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	<id>https://wiki.gamehacking.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Parasyte</id>
	<title>Wiki - GameHacking.org - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/Special:Contributions/Parasyte"/>
	<updated>2026-06-13T19:16:00Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.41.1</generator>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=CMX&amp;diff=4312</id>
		<title>CMX</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=CMX&amp;diff=4312"/>
		<updated>2009-05-03T20:03:01Z</updated>

		<summary type="html">&lt;p&gt;Parasyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Known Information===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Name&#039;&#039;&#039;: Bryan Thomas Black&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Residence:&#039;&#039;&#039; Waterloo, Illinois&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Occupation&#039;&#039;&#039;: Owner, and founder of &amp;lt;s&amp;gt;[[CMGSCCC]]&amp;lt;/s&amp;gt; [[CodeTwink]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Felony Conviction&#039;&#039;&#039;: Plead guilty to copyright infringement charges on March 6, 2009. Scheduled to be sentenced on May 26, 2009. [[http://www.usdoj.gov/opa/pr/2009/March/09-crm-203.html USDOJ]]&lt;br /&gt;
== External Links ==&lt;br /&gt;
*&amp;lt;s&amp;gt;[http://cmgsccc.com CMGSCCC.com]&amp;lt;/s&amp;gt; [http://codetwink.com CodeTwink.com]&lt;br /&gt;
*[http://fedcmx.ytmnd.com/ YTMND - CMX Gon&#039; Give It To Ya!]&lt;br /&gt;
&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>Parasyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=EnHacklopedia&amp;diff=4215</id>
		<title>EnHacklopedia</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=EnHacklopedia&amp;diff=4215"/>
		<updated>2009-01-27T04:23:26Z</updated>

		<summary type="html">&lt;p&gt;Parasyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:EnHacklopedia Header}}&lt;br /&gt;
&lt;br /&gt;
This is the [[GSHI]] port of &#039;&#039;&#039;EnHacklopedia&#039;&#039;&#039;; a hacking document that originated from [[Kodewerx]]. The original version had laid dormant for nearly a year which necessitates this.&lt;br /&gt;
&lt;br /&gt;
Hopefully this port will bring life back in to what once was a very promising hacking document.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy and please feel free to contribute whatever you can,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;--GSHI Staff&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://doc.kodewerx.org/ Original EnHacklopedia]&lt;br /&gt;
*[http://www.bsfree.org/hack/ EnHacklopedia - BSFree.org Mirror]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{EnHacklopedia}}&lt;br /&gt;
&lt;br /&gt;
{{Template:EnHacklopedia Legal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:GSHI pages]]&lt;/div&gt;</summary>
		<author><name>Parasyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Kodewerx&amp;diff=1720</id>
		<title>Kodewerx</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Kodewerx&amp;diff=1720"/>
		<updated>2007-01-07T03:20:33Z</updated>

		<summary type="html">&lt;p&gt;Parasyte: /* &amp;#039;&amp;#039;&amp;#039;The Users&amp;#039;&amp;#039;&amp;#039; */ Spelling.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Kodewerx.png ]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Kodewerx&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The origins of Kodewerx go back to March 5th, 2002, when the original &amp;quot;Codewerx&amp;quot; website launched in retaliation against GSCentral and their holier-than-thou attitudes. It should be no surprise that the new Kodewerx was launched for similar reasons. This time around, with a slightly different name (due to domain name issues) and a much larger supporting user base.&lt;br /&gt;
&lt;br /&gt;
Kodewerx was founded on October 1st, 2006, and launched the Kodewerx Content Manager (KCM) project. KCM is designed on the idea that a website&#039;s users are its most important asset. KCM gives its users a certain level of control over the website content.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;The KCM&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
KCM is a Content Management System based around phpBB v2.0.21. It installs alongside phpBB and uses some of its configuration settings automatically, to easily integrate into your current phpBB environment.&lt;br /&gt;
&lt;br /&gt;
