<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.gamehacking.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nensondubois</id>
	<title>Wiki - GameHacking.org - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.gamehacking.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nensondubois"/>
	<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/Special:Contributions/Nensondubois"/>
	<updated>2026-06-13T15:25:39Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.41.1</generator>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Nensondubois&amp;diff=6879</id>
		<title>Nensondubois</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Nensondubois&amp;diff=6879"/>
		<updated>2020-05-31T18:25:52Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: sad update attempt at a userpage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A user who has had several years of assembly hacking experience, and has made several noteworthy discoveries unearthed from videogames and has made [https://snesmusic.org/v2/profile.php?profile=dumper&amp;amp;selected=131| various game music rips and dumps over the years]. I write about [https://twitter.com/nensondubois_ stuffs]. I also have a patreon page https://www.patreon.com/nensondubois because yay.&lt;br /&gt;
&lt;br /&gt;
==TODO==&lt;br /&gt;
I don&#039;t think anyone else is going to add these things.&lt;br /&gt;
*[https://gamehacking.org/wiki/Music_Ripping| Music Ripping] - Add information about PSF, GSF, USF and more info on GBS ripping and other stuffs such as links to special debugger builds to help in ripping sets.&lt;br /&gt;
*[https://problemkaputt.de/fullsnes.htm#snescartcheatdevicescodeformats/ SNES Cheat Devices] - convert page to wiki entries and add some more information not listed at this site.&lt;br /&gt;
*Fill in the [[Codebreaker (Game Boy Color)]] article that MathUser2929 started because he felt like it.&lt;br /&gt;
*Game Boy Player AR codes:&lt;br /&gt;
-Find M code hook routine&lt;br /&gt;
-Disable &amp;quot;Press Z button&amp;quot; message from appearing&lt;br /&gt;
*Several more GBS rips including the rest of the Unexpected Development games, Mark Ortiz GBC games and a few others.&lt;br /&gt;
*Lazily finish the GSF rip for Comix Zone (the current rip is broken), Board Game Classics, the Mark Ortiz games, add the other banks to Wario Ware Inc, Mario Kart and fix the tempo issues in Game &amp;amp; Watch Gallery 4.&lt;br /&gt;
*Finish porting my old [https://tcrf.net/User:Nensondubois TCRF] findings to my [https://gamehacking.org/vb/threads/12747-nensondubois-codes| thread].&lt;br /&gt;
*I don&#039;t know what else goes here&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Music_Ripping&amp;diff=6778</id>
		<title>Music Ripping</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Music_Ripping&amp;diff=6778"/>
		<updated>2016-03-31T20:05:31Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: Basic GEMS sound driver info. Things I&amp;#039;ve found to work at least from experience&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is just a basic set of quick-start info for getting into any given format that someone is willing to provide information for.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not meant to be comprehensive, but just informative enough to give you something to quickly refer to until you can easily recall the basic information for actually finding the addresses.&lt;br /&gt;
&lt;br /&gt;
Debugger-specific information can normally be found on the [[Assembly Hacking]] page.&lt;br /&gt;
&lt;br /&gt;
I use the following code set distinctions:&amp;lt;br&amp;gt;&lt;br /&gt;
Sound Init (Basic register initialization. Often close to Song Init and/or Play address. Not all games use a distinctive Sound Init. Some run Play once or several times before running Song Init to achieve Sound Init)&amp;lt;br&amp;gt;&lt;br /&gt;
Song Init (If you feed this address the right number in the right register, sounds or music are played by the Play routine)&amp;lt;br&amp;gt;&lt;br /&gt;
Play (Executes the sound generation code, also good if you enter this by using sound registers and find RAM addresses related to sound to breakpoint for Song Init)&lt;br /&gt;
&lt;br /&gt;
==NES - NSF (Nintendo Sound Format)==&lt;br /&gt;
I suggest FCEUXDSP: [[Assembly_Hacking#FCEU]]&lt;br /&gt;
&lt;br /&gt;
$4000-$4009 = Sound Registers (Good for finding Play)&amp;lt;br&amp;gt;&lt;br /&gt;
$4010-$4013 = DMC / DPCM (This is a tricky addon. References info from $C000-$FFFF, and FCEUXDSP won&#039;t catch it reading this data unless you break on writes to $4012 for the start position &#039;0x40 * value + 0xC000&#039; and/or $4013 for length &#039;(0x10 * value) + 1&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
$4015 = Channel Select (Good for finding Sound Init, sometimes Play)&amp;lt;br&amp;gt;&lt;br /&gt;
$4017 = Frame Cycle/Interrupt (If this is written once, write it once in the NSF with the value written. If it&#039;s written once for every time play is run, do that in the NSF. Match in the NSF any setup used in the original game. Games sound a bit off if you don&#039;t, and you might not notice on your own)&lt;br /&gt;
&lt;br /&gt;
==Game Boy - GBS (Game Boy Sound Format)==&lt;br /&gt;
I suggest BGB: [[Assembly_Hacking#BGB]]&lt;br /&gt;
&lt;br /&gt;
$FF24 = Volume (Good for finding Sound Init, sometimes Play)&amp;lt;br&amp;gt;&lt;br /&gt;
$FF25 = L/R (00 often means a failed init. Visible in BGB)&amp;lt;br&amp;gt;&lt;br /&gt;
$FF26 = Channel On/Off (00 often means a failed init. Visible in BGB)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
$FF13 = A good register to find Play with (Try $FF18/$FF1D/$FF22 if it doesn&#039;t break on $FF13)&lt;br /&gt;
&lt;br /&gt;
$FF10-$FF23 Sound Register spread&lt;br /&gt;
&lt;br /&gt;
==SNES SPC / SNSF==&lt;br /&gt;
$2140-$2143 = SPC700 communication with 65816 hardware register. Break on writes should help figuring out where the game writes music to the entry point in memory.&amp;lt;br&amp;gt;&lt;br /&gt;
$2141 = Useful for finding sound effects and sometimes secondary tracks.&lt;br /&gt;
&lt;br /&gt;
$2142 = Sometimes this address helps in games that have dynamic tracks or initial volume issues.&lt;br /&gt;
&lt;br /&gt;
$2143 = Good for finding PLAY address if you are using the &#039;NSF&#039; approach for SNSF ripping.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==PC Engine / Turbo-Grafx 16 - HES (Hudson Entertainment System)==&lt;br /&gt;
I suggest Mednafen: [[Assembly_Hacking#Mednafen]]&lt;br /&gt;
&lt;br /&gt;
[http://pages.interlog.com/~daves/pce_info/pcesound.txt Source for below]&lt;br /&gt;
&lt;br /&gt;
$0800 = Voice Select (Good for sound init)&amp;lt;br&amp;gt;&lt;br /&gt;
$0801 = Main Volume (Probably also good for sound init)&amp;lt;br&amp;gt;&lt;br /&gt;
$0802 - Frequency (low)&amp;lt;br&amp;gt;&lt;br /&gt;
$0803 - Frequency (high)&amp;lt;br&amp;gt;&lt;br /&gt;
$0804 - Channel on/dda/volume - voice-dependent register&amp;lt;br&amp;gt;&lt;br /&gt;
$0805 - Pan volume (&#039;balance&#039;) - voice-dependent register&amp;lt;br&amp;gt;&lt;br /&gt;
$0806 - Wave data&amp;lt;br&amp;gt;&lt;br /&gt;
$0807 = Note Frequency (Good for finding Play, which is itself good for finding Song Init by matching up to Sound RAM Addresses)&amp;lt;br&amp;gt;&lt;br /&gt;
$0808 - LFO Frequency&amp;lt;br&amp;gt;&lt;br /&gt;
$0809 - LFO Control&lt;br /&gt;
&lt;br /&gt;
==Genesis  MegaDrive==&lt;br /&gt;
Regen debugger; useful for finding music modifiers and memory registers for logging VGM files.&lt;br /&gt;
&lt;br /&gt;
Z80 RAM area is A00000 to A01FFF&amp;lt;br&amp;gt;&lt;br /&gt;
$1C0A - values are 80+ (usual SMPS sound driver, 1C0B is also possible but mainly used for SFX)&amp;lt;br&amp;gt;&lt;br /&gt;
$1FFC - values are 00+ (Wonderboy sound driver?, found in the Tiny Toon Adventures 3 pirate)&amp;lt;br&amp;gt;&lt;br /&gt;
TODO:&amp;lt;br&amp;gt;&lt;br /&gt;
Freezing the game to do nothing except execute sound I/O.&amp;lt;br&amp;gt;&lt;br /&gt;
GEMS sound driver finding music pointers guide.&amp;lt;br&amp;gt;&lt;br /&gt;
GEMS does not use 80+ values&amp;lt;br&amp;gt;&lt;br /&gt;
Also worth noting: Toy Story uses a halfword pointer for its music pointer, which is a modified version of GEMS as well as a second sound driver for Amiga MOD file playback used at the title screen and credits. Even more amusing is that there are unused portions of the MOD song.&amp;lt;br&amp;gt;&lt;br /&gt;
GEMS swaps out entire memory bank to play a different song.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GEMS===&lt;br /&gt;
An (incomplete?) listing of all games that use the GEMS sound driver can be found here: [http://gdri.smspower.org/wiki/index.php/Mega_Drive/Genesis_Sound_Engine_List‎|here] and here [http://segaretro.org/GEMS‎|here]&amp;lt;br&amp;gt;&lt;br /&gt;
00A00038 - break on write access when song change occurs.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N64 - USF (Ultra 64 Sound Format)==&lt;br /&gt;
I primarily suggest NEmu64: [[Assembly_Hacking#Nemu64]]&lt;br /&gt;
&lt;br /&gt;
This is a considerably different bag of tricks to use.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve written out a decent guide, and even put together some tool modifications to make the job easier. Check out usfbegin.txt for more in-depth info. The folder with this info is [http://www.gshi.org/ugetab/USF/ here]&lt;br /&gt;
&lt;br /&gt;
AM_RANGE(0x04500000, 0x045fffff) AM_READWRITE(n64_ai_reg_r, n64_ai_reg_w) // Audio Interface&lt;br /&gt;
&lt;br /&gt;
04500004 = When you hit this, step out until you&#039;re in an infinite loop, and you should be in the Play thread. Mark it down as such, so you know not to disable it completely.&lt;br /&gt;
&lt;br /&gt;
If you break on the opcode &amp;quot;ERET&amp;quot;, then you can fairly easily build a list of threads to crash-test, until you&#039;ve killed off all of them that won&#039;t kill the music.&lt;br /&gt;
&lt;br /&gt;
Finding music inits is considerably tougher in N64 coding. I usually brute-force my way. Play through the Play routine to find RAM, use File2File methods, sometimes both... Not exactly a walk in the park, but it&#039;s the best I&#039;ve found, and it&#039;s just for the Init code that this needs to be done. Sound Tests make this a lot easier, because the value has to get from the temporary one in RAM to the sound routine in some fashion, and the temporary one used in a sound test is considerably easier to find with File2File and track through code than the pure coding method is.&lt;br /&gt;
&lt;br /&gt;
04040010 is written to for DList events. In Kirby64, it uses 00002B00 for this. This can help you remove graphics processing code. Note that not all writes to this are for graphics, and can crash the music if accesses are just outright removed.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.kyzer.me.uk/ripping/ Music Ripping]&lt;br /&gt;
*[http://winsupersite.com/xbox-music/xbox-music-comes-age XBox Music Comes of Age]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking and Game Info]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Music_Ripping&amp;diff=6777</id>
		<title>Music Ripping</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Music_Ripping&amp;diff=6777"/>
		<updated>2016-03-30T03:32:32Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: /* Genesis  MegaDrive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is just a basic set of quick-start info for getting into any given format that someone is willing to provide information for.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not meant to be comprehensive, but just informative enough to give you something to quickly refer to until you can easily recall the basic information for actually finding the addresses.&lt;br /&gt;
&lt;br /&gt;
Debugger-specific information can normally be found on the [[Assembly Hacking]] page.&lt;br /&gt;
&lt;br /&gt;
I use the following code set distinctions:&amp;lt;br&amp;gt;&lt;br /&gt;
Sound Init (Basic register initialization. Often close to Song Init and/or Play address. Not all games use a distinctive Sound Init. Some run Play once or several times before running Song Init to achieve Sound Init)&amp;lt;br&amp;gt;&lt;br /&gt;
Song Init (If you feed this address the right number in the right register, sounds or music are played by the Play routine)&amp;lt;br&amp;gt;&lt;br /&gt;
Play (Executes the sound generation code, also good if you enter this by using sound registers and find RAM addresses related to sound to breakpoint for Song Init)&lt;br /&gt;
&lt;br /&gt;
==NES - NSF (Nintendo Sound Format)==&lt;br /&gt;
I suggest FCEUXDSP: [[Assembly_Hacking#FCEU]]&lt;br /&gt;
&lt;br /&gt;
$4000-$4009 = Sound Registers (Good for finding Play)&amp;lt;br&amp;gt;&lt;br /&gt;
$4010-$4013 = DMC / DPCM (This is a tricky addon. References info from $C000-$FFFF, and FCEUXDSP won&#039;t catch it reading this data unless you break on writes to $4012 for the start position &#039;0x40 * value + 0xC000&#039; and/or $4013 for length &#039;(0x10 * value) + 1&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
$4015 = Channel Select (Good for finding Sound Init, sometimes Play)&amp;lt;br&amp;gt;&lt;br /&gt;
$4017 = Frame Cycle/Interrupt (If this is written once, write it once in the NSF with the value written. If it&#039;s written once for every time play is run, do that in the NSF. Match in the NSF any setup used in the original game. Games sound a bit off if you don&#039;t, and you might not notice on your own)&lt;br /&gt;
&lt;br /&gt;
==Game Boy - GBS (Game Boy Sound Format)==&lt;br /&gt;
I suggest BGB: [[Assembly_Hacking#BGB]]&lt;br /&gt;
&lt;br /&gt;
$FF24 = Volume (Good for finding Sound Init, sometimes Play)&amp;lt;br&amp;gt;&lt;br /&gt;
$FF25 = L/R (00 often means a failed init. Visible in BGB)&amp;lt;br&amp;gt;&lt;br /&gt;
$FF26 = Channel On/Off (00 often means a failed init. Visible in BGB)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
$FF13 = A good register to find Play with (Try $FF18/$FF1D/$FF22 if it doesn&#039;t break on $FF13)&lt;br /&gt;
&lt;br /&gt;
$FF10-$FF23 Sound Register spread&lt;br /&gt;
&lt;br /&gt;
==SNES SPC / SNSF==&lt;br /&gt;
$2140-$2143 = SPC700 communication with 65816 hardware register. Break on writes should help figuring out where the game writes music to the entry point in memory.&amp;lt;br&amp;gt;&lt;br /&gt;
$2141 = Useful for finding sound effects and sometimes secondary tracks.&lt;br /&gt;
&lt;br /&gt;
$2142 = Sometimes this address helps in games that have dynamic tracks or initial volume issues.&lt;br /&gt;
&lt;br /&gt;
$2143 = Good for finding PLAY address if you are using the &#039;NSF&#039; approach for SNSF ripping.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==PC Engine / Turbo-Grafx 16 - HES (Hudson Entertainment System)==&lt;br /&gt;
I suggest Mednafen: [[Assembly_Hacking#Mednafen]]&lt;br /&gt;
&lt;br /&gt;
[http://pages.interlog.com/~daves/pce_info/pcesound.txt Source for below]&lt;br /&gt;
&lt;br /&gt;
$0800 = Voice Select (Good for sound init)&amp;lt;br&amp;gt;&lt;br /&gt;
$0801 = Main Volume (Probably also good for sound init)&amp;lt;br&amp;gt;&lt;br /&gt;
$0802 - Frequency (low)&amp;lt;br&amp;gt;&lt;br /&gt;
$0803 - Frequency (high)&amp;lt;br&amp;gt;&lt;br /&gt;
$0804 - Channel on/dda/volume - voice-dependent register&amp;lt;br&amp;gt;&lt;br /&gt;
$0805 - Pan volume (&#039;balance&#039;) - voice-dependent register&amp;lt;br&amp;gt;&lt;br /&gt;
$0806 - Wave data&amp;lt;br&amp;gt;&lt;br /&gt;
$0807 = Note Frequency (Good for finding Play, which is itself good for finding Song Init by matching up to Sound RAM Addresses)&amp;lt;br&amp;gt;&lt;br /&gt;
$0808 - LFO Frequency&amp;lt;br&amp;gt;&lt;br /&gt;
$0809 - LFO Control&lt;br /&gt;
&lt;br /&gt;
==Genesis  MegaDrive==&lt;br /&gt;
Regen debugger; useful for finding music modifiers and memory registers for logging VGM files.&lt;br /&gt;
&lt;br /&gt;
Z80 RAM area is A00000 to A01FFF&amp;lt;br&amp;gt;&lt;br /&gt;
$1C0A - values are 80+ (usual SMPS sound driver, 1C0B is also possible but mainly used for SFX)&amp;lt;br&amp;gt;&lt;br /&gt;
$1FFC - values are 00+ (Wonderboy sound driver?, found in the Tiny Toon Adventures 3 pirate)&amp;lt;br&amp;gt;&lt;br /&gt;
TODO:&amp;lt;br&amp;gt;&lt;br /&gt;
Freezing the game to do nothing except execute sound I/O.&amp;lt;br&amp;gt;&lt;br /&gt;
GEMS sound driver finding music pointers guide.&amp;lt;br&amp;gt;&lt;br /&gt;
GEMS does not use 80+ valuesy&amp;lt;br&amp;gt;&lt;br /&gt;
Also worth noting: Toy Story uses a halfword pointer for its music pointer, which is a modified version of GEMS as well as a second sound driver for Amiga MOD file playback used at the title screen and credits. Even more amusing is that there are unused portions of the MOD song.&amp;lt;br&amp;gt;&lt;br /&gt;
GEMS swaps out entire memory bank to play a different song.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N64 - USF (Ultra 64 Sound Format)==&lt;br /&gt;
I primarily suggest NEmu64: [[Assembly_Hacking#Nemu64]]&lt;br /&gt;
&lt;br /&gt;
This is a considerably different bag of tricks to use.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve written out a decent guide, and even put together some tool modifications to make the job easier. Check out usfbegin.txt for more in-depth info. The folder with this info is [http://www.gshi.org/ugetab/USF/ here]&lt;br /&gt;
&lt;br /&gt;
AM_RANGE(0x04500000, 0x045fffff) AM_READWRITE(n64_ai_reg_r, n64_ai_reg_w) // Audio Interface&lt;br /&gt;
&lt;br /&gt;
04500004 = When you hit this, step out until you&#039;re in an infinite loop, and you should be in the Play thread. Mark it down as such, so you know not to disable it completely.&lt;br /&gt;
&lt;br /&gt;
If you break on the opcode &amp;quot;ERET&amp;quot;, then you can fairly easily build a list of threads to crash-test, until you&#039;ve killed off all of them that won&#039;t kill the music.&lt;br /&gt;
&lt;br /&gt;
Finding music inits is considerably tougher in N64 coding. I usually brute-force my way. Play through the Play routine to find RAM, use File2File methods, sometimes both... Not exactly a walk in the park, but it&#039;s the best I&#039;ve found, and it&#039;s just for the Init code that this needs to be done. Sound Tests make this a lot easier, because the value has to get from the temporary one in RAM to the sound routine in some fashion, and the temporary one used in a sound test is considerably easier to find with File2File and track through code than the pure coding method is.&lt;br /&gt;
&lt;br /&gt;
04040010 is written to for DList events. In Kirby64, it uses 00002B00 for this. This can help you remove graphics processing code. Note that not all writes to this are for graphics, and can crash the music if accesses are just outright removed.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.kyzer.me.uk/ripping/ Music Ripping]&lt;br /&gt;
*[http://winsupersite.com/xbox-music/xbox-music-comes-age XBox Music Comes of Age]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking and Game Info]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Music_Ripping&amp;diff=6776</id>
		<title>Music Ripping</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Music_Ripping&amp;diff=6776"/>
		<updated>2016-03-30T03:30:31Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: Fixes, more info. might as well.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is just a basic set of quick-start info for getting into any given format that someone is willing to provide information for.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not meant to be comprehensive, but just informative enough to give you something to quickly refer to until you can easily recall the basic information for actually finding the addresses.&lt;br /&gt;
&lt;br /&gt;
Debugger-specific information can normally be found on the [[Assembly Hacking]] page.&lt;br /&gt;
&lt;br /&gt;
I use the following code set distinctions:&amp;lt;br&amp;gt;&lt;br /&gt;
Sound Init (Basic register initialization. Often close to Song Init and/or Play address. Not all games use a distinctive Sound Init. Some run Play once or several times before running Song Init to achieve Sound Init)&amp;lt;br&amp;gt;&lt;br /&gt;
Song Init (If you feed this address the right number in the right register, sounds or music are played by the Play routine)&amp;lt;br&amp;gt;&lt;br /&gt;
Play (Executes the sound generation code, also good if you enter this by using sound registers and find RAM addresses related to sound to breakpoint for Song Init)&lt;br /&gt;
&lt;br /&gt;
==NES - NSF (Nintendo Sound Format)==&lt;br /&gt;
I suggest FCEUXDSP: [[Assembly_Hacking#FCEU]]&lt;br /&gt;
&lt;br /&gt;
$4000-$4009 = Sound Registers (Good for finding Play)&amp;lt;br&amp;gt;&lt;br /&gt;
$4010-$4013 = DMC / DPCM (This is a tricky addon. References info from $C000-$FFFF, and FCEUXDSP won&#039;t catch it reading this data unless you break on writes to $4012 for the start position &#039;0x40 * value + 0xC000&#039; and/or $4013 for length &#039;(0x10 * value) + 1&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
$4015 = Channel Select (Good for finding Sound Init, sometimes Play)&amp;lt;br&amp;gt;&lt;br /&gt;
$4017 = Frame Cycle/Interrupt (If this is written once, write it once in the NSF with the value written. If it&#039;s written once for every time play is run, do that in the NSF. Match in the NSF any setup used in the original game. Games sound a bit off if you don&#039;t, and you might not notice on your own)&lt;br /&gt;
&lt;br /&gt;
==Game Boy - GBS (Game Boy Sound Format)==&lt;br /&gt;
I suggest BGB: [[Assembly_Hacking#BGB]]&lt;br /&gt;
&lt;br /&gt;
$FF24 = Volume (Good for finding Sound Init, sometimes Play)&amp;lt;br&amp;gt;&lt;br /&gt;
$FF25 = L/R (00 often means a failed init. Visible in BGB)&amp;lt;br&amp;gt;&lt;br /&gt;
$FF26 = Channel On/Off (00 often means a failed init. Visible in BGB)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
