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[REQUEST] Wily & Right no RockBoard: That's Paradise (Japan) NES Game Genie Codes

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  • [REQUEST] Wily & Right no RockBoard: That's Paradise (Japan) NES Game Genie Codes

    I am looking for some NES Game Genie codes for Wily & Right no RockBoard: That's Paradise (Japan).

    Hopefully some codes like all boss cards and/or infinite cards or perhaps start with lots of zenny or infinite zenny. Immunity from boss cards or pay no rent on other players' spaces.

    Any help will be most sincerely appreciated.

    Thanks again, guys...
    LIVEVIL
    He who writes in blood or aphorisms doesn't want to be understood, he wants to be learned by heart...- Friedrich Nietzsche

  • #2
    Did you already check these?... http://gamehacking.org/game/31343
    The Code Hut: http://codehut.gshi.org/

    Comment


    • #3
      Originally posted by Tony Hedstrom View Post
      Did you already check these?... http://gamehacking.org/game/31343
      Yes but there were only 2 Game Genie codes and they aren't what I'm looking for...

      I'm still hoping someone will pick this up and give it a go...
      LIVEVIL
      He who writes in blood or aphorisms doesn't want to be understood, he wants to be learned by heart...- Friedrich Nietzsche

      Comment


      • #4
        Code:
        Infinite Zenny (all players)
        SUUYUUSO + SUUYUUSO
        
        Start with 5000 Zenny on Map 1 (all players)
        ASOAPZAP
        
        Start with 5000 Zenny on Map 2 (all players)
        ASOAZZAZ
        
        Start with 5000 Zenny on Map 3 (all players)
        ASOALZAZ
        
        Start with 5000 Zenny on Map 4 (all players)
        ASOAGZAL
        
        Start with 6000 Zenny on All Maps (all players)
        SZKAPXOU + EAKAZZOP
        
        Keep cards when used (all players)
        OUXVXSOO
        
        Reggae card doesn't forfeit Zenny
        ATXTAZKZ
        
        Reggae card doesn't forfeit cards
        ATSTLZKZ
        
        
        [B]START WITH CARDS CODES
        (Thanks to ReyVGM for card values)[/B]
        
        Everyone starts with FastWalk cards
        IAVELXNN
        
        Everyone starts with Meeting cards
        TAVELXNN
        
        Everyone starts with Elecman cards
        PPVELXNY
        
        Everyone starts with Cutman cards
        ZPVELXNY
        
        Everyone starts with Fireman cards
        LPVELXNY
        
        Everyone starts with Airman cards
        GPVELXNY
        
        Everyone starts with Clashman cards
        IPVELXNY
        
        Everyone starts with Bubbleman cards
        TPVELXNY
        
        Everyone starts with Sparkman cards
        YPVELXNY
        
        Everyone starts with Toadman cards
        APVELXNN
        
        Everyone starts with Pharaohman cards
        PPVELXNN
        
        Everyone starts with Brightman cards
        ZPVELXNN
        
        Everyone starts with Bulldozer cards
        LPVELXNN
        
        Everyone starts with Quint cards
        GPVELXNN
        
        Everyone starts with Enker cards
        IPVELXNN
        
        Everyone starts with Rockman/Megaman cards
        TPVELXNN
        
        Everyone starts with Blues/Protoman cards
        YPVELXNN
        
        Everyone starts with Bonus cards
        AZVELXNY
        
        Everyone starts with Luck cards
        PZVELXNY
        
        Everyone starts with Free cards
        LZVELXNY
        
        Everyone starts with Comeback cards
        GZVELXNY
        
        Everyone starts with Disaster cards
        YZVELXNY
        
        
        [B]FIXED ROLL CODES (EXPERIMENTAL)[/B]
        
        NOTE: The Fixed Roll codes are experimental and could risk a crash.
        SEE NOTES and use with Emulator and Save States only!
        