KCM is designed as a community-driven website, where your users control the content in a weighted-voting manner. Users can add their own categories and sub-categories, which will initially be placed into &amp;quot;New Submissions&amp;quot;. At this point, other users are able to vote &#039;yes&#039; or &#039;no&#039; for these categories to be added to the site permanently. Once added permanently, a category can be requested for deletion by any user, whereby other users can vote &#039;yes&#039; or &#039;no&#039; for permanent removal from the site.&lt;br /&gt;
&lt;br /&gt;
In addition to submission and deletion of categories and sub-categories, the owner of the category as well as administrators and moderators may edit the categories as required. Moderators can be assigned to access KCM moderation features through customizable phpBB Usergroups.&lt;br /&gt;
&lt;br /&gt;
Content creation under categories and sub-categories is supported by configurable content formats, defined by regular expressions. All content creation is handled in the same way as categories and sub-categories, with a weighted voting system and administrator and moderator control.&lt;br /&gt;
&lt;br /&gt;
Finally, user-submitted content can be limited to phpBB Usergroups, if you prefer to have a more &#039;open&#039; or &#039;secure&#039; content submission medium.&lt;br /&gt;
&lt;br /&gt;
A standard phpBB forum can be linked to the KCM news page. Each initial post for any topic posted to the KCM news forum will appear on your KCM home (news) page. The number of news posts displayed is configured by the &amp;quot;Posts Per Page&amp;quot; setting in your phpBB configuration.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;The Users&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The users of Kodewerx range from Beginner hackers to the average user just looking for gaming codes. The leader of this said &amp;quot;Kommunity&amp;quot; is Parasyte in which he is notorious for his Nintendo WiFi hacking. The Kodewerx &amp;quot;Kommunist Kommunity&amp;quot; ,as it has been labeled by the owner and users, only has 3 active female members.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Sage and BOsKO &amp;quot;The Kodewerx Gals&amp;quot;&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Sage and BOsKO have been known to stir up trouble, but are very active in not only the Kodewerx IRC channel, but also their forums and their &amp;quot;Kommunity&amp;quot;. They defend their fellow Kodewerx and GSHI users against the evil users and code stealers of GSCentral, which has become known as GaySexCentral. BOsKO coming from California, and Sage from Wisconsin; they use their heads in the game.&lt;br /&gt;
And there is one more, Mewy, she´s not active at the Kodewerx IRC channel, but she´s also against GSCentral, just like Sage and BOsKO.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;GaySexCentral (The Code Stealers)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s a known fact that the Kodewerx Krew members were once a part of GSCentral. Since their divisions, a lot of &amp;quot;trollers&amp;quot; have come about on all three forums: Kodewerx, GSHI, and GSCentral. Most of them come from GSC, looking to talk about another member on their forum or IRC channel or, in most cases, to steal codes. Rune, the leader of this chaotic circus, has no code database. It has been rumored that Rune is too afraid to post. Others say that he&#039;s stealing more codes to form a database. The users of GSC say that he&#039;s just waiting for his brother &amp;quot;Rob&amp;quot;. Whatever the deal is, no one will know.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---                     EXTERNAL LINKS GO HERE                             ---&amp;gt;&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
*[http://kodewerx.net/ Kodewerx Website]&lt;br /&gt;
*[http://kodewerx.net/forum/index.php Kodewerx Forum]&lt;/div&gt;</summary>
		<author><name>Parasyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.gamehacking.org/index.php?title=Assembly_Hacking&amp;diff=1719</id>
		<title>Assembly Hacking</title>
		<link rel="alternate" type="text/html" href="https://wiki.gamehacking.org/index.php?title=Assembly_Hacking&amp;diff=1719"/>
		<updated>2007-01-07T03:18:39Z</updated>

		<summary type="html">&lt;p&gt;Parasyte: /* NES */ Added some name history.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
&lt;br /&gt;