$FF13 = A good register to find Play with (Try $FF18/$FF1D/$FF22 if it doesn&#039;t break on $FF13)&lt;br /&gt;
&lt;br /&gt;
$FF10-$FF23 Sound Register spread&lt;br /&gt;
&lt;br /&gt;
==SNES SPC / SNSF==&lt;br /&gt;
$2140-$2143 = SPC700 communication with 65816 hardware register. Break on writes should help figuring out where the game writes music to the entry point in memory.&amp;lt;br&amp;gt;&lt;br /&gt;
$2141 = Useful for finding sound effects and sometimes secondary tracks.&lt;br /&gt;
&lt;br /&gt;
$2142 = Sometimes this address helps in games that have dynamic tracks or initial volume issues.&lt;br /&gt;
&lt;br /&gt;
$2143 = Good for finding PLAY address if you are using the &#039;NSF&#039; approach for SNSF ripping.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==PC Engine / Turbo-Grafx 16 - HES (Hudson Entertainment System)==&lt;br /&gt;
I suggest Mednafen: [[Assembly_Hacking#Mednafen]]&lt;br /&gt;
&lt;br /&gt;
[http://pages.interlog.com/~daves/pce_info/pcesound.txt Source for below]&lt;br /&gt;
&lt;br /&gt;
$0800 = Voice Select (Good for sound init)&amp;lt;br&amp;gt;&lt;br /&gt;
$0801 = Main Volume (Probably also good for sound init)&amp;lt;br&amp;gt;&lt;br /&gt;
$0802 - Frequency (low)&amp;lt;br&amp;gt;&lt;br /&gt;
$0803 - Frequency (high)&amp;lt;br&amp;gt;&lt;br /&gt;
$0804 - Channel on/dda/volume - voice-dependent register&amp;lt;br&amp;gt;&lt;br /&gt;
$0805 - Pan volume (&#039;balance&#039;) - voice-dependent register&amp;lt;br&amp;gt;&lt;br /&gt;
$0806 - Wave data&amp;lt;br&amp;gt;&lt;br /&gt;
$0807 = Note Frequency (Good for finding Play, which is itself good for finding Song Init by matching up to Sound RAM Addresses)&amp;lt;br&amp;gt;&lt;br /&gt;
$0808 - LFO Frequency&amp;lt;br&amp;gt;&lt;br /&gt;
$0809 - LFO Control&lt;br /&gt;
&lt;br /&gt;
==Genesis  MegaDrive==&lt;br /&gt;
Regen debugger; useful for finding music modifiers and memory registers for logging VGM files.&lt;br /&gt;
&lt;br /&gt;
Z80 RAM area is A00000 to A01FFF&amp;lt;br&amp;gt;&lt;br /&gt;
$1C0A - values are 80+ (usual SMPS sound driver, 1C0B is also possible but mainly used for SFX)&amp;lt;br&amp;gt;&lt;br /&gt;
$1FFC - values are 00+ (Wonderboy sound driver?, found in the Tiny Toon Adventures 3 pirate)&amp;lt;br&amp;gt;&lt;br /&gt;
TODO:&amp;lt;br&amp;gt;&lt;br /&gt;
Freezing the game screen to do nothing except execute sound I/O.&amp;lt;br&amp;gt;&lt;br /&gt;
GEMS sound driver finding music pointers guide.&amp;lt;br&amp;gt;&lt;br /&gt;
GEMS does not use 80+ valuesy&amp;lt;br&amp;gt;&lt;br /&gt;
Also worth noting: Toy Story uses a halfword pointer for its music pointer, which is a modified version of GEMS as well as a second sound driver for Amiga MOD file playback used at the title screen and credits. Even more amusing is that there are unused portions of the MOD song.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N64 - USF (Ultra 64 Sound Format)==&lt;br /&gt;
I primarily suggest NEmu64: [[Assembly_Hacking#Nemu64]]&lt;br /&gt;
&lt;br /&gt;
This is a considerably different bag of tricks to use.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve written out a decent guide, and even put together some tool modifications to make the job easier. Check out usfbegin.txt for more in-depth info. The folder with this info is [http://www.gshi.org/ugetab/USF/ here]&lt;br /&gt;
&lt;br /&gt;
AM_RANGE(0x04500000, 0x045fffff) AM_READWRITE(n64_ai_reg_r, n64_ai_reg_w) // Audio Interface&lt;br /&gt;
&lt;br /&gt;
04500004 = When you hit this, step out until you&#039;re in an infinite loop, and you should be in the Play thread. Mark it down as such, so you know not to disable it completely.&lt;br /&gt;
&lt;br /&gt;
If you break on the opcode &amp;quot;ERET&amp;quot;, then you can fairly easily build a list of threads to crash-test, until you&#039;ve killed off all of them that won&#039;t kill the music.&lt;br /&gt;
&lt;br /&gt;
Finding music inits is considerably tougher in N64 coding. I usually brute-force my way. Play through the Play routine to find RAM, use File2File methods, sometimes both... Not exactly a walk in the park, but it&#039;s the best I&#039;ve found, and it&#039;s just for the Init code that this needs to be done. Sound Tests make this a lot easier, because the value has to get from the temporary one in RAM to the sound routine in some fashion, and the temporary one used in a sound test is considerably easier to find with File2File and track through code than the pure coding method is.&lt;br /&gt;
&lt;br /&gt;
04040010 is written to for DList events. In Kirby64, it uses 00002B00 for this. This can help you remove graphics processing code. Note that not all writes to this are for graphics, and can crash the music if accesses are just outright removed.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.kyzer.me.uk/ripping/ Music Ripping]&lt;br /&gt;
*[http://winsupersite.com/xbox-music/xbox-music-comes-age XBox Music Comes of Age]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking and Game Info]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Music_Ripping&amp;diff=6774</id>
		<title>Music Ripping</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Music_Ripping&amp;diff=6774"/>
		<updated>2016-03-30T03:26:20Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: Starting Genesis MegaDrive section; going to look into GEMS a bit more and give some pointers on that later.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is just a basic set of quick-start info for getting into any given format that someone is willing to provide information for.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not meant to be comprehensive, but just informative enough to give you something to quickly refer to until you can easily recall the basic information for actually finding the addresses.&lt;br /&gt;
&lt;br /&gt;
Debugger-specific information can normally be found on the [[Assembly Hacking]] page.&lt;br /&gt;
&lt;br /&gt;
I use the following code set distinctions:&amp;lt;br&amp;gt;&lt;br /&gt;
Sound Init (Basic register initialization. Often close to Song Init and/or Play address. Not all games use a distinctive Sound Init. Some run Play once or several times before running Song Init to achieve Sound Init)&amp;lt;br&amp;gt;&lt;br /&gt;
Song Init (If you feed this address the right number in the right register, sounds or music are played by the Play routine)&amp;lt;br&amp;gt;&lt;br /&gt;
Play (Executes the sound generation code, also good if you enter this by using sound registers and find RAM addresses related to sound to breakpoint for Song Init)&lt;br /&gt;
&lt;br /&gt;
==NES - NSF (Nintendo Sound Format)==&lt;br /&gt;
I suggest FCEUXDSP: [[Assembly_Hacking#FCEU]]&lt;br /&gt;
&lt;br /&gt;
$4000-$4009 = Sound Registers (Good for finding Play)&amp;lt;br&amp;gt;&lt;br /&gt;
$4010-$4013 = DMC / DPCM (This is a tricky addon. References info from $C000-$FFFF, and FCEUXDSP won&#039;t catch it reading this data unless you break on writes to $4012 for the start position &#039;0x40 * value + 0xC000&#039; and/or $4013 for length &#039;(0x10 * value) + 1&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
$4015 = Channel Select (Good for finding Sound Init, sometimes Play)&amp;lt;br&amp;gt;&lt;br /&gt;
$4017 = Frame Cycle/Interrupt (If this is written once, write it once in the NSF with the value written. If it&#039;s written once for every time play is run, do that in the NSF. Match in the NSF any setup used in the original game. Games sound a bit off if you don&#039;t, and you might not notice on your own)&lt;br /&gt;
&lt;br /&gt;
==Game Boy - GBS (Game Boy Sound Format)==&lt;br /&gt;
I suggest BGB: [[Assembly_Hacking#BGB]]&lt;br /&gt;
&lt;br /&gt;
$FF24 = Volume (Good for finding Sound Init, sometimes Play)&amp;lt;br&amp;gt;&lt;br /&gt;
$FF25 = L/R (00 often means a failed init. Visible in BGB)&amp;lt;br&amp;gt;&lt;br /&gt;
$FF26 = Channel On/Off (00 often means a failed init. Visible in BGB)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
$FF13 = A good register to find Play with (Try $FF18/$FF1D/$FF22 if it doesn&#039;t break on $FF13)&lt;br /&gt;
&lt;br /&gt;
$FF10-$FF23 Sound Register spread&lt;br /&gt;
&lt;br /&gt;
==SNES SPC / SNSF==&lt;br /&gt;
$2140-$2143 = SPC700 communication with 65816 hardware register. Break on writes should help figuring out where the game writes music to the entry point in memory.&amp;lt;br&amp;gt;&lt;br /&gt;
$2141 = Useful for finding sound effects and sometimes secondary tracks.&lt;br /&gt;
&lt;br /&gt;
$2142 = Sometimes this address helps in games that have dynamic tracks or initial volume issues.&lt;br /&gt;
&lt;br /&gt;
$2143 = Good for finding PLAY address if you are using the &#039;NSF&#039; approach for SNSF ripping.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==PC Engine / Turbo-Grafx 16 - HES (Hudson Entertainment System)==&lt;br /&gt;
I suggest Mednafen: [[Assembly_Hacking#Mednafen]]&lt;br /&gt;
&lt;br /&gt;
[http://pages.interlog.com/~daves/pce_info/pcesound.txt Source for below]&lt;br /&gt;
&lt;br /&gt;
$0800 = Voice Select (Good for sound init)&amp;lt;br&amp;gt;&lt;br /&gt;
$0801 = Main Volume (Probably also good for sound init)&amp;lt;br&amp;gt;&lt;br /&gt;
$0802 - Frequency (low)&amp;lt;br&amp;gt;&lt;br /&gt;
$0803 - Frequency (high)&amp;lt;br&amp;gt;&lt;br /&gt;
$0804 - Channel on/dda/volume - voice-dependent register&amp;lt;br&amp;gt;&lt;br /&gt;
$0805 - Pan volume (&#039;balance&#039;) - voice-dependent register&amp;lt;br&amp;gt;&lt;br /&gt;
$0806 - Wave data&amp;lt;br&amp;gt;&lt;br /&gt;
$0807 = Note Frequency (Good for finding Play, which is itself good for finding Song Init by matching up to Sound RAM Addresses)&amp;lt;br&amp;gt;&lt;br /&gt;
$0808 - LFO Frequency&amp;lt;br&amp;gt;&lt;br /&gt;
$0809 - LFO Control&lt;br /&gt;
&lt;br /&gt;
==Genesis  MegaDrive==&lt;br /&gt;
Regen debugger; useful for finding music modifiers and memory registers.&lt;br /&gt;
Z80 RAM area is A00000 to A01FFF&lt;br /&gt;
$1C0A - values are 80+ (usual SMPS sound driver, 1C0B is also possible but mainly used for SFX)&lt;br /&gt;
$1FFC - values are 00+ (Wonderboy sound driver?, found in the Tiny Toon Adventures 3 pirate)&lt;br /&gt;
TODO:&lt;br /&gt;
Freezing the game screen to do nothing except execute sound I/O.&lt;br /&gt;
GEMS sound driver finding music pointers guide.&lt;br /&gt;
GEMS does not use 80+ values &lt;br /&gt;
Also worth noting: Toy Story uses a halfword pointer for its music pointer, which is a modified version of GEMS&lt;br /&gt;
&lt;br /&gt;
==N64 - USF (Ultra 64 Sound Format)==&lt;br /&gt;
I primarily suggest NEmu64: [[Assembly_Hacking#Nemu64]]&lt;br /&gt;
&lt;br /&gt;
This is a considerably different bag of tricks to use.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve written out a decent guide, and even put together some tool modifications to make the job easier. Check out usfbegin.txt for more in-depth info. The folder with this info is [http://www.gshi.org/ugetab/USF/ here]&lt;br /&gt;
&lt;br /&gt;
AM_RANGE(0x04500000, 0x045fffff) AM_READWRITE(n64_ai_reg_r, n64_ai_reg_w) // Audio Interface&lt;br /&gt;
&lt;br /&gt;
04500004 = When you hit this, step out until you&#039;re in an infinite loop, and you should be in the Play thread. Mark it down as such, so you know not to disable it completely.&lt;br /&gt;
&lt;br /&gt;
If you break on the opcode &amp;quot;ERET&amp;quot;, then you can fairly easily build a list of threads to crash-test, until you&#039;ve killed off all of them that won&#039;t kill the music.&lt;br /&gt;
&lt;br /&gt;
Finding music inits is considerably tougher in N64 coding. I usually brute-force my way. Play through the Play routine to find RAM, use File2File methods, sometimes both... Not exactly a walk in the park, but it&#039;s the best I&#039;ve found, and it&#039;s just for the Init code that this needs to be done. Sound Tests make this a lot easier, because the value has to get from the temporary one in RAM to the sound routine in some fashion, and the temporary one used in a sound test is considerably easier to find with File2File and track through code than the pure coding method is.&lt;br /&gt;
&lt;br /&gt;
04040010 is written to for DList events. In Kirby64, it uses 00002B00 for this. This can help you remove graphics processing code. Note that not all writes to this are for graphics, and can crash the music if accesses are just outright removed.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.kyzer.me.uk/ripping/ Music Ripping]&lt;br /&gt;
*[http://winsupersite.com/xbox-music/xbox-music-comes-age XBox Music Comes of Age]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking and Game Info]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Nensondubois&amp;diff=6761</id>
		<title>Nensondubois</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Nensondubois&amp;diff=6761"/>
		<updated>2016-01-12T17:06:09Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: Less bones about it and more saw dust and rotten tomatoes with a hint of dark oak and pineapple.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A user who has had several years of assembly hacking experience, and has made several noteworthy discoveries unearthed from videogames and has made [https://snesmusic.org/v2/profile.php?profile=dumper&amp;amp;selected=131| various game music rips and dumps over the years]. I write about [http://gametz.com/user/nensondubois whatever I feel like because there is no God].&lt;br /&gt;
&lt;br /&gt;
==TODO==&lt;br /&gt;
I don&#039;t think anyone else is going to add these things.&lt;br /&gt;
*[http://gamehacking.org/wiki/Music_Ripping| Music Ripping] - Add information about PSF, GSF, USF and more info on GBS ripping and other stuffs such as links to special debugger builds to help in ripping sets.&lt;br /&gt;
*[http://problemkaputt.de/fullsnes.htm#snescartcheatdevicescodeformats/ SNES Cheat Devices] - convert page to wiki entries and add some more information not listed at this site.&lt;br /&gt;
*Fill in the [[Codebreaker (Game Boy Color)]] article that MathUser2929 started because he felt like it.&lt;br /&gt;
*Game Boy Player AR codes:&lt;br /&gt;
-Find M code hook routine&lt;br /&gt;
-Disable &amp;quot;Press Z button&amp;quot; message from appearing&lt;br /&gt;
*Several more GBS rips including the rest of the Unexpected Development games, Mark Ortiz GBC games and a few others.&lt;br /&gt;
*Lazily finish the GSF rip for Comix Zone, Board Game Classics, the Mark Ortiz games, add the other banks to Wario Ware Inc, Mario Kart and fix the tempo issues in Game &amp;amp; Watch Gallery 4.&lt;br /&gt;
*Finish porting my old [https://tcrf.net/User:Nensondubois TCRF] findings to my [http://gamehacking.org/vb/threads/12747-nensondubois-codes| thread].&lt;br /&gt;
*Who the fuck knows what else I will conjure up&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Nensondubois&amp;diff=6750</id>
		<title>Nensondubois</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Nensondubois&amp;diff=6750"/>
		<updated>2015-11-07T17:00:00Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: Mathuser, if you&amp;#039;re going to edit other people&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A user who has had several years of assembly hacking experience, and has made several noteworthy discoveries unearthed from videogames. He played Geist.&lt;br /&gt;
&lt;br /&gt;
==TODO==&lt;br /&gt;
I don&#039;t think anyone else is going to add these things.&lt;br /&gt;
*[http://gamehacking.org/wiki/Music_Ripping| Music Ripping] - Add information about PSF, GSF, USF and more info on GBS ripping and other stuffs such as links to special debugger builds to help in ripping sets.&lt;br /&gt;
*[http://problemkaputt.de/fullsnes.htm#snescartcheatdevicescodeformats/ SNES Cheat Devices] - convert page to wiki entries and add some more information not listed at this site.&lt;br /&gt;
*Fill in the [[Codebreaker (Game Boy Color)]] article.&lt;br /&gt;
&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Nensondubois&amp;diff=6748</id>
		<title>Nensondubois</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Nensondubois&amp;diff=6748"/>
		<updated>2015-10-29T22:44:18Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: /* TODO */ Eventually&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A user who has had several years of assembly hacking experience, and has made several noteworthy discoveries unearthed from videogames. He played Geist.&lt;br /&gt;
&lt;br /&gt;
==TODO==&lt;br /&gt;
I don&#039;t think anyone else is going to add these things.&lt;br /&gt;
*[http://gamehacking.org/wiki/Music_Ripping| Music Ripping] - Add information about PSF, GSF, USF and more info on GBS ripping and other stuffs such as links to special debugger builds to help in ripping sets.&lt;br /&gt;
*[http://problemkaputt.de/fullsnes.htm#snescartcheatdevicescodeformats/ SNES Cheat Devices] - convert page to wiki entries and add some more information not listed at this site.&lt;br /&gt;
&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Game_Genie_(Game_Boy)&amp;diff=6167</id>
		<title>Game Genie (Game Boy)</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Game_Genie_(Game_Boy)&amp;diff=6167"/>
		<updated>2015-09-18T02:07:40Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: Codes do not work with the SNES PARMK3 but at least I figured out the address conversion process. Attempted with a Super Mario Land 2 cart a few hours ago.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gameboy Game Genie.jpg|thumb|The Game Boy Game Genie cartridge.]]&lt;br /&gt;
The &#039;&#039;&#039;Game Genie&#039;&#039;&#039; is a runtime ROM modification device for the original Game Boy. Much like the the NES Game Genie, it allows up to three bytes to be altered at a time. The format is XXX-YYY-ZZZ, with ZZZ being a compare address to determine which will isolate the new code to the specific ROM bank. &lt;br /&gt;
&lt;br /&gt;
A small handbook for codes was included in the back of the unit enclosed by a small door. The books were updated and revised with more codes on a semi-frequent basis by Codemasters. A regular sized paperback was also included with the unit as well to provide the user with information on basic operation, maintenance, and how program their own codes.&lt;br /&gt;
&lt;br /&gt;
There are two buttons located on the front of the unit. The white button labeled &amp;quot;CODE SCREEN&amp;quot; will jump reset the Game Boy BIOS (GBA, SP, etc). This will reload the code list in RAM and take you to the code screen where you can write down the codes and make alterations and begin the game.&lt;br /&gt;
&lt;br /&gt;
The green button labeled as &amp;quot;CODES ON/OFF&amp;quot; will activate or deactivate all further ROM byte executions from the Game Genie, as indicated by the green LED light on the unit turning on or off.&lt;br /&gt;
&lt;br /&gt;
==Non-Monochrome Game Compatibility==&lt;br /&gt;
There is a way to trick the game genie into working with non-monochrome games with GBC hardware, though the game will be in monochrome mode, and it will most likely damage the SRAM and delete all saved data on the cartridge. Tony Hedstrom [http://www.angelfire.com/games2/codehut/PokemonDoc.txt here] discovered a trick that basically will load the game in monochrome by performing a cartridge swap. The game Genie is also compatible with the Game Boy Player and Game Boy Advance, and Game Boy Advance SP though only supporting regular monochrome games.&lt;br /&gt;
&lt;br /&gt;
==Compatibility with the Super Game Boy==&lt;br /&gt;
The Game Genie is compatible with the Super Game Boy but you will need to physically modify the unit so it will fit into the Super Game Boy/2. There was an adapter that was released and sold by Microsystems Development Technologies, Inc. located in San Jose. More info can be found here [http://forum.digitpress.com/forum/showthread.php?158850-Game-Genie-to-Super-Game-Boy-Adapter|Game Genie to Super Game Boy Adapter]. It came without a shell, just the pcb.&lt;br /&gt;
&lt;br /&gt;
==Using the SNES Game Genie to implement codes==&lt;br /&gt;
Game Boy Game Genie codes can be converted and entered into a SNES Game Genie to achieve in-game effects, as [http://gamehacking.org/vb/threads/680-Super-Gameboy-Game-Genie-test|= ugetab demonstrated this prowess using Super Mario Land 2 and Castlevania Legends]. Using a code provided as example from the former game allows you to play the chance game for free, and a simple code from the latter game allows you to walk right fast. A Game Genie that is modifyed to add the expansion pins is needed otherwise there will be no sound, and the game will be slowed down with graphical lines. This happens because the Super Game Boy outputs the Game Boy audio and various file transfer registers (for SGB functions) and SNES timing sync.&lt;br /&gt;
&lt;br /&gt;
A simple tutorial can be found [http://forum.digitpress.com/forum/showthread.php?161174-FX-chip-compatible-SNES-Game-Genie here] on how to perform this modification to your SNES Game Genie. This will allow FX chip games to run.&lt;br /&gt;
&lt;br /&gt;
Game Boy Game Genie codes do not work if converted from Game Genie to SNES Rom addressing if attempting to use them  with a SNES Pro Action Replay MK3.&lt;br /&gt;
&lt;br /&gt;
==Secret Developer Messages==&lt;br /&gt;
