Difference between revisions of "Code Types"

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Explanation of what a code type is, and what they're used for here..
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'''Code Types''' are used by [[Game Enhancer]]'s to determine how to use/execute codes. They also allow users to add some degree of sophistication for the codes they make.
  
 +
Types you will commonly see available for most Game Enhancers are 8-bit/16-bit/32-bit Writes, Conditional types (If - Equal To, Greater Than, Less Than, etc.) and Master Codes.
  
= <font color="blue">Playstation Systems</font> =
+
Some devices don't have any Code Types at all, and just perform a preset bit write to the address you define. Such devices are the older models of the Pro Action Replay for [[Pro_Action_Replay_(SNES)|Super Nintendo]] and [[Pro_Action_Replay_(Genesis)|Sega Genesis]].
  
  
== Playstation 2 ==
 
  
==='''Code Breaker'''===
 
----
 
 
 
==='''GameShark (Interact)'''===
 
----
 
 
 
 
==='''GameShark (Mad Catz)'''===
 
----
 
 
 
==='''Xploder'''===
 
----
 
 
== Playstation ==
 
 
==='''Gameshark & Action Replay'''===
 
----
 
 
Note: For all intents and purposes, PlayStation Action Replay code types are identical to the GameShark ones. Only the device version numbers vary.
 
 
{| style="border:1px solid #000000; margin: 0; padding:0;" width="100%" cellspacing="2" cellpadding="5""
 
! Type !! Description !! Example !! Other !! Limitations
 
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 30
 
| 8-bit Constant Write <br><br>3XXXXXXX 00YY || Writes YY to Address XXXXXXX || -- || none
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 80
 
| 16-bit Constant Write <br><br>8XXXXXXX ZZYY || Writes ZZYY to Address XXXXXXX || -- || none
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 50
 
| Serial Repeater <br><br>5000XXYY ZZZZ<br>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 || unknown
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! E0
 
| 8-bit Equal-To Trigger <br><br>E0XXXXXX 00YY || Activates next code if address 80XXXXXX is equal to YY ||  Gameshark 2.2 and higher. || 60~, including all Cx and comparison types
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! E1
 
| 8-bit Different-From Trigger <br><br>E1XXXXXX 00YY || Activates next code if address 80XXXXXX is different from YY ||  Gameshark 2.2(?) and higher. || 60~, including all Cx and comparison types
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! E2
 
| 8-bit Less-Than Trigger <br><br>E2XXXXXX 00YY || Activates next code if address 80XXXXXX is less than YY ||  Gameshark 2.2 and higher. || 60~, including all Cx and comparison types
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! E3
 
| 8-bit Greater-Than Trigger <br><br>E3XXXXXX 00YY || Activates next code if address 80XXXXXX is greater than YY || Gameshark 2.2 and higher. || 60~, including all Cx and comparison types
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! D0
 
| 16-bit Equal-To Trigger <br><br>D0XXXXXX YYYY || Activates next code if address 80XXXXXX is equal to YYYY || -- || 60~, including all Cx and comparison types
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! D1
 
| 16-bit Different-From Trigger <br><br>D1XXXXXX YYYY || Activates next code if address 80XXXXXX is different from YYYY ||  Gameshark 2.2 and higher. || 60~, including all Cx and comparison types
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! D2
 
| 16-bit Less-Than Trigger <br><br>D2XXXXXX YYYY || Activates next code if address 80XXXXXX is less than YYYY ||  Gameshark 2.2 and higher. || 60~, including all Cx and comparison types
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! D3
 
| 16-bit Greater-Than Trigger <br><br>D3XXXXXX YYYY || Activates next code if address 80XXXXXX is greater than YYYY ||  Gameshark 2.2 and higher. || 60~, including all Cx and comparison types
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! D4
 
| 16-bit Universal Joker <br><br>D4000000 YYYY || Activates next code if the button presses equate to YYYY || Gameshark 2.41 and higher. Needs a button chart || 60~, including all Cx and comparison types
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! D5
 
| 16-bit Codes-on Trigger <br><br>D5000000 YYYY || Activates all codes if buton presses equate to YYYY || Gameshark 2.41 and higher. Needs a button chart || 60~, including all Cx and comparison types
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! D6
 