        
        Fixed Rolls Master Code (SEE NOTES)
        SPXIYEVN + AAXIPAIA
        
        
        (the following codes require the Fixed Rolls Master Code)
        Always roll 1
        AAXILENY
        
        Always roll 2
        PAXILENY
        
        Always roll 3
        ZAXILENY
        
        Always roll 4
        LAXILENY
        
        Always roll 5
        GAXILENY
        
        Always roll 6
        IAXILENY
        
        Always roll 7
        TAXILENY
        
        Always roll 8
        YAXILENY
        
        Always roll 9
        AAXILENN
        
        Always roll 16
        YAXILENN
        
        
        NOTE #1: Use the Master Code and then the code for the desired roll value. This
        code must be enabled before choosing roll, then disabled immediately afterward.  
        The game MUST BE PAUSED when enabling/disabling.  Otherwise strange problems
        could occur.  Save states are recommended before using this code.
        
        NOTE #2: Graphical glitches will likely occur, however they disappear if you
        select the Status screen or Map overview and then return.

        I'd never heard of this game until now but it seems pretty fun.

        I took a stab at making some GG codes and the above list is what I came up with. The only ones that are iffy are the Fixed Roll codes as they cause some graphical glitches, and I did experience one crash while testing those codes. The rest of the codes should be rock-solid though.

        One unfortunate aspect is most of the routines that update game values do so for all 4 players as opposed to a separate routine for each player. This means that most of the codes work for all 4 players. If you are using an emulator you can enable the Infinite Zenny or Keep Cards codes during your turn and then turn them off while CPU players are active. On a real GG though it will give all the players the same advantage.

        When I have more time I can look into immunity from boss cards as well as pay no rent, but I have a strong feeling they will also be the same (ie: affect all 4 players).

        Anyways, enjoy!


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


        Infinite Zenny (all players)
        SUUYUUSO + SUUYUUSO

        Code:
        0x4C8-0x4CF holds Zenny values for all players.
        
        0x4C8 = second digit 1P
        0x4C9 = second digit 2P
        0x4CA = second digit 3P
        0x4CB = second digit 4P
        0x4CC = first digit 1P
        0x4CD = first digit 2P
        0x4CE = first digit 3P
        0x4CF = first digit 4P
        
        They are updated as a part of this routine:
        
        >0F:FBAE:9D C8 04  STA $04C8,X @ $04C8 = #$00
         0F:FBB1:A5 04     LDA $0004 = #$18
         0F:FBB3:9D CC 04  STA $04CC,X @ $04CC = #$20
         0F:FBB6:A5 05     LDA $0005 = #$00
        
        Changing STA to LDA will prevent storing new values:
        
        FBAE:BD:9D = SUXNVUSO
        FBB3:BD:9D = SUUYUUSO

        Start with 5000 Zenny on Map 1 (all players)
        ASOAPZAP

        Start with 5000 Zenny on Map 2 (all players)
        ASOAZZAZ

        Start with 5000 Zenny on Map 3 (all players)
        ASOALZAZ

        Start with 5000 Zenny on Map 4 (all players)
        ASOAGZAL

        Start with 6000 Zenny on All Maps (all players)
        SZKAPXOU + EAKAZZOP


        Code:
        Here is the routine that loads the starting Zenny value for each level:
        
         01:8241:B9 91 82  LDA $8291,Y @ $8291 = #$10
        >01:8244:9D CC 04  STA $04CC,X @ $04CC = #$00
         01:8247:A9 00     LDA #$00
         01:8249:9D D0 04  STA $04D0,X @ $04D0 = #$00
         01:824C:CA        DEX
         01:824D:10 C2     BPL $8211
         01:824F:60        RTS -----------------------------------------
        
        The table at $8291 is how much Zenny each level starts with.
        
        To start with 5000 Zenny on each level, patch all 4 locations in ROM:
        
        8291:50:10 = ASOAPZAP
        8292:50:20 = ASOAZZAZ
        8293:50:20 = ASOALZAZ
        8294:50:30 = ASOAGZAL
        
        OR
        
        Alternative approach:
        
        Change LDA at 8241 to Absolute (non-indexed) and change load address.
        
        Instead of loading from $8291, load from $8280 (value #$60) for 6000 Zenny.
        