To access these, press the specified buttons in order while the code screen is displayed. Two are unused and are not associated with button access, and can only accessed by hacking the Game Genie ROM, though they can still be accessed using hardware via [http://gamehacking.org/vb/threads/12747-nensondubois-codes?p=90641#post9064=| Codebreaker cheat Device].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Up, Down Left Right&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Congratulations! You&#039;ve found the easy secret! Now find the hard ones!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B, A, Left, Right, Select&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Help! I&#039;m a prisoner in a Game Genie factory!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Up, Up, A, B, A, Down, Down&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Game Genie built by: Richard Aplin code by: Jon the Programmer managed by: Paul Ranson.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right, Up, Down, Up, Left, Up, Down, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Poems have, rhymes, sometimes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B, A, B, Right, Left, Down, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
There&#039;s rain outside, and that is why a, laundry day, needs a clothes dryer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, A, A, A, B, B, B, Start&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Washing, washing on the line, who&#039;s the fairest of the fine? Bluey Whiteness!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right, Left, Right, Left, Down, Down, Up, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Provocation is not a job for amateurs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, B, A, B, B, A, A, Select&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;Breezy&#039;:- Fresh air from the Alps! Comes in an easy-to-use aerosol can! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, Left, Left, A, B, Right, Right, B&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
(This one isn&#039;t actually a message. Everything below the words &amp;quot;Code Screen,&amp;quot; but above the copyright notice, is flipped upside down. The codes are still in their proper order, but the characters are upside down)&lt;br /&gt;
&lt;br /&gt;
===Unused Developer Messages===&lt;br /&gt;
There are two additional messages that can only be accessed by using a Codebreaker cheat device with the Game Genie plugged in, and the codes entered. As explained earlier, this process is vaguely convoluted but it works after getting the hang of achieving a proper setup. Codes from both Game Genie and Codebreaker unit can be used in conjunction to affected the Game Boy game inserted into the Game Genie giving space for three additional ROM patch codes.&lt;br /&gt;
&lt;br /&gt;
To access these messages, press Up, Down, Left and Right at the code screen (all Game Genie revisions) and use either the Game Genie codes (oddly enough) for emulators, or the Codebreaker codes to see the messages on hardware.&lt;br /&gt;
&lt;br /&gt;
Message 1:&lt;br /&gt;
*Game Genie:&lt;br /&gt;
15B-48F-3BC + CCB-79F-6E6 + 0BB-7AF-D5A&lt;br /&gt;
*Codebreaker:&lt;br /&gt;
000B48-15 + 000B79-CC + 000B7A-0B&lt;br /&gt;
&lt;br /&gt;
Message 2:&lt;br /&gt;
*Game Genie&lt;br /&gt;
13B-4BF-912&lt;br /&gt;
*Codebreaker&lt;br /&gt;
000B4B-13&lt;br /&gt;
&lt;br /&gt;
It is assumed that the first message was not given access via direct button combinations because it might freak out the user into thinking their Game Boy would explode. It is unknown why the second message was not made accessible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Game Boy Game Genie Unused Dev Message 1 This Device... 1.png|Unused Developer Message 1 Part 1&lt;br /&gt;
File:Game Boy Game Genie Unused Dev Message 1 This Device... 2.png|Unused Developer Message 1 Part 2&lt;br /&gt;
File:Game Boy Game Genie Unused Dev Message 2 Beware Stripes.png|Unused Developer Message 2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Known Versions==&lt;br /&gt;
*v1.17&lt;br /&gt;
*v2.1 - The current dump is a hack of 1.17 and was likely hacked to load in old emulators.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
*Game Genie built by: Richard Aplin &lt;br /&gt;
*Code by: Jon the Programmer &lt;br /&gt;
*Managed by: Paul Ranson&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
===1.17===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:gbgg1.png|Screen 1&lt;br /&gt;
File:Game genie v1.17 bios2.png|Screen 2&lt;br /&gt;
File:gbgg3.png|Code screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===2.1===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:gbgg1.png|Screen 1&lt;br /&gt;
File:gbgg2.png|Screen 2&lt;br /&gt;
File:gbgg3.png|Code screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:GameGenie GameBoy box.jpg|Game Genie box&lt;br /&gt;
File:Gameboy Game Genie.jpg|Game Genie cartridge&lt;br /&gt;
File:GameGenieSNESGameBoy Flyer.jpg|SNES/Game Boy Game Genie flyer&lt;br /&gt;
File:GameboyGameGenieAdaptor Front.JPG|Super Game Boy Game Genie Adaptor front&lt;br /&gt;
File:GameboyGameGenieAdaptor Back.JPG|Super Game Boy Game Genie Adaptor back&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.devrs.com/gb/files/gg.html Jeff Frohweins webpage] at devrs.com.&lt;br /&gt;
*[http://web.archive.org/web/20020802004727/http://home.earthlink.net/~zazer/ Cheatmaster&#039;s webpage] (Internet Archive)&lt;br /&gt;
&lt;br /&gt;
{{Game Genie}}&lt;br /&gt;
[[Category:Game Genie]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=SD2SNES&amp;diff=5894</id>
		<title>SD2SNES</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=SD2SNES&amp;diff=5894"/>
		<updated>2015-09-09T04:52:56Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: Undo revision 5792 by MathUser (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The SD2SNES is a flashcart, which loads the ROM&#039;s in the console itself. The handling of the flash cart is very simple. Just put your back-up game ROM files on your SD card. Plug your SD card into your SD2SNES and your SD2SNES into the cart slot of your system. Manufacturer: krikzz&lt;br /&gt;
&lt;br /&gt;
[[File:2387-sd2snes-cheat-codes.jpg]] &lt;br /&gt;
&lt;br /&gt;
[[File:SD2SNES 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
FEATURES&lt;br /&gt;
&lt;br /&gt;
    SD/SDHC/SDXC support (tested up to 64GB; no exFAT support so SDXC cards must be reformatted using FAT32).&lt;br /&gt;
    High quality push to push memory card slot.&lt;br /&gt;
    Fast ROM loading (~9MB/s).&lt;br /&gt;
    Fast menu navigation.&lt;br /&gt;
    Directories are sorted automatically, no need for FAT sorting tools.&lt;br /&gt;
    High resolution menu (512×224) for adequate display of long file names.&lt;br /&gt;
    Real Time Clock.&lt;br /&gt;
    Supports ROM size up to 128Mbit (96Mbit actually implemented).&lt;br /&gt;
    Automatic near-time SRAM saving to SD Card (while the game is running). Some limitations apply:&lt;br /&gt;
    Near-time saving is switched to periodic saving when a game is found to use the SRAM as work RAM.&lt;br /&gt;
    Automatic saving is disabled when MSU1 is used. SRAM is saved on reset.&lt;br /&gt;
    Enhancement chip support (see below for implementation status).&lt;br /&gt;
    SuperCIC key (SNES CIC clone):&lt;br /&gt;
    Enables operation on unmodified consoles of all regions.&lt;br /&gt;
    Supports software 50/60Hz switching on SuperCIC enhanced consoles only (to be performed by SD2SNES firmware, not yet implemented there).&lt;br /&gt;
&lt;br /&gt;
Auto region patching: Eliminates “This Game Pack is not designed…” messages regardless of 50/60Hz setting.&lt;br /&gt;
&lt;br /&gt;
ENHANCEMENT CHIPS&lt;br /&gt;
&lt;br /&gt;
Each supported enhancement chip can be used in conjunction with MSU1.&lt;br /&gt;
&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
BS-X memory map/Satellaview base unit registers (clock)&lt;br /&gt;
DSP1 / 1b&lt;br /&gt;
DSP2&lt;br /&gt;
DSP3&lt;br /&gt;
DSP4&lt;br /&gt;
ST-010&lt;br /&gt;
Cx4&lt;br /&gt;
MSU1&lt;br /&gt;
S-RTC&lt;br /&gt;
&lt;br /&gt;
Cartridge uses custom made multi region shell. It fits in both American, Europe and Japan systems&lt;br /&gt;
&lt;br /&gt;
Downloads&lt;br /&gt;
&lt;br /&gt;
Firmware update at [https://sd2snes.de/blog/downloads sd2snes.de]  &lt;br /&gt;
&lt;br /&gt;
Videos&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=m8TYIh5CWx8 https://www.youtube.com/watch?v=m8TYIh5CWx8]&lt;br /&gt;
&lt;br /&gt;
Price 	$190.00&amp;lt;br&amp;gt;&lt;br /&gt;
100 or more $155.00 each&amp;lt;br&amp;gt;&lt;br /&gt;
Availability 	Out-of-Stock&amp;lt;br&amp;gt;&lt;br /&gt;
Buy at [http://shop.retrogate.com/SD2SNES-SD2SNES.htm Retrogate]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Monster_Brain&amp;diff=5864</id>
		<title>Monster Brain</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Monster_Brain&amp;diff=5864"/>
		<updated>2015-09-09T02:28:12Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: just adding this section, no other changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MonsterBrain.jpg|thumb|right|160px|Monster Brain cartridge]]&lt;br /&gt;
The &#039;&#039;&#039;Monster Brain&#039;&#039;&#039; is a cheat device for [[Gameboy]]/[[Gameboy Color]]. It is made specifically for the first and second generation &#039;&#039;Pokemon&#039;&#039; games. This includes &#039;&#039;Pokemon: Red, Blue, Yellow, Gold, Silver, and Crystal&#039;&#039;. The cheat device allows various elements from the &#039;&#039;Pokemon&#039;&#039; games to be edited, such as stats, names, and badges. The following can be edited by the device.&lt;br /&gt;
&lt;br /&gt;
It was preceeded by the [[Brain Boy]], which only covered Generation I games.&lt;br /&gt;
&lt;br /&gt;
=====Generation I Save Editor=====&lt;br /&gt;
For Generation I games the editor allows the user to:&lt;br /&gt;
*Edit Your Name&lt;br /&gt;
*Edit Rival&#039;s Name&lt;br /&gt;
*Edit Money&lt;br /&gt;
*Edit Time&lt;br /&gt;
*Edit Badges&lt;br /&gt;
*Edit Pokémon&lt;br /&gt;
*Edit Items&lt;br /&gt;
&lt;br /&gt;
=====Generation II Save Editor=====&lt;br /&gt;
For Generation II games the editor allows the user to:&lt;br /&gt;
*Edit Your Name&lt;br /&gt;
*Edit Rival&#039;s name&lt;br /&gt;
*Edit Properties&lt;br /&gt;
**Edit Money&lt;br /&gt;
**Edit Time&lt;br /&gt;
**Edit Badges&lt;br /&gt;
**Edit Clock&lt;br /&gt;
**Edit ID #&lt;br /&gt;
**Edit Seen PokeDex&lt;br /&gt;
**Edit Caught PokeDex&lt;br /&gt;
**Edit Pokégear&lt;br /&gt;
**Allow Fly&lt;br /&gt;
**Edit Gender (Crystal only)&lt;br /&gt;
*Edit Pokémon&lt;br /&gt;
*Edit Pack&lt;br /&gt;
**Edit Items&lt;br /&gt;
**Edit Poké Ball&lt;br /&gt;
**Edit Key Items&lt;br /&gt;
**Edit TM/HM&lt;br /&gt;
*Enter Poke (A Poke is similar to a GameShark code but there is no list of official Poke&#039;s. A online program can convert GameShark codes to Poke&#039;s but it is not 100% effective.)[https://www.ocf.berkeley.edu/~jdonald/pokemon/]&lt;br /&gt;
&lt;br /&gt;
There are other features such as the colorizer, which colorizes games by pressing the colorizer button during an initial screen or during gameplay. Type 1 and Type 2 cartridges exist. Type 2 cartridges can be tricked into behaving like Type 1 and allowing a custom palette to be defined. &lt;br /&gt;
&lt;br /&gt;
The blast off menu has options to update colors or play games at double speed.&lt;br /&gt;
&lt;br /&gt;
The memory menu allows save files to be backed up, restored, or deleted for any Gameboy or Gameboy Color game with SRAM saves.&lt;br /&gt;
&lt;br /&gt;
==Self-Test Screen==&lt;br /&gt;
A Self-test screen can be accessed by holding down the &#039;&#039;&#039;START&#039;&#039;&#039; button upon booting up. The following contents are tested at the screen:&lt;br /&gt;
Reading ROM&lt;br /&gt;
Writing ROM&lt;br /&gt;
Checksum&lt;br /&gt;
&lt;br /&gt;
The version number of the Monster Brain are also displayed at the bottom as well as the memory size of the unit. There might have been more than 2megabit versions. This needs verification.&lt;br /&gt;
&lt;br /&gt;
== Hardware ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:MonsterBrain Box.png|Monster Brain box&lt;br /&gt;
File:MonsterBrain.jpg|Monster Brain cartridge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://bulbapedia.bulbagarden.net/wiki/Monster_Brain Bulbapedia article]&lt;br /&gt;
&lt;br /&gt;
{{Brain Boy}}&lt;br /&gt;
[[Category:Game Enhancer]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Brain_Boy&amp;diff=5863</id>
		<title>Brain Boy</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Brain_Boy&amp;diff=5863"/>
		<updated>2015-09-09T02:27:09Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: Adding more information, changes, might add a section for how this can be used with the Codebreaker and flash carts. Not rewriting this right now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Brainboy BlueLabel GB.jpg|right|thumb|160px|Brain Boy]]&lt;br /&gt;
The &#039;&#039;&#039;Brain Boy&#039;&#039;&#039; is a [[Game Enhancer]] for [[Game Boy]]/[[Game Boy Color]]. It was released by [[Pelican]]. It is made specifically for the first generation &#039;&#039;Pokemon&#039;&#039; games. This includes &#039;&#039;Pokemon: Red, Blue, Yellow&#039;&#039;. The cheat device allows various elements from the &#039;&#039;Pokemon&#039;&#039; games to be edited, such as stats, names, and badges.&lt;br /&gt;
&lt;br /&gt;
The cartridge label came in a wide variety of colours including gold and blue gloss.&lt;br /&gt;
&lt;br /&gt;
It was succeeded by the [[Monster Brain]], which covered Generation I and Generation II games.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
*Colorizing older Game Boy games&lt;br /&gt;
*Back-up Battery saves (there is 64 blocks available and each game save is about 4 blocks so that means there is about 16 saves)&lt;br /&gt;
*Double-speed gameplay&lt;br /&gt;
*Set pokemon levels&lt;br /&gt;
*Edit pokemon stats&lt;br /&gt;
*Edit pokemon moveset&lt;br /&gt;
*Modify the pokedex&lt;br /&gt;
*Modify pokemon caught&lt;br /&gt;
&lt;br /&gt;
==Self-Test Screen==&lt;br /&gt;
A Self-test screen can be accessed by holding down the &#039;&#039;&#039;START&#039;&#039;&#039; button upon booting up. The following contents are tested at the screen:&lt;br /&gt;
Reading ROM&lt;br /&gt;
Writing ROM&lt;br /&gt;
Checksum&lt;br /&gt;
&lt;br /&gt;
The version number of the Brain Boy are also displayed at the bottom as well as the memory size of the unit. There might have been more than 2megabit versions. This needs verification.&lt;br /&gt;
&lt;br /&gt;
== Hardware ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Brainboy GB box.JPG|Brain Boy box&lt;br /&gt;
File:Brainboy BlueLabel GB.jpg|Brain Boy cartridge (blue label)&lt;br /&gt;
File:Brainboy GoldLabel GB.jpg|Brain Boy cartridge (gold label)&lt;br /&gt;
File:Brainboy BlueLabel packaging.jpg|Brain Boy packaging&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.ign.com/articles/2000/06/03/brain-boy IGN article]&lt;br /&gt;
&lt;br /&gt;
{{Brain Boy}}&lt;br /&gt;
[[Category:Game Enhancer]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Music_Ripping&amp;diff=5764</id>
		<title>Music Ripping</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Music_Ripping&amp;diff=5764"/>
		<updated>2015-09-06T22:53:07Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is just a basic set of quick-start info for getting into any given format that someone is willing to provide information for.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not meant to be comprehensive, but just informative enough to give you something to quickly refer to until you can easily recall the basic information for actually finding the addresses.&lt;br /&gt;
&lt;br /&gt;
Debugger-specific information can normally be found on the [[Assembly Hacking]] page.&lt;br /&gt;
&lt;br /&gt;
I use the following code set distinctions:&amp;lt;br&amp;gt;&lt;br /&gt;
Sound Init (Basic register initialization. Often close to Song Init and/or Play address. Not all games use a distinctive Sound Init. Some run Play once or several times before running Song Init to achieve Sound Init)&amp;lt;br&amp;gt;&lt;br /&gt;
Song Init (If you feed this address the right number in the right register, sounds or music are played by the Play routine)&amp;lt;br&amp;gt;&lt;br /&gt;
Play (Executes the sound generation code, also good if you enter this by using sound registers and find RAM addresses related to sound to breakpoint for Song Init)&lt;br /&gt;
&lt;br /&gt;
==NES - NSF (Nintendo Sound Format)==&lt;br /&gt;
I suggest FCEUXDSP: [[Assembly_Hacking#FCEU]]&lt;br /&gt;
&lt;br /&gt;
$4000-$4009 = Sound Registers (Good for finding Play)&amp;lt;br&amp;gt;&lt;br /&gt;
$4010-$4013 = DMC / DPCM (This is a tricky addon. References info from $C000-$FFFF, and FCEUXDSP won&#039;t catch it reading this data unless you break on writes to $4012 for the start position &#039;0x40 * value + 0xC000&#039; and/or $4013 for length &#039;(0x10 * value) + 1&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
$4015 = Channel Select (Good for finding Sound Init, sometimes Play)&amp;lt;br&amp;gt;&lt;br /&gt;
$4017 = Frame Cycle/Interrupt (If this is written once, write it once in the NSF with the value written. If it&#039;s written once for every time play is run, do that in the NSF. Match in the NSF any setup used in the original game. Games sound a bit off if you don&#039;t, and you might not notice on your own)&lt;br /&gt;
&lt;br /&gt;
==Game Boy - GBS (Game Boy Sound Format)==&lt;br /&gt;
I suggest BGB: [[Assembly_Hacking#BGB]]&lt;br /&gt;
&lt;br /&gt;
$FF24 = Volume (Good for finding Sound Init, sometimes Play)&amp;lt;br&amp;gt;&lt;br /&gt;
$FF25 = L/R (00 often means a failed init. Visible in BGB)&amp;lt;br&amp;gt;&lt;br /&gt;
$FF26 = Channel On/Off (00 often means a failed init. Visible in BGB)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
$FF13 = A good register to find Play with (Try $FF18/$FF1D/$FF22 if it doesn&#039;t break on $FF13)&lt;br /&gt;
&lt;br /&gt;
$FF10-$FF23 Sound Register spread&lt;br /&gt;
&lt;br /&gt;
==SNES SPC / SNSF==&lt;br /&gt;
$2140-$2143 = SPC700 communication with 65816 hardware register. Break on writes should help figuring out where the game writes music to the entry point in memory.&amp;lt;br&amp;gt;&lt;br /&gt;
$2141 = Useful for finding sound effects and sometimes secondary tracks.&lt;br /&gt;
&lt;br /&gt;
$2142 = Sometimes this address helps in games that have dynamic tracks or initial volume issues.&lt;br /&gt;
&lt;br /&gt;
$2143 = Good for finding PLAY address if you are using the &#039;NSF&#039; approach for SNSF ripping.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==PC Engine / Turbo-Grafx 16 - HES (Hudson Entertainment System)==&lt;br /&gt;
I suggest Mednafen: [[Assembly_Hacking#Mednafen]]&lt;br /&gt;
&lt;br /&gt;
[http://pages.interlog.com/~daves/pce_info/pcesound.txt Source for below]&lt;br /&gt;
&lt;br /&gt;
$0800 = Voice Select (Good for sound init)&amp;lt;br&amp;gt;&lt;br /&gt;
$0801 = Main Volume (Probably also good for sound init)&amp;lt;br&amp;gt;&lt;br /&gt;
$0802 - Frequency (low)&amp;lt;br&amp;gt;&lt;br /&gt;
$0803 - Frequency (high)&amp;lt;br&amp;gt;&lt;br /&gt;
$0804 - Channel on/dda/volume - voice-dependent register&amp;lt;br&amp;gt;&lt;br /&gt;
$0805 - Pan volume (&#039;balance&#039;) - voice-dependent register&amp;lt;br&amp;gt;&lt;br /&gt;
$0806 - Wave data&amp;lt;br&amp;gt;&lt;br /&gt;
$0807 = Note Frequency (Good for finding Play, which is itself good for finding Song Init by matching up to Sound RAM Addresses)&amp;lt;br&amp;gt;&lt;br /&gt;
$0808 - LFO Frequency&amp;lt;br&amp;gt;&lt;br /&gt;
$0809 - LFO Control&lt;br /&gt;
&lt;br /&gt;
==N64 - USF (Ultra 64 Sound Format)==&lt;br /&gt;
I primarily suggest NEmu64: [[Assembly_Hacking#Nemu64]]&lt;br /&gt;
&lt;br /&gt;
This is a considerably different bag of tricks to use.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve written out a decent guide, and even put together some tool modifications to make the job easier. Check out usfbegin.txt for more in-depth info. The folder with this info is [http://www.gshi.org/ugetab/USF/ here]&lt;br /&gt;
&lt;br /&gt;
AM_RANGE(0x04500000, 0x045fffff) AM_READWRITE(n64_ai_reg_r, n64_ai_reg_w) // Audio Interface&lt;br /&gt;
&lt;br /&gt;
04500004 = When you hit this, step out until you&#039;re in an infinite loop, and you should be in the Play thread. Mark it down as such, so you know not to disable it completely.&lt;br /&gt;
&lt;br /&gt;
If you break on the opcode &amp;quot;ERET&amp;quot;, then you can fairly easily build a list of threads to crash-test, until you&#039;ve killed off all of them that won&#039;t kill the music.&lt;br /&gt;
&lt;br /&gt;
Finding music inits is considerably tougher in N64 coding. I usually brute-force my way. Play through the Play routine to find RAM, use File2File methods, sometimes both... Not exactly a walk in the park, but it&#039;s the best I&#039;ve found, and it&#039;s just for the Init code that this needs to be done. Sound Tests make this a lot easier, because the value has to get from the temporary one in RAM to the sound routine in some fashion, and the temporary one used in a sound test is considerably easier to find with File2File and track through code than the pure coding method is.&lt;br /&gt;
&lt;br /&gt;
04040010 is written to for DList events. In Kirby64, it uses 00002B00 for this. This can help you remove graphics processing code. Note that not all writes to this are for graphics, and can crash the music if accesses are just outright removed.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.kyzer.me.uk/ripping/ Music Ripping]&lt;br /&gt;
*[http://winsupersite.com/xbox-music/xbox-music-comes-age XBox Music Comes of Age]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Music_Ripping&amp;diff=5762</id>
		<title>Music Ripping</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Music_Ripping&amp;diff=5762"/>
		<updated>2015-09-06T22:45:24Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is just a basic set of quick-start info for getting into any given format that someone is willing to provide information for.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not meant to be comprehensive, but just informative enough to give you something to quickly refer to until you can easily recall the basic information for actually finding the addresses.&lt;br /&gt;
&lt;br /&gt;