| 16-bit Codes-off Trigger <br><br>D6000000 YYYY || Activates all codes if buton presses equate to YYYY || Gameshark 2.41 and higher. Needs a button chart || 60~, including all Cx and comparison types
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 10
 
| 16-bit Incrementer <br><br>10XXXXXX YYYY || Increments value at address 80XXXXXX by YYYY || Gameshark 2.2 and higher. Use with a joker || 30~ including all in/decrement types
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 11
 
| 16-bit Decrementer <br><br>11XXXXXX YYYY || Decrements value at address 80XXXXXX by YYYY || Gameshark 2.2 and higher. Use with a joker || 30~ including all in/decrement types
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 20
 
| 8-bit Incrementer <br><br>20XXXXXX 00YY ||  Increments value at address 80XXXXXX by YY || Gameshark 2.2 and higher. Use with a joker || 30~ including all in/decrement types
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 21
 
| 8-bit Decrementer <br><br>21XXXXXX 00YY || Decrements value at address 80XXXXXX by YY || Gameshark 2.2 and higher. Use with a joker || 30~ including all in/decrement types
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! C0
 
| Enable All Codes Trigger <br><br>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. || 60~, including all Cx and comparison types
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! C1
 
| Codes-on Delay <br><br>C1000000 YYYY || Delays codes from being on by YYYY time when game starts. 4000-5000 should give 20-30 seconds. || -- || 60~, including all Cx and comparison types
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! C2
 
| Copy Memory <br><br>C2XXXXXX YYYY <br> 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 || -- || 30?
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 1F800???
 
| Special 16-bit Write <br><br>1F800XXX YYYY || Write YYYY to address 1F800XXX in the scratch pad region. Note that the address range is only from 0x000 to 0x3FF (1024 bytes). || GameShark 2.3 and higher. || unknown
 
|}
 
 
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.
 
 
Warning: Limitations info is incomplete. Expect exact limits eventually...
 
 
==='''Xploder/Codebreaker/X-Terminator'''===
 
----
 
 
Note: "T" defines the default on/off setting if this code type is the first line in a code. 0 = On, 8 = Off. This does not apply to all types.
 
{| style="border:1px solid #000000; margin: 0; padding:0;" width="100%" cellspacing="2" cellpadding="5""
 
! Type !! Description !! Example !! Other
 
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 3
 
| 8-bit Constant Write <br><br>3TXXXXXX 00YY || Writes YY to address 80XXXXXXX || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 8
 
| 16-bit Constant Write <br><br>8TXXXXXX YYYY || Writes YYYY to address 80XXXXXXX || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 00
 
| 32-bit Constant Write <br><br>00XXXXXX YYYY || Writes 0000YYYY to address 80XXXXXX. || Doesn't use on/off setting.
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 5
 
| Mass Write (Super code) <br><br>5TXXXXXX 0YYY || Writes YYY bytes (from following lines until end of YYY bytes) to address 80XXXXXX. || Exact behavior is unknown, may require even addresses only (unconfirmed).
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 7
 
| 16-bit Equal-To Trigger <br><br>7TXXXXXX YYYY || Activates next code if value at address 80XXXXXX is equal to YYYY || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 9
 
| 16-bit Not-Equal-To Trigger <br><br>9TXXXXXX YYYY || Activates next code if value at address 80XXXXXX is not equal to YYYY || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! F
 
| 16-bit Equal-To Global Trigger <br><br>FTXXXXXX YYYY || ??? Activates all codes if value at address 80XXXXXX is equal to YYYY || Exact behavior of this type is unconfirmed.
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! B
 
| Serial Repeater<br>(Slide code) <br><br>BXXXYYYY ZZZZ<br> 10TTTTTT VVVV<br> || 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.
 