Assembly hacking is the art of editing a compiled program. Without the source code, and without notes from the source code, one has to deduce almost everything about the underlying code, and how it works with RAM.&lt;br /&gt;
&lt;br /&gt;
There are several emulators that can aid one in creating a modification for a game. Games for console systems fall into the category of compiled programs, and generally, the source code is unavailable for these games.&lt;br /&gt;
&lt;br /&gt;
The use of making an assembly hack for a game can be found with the Nintendo Entertainment System (NES) [[Game Genie]].&lt;br /&gt;
&lt;br /&gt;
The codes that are entered into an NES Game Genie represent single-byte assembly hacks. Any assembly hack that could be done with a change of 3 bytes or less is possible to implement with a single Game Genie. The SNES Game Genie allows up to 5 codes, and 5 bytes of change. While this makes the possible usage of codes very limiting, it didn&#039;t prevent single-byte invincibility and infinite lives codes from appearing that could make it unneccesary to use additional codes.&lt;br /&gt;
&lt;br /&gt;
For more modern assembly hacking of the same systems, emulators that support 50 or more codes for any given game aren&#039;t uncommon. The ROMs have been turned into files that can be patched with all the changes needed to give the game a script in a new language. Emulators that aid in the process of making assembly hacks have appeared for many different emulated systems. The effect is that more people are now capable of starting their own projects, and existing projects can be modified and/or repaired more easily.&lt;br /&gt;
&lt;br /&gt;
=Emulators=&lt;br /&gt;
&lt;br /&gt;
==NES==&lt;br /&gt;
FCEUXDSP&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.the-interweb.com/serendipity/index.php?/categories/9-FCEUXD-SP&lt;br /&gt;
&lt;br /&gt;
A project originated by Parasyte called FCEUd, picked up by bbitmaster and renamed to FCEUXD, and finally adopted as FCEUXD SP.&lt;br /&gt;
&lt;br /&gt;
Setting breakpoints in ROM/RAM&lt;br /&gt;
Tools&amp;gt;Debug&lt;br /&gt;
&lt;br /&gt;
In the breakpoint window, &#039;Add&#039; the Executable address or Memory address you want.&amp;lt;br&amp;gt;&lt;br /&gt;
ROM is 8000-FFFF&amp;lt;br&amp;gt;&lt;br /&gt;
RAM is 0000-07FF, 6000-7FFF&amp;lt;br&amp;gt;&lt;br /&gt;
0800-3FFF is mirrored from some part of RAM.&amp;lt;br&amp;gt;&lt;br /&gt;
4000-4015 can be breakpointed if working on an NSF. If the &#039;Hex Editor&#039; is opened in a normal game, then an NSF is loaded, you can use it to work on NSF RAM, in conjunction with the debugger.&lt;br /&gt;
&lt;br /&gt;
&#039;Hex Editor&#039; is a memory viewer/modifier.&lt;br /&gt;
&lt;br /&gt;
==SNES==&lt;br /&gt;
Geiger&#039;s SNES9X Debugger &amp;lt;br&amp;gt;&lt;br /&gt;
http://geigercount.net/crypt/ &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.zophar.net/snes.html&lt;br /&gt;
&lt;br /&gt;
Setting breakpoints in ROM/RAM&amp;lt;br&amp;gt;&lt;br /&gt;
Open ROM, Click &#039;Breakpoints&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In the breakpoint window, enter the Executable address or Memory address you want.&amp;lt;br&amp;gt;&lt;br /&gt;
Standard RAM: 7E0000 - 7FFFFF&amp;lt;br&amp;gt;&lt;br /&gt;
SA1 RAM: 400000-407FFF, 303000-303FFF&amp;lt;br&amp;gt;&lt;br /&gt;
HiROM - C00000 - FFFFFF&amp;lt;br&amp;gt;&lt;br /&gt;
LoROM - 808000-BFFFFF (**0000 - **7FFF doesn&#039;t exist)&lt;br /&gt;
&lt;br /&gt;
If you use the [[SA1]] logger with an SA1-using game, and wish to find an address that changed an address in RAM, you can see if the conversion chart on the [[SA1]] page shows you the address to search for in the log file.&lt;br /&gt;
&lt;br /&gt;
==Genesis==&lt;br /&gt;
Gens Tracer &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.romhacking.net/?Category=&amp;amp;Console=0&amp;amp;Game=0&amp;amp;Author=0&amp;amp;Recm=&amp;amp;Level=&amp;amp;utilsearch=++Go++&amp;amp;title=Gens+Tracer&amp;amp;dsearch=&amp;amp;page=utils&amp;amp;action=utillist&lt;br /&gt;
&lt;br /&gt;
No breakpoints, but adequate tracing.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve written a guide on the specific usage of the emulator.&lt;br /&gt;
&lt;br /&gt;
The idea is that you can trace-log writes to and reads from memory, and you can also log all commands, and determine what&#039;s happening from the full log, by using what you find from the hook logging.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HazeMD &amp;lt;br&amp;gt;&lt;br /&gt;
http://haze.mameworld.info/&lt;br /&gt;