Debugger-specific information can normally be found on the [[Assembly Hacking]] page.&lt;br /&gt;
&lt;br /&gt;
I use the following code set distinctions:&amp;lt;br&amp;gt;&lt;br /&gt;
Sound Init (Basic register initialization. Often close to Song Init and/or Play address. Not all games use a distinctive Sound Init. Some run Play once or several times before running Song Init to achieve Sound Init)&amp;lt;br&amp;gt;&lt;br /&gt;
Song Init (If you feed this address the right number in the right register, sounds or music are played by the Play routine)&amp;lt;br&amp;gt;&lt;br /&gt;
Play (Executes the sound generation code, also good if you enter this by using sound registers and find RAM addresses related to sound to breakpoint for Song Init)&lt;br /&gt;
&lt;br /&gt;
==NES - NSF (Nintendo Sound Format)==&lt;br /&gt;
I suggest FCEUXDSP: [[Assembly_Hacking#FCEU]]&lt;br /&gt;
&lt;br /&gt;
$4000-$4009 = Sound Registers (Good for finding Play)&amp;lt;br&amp;gt;&lt;br /&gt;
$4010-$4013 = DMC / DPCM (This is a tricky addon. References info from $C000-$FFFF, and FCEUXDSP won&#039;t catch it reading this data unless you break on writes to $4012 for the start position &#039;0x40 * value + 0xC000&#039; and/or $4013 for length &#039;(0x10 * value) + 1&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
$4015 = Channel Select (Good for finding Sound Init, sometimes Play)&amp;lt;br&amp;gt;&lt;br /&gt;
$4017 = Frame Cycle/Interrupt (If this is written once, write it once in the NSF with the value written. If it&#039;s written once for every time play is run, do that in the NSF. Match in the NSF any setup used in the original game. Games sound a bit off if you don&#039;t, and you might not notice on your own)&lt;br /&gt;
&lt;br /&gt;
==Game Boy - GBS (Game Boy Sound Format)==&lt;br /&gt;
I suggest BGB: [[Assembly_Hacking#BGB]]&lt;br /&gt;
&lt;br /&gt;
$FF24 = Volume (Good for finding Sound Init, sometimes Play)&amp;lt;br&amp;gt;&lt;br /&gt;
$FF25 = L/R (00 often means a failed init. Visible in BGB)&amp;lt;br&amp;gt;&lt;br /&gt;
$FF26 = Channel On/Off (00 often means a failed init. Visible in BGB)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
$FF13 = A good register to find Play with (Try $FF18/$FF1D/$FF22 if it doesn&#039;t break on $FF13)&lt;br /&gt;
&lt;br /&gt;
$FF10-$FF23 Sound Register spread&lt;br /&gt;
&lt;br /&gt;
==SNES SPC / SNSF==&lt;br /&gt;
$2140-$2143 = SPC700 communication with 65816 hardware register. Break on writes should help figuring out where the game writes music to the entry point in memory.&lt;br /&gt;
$2142 = Sometimes this address helps in games that have dynamic tracks or initial volume issues.&lt;br /&gt;
$2143 = Good for finding PLAY address if you are using the &#039;NSF&#039; approach for SNSF ripping.&lt;br /&gt;
&lt;br /&gt;
==PC Engine / Turbo-Grafx 16 - HES (Hudson Entertainment System)==&lt;br /&gt;
I suggest Mednafen: [[Assembly_Hacking#Mednafen]]&lt;br /&gt;
&lt;br /&gt;
[http://pages.interlog.com/~daves/pce_info/pcesound.txt Source for below]&lt;br /&gt;
&lt;br /&gt;
$0800 = Voice Select (Good for sound init)&amp;lt;br&amp;gt;&lt;br /&gt;
$0801 = Main Volume (Probably also good for sound init)&amp;lt;br&amp;gt;&lt;br /&gt;
$0802 - Frequency (low)&amp;lt;br&amp;gt;&lt;br /&gt;
$0803 - Frequency (high)&amp;lt;br&amp;gt;&lt;br /&gt;
$0804 - Channel on/dda/volume - voice-dependent register&amp;lt;br&amp;gt;&lt;br /&gt;
$0805 - Pan volume (&#039;balance&#039;) - voice-dependent register&amp;lt;br&amp;gt;&lt;br /&gt;
$0806 - Wave data&amp;lt;br&amp;gt;&lt;br /&gt;
$0807 = Note Frequency (Good for finding Play, which is itself good for finding Song Init by matching up to Sound RAM Addresses)&amp;lt;br&amp;gt;&lt;br /&gt;
$0808 - LFO Frequency&amp;lt;br&amp;gt;&lt;br /&gt;
$0809 - LFO Control&lt;br /&gt;
&lt;br /&gt;
==N64 - USF (Ultra 64 Sound Format)==&lt;br /&gt;
I primarily suggest NEmu64: [[Assembly_Hacking#Nemu64]]&lt;br /&gt;
&lt;br /&gt;
This is a considerably different bag of tricks to use.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve written out a decent guide, and even put together some tool modifications to make the job easier. Check out usfbegin.txt for more in-depth info. The folder with this info is [http://www.gshi.org/ugetab/USF/ here]&lt;br /&gt;
&lt;br /&gt;
AM_RANGE(0x04500000, 0x045fffff) AM_READWRITE(n64_ai_reg_r, n64_ai_reg_w) // Audio Interface&lt;br /&gt;
&lt;br /&gt;
04500004 = When you hit this, step out until you&#039;re in an infinite loop, and you should be in the Play thread. Mark it down as such, so you know not to disable it completely.&lt;br /&gt;
&lt;br /&gt;
If you break on the opcode &amp;quot;ERET&amp;quot;, then you can fairly easily build a list of threads to crash-test, until you&#039;ve killed off all of them that won&#039;t kill the music.&lt;br /&gt;
&lt;br /&gt;
Finding music inits is considerably tougher in N64 coding. I usually brute-force my way. Play through the Play routine to find RAM, use File2File methods, sometimes both... Not exactly a walk in the park, but it&#039;s the best I&#039;ve found, and it&#039;s just for the Init code that this needs to be done. Sound Tests make this a lot easier, because the value has to get from the temporary one in RAM to the sound routine in some fashion, and the temporary one used in a sound test is considerably easier to find with File2File and track through code than the pure coding method is.&lt;br /&gt;
&lt;br /&gt;
04040010 is written to for DList events. In Kirby64, it uses 00002B00 for this. This can help you remove graphics processing code. Note that not all writes to this are for graphics, and can crash the music if accesses are just outright removed.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.kyzer.me.uk/ripping/ Music Ripping]&lt;br /&gt;
*[http://winsupersite.com/xbox-music/xbox-music-comes-age XBox Music Comes of Age]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Music_Ripping&amp;diff=5761</id>
		<title>Music Ripping</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Music_Ripping&amp;diff=5761"/>
		<updated>2015-09-06T22:43:01Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: Adding SPC/SNSF ripping info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is just a basic set of quick-start info for getting into any given format that someone is willing to provide information for.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not meant to be comprehensive, but just informative enough to give you something to quickly refer to until you can easily recall the basic information for actually finding the addresses.&lt;br /&gt;
&lt;br /&gt;
Debugger-specific information can normally be found on the [[Assembly Hacking]] page.&lt;br /&gt;
&lt;br /&gt;
I use the following code set distinctions:&amp;lt;br&amp;gt;&lt;br /&gt;
Sound Init (Basic register initialization. Often close to Song Init and/or Play address. Not all games use a distinctive Sound Init. Some run Play once or several times before running Song Init to achieve Sound Init)&amp;lt;br&amp;gt;&lt;br /&gt;
Song Init (If you feed this address the right number in the right register, sounds or music are played by the Play routine)&amp;lt;br&amp;gt;&lt;br /&gt;
Play (Executes the sound generation code, also good if you enter this by using sound registers and find RAM addresses related to sound to breakpoint for Song Init)&lt;br /&gt;
&lt;br /&gt;
==NES - NSF (Nintendo Sound Format)==&lt;br /&gt;
I suggest FCEUXDSP: [[Assembly_Hacking#FCEU]]&lt;br /&gt;
&lt;br /&gt;
$4000-$4009 = Sound Registers (Good for finding Play)&amp;lt;br&amp;gt;&lt;br /&gt;
$4010-$4013 = DMC / DPCM (This is a tricky addon. References info from $C000-$FFFF, and FCEUXDSP won&#039;t catch it reading this data unless you break on writes to $4012 for the start position &#039;0x40 * value + 0xC000&#039; and/or $4013 for length &#039;(0x10 * value) + 1&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
$4015 = Channel Select (Good for finding Sound Init, sometimes Play)&amp;lt;br&amp;gt;&lt;br /&gt;
$4017 = Frame Cycle/Interrupt (If this is written once, write it once in the NSF with the value written. If it&#039;s written once for every time play is run, do that in the NSF. Match in the NSF any setup used in the original game. Games sound a bit off if you don&#039;t, and you might not notice on your own)&lt;br /&gt;
&lt;br /&gt;
==Game Boy - GBS (Game Boy Sound Format)==&lt;br /&gt;
I suggest BGB: [[Assembly_Hacking#BGB]]&lt;br /&gt;
&lt;br /&gt;
$FF24 = Volume (Good for finding Sound Init, sometimes Play)&amp;lt;br&amp;gt;&lt;br /&gt;
$FF25 = L/R (00 often means a failed init. Visible in BGB)&amp;lt;br&amp;gt;&lt;br /&gt;
$FF26 = Channel On/Off (00 often means a failed init. Visible in BGB)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
$FF13 = A good register to find Play with (Try $FF18/$FF1D/$FF22 if it doesn&#039;t break on $FF13)&lt;br /&gt;
&lt;br /&gt;
$FF10-$FF23 Sound Register spread&lt;br /&gt;
&lt;br /&gt;
===SNES SPC / SNSF===&lt;br /&gt;
$2140-$2143 = SPC700 communication with 65816 hardware register. Break on writes should help figuring out where the game writes music to the entry point in memory.&lt;br /&gt;
$2143 = Good for finding PLAY address if you are using the &#039;NSF&#039; approach for SNSF ripping.&lt;br /&gt;
&lt;br /&gt;
==PC Engine / Turbo-Grafx 16 - HES (Hudson Entertainment System)==&lt;br /&gt;
I suggest Mednafen: [[Assembly_Hacking#Mednafen]]&lt;br /&gt;
&lt;br /&gt;
[http://pages.interlog.com/~daves/pce_info/pcesound.txt Source for below]&lt;br /&gt;
&lt;br /&gt;
$0800 = Voice Select (Good for sound init)&amp;lt;br&amp;gt;&lt;br /&gt;
$0801 = Main Volume (Probably also good for sound init)&amp;lt;br&amp;gt;&lt;br /&gt;
$0802 - Frequency (low)&amp;lt;br&amp;gt;&lt;br /&gt;
$0803 - Frequency (high)&amp;lt;br&amp;gt;&lt;br /&gt;
$0804 - Channel on/dda/volume - voice-dependent register&amp;lt;br&amp;gt;&lt;br /&gt;
$0805 - Pan volume (&#039;balance&#039;) - voice-dependent register&amp;lt;br&amp;gt;&lt;br /&gt;
$0806 - Wave data&amp;lt;br&amp;gt;&lt;br /&gt;
$0807 = Note Frequency (Good for finding Play, which is itself good for finding Song Init by matching up to Sound RAM Addresses)&amp;lt;br&amp;gt;&lt;br /&gt;
$0808 - LFO Frequency&amp;lt;br&amp;gt;&lt;br /&gt;
$0809 - LFO Control&lt;br /&gt;
&lt;br /&gt;
==N64 - USF (Ultra 64 Sound Format)==&lt;br /&gt;
I primarily suggest NEmu64: [[Assembly_Hacking#Nemu64]]&lt;br /&gt;
&lt;br /&gt;
This is a considerably different bag of tricks to use.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve written out a decent guide, and even put together some tool modifications to make the job easier. Check out usfbegin.txt for more in-depth info. The folder with this info is [http://www.gshi.org/ugetab/USF/ here]&lt;br /&gt;
&lt;br /&gt;
AM_RANGE(0x04500000, 0x045fffff) AM_READWRITE(n64_ai_reg_r, n64_ai_reg_w) // Audio Interface&lt;br /&gt;
&lt;br /&gt;
04500004 = When you hit this, step out until you&#039;re in an infinite loop, and you should be in the Play thread. Mark it down as such, so you know not to disable it completely.&lt;br /&gt;
&lt;br /&gt;
If you break on the opcode &amp;quot;ERET&amp;quot;, then you can fairly easily build a list of threads to crash-test, until you&#039;ve killed off all of them that won&#039;t kill the music.&lt;br /&gt;
&lt;br /&gt;
Finding music inits is considerably tougher in N64 coding. I usually brute-force my way. Play through the Play routine to find RAM, use File2File methods, sometimes both... Not exactly a walk in the park, but it&#039;s the best I&#039;ve found, and it&#039;s just for the Init code that this needs to be done. Sound Tests make this a lot easier, because the value has to get from the temporary one in RAM to the sound routine in some fashion, and the temporary one used in a sound test is considerably easier to find with File2File and track through code than the pure coding method is.&lt;br /&gt;
&lt;br /&gt;
04040010 is written to for DList events. In Kirby64, it uses 00002B00 for this. This can help you remove graphics processing code. Note that not all writes to this are for graphics, and can crash the music if accesses are just outright removed.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.kyzer.me.uk/ripping/ Music Ripping]&lt;br /&gt;
*[http://winsupersite.com/xbox-music/xbox-music-comes-age XBox Music Comes of Age]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Super_Game_Boy_Commander&amp;diff=5660</id>
		<title>Super Game Boy Commander</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Super_Game_Boy_Commander&amp;diff=5660"/>
		<updated>2015-09-05T06:04:19Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: Undo revision 5659 by MathUser (talk) - I asume it was added because it is still technically game modification.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Super Game Boy Commander ==&lt;br /&gt;
&lt;br /&gt;
The Super Game Boy was a special cartridge that let you play Game Boy games on the Super NES using a TV set and a SNES controller.&lt;br /&gt;
&lt;br /&gt;
[[File:1.JPG|200px|thumb|left|Controller]]&lt;br /&gt;
&lt;br /&gt;
Around the time the Super Game Boy came out in Japan, Hori released a special controller that partially simulated the look and the feel of the original Game Boy unit itself — right down to the speaker grille in the lower right corner. The resulting product, the SGB Commander, never saw the light of day in the US.&lt;br /&gt;
&lt;br /&gt;
[[File:2.JPG|200px|thumb|left|Controller]]&lt;br /&gt;
&lt;br /&gt;
It was a controller themed after the original Game Boy to be used with the Super Game Boy adapter for the Super Nintendo. &lt;br /&gt;
&lt;br /&gt;
[[File:3.JPG|200px|thumb|left|Controller]]&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
Press the &#039;SPEED&#039; button to slow down the game, again to slow it down further, and again to resume normal speed. An undocumented and hidden mode is hidden within the Super Game Boy/2 BIOS that lets you speed up the game by holding &amp;quot;UP&amp;quot; upon booting.&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Game_Genie_(Game_Gear)&amp;diff=5657</id>
		<title>Game Genie (Game Gear)</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Game_Genie_(Game_Gear)&amp;diff=5657"/>
		<updated>2015-09-05T03:38:39Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Game Gear Game Genie.jpg|right|thumb|The Game Genie.]]&lt;br /&gt;
The &#039;&#039;&#039;Game Genie&#039;&#039;&#039; is a runtime ROM modification [[Game Enhancer]] device. This is one of the many [[Game Genie]] products available. This game genie featured a interesting design; when the Game Genie is inserted into the Game Gear, than a dust cover would need to be flipped open in order to insert a game. The code book could be stored in a small compartment, or the pages could actually be peeled off and stuck onto the back of the game, as they were stickers.&lt;br /&gt;
&lt;br /&gt;
Like the [[Game Enhancers:GameGenie (Genesis)|Genesis Game Genie]] it was given Sega&#039;s seal of approval.&lt;br /&gt;
&lt;br /&gt;
==Game Gear Secret Message Input==&lt;br /&gt;
To access these, press the specific buttons in order while the code screen is displayed, or enter a code.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;enter DEAD as a code&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
The screen will move up and down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Up, Down Left Right&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Congratulations! You&#039;ve found the easy secret! Now find the hard ones!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2, 1, Left, Right, 1&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Help! I&#039;m a prisoner in a Game Genie factory!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Up, Up, 1, 2, 1, Down, Down&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Game Genie built by: Richard Aplin programmed by: R. Fred N. managed by:  Ted Carron&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right, Up, Down, Up, Left, Up, Down, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Poems have, rhymes, sometimes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2, 1, 2, Right, Left, Down, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
There&#039;s rain outside, and that is why a, laundry day, needs a clothes dryer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1, 1, 1, 1, 2, 2, 2, 1&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Washing, washing on the line, who&#039;s the fairest of the fine? Bluey Whiteness!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right, Left, Right, Left, Down, Down, Up, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Provocation is not a job for amateurs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1, 2, 1, 2, 2, 1, 1, 1&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;Breezy&#039;:- Fresh air from the Alps! Comes in an easy-to-use aerosol can! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Just wait 5 minutes or so&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
[Game Genie resets and displays an advertisement for itself, offering infinite lives and more power]&lt;br /&gt;
&lt;br /&gt;
== Known Versions ==&lt;br /&gt;
*Only 1 version is known to exist.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
*Game Genie built by: Richard Aplin&lt;br /&gt;
*Programmed by: R. Fred N. &lt;br /&gt;
*Managed by:  Ted Carron&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:GameGenie GameGear Screen1.jpg|Screenshot 1&lt;br /&gt;
File:GameGenie GameGear Screen2.jpg|Screenshot 2&lt;br /&gt;
File:GameGenie GameGear Screen3.jpg|Code entry screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hardware ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:GameGenie GameGear box.jpg|US box&lt;br /&gt;
File:Game Gear Game Genie.jpg|Cartridge&lt;br /&gt;
File:GameGenie GG UK Box Front.jpg|UK box (front)&lt;br /&gt;
File:GameGenie GG UK Box Back.jpg|UK box (back)&lt;br /&gt;
File:GameGenie GameGear Flyer.jpg|Flyer&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://web.archive.org/web/20020802004727/http://home.earthlink.net/~zazer/ Cheatmaster&#039;s webpage] (Internet Archive)&lt;br /&gt;
* [http://www.smspower.org/Development/GameGenie SMSPower]&lt;br /&gt;
&lt;br /&gt;
{{Game Genie}}&lt;br /&gt;
[[Category:Game Genie]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Super_Game_Boy_Commander&amp;diff=5656</id>
		<title>Super Game Boy Commander</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Super_Game_Boy_Commander&amp;diff=5656"/>
		<updated>2015-09-05T03:19:15Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: I&amp;#039;m not going to rewrite wholesale anytime soon. Too much time and not worth the effort. Just adding some minor information for now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Super Game Boy Commander ==&lt;br /&gt;
&lt;br /&gt;
The Super Game Boy was a special cartridge that let you play Game Boy games on the Super NES using a TV set and a SNES controller.&lt;br /&gt;
&lt;br /&gt;
[[File:1.JPG|200px|thumb|left|Controller]]&lt;br /&gt;
&lt;br /&gt;
Around the time the Super Game Boy came out in Japan, Hori released a special controller that partially simulated the look and the feel of the original Game Boy unit itself — right down to the speaker grille in the lower right corner. The resulting product, the SGB Commander, never saw the light of day in the US.&lt;br /&gt;
&lt;br /&gt;
[[File:2.JPG|200px|thumb|left|Controller]]&lt;br /&gt;
&lt;br /&gt;
It was a controller themed after the original Game Boy to be used with the Super Game Boy adapter for the Super Nintendo. &lt;br /&gt;
&lt;br /&gt;
[[File:3.JPG|200px|thumb|left|Controller]]&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
Press the &#039;SPEED&#039; button to slow down the game, again to slow it down further, and again to resume normal speed. An undocumented and hidden mode is hidden within the Super Game Boy/2 BIOS that lets you speed up the game by holding &amp;quot;UP&amp;quot; upon booting.&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Game_Genie_(Game_Gear)&amp;diff=5655</id>
		<title>Game Genie (Game Gear)</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Game_Genie_(Game_Gear)&amp;diff=5655"/>
		<updated>2015-09-05T03:04:57Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: More information, fixes and additions. The dust cover is explained and the last? Easter egg added. Can&amp;#039;t find a dump otherwise I&amp;#039;d look for more stuff.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Game Gear Game Genie.jpg|right|thumb|The Game Genie.]]&lt;br /&gt;
The &#039;&#039;&#039;Game Genie&#039;&#039;&#039; is a runtime ROM modification [[Game Enhancer]] device. This is one of the many [[Game Genie]] products available. This game genie featured a interesting design; when the Game Genie is inserted into the Game Gear, than a dust cover would need to be flipped open in order to insert a game . The code book could be stored in a small compartment, or the pages could actually be peeled off and stuck onto the back of the game, as they were stickers.&lt;br /&gt;
&lt;br /&gt;
Like the [[Game Enhancers:GameGenie (Genesis)|Genesis Game Genie]] it was given Sega&#039;s seal of approval.&lt;br /&gt;
&lt;br /&gt;
==Game Gear Secret Message Input==&lt;br /&gt;
To access these, press the specific buttons in order while the code screen is displayed, or enter a code.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;enter DEAD as a code&#039;&#039;&#039;&lt;br /&gt;
