Talk:Kirby Air Ride/Debug Mode
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Codes
What are the US codes for using the Trial Flag, Map Debug, and playing on Test with Enemy Req set to on? --Sweveryday 22:43, 5 March 2016 (EST)
Trial Flag Fix:
KH3Y-U2U9-MGNCY
ZMWA-TN6C-07J8X
9JVD-RZ74-9T60B
Test Map Fix: NEN1-6572-2U7PM VJ16-AR4R-WBU5D
A little over 7 years late, but here are two that I could find... Nifdev (talk) 03:14, 11 November 2023 (UTC)
Mode 22 & 26 - Edit to Page
Mode 22 seems to have 3 "sub-modes" that can be alternated by pressing the left trigger. There is also an ID number that can be alternated by pressing the right trigger. The first sub-mode is what appears to be a 4x4 grid of cubes (ID 0-15) that starts behind Heat Top in City Trial and ends past the Electric Lounge effectively covering the entire playable area. The second sub-mode places spheres and boxes (ID 0-9) that expand and contract around various moving elements of City Trial such as the water wheel at Green Canvas or the top of the lighthouse near the Electric Lounge in City Trial. The third sub-mode is a collection of spheres of varied size (ID 0-179) that are randomly placed throughout the entire map of City Trial. Also, for whatever reason, you can turn off world rendering entirely by pressing B though there's no obvious way to turn it back on. You can turn it back on by pressing X + D-pad Right. Pressing B a certain amount of times can also change how fog and shading is drawn or disable/enable them. Disabling and re-enabling shadows can refresh the Mode 22 page if it gets stuck.
Mode 26 also has a way of shifting between different grind rails by pressing the right trigger.
This is as far as I know undocumented, but I can't think of a good way to compress this information into one line so I'm posting what I found in case somebody would like to make it easier to look at and understand. Nifdev (talk) 05:45, 11 November 2023 (UTC)