        Start with 6000 Zenny on All Maps (all players)
        8241:AD:B9 = SZKAPXOU
        8242:80:91 = EAKAZZOP

        Keep cards when used (all players):
        OUXVXSOO

        Code:
        Cards are stored starting at 0x5C0
        0x5C0-0x5C8 = 1P cards
        0x5C9-0x5CF = 2P cards
        0x5D0-0x5D8 = 3P cards
        0x5D9-0x5DF = 4P cards
        
        This routine handles removing cards from player (FF = no card)
        
         0F:EDA8:A9 FF     LDA #$FF
        >0F:EDAA:99 C0 05  STA $05C0,Y @ $05C0 = #$11
        
        Change STA to LDA to prevent value update.
        
        EDAA:B9:99 = OUXVXSOO

        Reggae card doesn't forfeit Zenny
        ATXTAZKZ

        Code:
        This is the routine that runs when Zenny forfeits money (entry at $E220):
        
         0F:E220:A4 84     LDY $0084 = #$01
         0F:E222:A9 00     LDA #$00
        >0F:E224:99 C8 04  STA $04C8,Y @ $04C9 = #$00
         0F:E227:99 CC 04  STA $04CC,Y @ $04CD = #$60
         0F:E22A:99 D0 04  STA $04D0,Y @ $04D1 = #$00
        
        Change $E220 to RTS to return to previous routine.
        E220:60:A4 = ATXTAZKZ
        Reggae card doesn't forfeit cards
        ATSTLZKZ

        Code:
        This is the routine that runs when Reggae forfeits cards (entry at $E253):
        
         0F:E253:A5 84     LDA $0084 = #$01
         0F:E255:0A        ASL
         0F:E256:0A        ASL
         0F:E257:0A        ASL
         0F:E258:A8        TAY
         0F:E259:A2 07     LDX #$07
         0F:E25B:A9 FF     LDA #$FF
        >0F:E25D:99 C0 05  STA $05C0,Y @ $05C8 = #$11
         0F:E260:C8        INY
         0F:E261:CA        DEX
         0F:E262:10 F7     BPL $E25B
        
        Change $E253 to RTS to return to previous routine.
        
        E253:60:A4 = ATSTLZKZ
        Start with full set of cards

        Code:
        This routine blanks out the cards at the beginning of each round:
        
         01:8268:A0 1F     LDY #$1F
         01:826A:A9 FF     LDA #$FF
        >01:826C:99 C0 05  STA $05C0,Y @ $05CF = #$00
         01:826F:88        DEY
         01:8270:10 FA     BPL $826C
        
        We can load whatever value we desire at $826A to fill everyone's cards up.
        
        Thanks to ReyVGM for this set of card values (from the Raw codes he posted):
        
        0D = FastWalk (Roll Dice Twice)
        0E = Meeting (Bring All Players To Your Spot)
        11 = Elecman
        12 = Cutman
        13 = Fireman
        14 = Airman
        15 = Clashman
        16 = Bubbleman
        17 = Sparkman
        18 = Toadman
        19 = Pharaohman
        1A = Brightman
        1B = Bulldozer
        1C = Quint
        1D = Enker
        1E = Rockman/Megaman
        1F = Blues/Protoman
        20 = Bonus
        21 = Luck Card
        23 = Free Card
        24 = Comeback (Get 1000z if you drop to 0z)
        27 = Disaster
        