The screen will move up and down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Up, Down Left Right&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Congratulations! You&#039;ve found the easy secret! Now find the hard ones!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2, 1, Left, Right, 1&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Help! I&#039;m a prisoner in a Game Genie factory!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Up, Up, 1, 2, 1, Down, Down&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Game Genie built by: Richard Aplin programmed by: R. Fred N. managed by:  Ted Carron&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right, Up, Down, Up, Left, Up, Down, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Poems have, rhymes, sometimes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2, 1, 2, Right, Left, Down, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
There&#039;s rain outside, and that is why a, laundry day, needs a clothes dryer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1, 1, 1, 1, 2, 2, 2, 1&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Washing, washing on the line, who&#039;s the fairest of the fine? Bluey Whiteness!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right, Left, Right, Left, Down, Down, Up, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Provocation is not a job for amateurs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1, 2, 1, 2, 2, 1, 1, 1&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;Breezy&#039;:- Fresh air from the Alps! Comes in an easy-to-use aerosol can! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Just wait 5 minutes or so&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
[Game Genie resets and displays an advertisement for itself, offering infinite lives and more power]&lt;br /&gt;
&lt;br /&gt;
== Known Versions ==&lt;br /&gt;
*Only 1 version is known to exist.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
*Game Genie built by: Richard Aplin&lt;br /&gt;
*Programmed by: R. Fred N. &lt;br /&gt;
*Managed by:  Ted Carron&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:GameGenie GameGear Screen1.jpg|Screenshot 1&lt;br /&gt;
File:GameGenie GameGear Screen2.jpg|Screenshot 2&lt;br /&gt;
File:GameGenie GameGear Screen3.jpg|Code entry screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hardware ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:GameGenie GameGear box.jpg|US box&lt;br /&gt;
File:Game Gear Game Genie.jpg|Cartridge&lt;br /&gt;
File:GameGenie GG UK Box Front.jpg|UK box (front)&lt;br /&gt;
File:GameGenie GG UK Box Back.jpg|UK box (back)&lt;br /&gt;
File:GameGenie GameGear Flyer.jpg|Flyer&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://web.archive.org/web/20020802004727/http://home.earthlink.net/~zazer/ Cheatmaster&#039;s webpage] (Internet Archive)&lt;br /&gt;
* [http://www.smspower.org/Development/GameGenie SMSPower]&lt;br /&gt;
&lt;br /&gt;
{{Game Genie}}&lt;br /&gt;
[[Category:Game Genie]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Game_Booster_(Nintendo_64)&amp;diff=5654</id>
		<title>Game Booster (Nintendo 64)</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Game_Booster_(Nintendo_64)&amp;diff=5654"/>
		<updated>2015-09-05T02:28:20Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: The official spelling is Game Boy, not Gameboy. *cringes* Also added more information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GBBooster N64.jpg|thumb|right|160px|Game Booster]]&lt;br /&gt;
The &#039;&#039;&#039;Game Booster&#039;&#039;&#039;, aka &#039;&#039;Game Boy Booster&#039;&#039;, is a Game Boy emulator for the Nintendo 64. It was released by Innovation. It does not emulate sound and certain games with uncommon mappers are not supported. A single 11Khz tune loops indefinitely in place of Game Boy audio.&lt;br /&gt;
&lt;br /&gt;
There is also a option to change the palettes of two of the games sprites, and the background, There is support for Super Game Boy borders and palettes, though the palettes are incorrect and changing them via Game Booster menu will overwrite the game&#039;s with the user&#039;s selection for the duration of the game.&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:GameboyBooster N64 box.jpg|Game Booster box&lt;br /&gt;
File:GameBooster N64.JPG|Game Booster cartridge&lt;br /&gt;
File:GameboyBooster N64 packaging.JPG|Game Booster packaging&lt;br /&gt;
File:GameBooster Flyer.jpg|Flyer&lt;br /&gt;
File:GBBooster N64.jpg|Gameboy Booster cartridge&lt;br /&gt;
File:GBBooster N64 2.jpg|Gameboy Booster cartridge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.disgruntleddesigner.com/chrisc/gbbooster.html Game Booster feature at Disgruntleddesigner.com]&lt;br /&gt;
&lt;br /&gt;
{{Game Booster}}&lt;br /&gt;
[[Category: Game Enhancer]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Game_Genie_(Game_Boy)&amp;diff=5580</id>
		<title>Game Genie (Game Boy)</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Game_Genie_(Game_Boy)&amp;diff=5580"/>
		<updated>2015-09-03T16:40:16Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: ffs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gameboy Game Genie.jpg|thumb|The Game Boy Game Genie cartridge.]]&lt;br /&gt;
The &#039;&#039;&#039;Game Genie&#039;&#039;&#039; is a runtime ROM modification device for the original Game Boy. Much like the the NES Game Genie, it allows up to three bytes to be altered at a time. The format is XXX-YYY-ZZZ, with ZZZ being a compare address to determine which will isolate the new code to the specific ROM bank. &lt;br /&gt;
&lt;br /&gt;
A small handbook for codes was included in the back of the unit enclosed by a small door. The books were updated and revised with more codes on a semi-frequent basis by Codemasters. A regular sized paperback was also included with the unit as well to provide the user with information on basic operation, maintenance, and how program their own codes.&lt;br /&gt;
&lt;br /&gt;
There are two buttons located on the front of the unit. The white button labeled &amp;quot;CODE SCREEN&amp;quot; will jump reset the Game Boy BIOS (GBA, SP, etc). This will reload the code list in RAM and take you to the code screen where you can write down the codes and make alterations and begin the game.&lt;br /&gt;
&lt;br /&gt;
The green button labeled as &amp;quot;CODES ON/OFF&amp;quot; will activate or deactivate all further ROM byte executions from the Game Genie, as indicated by the green LED light on the unit turning on or off.&lt;br /&gt;
&lt;br /&gt;
==Non-Monochrome Game Compatibility==&lt;br /&gt;
There is a way to trick the game genie into working with non-monochrome games with GBC hardware, though the game will be in monochrome mode, and it will most likely damage the SRAM and delete all saved data on the cartridge. Tony Hedstrom [http://www.angelfire.com/games2/codehut/PokemonDoc.txt here] discovered a trick that basically will load the game in monochrome by performing a cartridge swap. The game Genie is also compatible with the Game Boy Player and Game Boy Advance, and Game Boy Advance SP though only supporting regular monochrome games.&lt;br /&gt;
&lt;br /&gt;
==Compatibility with the Super Game Boy==&lt;br /&gt;
The Game Genie is compatible with the Super Game Boy but you will need to physically modify the unit so it will fit into the Super Game Boy/2. There was an adapter that was released and sold by Microsystems Development Technologies, Inc. located in San Jose. More info can be found here [http://forum.digitpress.com/forum/showthread.php?158850-Game-Genie-to-Super-Game-Boy-Adapter|Game Genie to Super Game Boy Adapter].&lt;br /&gt;
&lt;br /&gt;
==Using the SNES Game Genie to implement codes==&lt;br /&gt;
Game Boy Game Genie codes can be converted and entered into a SNES Game Genie to achieve in-game effects, as [http://gamehacking.org/vb/threads/680-Super-Gameboy-Game-Genie-test|= ugetab demonstrated this prowess using Super Mario Land 2 and Castlevania Legends]. Using a code provided as example from the former game allows you to play the chance game for free, and a simple code from the latter game allows you to walk right fast. A Game Genie that is modifyed to add the expansion pins is needed otherwise there will be no sound, and the game will be slowed down with graphical lines. This happens because the Super Game Boy outputs the Game Boy audio and various file transfer registers (for SGB functions) and SNES timing sync.&lt;br /&gt;
&lt;br /&gt;
A simple tutorial can be found [http://forum.digitpress.com/forum/showthread.php?161174-FX-chip-compatible-SNES-Game-Genie here] on how to perform this modification to your SNES Game Genie. This will allow FX chip games to run.&lt;br /&gt;
&lt;br /&gt;
It has yet to be determined if the codes will work with a SNES Pro Action Replay MK3, as it may allow the conversion of SNES Game Genie codes to ROM addresses.&lt;br /&gt;
&lt;br /&gt;
==Secret Developer Messages==&lt;br /&gt;
To access these, press the specified buttons in order while the code screen is displayed. Two are unused and are not associated with button access, and can only accessed by hacking the Game Genie ROM, though they can still be accessed using hardware via [http://gamehacking.org/vb/threads/12747-nensondubois-codes?p=90641#post9064=| Codebreaker cheat Device].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Up, Down Left Right&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Congratulations! You&#039;ve found the easy secret! Now find the hard ones!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B, A, Left, Right, Select&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Help! I&#039;m a prisoner in a Game Genie factory!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Up, Up, A, B, A, Down, Down&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Game Genie built by: Richard Aplin code by: Jon the Programmer managed by: Paul Ranson.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right, Up, Down, Up, Left, Up, Down, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Poems have, rhymes, sometimes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B, A, B, Right, Left, Down, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
There&#039;s rain outside, and that is why a, laundry day, needs a clothes dryer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, A, A, A, B, B, B, Start&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Washing, washing on the line, who&#039;s the fairest of the fine? Bluey Whiteness!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right, Left, Right, Left, Down, Down, Up, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Provocation is not a job for amateurs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, B, A, B, B, A, A, Select&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;Breezy&#039;:- Fresh air from the Alps! Comes in an easy-to-use aerosol can! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, Left, Left, A, B, Right, Right, B&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
(This one isn&#039;t actually a message. Everything below the words &amp;quot;Code Screen,&amp;quot; but above the copyright notice, is flipped upside down. The codes are still in their proper order, but the characters are upside down)&lt;br /&gt;
&lt;br /&gt;
===Unused Developer Messages===&lt;br /&gt;
There are two additional messages that can only be accessed by using a Codebreaker cheat device with the Game Genie plugged in, and the codes entered. As explained earlier, this process is vaguely convoluted but it works after getting the hang of achieving a proper setup. Codes from both Game Genie and Codebreaker unit can be used in conjunction to affected the Game Boy game inserted into the Game Genie giving space for three additional ROM patch codes.&lt;br /&gt;
&lt;br /&gt;
To access these messages, press Up, Down, Left and Right at the code screen (all Game Genie revisions) and use either the Game Genie codes (oddly enough) for emulators, or the Codebreaker codes to see the messages on hardware.&lt;br /&gt;
&lt;br /&gt;
Message 1:&lt;br /&gt;
*Game Genie:&lt;br /&gt;
15B-48F-3BC + CCB-79F-6E6 + 0BB-7AF-D5A&lt;br /&gt;
*Codebreaker:&lt;br /&gt;
000B48-15 + 000B79-CC + 000B7A-0B&lt;br /&gt;
&lt;br /&gt;
Message 2:&lt;br /&gt;
*Game Genie&lt;br /&gt;
13B-4BF-912&lt;br /&gt;
*Codebreaker&lt;br /&gt;
000B4B-13&lt;br /&gt;
&lt;br /&gt;
It is assumed that the first message was not given access via direct button combinations because it might freak out the user into thinking their Game Boy would explode. It is unknown why the second message was not made accessible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Game Boy Game Genie Unused Dev Message 1 This Device... 1.png|Unused Developer Message 1 Part 1&lt;br /&gt;
File:Game Boy Game Genie Unused Dev Message 1 This Device... 2.png|Unused Developer Message 1 Part 2&lt;br /&gt;
File:Game Boy Game Genie Unused Dev Message 2 Beware Stripes.png|Unused Developer Message 2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Known Versions==&lt;br /&gt;
*v1.17&lt;br /&gt;
*v2.1 - The current dump is a hack of 1.17 and was likely hacked to load in old emulators.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
*Game Genie built by: Richard Aplin &lt;br /&gt;
*Code by: Jon the Programmer &lt;br /&gt;
*Managed by: Paul Ranson&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
===1.17===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:gbgg1.png|Screen 1&lt;br /&gt;
File:Game genie v1.17 bios2.png|Screen 2&lt;br /&gt;
File:gbgg3.png|Code screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===2.1===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:gbgg1.png|Screen 1&lt;br /&gt;
File:gbgg2.png|Screen 2&lt;br /&gt;
File:gbgg3.png|Code screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:GameGenie GameBoy box.jpg|Game Genie box&lt;br /&gt;
File:Gameboy Game Genie.jpg|Game Genie cartridge&lt;br /&gt;
File:GameGenieSNESGameBoy Flyer.jpg|SNES/Game Boy Game Genie flyer&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.devrs.com/gb/files/gg.html Jeff Frohweins webpage] at devrs.com.&lt;br /&gt;
*[http://web.archive.org/web/20020802004727/http://home.earthlink.net/~zazer/ Cheatmaster&#039;s webpage] (Internet Archive)&lt;br /&gt;
&lt;br /&gt;
{{Game Genie}}&lt;br /&gt;
[[Category:Game Genie]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Game_Genie_(Game_Boy)&amp;diff=5569</id>
		<title>Game Genie (Game Boy)</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Game_Genie_(Game_Boy)&amp;diff=5569"/>
		<updated>2015-09-03T03:10:36Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: Well nothing is ever complete for as long as it exists, anyway. Might also add the unused smiley face and fish hand icon, idk.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gameboy Game Genie.jpg|thumb|The Game Boy Game Genie cartridge.]]&lt;br /&gt;
The &#039;&#039;&#039;Game Genie&#039;&#039;&#039; is a runtime ROM modification device for the original Game Boy. Much like the the NES Game Genie, it allows up to three bytes to be altered at a time. The format is XXX-YYY-ZZZ, with ZZZ being a compare address to determine which will isolate the new code to the specific ROM bank. &lt;br /&gt;
&lt;br /&gt;
A small handbook for codes was included in the back of the unit enclosed by a small door. The books were updated and revised with more codes on a semi-frequent basis by Codemasters. A regular sized paperback was also included with the unit as well to provide the user with information on basic operation, maintenance, and how program their own codes.&lt;br /&gt;
&lt;br /&gt;
There are two buttons located on the front of the unit. The white button labeled &amp;quot;CODE SCREEN&amp;quot; will jump reset the Game Boy BIOS (GBA, SP, etc). This will reload the code list in RAM and take you to the code screen where you can write down the codes and make alterations and begin the game.&lt;br /&gt;
&lt;br /&gt;
The green button labeled as &amp;quot;CODES ON/OFF&amp;quot; will activate or deactivate all further ROM byte executions from the Game Genie, as indicated by the green LED light on the unit turning on or off.&lt;br /&gt;
&lt;br /&gt;
==Non-Monochrome Game Compatibility==&lt;br /&gt;
There is a way to trick the game genie into working with non-monochrome games with GBC hardware, though the game will be in monochrome mode, and it will most likely damage the SRAM and delete all saved data on the cartridge. Tony Hedstrom [http://www.angelfire.com/games2/codehut/PokemonDoc.txt here] discovered a trick that basically will load the game in monochrome by performing a cartridge swap. The game Genie is also compatible with the Game Boy Player and Game Boy Advance, and Game Boy Advance SP though only supporting regular monochrome games.&lt;br /&gt;
&lt;br /&gt;
==Compatibility with the Super Game Boy==&lt;br /&gt;
The Game Genie is compatible with the Super Game Boy but you will need to physically modify the unit so it will fit into the Super Game Boy/2. There was an adapter that was released and sold by Microsystems Development Technologies, Inc. located in San Jose. More info can be found here [http://forum.digitpress.com/forum/showthread.php?158850-Game-Genie-to-Super-Game-Boy-Adapter|Game Genie to Super Game Boy Adapter].&lt;br /&gt;
&lt;br /&gt;
==Using the SNES Game Genie to implement codes==&lt;br /&gt;
Game Boy Game Genie codes can be converted and entered into a SNES Game Genie to achieve in-game effects, as [http://gamehacking.org/vb/threads/680-Super-Gameboy-Game-Genie-test|= ugetab demonstrated this prowess using Super Mario Land 2 and Castlevania Legends]. Using a code provided as example from the former game allows you to play the chance game for free, and a simple code from the latter game allows you to walk right fast. You will need a Game Genie that is modifyed to add the expansion pins otherwise you will get no sound, the game will be slowed down with graphical lines. &lt;br /&gt;
This happens because the Super Game Boy outputs the Game Boy audio and various file transfer registers (for SGB functions) and SNES timing sync.&lt;br /&gt;
&lt;br /&gt;
A simple tutorial can be found [http://forum.digitpress.com/forum/showthread.php?161174-FX-chip-compatible-SNES-Game-Genie here] on how to perform this modification to your SNES Game Genie. This will allow FX chip games to run.&lt;br /&gt;
&lt;br /&gt;
I have yet to determine if the codes will work with a SNES Pro Action Replay MK3, as it allows you convert SNES Game Genie codes to ROM addresses, or at least I don&#039;t recall.&lt;br /&gt;
&lt;br /&gt;
==Secret Developer Messages==&lt;br /&gt;
To access these, press the specified buttons in order while the code screen is displayed. Two are unused and are not associated with button access, and can only accessed by hacking the Game Genie ROM, though they can still be accessed using hardware via [http://gamehacking.org/vb/threads/12747-nensondubois-codes?p=90641#post9064=| Codebreaker cheat Device].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Up, Down Left Right&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Congratulations! You&#039;ve found the easy secret! Now find the hard ones!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B, A, Left, Right, Select&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Help! I&#039;m a prisoner in a Game Genie factory!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Up, Up, A, B, A, Down, Down&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Game Genie built by: Richard Aplin code by: Jon the Programmer managed by: Paul Ranson.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right, Up, Down, Up, Left, Up, Down, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Poems have, rhymes, sometimes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B, A, B, Right, Left, Down, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
There&#039;s rain outside, and that is why a, laundry day, needs a clothes dryer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, A, A, A, B, B, B, Start&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Washing, washing on the line, who&#039;s the fairest of the fine? Bluey Whiteness!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right, Left, Right, Left, Down, Down, Up, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Provocation is not a job for amateurs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, B, A, B, B, A, A, Select&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;Breezy&#039;:- Fresh air from the Alps! Comes in an easy-to-use aerosol can! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, Left, Left, A, B, Right, Right, B&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
(This one isn&#039;t actually a message. Everything below the words &amp;quot;Code Screen,&amp;quot; but above the copyright notice, is flipped upside down. The codes are still in their proper order, but the characters are upside down)&lt;br /&gt;
&lt;br /&gt;
===Unused Developer Messages===&lt;br /&gt;
There are two additional messages that can only be accessed by using a Codebreaker cheat device with the Game Genie plugged in, and the codes entered. As explained earlier, this process is vaguely convoluted but it works once you get the hang of achieving a proper setup. Codes from both Game Genie and Codebreaker unit can be used in conjunction to affected the Game Boy game inserted into the Game Genie giving you room for three additional ROM patch codes.&lt;br /&gt;
&lt;br /&gt;
To access these messages, press Up, Down, Left and Right at the code screen (all Game Genie revisions) and use either the Game Genie codes (oddly enough) for emulators, or the Codebreaker codes if you are planning on seeing the messages on hardware.&lt;br /&gt;
&lt;br /&gt;
Message 1:&lt;br /&gt;
*Game Genie:&lt;br /&gt;
15B-48F-3BC + CCB-79F-6E6 + 0BB-7AF-D5A&lt;br /&gt;
*Codebreaker:&lt;br /&gt;
000B48-15 + 000B79-CC + 000B7A-0B&lt;br /&gt;
&lt;br /&gt;
Message 2:&lt;br /&gt;
*Game Genie&lt;br /&gt;
13B-4BF-912&lt;br /&gt;
*Codebreaker&lt;br /&gt;
000B4B-13&lt;br /&gt;
&lt;br /&gt;