|| This code is somewhat flawed, in that you must use an even address and other unremembered limitations for it to not crash the device. Converting GameShark serial repeater codes to this type is difficult and unreliable even when done correctly.
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 6
 
| Mega code <br><br>6T?????0 YYYY<br>AAAAAAAA CCCC<br>FFFFFFFF 0011<br>22334455 6677<br>8899 || ?=Don't care<br>AA= Break address<br>YY= Count in bytes to insert at location 40<br>CC= Coprocessor break type (upper half)<br>FF= Breakpoint mask (usually FFFFFFFF)<br>00= bytes of code in address order<br>11
 
|| General usage unknown. The document this description was originally pulled from is missing some text.
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 4
 
| Slow Motion <br><br>4T000000 XXXX || According to Nachbrenner's document: "A 4 code is a slow motion code. Its success rate is not brilliant at the moment. It is simply a loop executed (XXXX << 12) times."
 
|| It's likely this causes problems if used. Exact effects are unknown.
 
|}
 
 
Despite various documents claiming there is a "Datel compatibility" feature with the GS Dx and Cx codes, this has never been proven. In my own testing, in no cases did those types work. There may also be code types of 1, 2, A, and E that are completely undocumented.
 
 
Most information here is based off of [https://gshi.org/faqs/advancedexplorercodes.htm Nachbrenner's Advanced Xplorer Codes] document.
 
 
==='''Gold Finger'''===
 
----
 
 
 
==='''Caetla'''===
 
----
 
The only known documentation of the code types for this device are as follows:
 
 
[[https://web.archive.org/web/20001018052533/https://www.xianaix.com/features.txt Caetla 0.341 Features list @ Internet Archive]]
 
 
[[https://web.archive.org/web/20001215111400/https://cmgsccc.com/ramble/071300.shtml "New Revolution - Code Master - 07-13-00" @ Internet Archive]]
 
 
= <font color="blue">Nintendo Systems</font> =
 
 
 
== GameCube ==
 
 
 
==='''Action Replay'''===
 
----
 
 
== Nintendo 64 ==
 
 
 
==='''GameShark'''===
 
----
 
 
== GameBoy Advance ==
 
 
 
 
==='''Codebreaker Advance'''===
 
----
 
 
{| style="border:1px solid #000000; margin: 0; padding:0;" width="100%" cellspacing="2" cellpadding="5""
 
! Type !! Description !! Example !! Other
 
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 0
 
| Master Code 1 <br><br>0000XXXX YYYY || XXXX is the CRC value (the "Game ID" converted to hex) <br> Flags ("YYYY"): <br> 0008 - CRC Exists (CRC is used to autodetect the inserted game) <br> 0002 - Disable Interupts || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 1
 
| Master Code 2 <br><br>1XXXXXXX YYYZ || 'Z' is the CBA Code Handler Store Address (0-7) [address = ((d << 0x16) + 0x08000100)] <br> YYY: <br> 100 - 32-bit Long-Branch Type (Thumb) <br> 200 - 32-bit Long-Branch Type (ARM) <br> 300 - 8-bit(?) Long-Branch Type (Thumb) <br> 400 - 8-bit(?) Long-Branch Type (ARM) <br> 002 - Unknown (Odd Effect) <br> XXXXXXX = ? || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 2
 
| 16-bit OR <br><br>2XXXXXXX YYYY || OR's value at address XXXXXXX with YYYY. || Tested on VBA, not tested on hardware
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 3
 
| 8-bit RAM Write <br><br>3XXXXXXX 00YY || Writes YY to address  XXXXXXX. || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 4
 
| Serial Repeater <br><br>4ZZZZZZZ YYYY<br>AAAAXXXX VVVV || ZZZZZZZ is the address to start at and YYYY is the starting value. AAAA is the value to increment with. XXXX is the number of address iterations. And finally, VVVV is the amount added to each address iteration || -
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 5
 
| Super Code/Memwrite <br><br>5XXXXXXX YYYY<br>ZZZZZZZZ ZZZZ<br>........<br>ZZZZZZZZ ZZZZ || XXXXXXX is the address where the writing begins, YYYY is the number of halfwords to write and ZZZZZZZZ ZZZZ are the halfwords. <br><br>Note that halfwords are byte flipped, so the value of 1122 would become 2211. || Each address is automatically incremented by 2. (Non-changeable)
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 6
 
| 16-bit AND <br><br>6XXXXXXX YYYY || AND's value at address XXXXXXX with YYYY. || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 7
 
| 16-bit If Equal To <br><br>7XXXXXXX YYYY || Activates next code if value at address XXXXXXX is equal to YYYY. ||  --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 8
 
