Difference between revisions of "Code Types"

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('''Gameshark''')
('''Action Replay''')
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==='''Action Replay'''===
 
==='''Action Replay'''===
 
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For all intents and purposes, PlayStation Action Replay code types are identical to the GameShark ones. Only the device version numbers vary.
  
 
==='''Gold Finger'''===
 
==='''Gold Finger'''===

Revision as of 10:12, 26 January 2007

Explanation of what a code type is, and what they're used for here..


Playstation Systems

Playstation 2

Code Breaker



GameShark (Interact)



GameShark (Mad Catz)



Xploder


Playstation

Gameshark


Type Description Example Other
30 8-bit constant write 3XXXXXXX 00YY
Writes YY to Address XXXXXXX
NA
80 16-bit constant write 8XXXXXXX ZZYY
Writes ZZYY to Address XXXXXXX
NA
50 serial repeater 5000XXYY 00ZZ
TTTTTTTT VVVV
Writes XX codes, with YY added to the address for each code after TTTTTTTT, and ZZZZ added to the amount for each code after value VVVV
Gameshark 2.2 and higher. May need to seperate pairs of serial codes with a 00000000 0000 code for disk-based gamesharks
E0 8-bit equal-to trigger E0XXXXXX 00YY
Activates next code if address 80XXXXXX is equal to YY
Gameshark 2.2 and higher.
E1 8-bit different-from trigger E1XXXXXX 00YY
Activates next code if address 80XXXXXX is different from YY
Gameshark 2.2(?) and higher.
E2 8-bit less-than trigger E2XXXXXX 00YY
Activates next code if address 80XXXXXX is less than YY
Gameshark 2.2 and higher.
E3 8-bit greater-than trigger E3XXXXXX 00YY
Activates next code if address 80XXXXXX is greater than YY
Gameshark 2.2 and higher.
D0 16-bit equal-to trigger D0XXXXXX YYYY
Activates next code if address 80XXXXXX is equal to YYYY
N/A
D1 16-bit different-from trigger D1XXXXXX YYYY
Activates next code if address 80XXXXXX is different from YYYY
Gameshark 2.2 and higher.
D2 16-bit less-than trigger D2XXXXXX YYYY
Activates next code if address 80XXXXXX is less than YYYY
Gameshark 2.2 and higher.
D3 16-bit greater-than trigger D3XXXXXX YYYY
Activates next code if address 80XXXXXX is greater than YYYY
Gameshark 2.2 and higher.
D4 16-bit universal joker D4000000 YYYY
Activates next code if the button presses equate to YYYY
Gameshark 2.41 and higher. Needs a button chart
D5 16-bit codes-on trigger D5000000 YYYY
Activates all codes if buton presses equate to YYYY
Gameshark 2.41 and higher. Needs a button chart
D6 16-bit codes-off trigger D6000000 YYYY
Activates all codes if buton presses equate to YYYY
Gameshark 2.41 and higher. Needs a button chart
10 16-bit incrementer 10XXXXXX YYYY
Increments value at address 80XXXXXX by YYYY
Gameshark 2.2 and higher. Use with a joker
11 16-bit decrementer 11XXXXXX YYYY
Decrements value at address 80XXXXXX by YYYY
Gameshark 2.2 and higher. Use with a joker
20 8-bit incrementer 20XXXXXX 00YY
Increments value at address 80XXXXXX by YY
Gameshark 2.2 and higher. Use with a joker
21 8-bit decrementer 21XXXXXX 00YY
Decrements value at address 80XXXXXX by YY
Gameshark 2.2 and higher. Use with a joker
C0 enable all codes trigger C0XXXXXX YYYY
If value at address 80XXXXXX is equal to YYYY, enable all loaded codes in game. Affects all codes, not just the one this line is used in.
Gameshark 2.41 or higher.
C1 codes-on delay C1000000 YYYY
Delays codes from being on by YYYY time when game starts. 4000-5000 should give 20-30 seconds.
NA
C2 copy memory C2XXXXXX YYYY
80ZZZZZZ 0000
Copy YYYY bytes from 80XXXXXX to 80ZZZZZZ. Could be used for copying large sets of complex character stats from one character to another, like working-magic-only, if serial repeater won't work
NA

All 16-bit comparison types are limited to roughly 60 lines per game. 8-bit comparison types and increment/decrement types are limited to around 30 lines per game combined.

Xploder/Codebreaker


Type Description Example Other
30 8-bit constant write 3XXXXXXX 00YY
Writes YY to Address XXXXXXX
NA
80 16-bit constant write 8XXXXXXX ZZYY
Writes ZZYY to Address XXXXXXX
NA
70 16-bit equal-to trigger 70XXXXXX YYYY
Activates next code if address 80XXXXXX is equal to YYYY
NA

Action Replay


For all intents and purposes, PlayStation Action Replay code types are identical to the GameShark ones. Only the device version numbers vary.

Gold Finger



Caetla


Nintendo Systems

GameCube

Action Replay


Nintendo 64

GameShark


GameBoy Advance

Codebreaker Advance


Type Description Example Other
0 Master Code 1 0000XXXX YYYY
XXXX is the CRC value (the "Game ID" converted to hex)
Flags ("yyyy"):
0008 - CRC Exists (CRC is used to autodetect the inserted game)
0002 - Disable Interupts
NA
1 Master Code 2 1XXXXXXX YYYZ
'Z' is the CBA Code Handler Store Address (0-7) [address = ((d << 0x16) + 0x08000100)]
YYY:
100 - 32-bit Long-Branch Type (Thumb)
200 - 32-bit Long-Branch Type (ARM)
300 - 8-bit(?) Long-Branch Type (Thumb)
400 - 8-bit(?) Long-Branch Type (ARM)
002 - Unknown (Odd Effect)
XXXXXXX = ?
NA
2 16-bit bitwise OR 2XXXXXXX YYYY
XXXXXXX = Address
YYYY = Value to OR with
Tested on VBA, not tested on hardware
3 8-bit RAM Write 3XXXXXXX 00YY
XXXXXXX = Address
YY = Value to write
NA
4 serial repeater 4qqqqqqq xxyy
XXYY#### ++++
qqqqqqq=Address to Start At
xxyy = Start Value
XXYY = Add To Value
#### = Number of Address Iterations
++++ = Amount Added to each Address Iteration
XXYY portion tested in VBA, not tested on hardware
5 Unknown Unknown NA
6 16-bit bitwise AND 6XXXXXXX YYYY
XXXXXXX = Address
YYYY = Value to AND with
NA
7 16-bit equal-to trigger 7XXXXXXX YYYY
Activates next code if address XXXXXXX is equal to YYYY
NA
8 16-bit RAM Write 8XXXXXXX YYYY
XXXXXXX = Address
YYYY = Value to write
NA
9 Change Encryption Seeds (if used as first code) 9YYYYYYY YYYY
Details not researched
NA
A 16-bit not-equal-to trigger AXXXXXXX YYYY
Activates next code if address XXXXXXX is not equal to YYYY
NA
B Unknown Unknown NA
C Unknown Unknown NA
D Unknown Unknown NA
E Unknown Unknown NA
F Unknown Unknown NA

GameShark Advance (Interact)



GameShark Advance (Mad Catz)



Action Replay



Nintendo DS

Codebreaker Advance



Sega Systems

Dreamcast

GameShark CDX



Codebreaker


Saturn

GameShark