It is assumed that the first message was not given access via direct button combinations because it might freak out the user into thinking their Game Boy would explode. It is unknown why the second message was not made accessible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Game Boy Game Genie Unused Dev Message 1 This Device... 1.png|Unused Developer Message 1 Part 1&lt;br /&gt;
File:Game Boy Game Genie Unused Dev Message 1 This Device... 2.png|Unused Developer Message 1 Part 2&lt;br /&gt;
File:Game Boy Game Genie Unused Dev Message 2 Beware Stripes.png|Unused Developer Message 2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Known Versions==&lt;br /&gt;
*v1.17&lt;br /&gt;
*v2.1 - The current dump is a hack of 1.17 and was likely hacked to load in old emulators.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
*Game Genie built by: Richard Aplin &lt;br /&gt;
*Code by: Jon the Programmer &lt;br /&gt;
*Managed by: Paul Ranson&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
===1.17===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:gbgg1.png|Screen 1&lt;br /&gt;
File:Game genie v1.17 bios2.png|Screen 2&lt;br /&gt;
File:gbgg3.png|Code screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===2.1===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:gbgg1.png|Screen 1&lt;br /&gt;
File:gbgg2.png|Screen 2&lt;br /&gt;
File:gbgg3.png|Code screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:GameGenie GameBoy box.jpg|Game Genie box&lt;br /&gt;
File:Gameboy Game Genie.jpg|Game Genie cartridge&lt;br /&gt;
File:GameGenieSNESGameBoy Flyer.jpg|SNES/Game Boy Game Genie flyer&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.devrs.com/gb/files/gg.html Jeff Frohweins webpage] at devrs.com.&lt;br /&gt;
*[http://web.archive.org/web/20020802004727/http://home.earthlink.net/~zazer/ Cheatmaster&#039;s webpage] (Internet Archive)&lt;br /&gt;
&lt;br /&gt;
{{Game Genie}}&lt;br /&gt;
[[Category:Game Genie]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Game_Genie_(Game_Boy)&amp;diff=5568</id>
		<title>Game Genie (Game Boy)</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Game_Genie_(Game_Boy)&amp;diff=5568"/>
		<updated>2015-09-03T02:45:34Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: Nearly complete.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gameboy Game Genie.jpg|thumb|The Game Boy Game Genie cartridge.]]&lt;br /&gt;
The &#039;&#039;&#039;Game Genie&#039;&#039;&#039; is a runtime ROM modification device for the original Game Boy. Much like the the NES Game Genie, it allows up to three bytes to be altered at a time. The format is XXX-YYY-ZZZ, with ZZZ being a compare address to determine which will isolate the new code to the specific ROM bank. &lt;br /&gt;
&lt;br /&gt;
A small handbook for codes was included in the back of the unit enclosed by a small door. The books were updated and revised with more codes on a semi-frequent basis by Codemasters. A regular sized paperback was also included with the unit as well to provide the user with information on basic operation, maintenance, and how program their own codes.&lt;br /&gt;
&lt;br /&gt;
==Non-Monochrome Game Compatibility==&lt;br /&gt;
There is a way to trick the game genie into working with non-monochrome games with GBC hardware, though the game will be in monochrome mode, and it will most likely damage the SRAM and delete all saved data on the cartridge. Tony Hedstrom [http://www.angelfire.com/games2/codehut/PokemonDoc.txt here] discovered a trick that basically will load the game in monochrome by performing a cartridge swap. The game Genie is also compatible with the Game Boy Player and Game Boy Advance, and Game Boy Advance SP though only supporting regular monochrome games.&lt;br /&gt;
&lt;br /&gt;
==Compatibility with the Super Game Boy==&lt;br /&gt;
The Game Genie is compatible with the Super Game Boy but you will need to physically modify the unit so it will fit into the Super Game Boy/2. There was an adapter that was released and sold by Microsystems Development Technologies, Inc. located in San Jose. More info can be found here [http://forum.digitpress.com/forum/showthread.php?158850-Game-Genie-to-Super-Game-Boy-Adapter|Game Genie to Super Game Boy Adapter].&lt;br /&gt;
&lt;br /&gt;
==Using the SNES Game Genie to implement codes==&lt;br /&gt;
Game Boy Game Genie codes can be converted and entered into a SNES Game Genie to achieve in-game effects, as [http://gamehacking.org/vb/threads/680-Super-Gameboy-Game-Genie-test|= ugetab demonstrated this prowess using Super Mario Land 2 and Castlevania Legends]. Using a code provided as example from the former game allows you to play the chance game for free, and a simple code from the latter game allows you to walk right fast. You will need a Game Genie that is modifyed to add the expansion pins otherwise you will get no sound, the game will be slowed down with graphical lines. &lt;br /&gt;
This happens because the Super Game Boy outputs the Game Boy audio and various file transfer registers (for SGB functions) and SNES timing sync.&lt;br /&gt;
&lt;br /&gt;
A simple tutorial can be found [http://forum.digitpress.com/forum/showthread.php?161174-FX-chip-compatible-SNES-Game-Genie here] on how to perform this modification to your SNES Game Genie. This will allow FX chip games to run.&lt;br /&gt;
&lt;br /&gt;
I have yet to determine if the codes will work with a SNES Pro Action Replay MK3, as it allows you convert SNES Game Genie codes to ROM addresses, or at least I don&#039;t recall.&lt;br /&gt;
&lt;br /&gt;
==Secret Developer Messages==&lt;br /&gt;
To access these, press the specified buttons in order while the code screen is displayed. Two are unused and are not associated with button access, and can only accessed by hacking the Game Genie ROM, though they can still be accessed using hardware via [http://gamehacking.org/vb/threads/12747-nensondubois-codes?p=90641#post9064=| Codebreaker cheat Device].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Up, Down Left Right&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Congratulations! You&#039;ve found the easy secret! Now find the hard ones!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B, A, Left, Right, Select&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Help! I&#039;m a prisoner in a Game Genie factory!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Up, Up, A, B, A, Down, Down&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Game Genie built by: Richard Aplin code by: Jon the Programmer managed by: Paul Ranson.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right, Up, Down, Up, Left, Up, Down, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Poems have, rhymes, sometimes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B, A, B, Right, Left, Down, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
There&#039;s rain outside, and that is why a, laundry day, needs a clothes dryer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, A, A, A, B, B, B, Start&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Washing, washing on the line, who&#039;s the fairest of the fine? Bluey Whiteness!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right, Left, Right, Left, Down, Down, Up, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Provocation is not a job for amateurs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, B, A, B, B, A, A, Select&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;Breezy&#039;:- Fresh air from the Alps! Comes in an easy-to-use aerosol can! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, Left, Left, A, B, Right, Right, B&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
(This one isn&#039;t actually a message. Everything below the words &amp;quot;Code Screen,&amp;quot; but above the copyright notice, is flipped upside down. The codes are still in their proper order, but the characters are upside down)&lt;br /&gt;
&lt;br /&gt;
===Unused Developer Messages===&lt;br /&gt;
There are two additional messages that can only be accessed by using a Codebreaker cheat device with the Game Genie plugged in, and the codes entered. As explained earlier, this process is vaguely convoluted but it works once you get the hang of achieving a proper setup. Codes from both Game Genie and Codebreaker unit can be used in conjunction to affected the Game Boy game inserted into the Game Genie giving you room for three additional ROM patch codes.&lt;br /&gt;
&lt;br /&gt;
It is assumed that the first message was not given access via direct button combinations because it might freak out the user into thinking their Game Boy would explode. It is unknown why the second message was not made accessible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Game Boy Game Genie Unused Dev Message 1 This Device... 1.png|Unused Developer Message 1 Part 1&lt;br /&gt;
File:Game Boy Game Genie Unused Dev Message 1 This Device... 2.png|Unused Developer Message 1 Part 2&lt;br /&gt;
File:Game Boy Game Genie Unused Dev Message 2 Beware Stripes.png|Unused Developer Message 2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Known Versions==&lt;br /&gt;
*v1.17&lt;br /&gt;
*v2.1 - The current dump is a hack of 1.17 and was likely hacked to load in old emulators.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
*Game Genie built by: Richard Aplin &lt;br /&gt;
*Code by: Jon the Programmer &lt;br /&gt;
*Managed by: Paul Ranson&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
===1.17===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:gbgg1.png|Screen 1&lt;br /&gt;
File:Game genie v1.17 bios2.png|Screen 2&lt;br /&gt;
File:gbgg3.png|Code screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===2.1===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:gbgg1.png|Screen 1&lt;br /&gt;
File:gbgg2.png|Screen 2&lt;br /&gt;
File:gbgg3.png|Code screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:GameGenie GameBoy box.jpg|Game Genie box&lt;br /&gt;
File:Gameboy Game Genie.jpg|Game Genie cartridge&lt;br /&gt;
File:GameGenieSNESGameBoy Flyer.jpg|SNES/Game Boy Game Genie flyer&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.devrs.com/gb/files/gg.html Jeff Frohweins webpage] at devrs.com.&lt;br /&gt;
*[http://web.archive.org/web/20020802004727/http://home.earthlink.net/~zazer/ Cheatmaster&#039;s webpage] (Internet Archive)&lt;br /&gt;
&lt;br /&gt;
{{Game Genie}}&lt;br /&gt;
[[Category:Game Genie]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Nensondubois&amp;diff=5567</id>
		<title>Nensondubois</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Nensondubois&amp;diff=5567"/>
		<updated>2015-09-03T02:19:57Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: *Clay fighter 631 - Main Theme* plays&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A user who has had several years of assembly hacking experience, and has made several noteworthy discoveries unearthed from videogames.&lt;br /&gt;
&lt;br /&gt;
==TODO==&lt;br /&gt;
I don&#039;t think anyone else is going to add these things.&lt;br /&gt;
*[http://gamehacking.org/wiki/Music_Ripping| Music Ripping] - Add information about PSF ripping and other stuffs&lt;br /&gt;
*[http://problemkaputt.de/fullsnes.htm#snescartcheatdevicescodeformats/ SNES Cheat Devices] - convert page to wiki entries and add some more information not listed at this site.&lt;br /&gt;
&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Game_Genie_(Game_Boy)&amp;diff=5566</id>
		<title>Game Genie (Game Boy)</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Game_Genie_(Game_Boy)&amp;diff=5566"/>
		<updated>2015-09-03T02:03:21Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: I think you may have misunderstood what I meant by it being a hacked dump.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gameboy Game Genie.jpg|thumb|The Game Boy Game Genie cartridge.]]&lt;br /&gt;
The &#039;&#039;&#039;Game Genie&#039;&#039;&#039; is a runtime ROM modification device for the original Game Boy. Much like the the NES Game Genie, it allows up to three bytes to be altered at a time. The format is XXX-YYY-ZZZ, with ZZZ being a compare address to determine which will isolate the new code to the specific ROM bank. &lt;br /&gt;
&lt;br /&gt;
A small handbook for codes was included in the back of the unit enclosed by a small door. The books were updated and revised with more codes on a semi-frequent basis by Codemasters. A regular sized paperback was also included with the unit as well to provide the user with information on basic operation, maintenance, and how program their own codes.&lt;br /&gt;
&lt;br /&gt;
==Non-Monochrome Game Compatibility==&lt;br /&gt;
There is a way to trick the game genie into working with non-monochrome games with GBC hardware, though the game will be in monochrome mode, and it will most likely damage the SRAM and delete all saved data on the cartridge. Tony Hedstrom [http://www.angelfire.com/games2/codehut/PokemonDoc.txt here] discovered a trick that basically will load the game in monochrome by performing a cartridge swap. The game Genie is also compatible with the Game Boy Player and Game Boy Advance, and Game Boy Advance SP though only supporting regular monochrome games.&lt;br /&gt;
&lt;br /&gt;
==Compatibility with the Super Game Boy==&lt;br /&gt;
The Game Genie is compatible with the Super Game Boy but you will need to physically modify the unit so it will fit into the Super Game Boy/2. There was an adapter that was released and sold by Microsystems Development Technologies, Inc. located in San Jose. More info can be found here [http://forum.digitpress.com/forum/showthread.php?158850-Game-Genie-to-Super-Game-Boy-Adapter|Game Genie to Super Game Boy Adapter].&lt;br /&gt;
&lt;br /&gt;
===Using the SNES Game Genie to implement codes===&lt;br /&gt;
Game Boy Game Genie codes can be converted and entered into a SNES Game Genie to achieve in-game effects, as [http://gamehacking.org/vb/threads/680-Super-Gameboy-Game-Genie-test|= ugetab demonstrated this prowess using Super Mario Land 2 and Castlevania Legends]. Using a code provided as example from the former game allows you to play the chance game for free, and a simple code from the latter game allows you to walk right fast.&lt;br /&gt;
&lt;br /&gt;
==Secret Developer Messages==&lt;br /&gt;
To access these, press the specified buttons in order while the code screen is displayed. Two are unused and are not associated with button access, and can only accessed by hacking the Game Genie ROM, though they can still be accessed using hardware via [http://gamehacking.org/vb/threads/12747-nensondubois-codes?p=90641#post9064=| Codebreaker cheat Device].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Up, Down Left Right&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Congratulations! You&#039;ve found the easy secret! Now find the hard ones!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B, A, Left, Right, Select&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Help! I&#039;m a prisoner in a Game Genie factory!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Up, Up, A, B, A, Down, Down&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Game Genie built by: Richard Aplin code by: Jon the Programmer managed by: Paul Ranson.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right, Up, Down, Up, Left, Up, Down, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Poems have, rhymes, sometimes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B, A, B, Right, Left, Down, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
There&#039;s rain outside, and that is why a, laundry day, needs a clothes dryer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, A, A, A, B, B, B, Start&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Washing, washing on the line, who&#039;s the fairest of the fine? Bluey Whiteness!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right, Left, Right, Left, Down, Down, Up, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Provocation is not a job for amateurs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, B, A, B, B, A, A, Select&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;Breezy&#039;:- Fresh air from the Alps! Comes in an easy-to-use aerosol can! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, Left, Left, A, B, Right, Right, B&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
(This one isn&#039;t actually a message. Everything below the words &amp;quot;Code Screen,&amp;quot; but above the copyright notice, is flipped upside down. The codes are still in their proper order, but the characters are upside down)&lt;br /&gt;
&lt;br /&gt;
===Unused Developer Messages===&lt;br /&gt;
There are two additional messages that can only be accessed by using a Codebreaker cheat device with the Game Genie plugged in, and the codes entered. As explained earlier, this process is vaguely convoluted but it works once you get the hang of achieving a proper setup. Codes from both Game Genie and Codebreaker unit can be used in conjunction to affected the Game Boy game inserted into the Game Genie giving you room for three additional ROM patch codes.&lt;br /&gt;
&lt;br /&gt;
It is assumed that the first message was not given access via direct button combinations because it might freak out the user into thinking their Game Boy would explode. It is unknown why the second message was not made accessible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Game Boy Game Genie Unused Dev Message 1 This Device... 1.png|Unused Developer Message 1 Part 1&lt;br /&gt;
File:Game Boy Game Genie Unused Dev Message 1 This Device... 2.png|Unused Developer Message 1 Part 2&lt;br /&gt;
File:Game Boy Game Genie Unused Dev Message 2 Beware Stripes.png|Unused Developer Message 2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Known Versions==&lt;br /&gt;
*v1.17&lt;br /&gt;
*v2.1 - The current dump is a hack of 1.17 and was likely hacked to load in old emulators.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
*Game Genie built by: Richard Aplin &lt;br /&gt;
*Code by: Jon the Programmer &lt;br /&gt;
*Managed by: Paul Ranson&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
===1.17===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:gbgg1.png|Screen 1&lt;br /&gt;
File:Game genie v1.17 bios2.png|Screen 2&lt;br /&gt;
File:gbgg3.png|Code screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===2.1===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:gbgg1.png|Screen 1&lt;br /&gt;
File:gbgg2.png|Screen 2&lt;br /&gt;
File:gbgg3.png|Code screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:GameGenie GameBoy box.jpg|Game Genie box&lt;br /&gt;
File:Gameboy Game Genie.jpg|Game Genie cartridge&lt;br /&gt;
File:GameGenieSNESGameBoy Flyer.jpg|SNES/Game Boy Game Genie flyer&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.devrs.com/gb/files/gg.html Jeff Frohweins webpage] at devrs.com.&lt;br /&gt;
*[http://web.archive.org/web/20020802004727/http://home.earthlink.net/~zazer/ Cheatmaster&#039;s webpage] (Internet Archive)&lt;br /&gt;
&lt;br /&gt;
{{Game Genie}}&lt;br /&gt;
[[Category:Game Genie]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Game_Genie_(Game_Boy)&amp;diff=5565</id>
		<title>Game Genie (Game Boy)</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Game_Genie_(Game_Boy)&amp;diff=5565"/>
		<updated>2015-09-03T01:57:07Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gameboy Game Genie.jpg|thumb|The Game Boy Game Genie cartridge.]]&lt;br /&gt;
The &#039;&#039;&#039;Game Genie&#039;&#039;&#039; is a runtime ROM modification device for the original Game Boy. Much like the the NES Game Genie, it allows up to three bytes to be altered at a time. The format is XXX-YYY-ZZZ, with ZZZ being a compare address to determine which will isolate the new code to the specific ROM bank. &lt;br /&gt;
&lt;br /&gt;
A small handbook for codes was included in the back of the unit enclosed by a small door. The books were updated and revised with more codes on a semi-frequent basis by Codemasters. A regular sized paperback was also included with the unit as well to provide the user with information on basic operation, maintenance, and how program their own codes.&lt;br /&gt;
&lt;br /&gt;
==Non-Monochrome Game Compatibility==&lt;br /&gt;
There is a way to trick the game genie into working with non-monochrome games with GBC hardware, though the game will be in monochrome mode, and it will most likely damage the SRAM and delete all saved data on the cartridge. Tony Hedstrom [http://www.angelfire.com/games2/codehut/PokemonDoc.txt here] discovered a trick that basically will load the game in monochrome by performing a cartridge swap. The game Genie is also compatible with the Game Boy Player and Game Boy Advance, and Game Boy Advance SP though only supporting regular monochrome games.&lt;br /&gt;
&lt;br /&gt;
==Compatibility with the Super Game Boy==&lt;br /&gt;
The Game Genie is compatible with the Super Game Boy but you will need to physically modify the unit so it will fit into the Super Game Boy/2. There was an adapter that was released and sold by Microsystems Development Technologies, Inc. located in San Jose. More info can be found here [http://forum.digitpress.com/forum/showthread.php?158850-Game-Genie-to-Super-Game-Boy-Adapter|Game Genie to Super Game Boy Adapter].&lt;br /&gt;
&lt;br /&gt;
===Using the SNES Game Genie to implement codes===&lt;br /&gt;
Game Boy Game Genie codes can be converted and entered into a SNES Game Genie to achieve in-game effects, as [http://gamehacking.org/vb/threads/680-Super-Gameboy-Game-Genie-test|= ugetab demonstrated this prowess using Super Mario Land 2 and Castlevania Legends]. Using a code provided as example from the former game allows you to play the chance game for free, and a simple code from the latter game allows you to walk right fast.&lt;br /&gt;
&lt;br /&gt;
==Secret Developer Messages==&lt;br /&gt;
