    Alright well I finally had it with not being able to walk where I want in this game. I was hoping to make a no-clip style code and I managed to come pretty close.

    With the first code, it will allow you to walk anywhere after jumping once. You are still limited to certain areas but you can walk on any grass and through obstacles, etc. The only thing is, the game still thinks you're jumping so you can't talk to any characters until the jump height is reset.

    I created a second code which resets the jump height value when you pause the game. This way you can use the Walk Anywhere code and then just pause the game to be able to talk to characters again.

    In my efforts I also managed to create a code which causes the player to get back up faster after falling. Given how often that seems to happen in this game it should save a lot of time!

    Enjoy!



    Code Development Notes:
    Spoiler Alert! Click to view...



    Walk anywhere (after jumping once. To disable turn off code and jump)
    PEOAKLAA


    Location 9A seems to hold character height. Setting to 01 will allow walking over grass, through obstacles, etc.

    This routine runs just as the player is returning to the ground:
    Code:
     00:8B93:A9 00     LDA #$00
     00:8B95:85 93     STA $0093 = #$00
    >00:8B97:85 9A     STA $009A = #$00
    Changing $8B94 to 01 will make it so the player never fully returns to ground level after jumping, meaning you are basically walking on a layer 1 pixel above the ground. In this state the player cannot interact with objects or NPC's.


    To disable, turn off the code and then jump to return to the ground.

    Or you can use pause code below so that Pausing will return to the ground.

    Walk anywhere
    8B94:01:00 = PEOAKLAA

    NOTE: 009A:01 works as a RAM patch.



    Pause to return to ground (use w/ Walk Anywhere code)
    XONSPAIX


    So initially I had written the above code but found it a bit cumbersome to use. I wanted to find an easy way to return to the ground. To do this the height value at $009A needs to be set to 00. I started looking at the code that runs when the game is paused to see if I could modify the height value during the pause routine.

    It took me a while but I tracked down this routine that runs when the game is paused:

    Code:
     01:D0EE:20 5A 9E  JSR $9E5A
     01:D0F1:A9 F8     LDA #$F8
     01:D0F3:8D 00 02  STA $0200 = #$DD
     01:D0F6:A9 00     LDA #$00
    >01:D0F8:85 25     STA $0025 = #$00
    Perfect little opportunity there. We can change the code at $D0F8 so that it writes 00 to location $009A instead of $0025. This may have some unintended effects but when I tested it everything seemed to work fine.

    D0F9:9A:25 = XONSPAIX




    Faster walking speed (1.5x)
    ATNAUYAG

    Even faster walking speed (2x)
    EANAUYAG


    Max. Walking speed is stored at $06D5 and compared against current walking speed at $0086. Changing the value loaded into $06D5 increases the max walking speed.

    Code:
     00:8F72:A9 40     LDA #$40
    >00:8F74:8D D5 06  STA $06D5 = #$00
    8F73:60:40 = ATNAUYAG

    The "even faster" code sets the value to #$80 (double speed).



    Get up quicker after falling
    VIOAUGNI


    The value at $06B6 determines how long it takes to get back up after falling. Writing a lower value makes the player get up quicker.

    Code:
     00:8C0F:8D A1 06  STA $06A1 = #$86
    >00:8C12:AD D7 06  LDA $06D7 = #$03
     00:8C15:8D B6 06  STA $06B6 = #$05
    The value at $06D7 was #$01 when I checked so I used that location instead.
    Hopefully this value stays consistent or this code could end up causing undesired effects.

    8C1367 = VIOAUGNI


    NOTE: I didn't include the following code at the top cause it turned out to be the same as a Galoob code. I really need to get into the habit of checking for codes before I dive into making them. Haha!


    Don't lose coins when bumping into people
    SZEKUOSE


    The number of coins is stored at $03A4. This routine runs when the player bumps into someone:

    Code:
     01:C905:AD A4 03  LDA $03A4 = #$06
     01:C908:20 3B 9E  JSR $9E3B
    >01:C90B:8D A4 03  STA $03A4 = #$06
    Changing the STA at $C90B into a LDA will prevent the coins from decreasing.

    C90B:AD:8D = SZEKUOSE

    (And then I realized Galoob made the same code and called it "Infinite Coins for Locals")

    "One man's garbage is another man-person's good un-garbage." -- Ricky from Trailer Park Boys
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