        Everyone starts with FastWalk cards
        826B:0D:FF = IAVELXNN
        
        Everyone starts with Meeting cards
        826B:0E:FF = TAVELXNN
        
        Everyone starts with Elecman cards
        826B:11:FF = PPVELXNY
        
        Everyone starts with Cutman cards
        826B:12:FF = ZPVELXNY
        
        Everyone starts with Fireman cards
        826B:13:FF = LPVELXNY
        
        Everyone starts with Airman cards
        826B:14:FF = GPVELXNY
        
        Everyone starts with Clashman cards
        826B:15:FF = IPVELXNY
        
        Everyone starts with Bubbleman cards
        826B:16:FF = TPVELXNY
        
        Everyone starts with Sparkman cards
        826B:17:FF = YPVELXNY
        
        Everyone starts with Toadman cards
        826B:18:FF = APVELXNN
        
        Everyone starts with Pharaohman cards
        826B:19:FF = PPVELXNN
        
        Everyone starts with Brightman cards
        826B:1A:FF = ZPVELXNN
        
        Everyone starts with Bulldozer cards
        826B:1B:FF = LPVELXNN
        
        Everyone starts with Quint cards
        826B:1C:FF = GPVELXNN
        
        Everyone starts with Enker cards
        826B:1D:FF = IPVELXNN
        
        Everyone starts with Rockman/Megaman cards
        826B:1E:FF = TPVELXNN
        
        Everyone starts with Blues/Protoman cards
        826B:1F:FF = YPVELXNN
        
        Everyone starts with Bonus cards
        826B:20:FF = AZVELXNY
        
        Everyone starts with Luck cards
        826B:21:FF = PZVELXNY
        
        Everyone starts with Free cards
        826B:23:FF = LZVELXNY
        
        Everyone starts with Comeback cards
        826B:24:FF = GZVELXNY
        
        Everyone starts with Disaster cards
        826B:27:FF = YZVELXNY
        Fixed rolls - Always roll same value

        Code:
        I mainly made this code so I could test the other codes and land on certain
        squares.  It would be useful in gameplay however it does seem to have some
        issues with graphical glitches.
        
        0x486 = Roll value
        
        This routine handles the rolling values:
        
         0F:D01B:29 7F     AND #$7F
         0F:D01D:DD 80 04  CMP $0480,X @ $057F = #$00
         0F:D020:D0 05     BNE $D027
         0F:D022:A9 FF     LDA #$FF
         0F:D024:9D 80 04  STA $0480,X @ $0486 = #$00
        >0F:D027:FE 80 04  INC $0480,X @ $0486 = #$01   # Increment roll counter by 1
         0F:D02A:DE 98 04  DEC $0498,X @ $049E = #$01
         0F:D02D:D0 08     BNE $D037
         0F:D02F:FE 98 04  INC $0498,X @ $049E = #$01
         0F:D032:20 4C D0  JSR $D04C
         0F:D035:A6 8D     LDX $008D = #$06
         0F:D037:BD 48 04  LDA $0448,X @ $044E = #$28
         0F:D03A:18        CLC
         0F:D03B:65 EC     ADC $00EC = #$00
         0F:D03D:9D 48 04  STA $0448,X @ $044E = #$28
         0F:D040:BD 50 04  LDA $0450,X @ $0456 = #$00
         0F:D043:65 ED     ADC $00ED = #$00
         0F:D045:9D 50 04  STA $0450,X @ $0456 = #$00
         0F:D048:CA        DEX
         0F:D049:10 BB     BPL $D006
         0F:D04B:60        RTS -----------------------------------------
        
        
        Hex value is 1 less than roll value, IE value of 00 = roll of 1
        
        VALUE CHANGE:
        D023:00:FF = Always roll a 1 = AAXILENY
        D023:01:FF = Always roll a 2 = PAXILENY
        D023:02:FF = Always roll a 3 = ZAXILENY
        D023:03:FF = Always roll a 4 = LAXILENY
        D023:04:FF = Always roll a 5 = GAXILENY
        D023:05:FF = Always roll a 6 = IAXILENY
        D023:06:FF = Always roll a 7 = TAXILENY
        D023:07:FF = Always roll a 8 = YAXILENY
        D023:08:FF = Always roll a 9 = AAXILENN
        D023:0F:FF = Always roll a 16 = YAXILENN
        
        
        MASTER CODE:
        Prevent roll value from changing, change INC to STA:
        D027:9D:FE = SPXIYEVN
        
        With only the above code the value still changes between chosen value
        and roll of 8 (hex 0x07) because of branch at $D020 that goes to $D027.
        