To access these, press the specified buttons in order while the code screen is displayed. Two are unused and are not associated with button access, and can only accessed by hacking the Game Genie ROM, though they can still be accessed using hardware via [http://gamehacking.org/vb/threads/12747-nensondubois-codes?p=90641#post9064=| Codebreaker cheat Device].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Up, Down Left Right&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Congratulations! You&#039;ve found the easy secret! Now find the hard ones!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B, A, Left, Right, Select&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Help! I&#039;m a prisoner in a Game Genie factory!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Up, Up, A, B, A, Down, Down&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Game Genie built by: Richard Aplin code by: Jon the Programmer managed by: Paul Ranson.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right, Up, Down, Up, Left, Up, Down, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Poems have, rhymes, sometimes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B, A, B, Right, Left, Down, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
There&#039;s rain outside, and that is why a, laundry day, needs a clothes dryer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, A, A, A, B, B, B, Start&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Washing, washing on the line, who&#039;s the fairest of the fine? Bluey Whiteness!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right, Left, Right, Left, Down, Down, Up, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Provocation is not a job for amateurs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, B, A, B, B, A, A, Select&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;Breezy&#039;:- Fresh air from the Alps! Comes in an easy-to-use aerosol can! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, Left, Left, A, B, Right, Right, B&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
(This one isn&#039;t actually a message. Everything below the words &amp;quot;Code Screen,&amp;quot; but above the copyright notice, is flipped upside down. The codes are still in their proper order, but the characters are upside down)&lt;br /&gt;
&lt;br /&gt;
===Unused Developer Messages===&lt;br /&gt;
There are two additional messages that can only be accessed by using a Codebreaker cheat device with the Game Genie plugged in, and the codes entered. As explained earlier, this process is vaguely convoluted but it works once you get the hang of achieving a proper setup. Codes from both Game Genie and Codebreaker unit can be used in conjunction to affected the Game Boy game inserted into the Game Genie giving you room for three additional ROM patch codes.&lt;br /&gt;
&lt;br /&gt;
It is assumed that the first message was not given access via direct button combinations because it might freak out the user into thinking their Game Boy would explode. It is unknown why the second message was not made accessible.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
===1.17===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:gbgg1.png|Screen 1&lt;br /&gt;
File:Game genie v1.17 bios2.png|Screen 2&lt;br /&gt;
File:gbgg3.png|Code screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===2.1===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:gbgg1.png|Screen 1&lt;br /&gt;
File:gbgg2.png|Screen 2&lt;br /&gt;
File:gbgg3.png|Code screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Known Versions==&lt;br /&gt;
*v1.17&lt;br /&gt;
*v2.1 (the version currently on the internet is not a dump, it is a hack of 1.17)&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
*Game Genie built by: Richard Aplin &lt;br /&gt;
*Code by: Jon the Programmer &lt;br /&gt;
*Managed by: Paul Ranson&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
===1.17===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:gbgg1.png|Screen 1&lt;br /&gt;
File:Game genie v1.17 bios2.png|Screen 2&lt;br /&gt;
File:gbgg3.png|Code screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:GameGenie GameBoy box.jpg|Game Genie box&lt;br /&gt;
File:Gameboy Game Genie.jpg|Game Genie cartridge&lt;br /&gt;
File:GameGenieSNESGameBoy Flyer.jpg|SNES/Game Boy Game Genie flyer&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.devrs.com/gb/files/gg.html Jeff Frohweins webpage] at devrs.com.&lt;br /&gt;
*[http://web.archive.org/web/20020802004727/http://home.earthlink.net/~zazer/ Cheatmaster&#039;s webpage] (Internet Archive)&lt;br /&gt;
&lt;br /&gt;
{{Game Genie}}&lt;br /&gt;
[[Category:Game Genie]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=File:Game_genie_v1.17_bios3.png&amp;diff=5562</id>
		<title>File:Game genie v1.17 bios3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=File:Game_genie_v1.17_bios3.png&amp;diff=5562"/>
		<updated>2015-09-03T01:30:03Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[delete|not needed. This is an emulation artifact and the code screen should be blank. There is also no reason to upload a duplicate code screen as it is the same as the 2.1&#039;s.]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=File:Game_Boy_Game_Genie_Unused_Dev_Message_2_Beware_Stripes.png&amp;diff=5556</id>
		<title>File:Game Boy Game Genie Unused Dev Message 2 Beware Stripes.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=File:Game_Boy_Game_Genie_Unused_Dev_Message_2_Beware_Stripes.png&amp;diff=5556"/>
		<updated>2015-09-02T21:37:41Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category|Images]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Game_Genie_(Game_Boy)&amp;diff=5555</id>
		<title>Game Genie (Game Boy)</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Game_Genie_(Game_Boy)&amp;diff=5555"/>
		<updated>2015-09-02T21:33:38Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Gameboy Game Genie.jpg|thumb|The Game Boy Game Genie cartridge.]]&lt;br /&gt;
The &#039;&#039;&#039;Game Genie&#039;&#039;&#039; is a runtime ROM modification device for the original Game Boy. Much like the the NES Game Genie, it allows up to three bytes to be altered at a time. The format is XXX-YYY-ZZZ, with ZZZ being a compare address to determine which will isolate the new code to the specific ROM bank. &lt;br /&gt;
&lt;br /&gt;
A small handbook for codes was included in the back of the unit enclosed by a small door. The books were updated and revised with more codes on a semi-frequent basis by Codemasters. A regular sized paperback was also included with the unit as well to provide the user with information on basic operation, maintenance, and how program their own codes.&lt;br /&gt;
&lt;br /&gt;
==Non-Monochrome Game Compatibility==&lt;br /&gt;
There is a way to trick the game genie into working with non-monochrome games with GBC hardware, though the game will be in monochrome mode, and it will most likely damage the SRAM and delete all saved data on the cartridge. Tony Hedstrom [http://www.angelfire.com/games2/codehut/PokemonDoc.txt here] discovered a trick that basically will load the game in monochrome by performing a cartridge swap. The game Genie is also compatible with the Game Boy Player and Game Boy Advance, and Game Boy Advance SP though only supporting regular monochrome games.&lt;br /&gt;
&lt;br /&gt;
==Compatibility with the Super Game Boy==&lt;br /&gt;
The Game Genie is compatible with the Super Game Boy but you will need to physically modify the unit so it will fit into the Super Game Boy/2. There was an adapter that was released and sold by Microsystems Development Technologies, Inc. located in San Jose. More info can be found here [http://forum.digitpress.com/forum/showthread.php?158850-Game-Genie-to-Super-Game-Boy-Adapter|Game Genie to Super Game Boy Adapter].&lt;br /&gt;
&lt;br /&gt;
===Using the SNES Game Genie to implement codes===&lt;br /&gt;
Game Boy Game Genie codes can be converted and entered into a SNES Game Genie to achieve in-game effects, as [http://gamehacking.org/vb/threads/680-Super-Gameboy-Game-Genie-test|= ugetab demonstrated this prowess using Super Mario Land 2 and Castlevania Legends]. Using a code provided as example from the former game allows you to play the chance game for free, and a simple code from the latter game allows you to walk right fast.&lt;br /&gt;
&lt;br /&gt;
==Secret Developer Messages==&lt;br /&gt;
To access these, press the specified buttons in order while the code screen is displayed. Two are unused and are not associated with button access, and can only accessed by hacking the Game Genie ROM, though they can still be accessed using hardware via [http://gamehacking.org/vb/threads/12747-nensondubois-codes?p=90641#post9064=| Codebreaker cheat Device].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Up, Down Left Right&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Congratulations! You&#039;ve found the easy secret! Now find the hard ones!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B, A, Left, Right, Select&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Help! I&#039;m a prisoner in a Game Genie factory!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Up, Up, A, B, A, Down, Down&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Game Genie built by: Richard Aplin code by: Jon the Programmer managed by: Paul Ranson.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right, Up, Down, Up, Left, Up, Down, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Poems have, rhymes, sometimes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B, A, B, Right, Left, Down, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
There&#039;s rain outside, and that is why a, laundry day, needs a clothes dryer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, A, A, A, B, B, B, Start&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Washing, washing on the line, who&#039;s the fairest of the fine? Bluey Whiteness!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right, Left, Right, Left, Down, Down, Up, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Provocation is not a job for amateurs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, B, A, B, B, A, A, Select&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;Breezy&#039;:- Fresh air from the Alps! Comes in an easy-to-use aerosol can! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, Left, Left, A, B, Right, Right, B&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
(This one isn&#039;t actually a message. Everything below the words &amp;quot;Code Screen,&amp;quot; but above the copyright notice, is flipped upside down. The codes are still in their proper order, but the characters are upside down)&lt;br /&gt;
&lt;br /&gt;
===Unused Developer Messages===&lt;br /&gt;
There are two additional messages that can only be accessed by using a Codebreaker cheat device with the Game Genie plugged in, and the codes entered. As explained earlier, this process is vaguely convoluted but it works once you get the hang of achieving a proper setup. Codes from both Game Genie and Codebreaker unit can be used in conjunction to affected the Game Boy game inserted into the Game Genie giving you room for three additional ROM patch codes.&lt;br /&gt;
&lt;br /&gt;
It is assumed that the first message was not given access via direct button combinations because it might freak out the user into thinking their Game Boy would explode. It is unknown why the second message was not made accessible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Game Boy Game Genie Unused Dev Message 1 This Device... 1.png|Unused Developer Message 1 Part 1&lt;br /&gt;
File:Game Boy Game Genie Unused Dev Message 1 This Device... 2.png|Unused Developer Message 1 Part 2&lt;br /&gt;
File:Game Boy Game Genie Unused Dev Message 2 Beware Stripes.png|Unused Developer Message 2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Known Versions==&lt;br /&gt;
*v1.17&lt;br /&gt;
*v2.1&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
*Game Genie built by: Richard Aplin &lt;br /&gt;
*Code by: Jon the Programmer &lt;br /&gt;
*Managed by: Paul Ranson&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
===1.17===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:gbgg1.png|Screen 1&lt;br /&gt;
File:Game genie v1.17 bios2.png|Screen 2&lt;br /&gt;
File:gbgg3.png|Code screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===2.1===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:gbgg1.png|Screen 1&lt;br /&gt;
File:gbgg2.png|Screen 2&lt;br /&gt;
File:gbgg3.png|Code screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:GameGenie GameBoy box.jpg|Game Genie box&lt;br /&gt;
File:GameGenieSNESGameBoy Flyer.jpg|SNES/Game Boy Game Genie flyer&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.devrs.com/gb/files/gg.html Jeff Frohweins webpage] at devrs.com.&lt;br /&gt;
*[http://web.archive.org/web/20020802004727/http://home.earthlink.net/~zazer/ Cheatmaster&#039;s webpage] (Internet Archive)&lt;br /&gt;
&lt;br /&gt;
{{Game Genie}}&lt;br /&gt;
[[Category:Game Genie]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Game_Genie_(Game_Boy)&amp;diff=5554</id>
		<title>Game Genie (Game Boy)</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Game_Genie_(Game_Boy)&amp;diff=5554"/>
		<updated>2015-09-02T21:31:26Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: Some more information about what was included with the unit. Other fixes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Gameboy Game Genie.jpg|thumb|The Game Boy Game Genie cartridge.]]&lt;br /&gt;
The &#039;&#039;&#039;Game Genie&#039;&#039;&#039; is a runtime ROM modification device for the original Game Boy. Much like the the NES Game Genie, it allows up to three bytes to be altered at a time. The format is XXX-YYY-ZZZ, with ZZZ being a compare address to determine which will isolate the new code to the specific ROM bank. A small handbook for codes was included in the back of the unit enclosed by a small door. The books were updated and revised with more codes on a semi-frequent basis by Codemasters. A regular sized paperback was included with the unit as well to provide the user with information on basic operation, maintenance, and how program their own codes.&lt;br /&gt;
&lt;br /&gt;
==Non-Monochrome Game Compatibility==&lt;br /&gt;
There is a way to trick the game genie into working with non-monochrome games with GBC hardware, though the game will be in monochrome mode, and it will most likely damage the SRAM and delete all saved data on the cartridge. Tony Hedstrom [http://www.angelfire.com/games2/codehut/PokemonDoc.txt here] discovered a trick that basically will load the game in monochrome by performing a cartridge swap. The game Genie is also compatible with the Game Boy Player and Game Boy Advance, and Game Boy Advance SP though only supporting regular monochrome games.&lt;br /&gt;
&lt;br /&gt;
==Compatibility with the Super Game Boy==&lt;br /&gt;
The Game Genie is compatible with the Super Game Boy but you will need to physically modify the unit so it will fit into the Super Game Boy/2. There was an adapter that was released and sold by Microsystems Development Technologies, Inc. located in San Jose. More info can be found here [http://forum.digitpress.com/forum/showthread.php?158850-Game-Genie-to-Super-Game-Boy-Adapter|Game Genie to Super Game Boy Adapter].&lt;br /&gt;
&lt;br /&gt;
===Using the SNES Game Genie to implement codes===&lt;br /&gt;
Game Boy Game Genie codes can be converted and entered into a SNES Game Genie to achieve in-game effects, as [http://gamehacking.org/vb/threads/680-Super-Gameboy-Game-Genie-test|= ugetab demonstrated this prowess using Super Mario Land 2 and Castlevania Legends]. Using a code provided as example from the former game allows you to play the chance game for free, and a simple code from the latter game allows you to walk right fast.&lt;br /&gt;
&lt;br /&gt;
==Secret Developer Messages==&lt;br /&gt;
To access these, press the specified buttons in order while the code screen is displayed. Two are unused and are not associated with button access, and can only accessed by hacking the Game Genie ROM, though they can still be accessed using hardware via [http://gamehacking.org/vb/threads/12747-nensondubois-codes?p=90641#post9064=| Codebreaker cheat Device].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Up, Down Left Right&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Congratulations! You&#039;ve found the easy secret! Now find the hard ones!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B, A, Left, Right, Select&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Help! I&#039;m a prisoner in a Game Genie factory!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Up, Up, A, B, A, Down, Down&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Game Genie built by: Richard Aplin code by: Jon the Programmer managed by: Paul Ranson.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right, Up, Down, Up, Left, Up, Down, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Poems have, rhymes, sometimes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B, A, B, Right, Left, Down, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
There&#039;s rain outside, and that is why a, laundry day, needs a clothes dryer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, A, A, A, B, B, B, Start&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Washing, washing on the line, who&#039;s the fairest of the fine? Bluey Whiteness!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right, Left, Right, Left, Down, Down, Up, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Provocation is not a job for amateurs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, B, A, B, B, A, A, Select&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;Breezy&#039;:- Fresh air from the Alps! Comes in an easy-to-use aerosol can! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, Left, Left, A, B, Right, Right, B&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
(This one isn&#039;t actually a message. Everything below the words &amp;quot;Code Screen,&amp;quot; but above the copyright notice, is flipped upside down. The codes are still in their proper order, but the characters are upside down)&lt;br /&gt;
&lt;br /&gt;
===Unused Developer Messages===&lt;br /&gt;
There are two additional messages that can only be accessed by using a Codebreaker cheat device with the Game Genie plugged in, and the codes entered. As explained earlier, this process is vaguely convoluted but it works once you get the hang of achieving a proper setup. Codes from both Game Genie and Codebreaker unit can be used in conjunction to affected the Game Boy game inserted into the Game Genie giving you room for three additional ROM patch codes.&lt;br /&gt;
&lt;br /&gt;
It is assumed that the first message was not given access via direct button combinations because it might freak out the user into thinking their Game Boy would explode. It is unknown why the second message was not made accessible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Game Boy Game Genie Unused Dev Message 1 This Device... 1.png|Unused Developer Message 1 Part 1&lt;br /&gt;
File:Game Boy Game Genie Unused Dev Message 1 This Device... 2.png|Unused Developer Message 1 Part 2&lt;br /&gt;
File:Game Boy Game Genie Unused Dev Message 2 Beware Stripes.png|Unused Developer Message 2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Known Versions==&lt;br /&gt;
*v1.17&lt;br /&gt;
*v2.1&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
*Game Genie built by: Richard Aplin &lt;br /&gt;
*Code by: Jon the Programmer &lt;br /&gt;
*Managed by: Paul Ranson&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
===1.17===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:gbgg1.png|Screen 1&lt;br /&gt;
File:Game genie v1.17 bios2.png|Screen 2&lt;br /&gt;
File:gbgg3.png|Code screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===2.1===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:gbgg1.png|Screen 1&lt;br /&gt;
File:gbgg2.png|Screen 2&lt;br /&gt;
File:gbgg3.png|Code screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:GameGenie GameBoy box.jpg|Game Genie box&lt;br /&gt;
File:GameGenieSNESGameBoy Flyer.jpg|SNES/Game Boy Game Genie flyer&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.devrs.com/gb/files/gg.html Jeff Frohweins webpage] at devrs.com.&lt;br /&gt;
*[http://web.archive.org/web/20020802004727/http://home.earthlink.net/~zazer/ Cheatmaster&#039;s webpage] (Internet Archive)&lt;br /&gt;
&lt;br /&gt;
{{Game Genie}}&lt;br /&gt;
[[Category:Game Genie]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Game_Genie_(Game_Boy)&amp;diff=5553</id>
		<title>Game Genie (Game Boy)</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Game_Genie_(Game_Boy)&amp;diff=5553"/>
		<updated>2015-09-02T21:25:41Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: Some more info. Might start a section for interaction with other cheat devices sometime.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Gameboy Game Genie.jpg|thumb|The Game Boy Game Genie cartridge.]]&lt;br /&gt;
The &#039;&#039;&#039;Game Genie&#039;&#039;&#039; is a runtime ROM modification device for the original Game Boy. Much like the the NES Game Genie, it allows up to three bytes to be altered at a time. The format is XXX-YYY-ZZZ, with ZZZ being a compare address to determine which will isolate the new code to the specific ROM bank.&lt;br /&gt;
&lt;br /&gt;
==Non-Monochrome Game Compatibility==&lt;br /&gt;