| 16-bit RAM Write <br><br>8XXXXXXX YYYY || Writes YYYY to address XXXXXXX. || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 9
 
| Change Encryption Seeds (if used as first code) <br><br>9YYYYYYY YYYY || Details not researched. || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! A
 
| 16-bit If Not Equal To <br><br>AXXXXXXX YYYY || Activates next code if value at address XXXXXXX is NOT equal to YYYY || Must be an even address.
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! B
 
| If Greater Than <br><br> BXXXXXXX YYYY || If address XXXXXXX's value is Greater Than YYYY, then activate the next code.  || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! C
 
| If Lesser Than <br><br>CXXXXXXX YYYY || If address XXXXXXX's value is Lesser Than YYYY, then activate the next code. || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! D
 
| Pad Read/Button Activator <br><br>D0000020 YYYY || Activates next code if YYYY is equal to the button currently being pressed. || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! E
 
| Increment/Decrement <br><br>EXXXXXXX YYYY || Increase or Decrease the value of XXXXXXX by YYYY. This code type uses value ranges to determine whether to do an increment or decrement. Incremental ranges are: 0000 - 7FFF. Decremental ranges are: 8000 - FFFF. || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! F
 
| 16-bit If (AND) TRUE <br><br>fXXXXXXX YYYY || If value at address XXXXXXX AND YYYY == 1 (TRUE), then the next code. || --
 
 
|}
 
 
==='''GameShark Advance (Interact)'''===
 
----
 
 
 
==='''GameShark Advance (Mad Catz)'''===
 
----
 
 
 
==='''Action Replay'''===
 
----
 
 
 
== Nintendo DS ==
 
 
==='''Codebreaker Advance'''===
 
----
 
 
 
= <font color="blue">Sega Systems</font> =
 
 
 
 
== Dreamcast ==
 
 
==='''GameShark, Codebreaker and Xploder'''===
 
----
 
 
{| style="border:1px solid #000000; margin: 0; padding:0;" width="100%" cellspacing="2" cellpadding="5""
 
! Type !! Description !! Example !! Other
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 00
 
| 8-bit Constant Write <br><br>00XXXXXX<br>000000YY || Writes YY to address XXXXXX. || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 01
 
| 16-bit Constant Write <br><br>01XXXXXX<br>0000YYYY || Writes YYYY  to address XXXXXX. || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 02
 
| 32-bit Constant Write <br><br>02XXXXXX<br>YYYYYYYY || Writes YYYYYYYY to  address XXXXXX. || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 0300
 
| 32-bit Group Write <br><br>0300XXXX<br>YYYYYYYY<br>VVVVVVVV<br>........<br>VVVVVVVV || XXXX is the amount of 32-bit writes to perform, YYYYYYYY is the starting address to write to, VVVVVVVV are the values to write.<br><br>'''Example''':<br> 03000002 <- Declares two writes are to be done.<br>8CD00000 <- The address writes are to begin at.<br>11111111 <- Value to be used in write #1<br>22222222 <- Value to be used in write #2<br><br>This would write 11111111 to 8CD00000, and 22222222 to 8CD00004. || You must have values defined for each 32-bit write this code type makes.
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 0301
 
| 8-bit Incrementive Write <br><br>030100YY<br>XXXXXXXX || Adds YY to value at address XXXXXXXX. || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 0302
 
| 8-bit Decrementive Write <br><br>030200YY<br>XXXXXXXX || Subtracts YY from value at address XXXXXXXX. || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 0303
 
| 16-bit Incrementive Write <br><br>0303YYYY<br>XXXXXXXX || Adds YYYY to value at address XXXXXXXX. || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 0304
 
| 16-bit Decrementive Write <br><br>0304YYYY<br>XXXXXXXX || Subtracts YYYY from value at address XXXXXXXX. || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 0305
 
| 32-bit Incrementive Write <br><br>03050000<br>XXXXXXXX<br>YYYYYYYY || Adds YYYYYYYY to value at address XXXXXXXX. || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 0306
 
| 32-bit Decrementive Write <br><br>03060000<br>XXXXXXXX<br>YYYYYYYY || Subtracts YYYYYYYY from value at address XXXXXXXX. || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 04
 