        So let's prevent the branch to $D027 from occuring by zeroing the branch value:
        D021:00:05 = AAXIPAIA

        Older attempt at fixed roll code (bruce force - overwrite some code)

        Code:
        Brute force attempt:
        
        Change routine at $D03B-D03F so that it forces our value into place.
        From:
         0F:D03B:65 EC     ADC $00EC = #$00
         0F:D03D:9D 48 04  STA $0448,X @ $044E = #$28
        To:
         0F:D03B:A9 01     LDA #$01
         0F:D03D:8D 86 04  STA $0486 = #$01
        
        
        Master code (requires 3 codes):
        D03B:A9:65
        D03D:8D:9D
        D03C:86:48
        
        Value code (requires a different code for desired value):
        D03C:00:EC = Always roll 1
        D03C:01:EC = Always roll 2
        D03C:02:EC = Always roll 3
        D03C:03:EC = Always roll 4
        D03C:04:EC = Always roll 5
        D03C:05:EC = Always roll 6
        D03C:06:EC = Always roll 7
        D03C:07:EC = Always roll 8
        
        I figured this would likely cause some issues however it does seem to work
        despite some graphical glitches. Code must be enabled for use and disabled
        afterward.  This approach requires 4 GG codes however so I opted for the
        other approach which only uses 3 GG codes for the same effect.
        Last edited by Dteyn; 08-31-2017, 11:49:27 PM. Reason: Add credit for ReyVGM re: card values
        "One man's garbage is another man-person's good un-garbage." -- Ricky from Trailer Park Boys

        Comment


        • #5
          Thanks so much, Dteyn. I really appreciate you taking the time to put these together. I am using these codes with an actual NES Game Genie on my original front-loading NES Console. I noticed that all those codes affect all players. I always wished some company would redesign the NES Game Genie to add more than just 3 lines of code, store codes, and with the option to turn codes on/off, kind of like the first Playstation Gameshark that used to plug into the console...
          LIVEVIL
          He who writes in blood or aphorisms doesn't want to be understood, he wants to be learned by heart...- Friedrich Nietzsche

          Comment


          • #6
            I wish there was an advanced genie myself, that would be cool. Maybe Helder would have some ideas about that, I would love to be involved.

            In the meantime I'm pretty sure you can daisy-chain NES genies, no matter how ugly and perceptible to failure it would be.
            Please put all complaints in writing and submit them here.

            Above link not working? Try here.

            Comment


            • #7
              Originally posted by rimsky82 View Post
              I wish there was an advanced genie myself, that would be cool. Maybe Helder would have some ideas about that, I would love to be involved.

              In the meantime I'm pretty sure you can daisy-chain NES genies, no matter how ugly and perceptible to failure it would be.
              I'd never thought of that. Now I want someone to test that theory out...
              I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

              Comment


              • #8
                It is recommended you only daisy chain 2 Game Genies, three is pushing the limit due to spreading out the voltage which can cause unusual effects and often crashing the game randomly.
                "Roll The Bones" - Rush
                Patreon.com/nensondubois Twitter #nensondubois_Youtube.com/user/nensondubois

                Comment


                • #9
                  Originally posted by LIVEVIL View Post
                  Thanks so much, Dteyn. I really appreciate you taking the time to put these together. I am using these codes with an actual NES Game Genie on my original front-loading NES Console. I noticed that all those codes affect all players. I always wished some company would redesign the NES Game Genie to add more than just 3 lines of code, store codes, and with the option to turn codes on/off, kind of like the first Playstation Gameshark that used to plug into the console...
                  You bet, I hope you can get some use out of them! I always prefer playing on a real console too, so I always try to make GG codes with that in mind. It may be possible to make player-specific codes, when I was looking at the game code though I just can't envision how to do so without patching a bunch of stuff in the game which is tough when you only get 3 GG codes.

                  If you owned an Everdrive or similar you could patch the ROM with more cheats and then use that, it definitely opens up a few more possibilities in terms of making player-specific cheat codes. There is also an English translation patch for the game on Romhacking.net which you could then use if you so desired.

                  But anyways I agree, an enhanced GG with support for more codes would be awesome. There is definitely a market for it, someone needs to get on it! Hoping that maybe one of the NES hardware gurus will work on it one day.
                  "One man's garbage is another man-person's good un-garbage." -- Ricky from Trailer Park Boys

                  Comment

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