There is a way to trick the game genie into working with non-monochrome games with GBC hardware, though the game will be in monochrome mode, and it will most likely damage the SRAM and delete all saved data on the cartridge. Tony Hedstrom [http://www.angelfire.com/games2/codehut/PokemonDoc.txt here] discovered a trick that basically will load the game in monochrome by performing a cartridge swap. The game Genie is also compatible with the Game Boy Player and Game Boy Advance, and Game Boy Advance SP though only supporting regular monochrome games.&lt;br /&gt;
&lt;br /&gt;
==Compatibility with the Super Game Boy==&lt;br /&gt;
The Game Genie is compatible with the Super Game Boy but you will need to physically modify the unit so it will fit into the Super Game Boy/2. There was an adapter that was released and sold by Microsystems Development Technologies, Inc. located in San Jose. More info can be found here [http://forum.digitpress.com/forum/showthread.php?158850-Game-Genie-to-Super-Game-Boy-Adapter|Game Genie to Super Game Boy Adapter].&lt;br /&gt;
&lt;br /&gt;
===Using the SNES Game Genie to implement codes===&lt;br /&gt;
Game Boy Game Genie codes can be converted and entered into a SNES Game Genie to achieve in-game effects, as [http://gamehacking.org/vb/threads/680-Super-Gameboy-Game-Genie-test|= ugetab demonstrated this prowess using Super Mario Land 2 and Castlevania Legends]. Using a code provided as example from the former game allows you to play the chance game for free, and a simple code from the latter game allows you to walk right fast.&lt;br /&gt;
&lt;br /&gt;
==Secret Developer Messages==&lt;br /&gt;
To access these, press the specified buttons in order while the code screen is displayed. Two are unused and are not associated with button access, and can only accessed by hacking the Game Genie ROM, though they can still be accessed using hardware via [http://gamehacking.org/vb/threads/12747-nensondubois-codes?p=90641#post9064=| Codebreaker cheat Device].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Up, Down Left Right&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Congratulations! You&#039;ve found the easy secret! Now find the hard ones!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B, A, Left, Right, Select&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Help! I&#039;m a prisoner in a Game Genie factory!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Up, Up, A, B, A, Down, Down&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Game Genie built by: Richard Aplin code by: Jon the Programmer managed by: Paul Ranson.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right, Up, Down, Up, Left, Up, Down, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Poems have, rhymes, sometimes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B, A, B, Right, Left, Down, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
There&#039;s rain outside, and that is why a, laundry day, needs a clothes dryer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, A, A, A, B, B, B, Start&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Washing, washing on the line, who&#039;s the fairest of the fine? Bluey Whiteness!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right, Left, Right, Left, Down, Down, Up, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Provocation is not a job for amateurs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, B, A, B, B, A, A, Select&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;Breezy&#039;:- Fresh air from the Alps! Comes in an easy-to-use aerosol can! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, Left, Left, A, B, Right, Right, B&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
(This one isn&#039;t actually a message. Everything below the words &amp;quot;Code Screen,&amp;quot; but above the copyright notice, is flipped upside down. The codes are still in their proper order, but the characters are upside down)&lt;br /&gt;
&lt;br /&gt;
===Unused Developer Messages===&lt;br /&gt;
There are two additional messages that can only be accessed by using a Codebreaker cheat device with the Game Genie plugged in, and the codes entered. As explained earlier, this process is vaguely convoluted but it works once you get the hang of achieving a proper setup. Codes from both Game Genie and Codebreaker unit can be used in conjunction to affected the Game Boy game inserted into the Game Genie giving you room for three additional ROM patch codes.&lt;br /&gt;
&lt;br /&gt;
It is assumed that the first message was not given access via direct button combinations because it might freak out the user into thinking their Game Boy would explode. It is unknown why the second message was not made accessible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Game Boy Game Genie Unused Dev Message 1 This Device... 1.png|Unused Developer Message 1 Part 1&lt;br /&gt;
File:Game Boy Game Genie Unused Dev Message 1 This Device... 2.png|Unused Developer Message 1 Part 2&lt;br /&gt;
File:Game Boy Game Genie Unused Dev Message 2 Beware Stripes.png|Unused Developer Message 2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Known Versions==&lt;br /&gt;
*v1.17&lt;br /&gt;
*v2.1&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
*Game Genie built by: Richard Aplin &lt;br /&gt;
*Code by: Jon the Programmer &lt;br /&gt;
*Managed by: Paul Ranson&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
===1.17===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:gbgg1.png|Screen 1&lt;br /&gt;
File:Game genie v1.17 bios2.png|Screen 2&lt;br /&gt;
File:Game genie v1.17 bios3.png|Code screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===2.1===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:gbgg1.png|Screen 1&lt;br /&gt;
File:gbgg2.png|Screen 2&lt;br /&gt;
File:gbgg3.png|Code screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:GameGenie GameBoy box.jpg|Game Genie box&lt;br /&gt;
File:Gameboy Game Genie.jpg|Game Genie Cartridge&lt;br /&gt;
File:GameGenieSNESGameBoy Flyer.jpg|SNES/Game Boy Game Genie flyer&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.devrs.com/gb/files/gg.html Jeff Frohweins webpage] at devrs.com.&lt;br /&gt;
*[http://web.archive.org/web/20020802004727/http://home.earthlink.net/~zazer/ Cheatmaster&#039;s webpage] (Internet Archive)&lt;br /&gt;
&lt;br /&gt;
{{Game Genie}}&lt;br /&gt;
[[Category:Game Genie]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=File:Game_Boy_Game_Genie_Unused_Dev_Message_2_Beware_Stripes.png&amp;diff=5552</id>
		<title>File:Game Boy Game Genie Unused Dev Message 2 Beware Stripes.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=File:Game_Boy_Game_Genie_Unused_Dev_Message_2_Beware_Stripes.png&amp;diff=5552"/>
		<updated>2015-09-02T21:06:56Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: Category:Images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Category:Images&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=File:Game_Boy_Game_Genie_Unused_Dev_Message_1_This_Device..._2.png&amp;diff=5551</id>
		<title>File:Game Boy Game Genie Unused Dev Message 1 This Device... 2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=File:Game_Boy_Game_Genie_Unused_Dev_Message_1_This_Device..._2.png&amp;diff=5551"/>
		<updated>2015-09-02T21:05:56Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: Category:Images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Category:Images&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=File:Game_Boy_Game_Genie_Unused_Dev_Message_1_This_Device..._1.png&amp;diff=5550</id>
		<title>File:Game Boy Game Genie Unused Dev Message 1 This Device... 1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=File:Game_Boy_Game_Genie_Unused_Dev_Message_1_This_Device..._1.png&amp;diff=5550"/>
		<updated>2015-09-02T21:05:20Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: Category:Images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Category:Images&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Game_Genie_(Game_Boy)&amp;diff=5504</id>
		<title>Game Genie (Game Boy)</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Game_Genie_(Game_Boy)&amp;diff=5504"/>
		<updated>2015-09-02T04:03:47Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: Small improvements. Uploading images.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Gameboy Game Genie.jpg|thumb|The Gameboy Game Genie.]]&lt;br /&gt;
The &#039;&#039;&#039;Game Genie&#039;&#039;&#039; is a runtime ROM modification device for the original Game Boy. Much like the the NES Game Genie, it allows up to three bytes to be altered at a time. The format is XXX-YYY-ZZZ, with ZZZ being a compare address to determine which will isolate the new code to a specific ROM bank.&lt;br /&gt;
&lt;br /&gt;
==Non-Monochrome Game Compatibility==&lt;br /&gt;
There is a way to trick the game genie into working with non-monochrome games with GBC hardware, though the game will be in monochrome mode, and it will most likely damage the SRAM and delete all saved data on the cartridge. Tony Hedstrom [http://www.angelfire.com/games2/codehut/PokemonDoc.txt here] discovered a trick that basically will load the game in monochrome by performing a cartridge swap. The game Genie is also compatible with the Game Boy Player and Game Boy Advance, and Game Boy Advance SP though only supporting regular monochrome games.&lt;br /&gt;
&lt;br /&gt;
==Compatibility with the Super Game Boy==&lt;br /&gt;
The Game Genie is compatible with the Super Game Boy but you will need to physically modify the unit so it will fit into the Super Game Boy/2. There was an adapter that was released and sold by Microsystems Development Technologies, Inc. located in San Jose. More info can be found here [http://forum.digitpress.com/forum/showthread.php?158850-Game-Genie-to-Super-Game-Boy-Adapter|Game Genie to Super Game Boy Adapter].&lt;br /&gt;
&lt;br /&gt;
===Using the SNES Game Genie to implement codes===&lt;br /&gt;
Game Boy Game Genie codes can be converted and entered into a SNES Game Genie to achieve in-game effects, as [http://gamehacking.org/vb/threads/680-Super-Gameboy-Game-Genie-test|= ugetab demonstrated this prowess using Super Mario Land 2 and Castlevania Legends]. Using a code provided as example from the former game allows you to play the chance game for free, and a simple code from the latter game allows you to walk right fast.&lt;br /&gt;
&lt;br /&gt;
==Secret Developer Messages==&lt;br /&gt;
To access these, press the specified buttons in order while the code screen is displayed. Two are unused and are not associated with button access, and can only accessed by hacking the Game Genie ROM, though they can still be accessed using hardware via [http://gamehacking.org/vb/threads/12747-nensondubois-codes?p=90641#post9064=| Codebreaker cheat Device].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Up, Down Left Right&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Congratulations! You&#039;ve found the easy secret! Now find the hard ones!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B, A, Left, Right, Select&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Help! I&#039;m a prisoner in a Game Genie factory!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Up, Up, A, B, A, Down, Down&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Game Genie built by: Richard Aplin code by: Jon the Programmer managed by: Paul Ranson.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right, Up, Down, Up, Left, Up, Down, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Poems have, rhymes, sometimes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B, A, B, Right, Left, Down, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
There&#039;s rain outside, and that is why a, laundry day, needs a clothes dryer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, A, A, A, B, B, B, Start&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Washing, washing on the line, who&#039;s the fairest of the fine? Bluey Whiteness!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right, Left, Right, Left, Down, Down, Up, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Provocation is not a job for amateurs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, B, A, B, B, A, A, Select&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;Breezy&#039;:- Fresh air from the Alps! Comes in an easy-to-use aerosol can! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, Left, Left, A, B, Right, Right, B&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
[This one isn&#039;t actually a message. Everything below the words &amp;quot;Code Screen,&amp;quot; but above the copyright notice, is flipped upside down. The codes are still in their proper order, but the characters are upside down] &lt;br /&gt;
&lt;br /&gt;
==Known Versions==&lt;br /&gt;
v1.17&lt;br /&gt;
v2.1 - Dumped&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
*Game Genie built by: Richard Aplin &lt;br /&gt;
*Code by: Jon the Programmer &lt;br /&gt;
*Managed by: Paul Ranson&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.devrs.com/gb/files/gg.html Jeff Frohweins webpage] at devrs.com.&lt;br /&gt;
*[http://web.archive.org/web/20020802004727/http://home.earthlink.net/~zazer/ Cheatmaster&#039;s webpage] (Internet Archive)&lt;br /&gt;
&lt;br /&gt;
{{Game Genie}}&lt;br /&gt;
[[Category:Game Genie]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Game_Genie_(Game_Boy)&amp;diff=5500</id>
		<title>Game Genie (Game Boy)</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Game_Genie_(Game_Boy)&amp;diff=5500"/>
		<updated>2015-09-01T05:15:17Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: Complete rewrite; more information. Still not finished. Gameboy should be changed to Game Boy because it looks retarded. Also, debating whether to upload snapshots of both unused messages, though this ins&amp;#039;t the right place for that, I don&amp;#039;t know. :&amp;gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Gameboy Game Genie.jpg|thumb|The Gameboy Game Genie.]]&lt;br /&gt;
The &#039;&#039;&#039;Game Genie&#039;&#039;&#039; is a runtime ROM modification device for the Game Boy,only allowing up to three bytes to be altered at a time. The format is XXX-YYY-ZZZ, with ZZZ being a compare address to determine which will isolate the new code to a specific ROM bank.&lt;br /&gt;
&lt;br /&gt;
==Non-Monochrome Game Compatibility==&lt;br /&gt;
There is a way to trick the game genie into working with non-monochrome games with GBC hardware, but it will most likely damage the SRAM and delete all saved data on the cartridge. Tony Hedstrom [http://www.angelfire.com/games2/codehut/PokemonDoc.txt here] discovered a trick that basically will load the game in monochrome by performing a cartridge swap.&lt;br /&gt;
&lt;br /&gt;
==Compatibility with the Super Game Boy==&lt;br /&gt;
The Game Genie is compatible with the Super Game Boy but you will need to physically modify the unit so it will fit into the Super Game Boy/2. There was an adapter that was released and sold by Microsystems Development Technologies, Inc. located in San Jose. More info can be found here [http://forum.digitpress.com/forum/showthread.php?158850-Game-Genie-to-Super-Game-Boy-Adapter|Game Genie to Super Game Boy Adapter].&lt;br /&gt;
&lt;br /&gt;
===Using the SNES Game Genie to implement codes===&lt;br /&gt;
Game Boy Game Genie codes can be converted and entered into a SNES Game Genie to achieve in-game effects, as [http://gamehacking.org/vb/threads/680-Super-Gameboy-Game-Genie-test|= ugetab demonstrated this prowess using Super Mario Land 2 and Castlevania Legends]. Using a code provided as example from the former game allows you to play the chance game for free, and a simple code from the latter game allows you to walk right fast.&lt;br /&gt;
&lt;br /&gt;
==Secret Developer Messages==&lt;br /&gt;
To access these, press the specified buttons in order while the code screen is displayed. Two are unused and are not associated with button access, and can only accessed by hacking the Game Genie ROM, though they can still be accessed using hardware via [http://gamehacking.org/vb/threads/12747-nensondubois-codes?p=90641#post9064=| Codebreaker cheat Device].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Up, Down Left Right&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Congratulations! You&#039;ve found the easy secret! Now find the hard ones!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B, A, Left, Right, Select&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Help! I&#039;m a prisoner in a Game Genie factory!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Up, Up, A, B, A, Down, Down&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Game Genie built by: Richard Aplin code by: Jon the Programmer managed by: Paul Ranson.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right, Up, Down, Up, Left, Up, Down, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Poems have, rhymes, sometimes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B, A, B, Right, Left, Down, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
There&#039;s rain outside, and that is why a, laundry day, needs a clothes dryer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, A, A, A, B, B, B, Start&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Washing, washing on the line, who&#039;s the fairest of the fine? Bluey Whiteness!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right, Left, Right, Left, Down, Down, Up, Up&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Provocation is not a job for amateurs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, B, A, B, B, A, A, Select&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;Breezy&#039;:- Fresh air from the Alps! Comes in an easy-to-use aerosol can! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A, Left, Left, A, B, Right, Right, B&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
[This one isn&#039;t actually a message. Everything below the words &amp;quot;Code Screen,&amp;quot; but above the copyright notice, is flipped upside down. The codes are still in their proper order, but the characters are upside down] &lt;br /&gt;
&lt;br /&gt;
== Known Versions ==&lt;br /&gt;
v2.1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
* Game Genie built by: Richard Aplin &lt;br /&gt;
* Code by: Jon the Programmer &lt;br /&gt;
* Managed by: Paul Ranson&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://www.devrs.com/gb/files/gg.html Jeff Frohweins webpage] at devrs.com.&lt;br /&gt;
* [http://web.archive.org/web/20020802004727/http://home.earthlink.net/~zazer/ Cheatmaster&#039;s webpage] (Internet Archive)&lt;br /&gt;
&lt;br /&gt;
{{Game Genie}}&lt;br /&gt;
[[Category:Game Genie]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Nensondubois&amp;diff=5487</id>
		<title>Nensondubois</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Nensondubois&amp;diff=5487"/>
		<updated>2015-08-31T21:54:07Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: People popping pills on the playground.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A user who has had several years of assembly hacking experience, and has made several noteworthy discoveries unearthed from videogames.&lt;br /&gt;
&lt;br /&gt;
==TODO==&lt;br /&gt;
[http://gamehacking.org/wiki/Music_Ripping| Music Ripping] - Add information about PSF ripping and other stuffs&lt;br /&gt;
&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Nensondubois&amp;diff=5486</id>
		<title>Nensondubois</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Nensondubois&amp;diff=5486"/>
		<updated>2015-08-31T19:38:39Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: Lameman&amp;#039;s version of my userpage.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A user who has had several years of assembly hacking experience, and has made several noteworthy discoveries unearthed from videogames.&lt;br /&gt;
&lt;br /&gt;
==TODO==&lt;br /&gt;
[http://gamehacking.org/wiki/Music_Ripping| Music Ripping] - Add information about PSF ripping and other stuffs&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Pelican_Accessories&amp;diff=5472</id>
		<title>Pelican Accessories</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Pelican_Accessories&amp;diff=5472"/>
		<updated>2015-08-30T00:37:13Z</updated>

		<summary type="html">&lt;p&gt;Nensondubois: A little bit more information about Pelican acceossiries. First of many edits here to come. Next page is undecided. There, happy MathUser2929? Quit bugging me.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A company that produces many third party accessories for various game consoles, and the game enhancer [[Codebreaker]]. They are a subsidiary of Performance Designed Products, which is interestingly a subsidiary of Electro Source LLC. They are also one of the companies that licensed vibration feedback technology from Immersion.&lt;br /&gt;
&lt;br /&gt;
Pelican has had a history of making low quality products, though lately not as bad as [[Datel]] and with few exceptions such as the Game Boy Monster Brain and Brain Boy cheat devices which provided SRAM backup on all games except the Game Boy Camera, and the ability to use Pokecodes which acted as an action replay for Pokemon games which never really worked even when providing valid codes. Currently, they are in direct competition with both [http://www.datel.co.uk/ Datel] and [[Mad Catz]].&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://immr.client.shareholder.com/ReleaseDetail.cfm?ReleaseID=188933 Immersion Licenses Patents to Electro Source for Its Pelican Brand Video Game Accessories]&lt;br /&gt;
*[http://www.manta.com/c/mtkxy2s/electro-source-llc Electro Source, LLC Company Profile]&lt;br /&gt;
*[http://www.cpsc.gov/cpscpub/prerel/prhtml06/06120.html CPSC - Pelican Power Brick Battery Charger Recalled for Fire and Burn Hazards]&lt;br /&gt;
*[http://www.pelicanacc.com/ Pelican Accessories]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Enhancer Developers]]&lt;/div&gt;</summary>
		<author><name>Nensondubois</name></author>
	</entry>
</feed>