| 32-bit Serial Repeater <br><br>04XXXXXX<br>WWWWZZZZ<br>YYYYYYYY || XXXXXX is the starting address, WWWW is the amount of writes, ZZZZ is the number to increment the address by (multiplied by 4 by CB/XP), and YYYYYYYY is the 32-bit value. || The address MUST end with 0, 4, 8, or C.
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 05
 
| Memory Copy <br><br>05XXXXXX<br>YYYYYYYY<br>ZZZZZZZZ || XXXXXX is the to copy from, YYYYYYYY is to copy to, and ZZZZZZZZ is the number of bytes to copy. || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 071
 
| Change Decryption Type <br><br>071000XX || XX defines the decryption type. Only 00-07 perform valid changes. || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 0B
 
| Delay Code <br><br>0B0XXXXX || Waits XXXXX cycles before enabling ANY codes. || Default wait time is 1000 (0x3E8)
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 0C
 
| 32-bit If Equal To - Enable ALL <br><br>0C0XXXXX<br>YYYYYYYY || If value at address 8CXXXXX is equal to YYYYYYYY - then enable ALL codes. || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 0D
 
| 16-bit Condition <br><br>0DXXXXXX<br>000ZYYYY || XXXXXX is the address used for the condition, Z is the condition type, YYYY is the 16-bit value used for the condition. || Z Values (Condition types): <br> 0 - Equal To <br> 1 - Not Equal To <br> 2 - Less Than <br> 3 - Greater Than
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 0E
 
| 16-bit Condition-Skip Multi Lines <br><br>0EWWYYYY<br>0ZXXXXXX || WW is the number of lines to skip, YYYY is the 16-bit value used for the condition, Z is the condition type, XXXXXX is the address used for the condition. || Note: Lines are only skipped if the condition returns false.  <br><br>Z Values (Condition types): <br> 0 - Equal To <br> 1 - Not Equal To <br> 2 - Less Than <br> 3 - Greater Than
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 0F
 
| 16-bit Write Once, on Bootup. <br><br> 0FXXXXXX<br>0000YYYY || Writes YYYY  to address XXXXXX ONCE, on bootup. || The address must be even.
 
|}
 
 
 
 
== Saturn ==
 
 
==='''GameShark and Pro Action Replay'''===
 
----
 
 
{| style="border:1px solid #000000; margin: 0; padding:0;" width="100%" cellspacing="2" cellpadding="5""
 
! Type !! Description !! Example !! Other
 
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 0
 
| 16-bit Write Once <br><br>0XXXXXXX YYYY || Writes YYYY to address XXXXXXX only once upon bootup. || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 1
 
| 16-bit Constant Write <br><br>1XXXXXXX YYYY || Writes YYYY  to address XXXXXXX. || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! 3
 
| 8-bit Constant Write <br><br>3XXXXXXX 00YY || Writes YY to address XXXXXXX. || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! D
 
| 16-bit If Equal To <br><br>DXXXXXXX YYYY || If value at XXXXXXX is equal to YYYY, then execute the next code. || --
 
|- align="center" style="font-size: 105%; background-color:#aebfd2; text-align: center; padding:0;"
 
! Enable Code
 
| Enable Code <br><br>FXXXXXXX YYYY<br>BXXXXXXX YYYY || -- || --
 
|}
 
  
 +
{{Code Types}}
 +
[[Category:Code Types]]
 
[[Category:Hacking and Game Info]]
 
[[Category:Hacking and Game Info]]

Latest revision as of 17:24, 24 November 2008

Code Types are used by Game Enhancer's to determine how to use/execute codes. They also allow users to add some degree of sophistication for the codes they make.

Types you will commonly see available for most Game Enhancers are 8-bit/16-bit/32-bit Writes, Conditional types (If - Equal To, Greater Than, Less Than, etc.) and Master Codes.

Some devices don't have any Code Types at all, and just perform a preset bit write to the address you define. Such devices are the older models of the Pro Action Replay for Super Nintendo and Sega Genesis.



Code Types
Consoles
Playstation - Sega Saturn - Dreamcast - Playstation 2 - Game Cube
Portables
Game Boy Advance - Nintendo DS