&lt;br /&gt;
This emulator is harder to get setup to use a ROM, but comes with a MAME-style debugger. MAME&#039;s debugger is well known for being so powerful, considering the number of systems it can be used with when compiled into a build of MAME. The Gens tracer tends to have slightly better compatibility, while the HazeMD emulator has more potential for cheat codes, already having a Cheat system designed to handle multiple CPUs, which could be used for 32x game ROM hacks, and RAM hacks.&lt;br /&gt;
&lt;br /&gt;
==Gameboy==&lt;br /&gt;
BGB &amp;lt;br&amp;gt;&lt;br /&gt;
http://bgb.bircd.org/&lt;br /&gt;
&lt;br /&gt;
Load a ROM, and right-click the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
Other&amp;gt;debug mode enabled: to enable debugging&amp;lt;br&amp;gt;&lt;br /&gt;
Other&amp;gt;debugger to enter the debugger&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Setting breakpoints in ROM/RAM&amp;lt;br&amp;gt;&lt;br /&gt;
In the debugger window:&amp;lt;br&amp;gt;&lt;br /&gt;
Debug&amp;gt;breakpoints for execution breakpoints&amp;lt;br&amp;gt;&lt;br /&gt;
Debug&amp;gt;access breakpoints for read/write breaks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameboy Advance==&lt;br /&gt;
Visual Boy Advance Tracer &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.romhacking.net/?Category=&amp;amp;Console=10&amp;amp;Game=0&amp;amp;Author=695&amp;amp;Recm=&amp;amp;Level=&amp;amp;utilsearch=++Go++&amp;amp;title=&amp;amp;dsearch=&amp;amp;page=utils&amp;amp;action=utillist&lt;br /&gt;
&lt;br /&gt;
This emulator uses the Hook Log system. Those familiar with the hook_log Genesis or N64 emulators should have little trouble adapting to this system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Visual Boy Advance &amp;lt;br&amp;gt;&lt;br /&gt;
http://vba.ngemu.com/downloads.shtml &amp;lt;br&amp;gt;&lt;br /&gt;
Windows - SDL&lt;br /&gt;
&lt;br /&gt;
Unfortunately, no cheat device exists that can change the assembly, so hacking it is more a matter of patching the ROM, and less a matter of using it for simple cheats.&lt;br /&gt;
&lt;br /&gt;
Not documented.&lt;br /&gt;
&lt;br /&gt;
==Playstation==&lt;br /&gt;
PCSX 1.5 With Debugger &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.romhacking.net/?Category=&amp;amp;Console=0&amp;amp;Game=0&amp;amp;Author=0&amp;amp;Recm=&amp;amp;Level=&amp;amp;utilsearch=++Go++&amp;amp;title=PCSX+1.5+With+Debugger&amp;amp;dsearch=&amp;amp;page=utils&amp;amp;action=utillist&lt;br /&gt;
&lt;br /&gt;
Press F11 to enter the debugger.&amp;lt;br&amp;gt;&lt;br /&gt;
On-screen aids should be apparent.&lt;br /&gt;
&lt;br /&gt;
==N64==&lt;br /&gt;
Nemu64 (Project64 debug version for testing, etc.) &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.nemu.com/downloads.php &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.thegshi.org/downloads/Project64%20Build%2052%20Debug%20Binary.zip&lt;br /&gt;
&lt;br /&gt;
Setting execution breakpoints&amp;lt;br&amp;gt;&lt;br /&gt;
Plugins&amp;gt;Debugger: Commands...&amp;lt;br&amp;gt;&lt;br /&gt;
To set a break on execution, go to the line that you want to break on, and click in the vertical bar to the left(&amp;lt;) of the address you want to breakpoint.&lt;br /&gt;
&lt;br /&gt;
Setting breakpoints in RAM&amp;lt;br&amp;gt;&lt;br /&gt;
Plugins&amp;gt;Debugger: Memory...&amp;lt;br&amp;gt;&lt;br /&gt;
Enable the read and/or write checkboxes, and right-click the memory space you want to set, unset, or change an access breakpoint on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some games don&#039;t run in Nemu, so you may have to switch to this hook_log based emulator if you want the codes &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.romhacking.net/?Category=&amp;amp;Console=27&amp;amp;Game=0&amp;amp;Author=0&amp;amp;Recm=&amp;amp;Level=&amp;amp;utilsearch=++Go++&amp;amp;title=tracer&amp;amp;dsearch=&amp;amp;page=utils&amp;amp;action=utillist&lt;br /&gt;
&lt;br /&gt;
The hook_log system is a little bit more demanding to use than a visual debugger, but with compatibility issues, it&#039;s better than lucky to have a second usable debugging emulator. The save-states can be decompressed, and loaded in their decompressed form if needed&lt;br /&gt;
&lt;br /&gt;
An issue with this emulator is that not all instructions are logged, but it&#039;s still worth knowing about for the fact that many instructions are logged, and it can be used with write logging.&lt;br /&gt;
&lt;br /&gt;
==Playstation 2==&lt;br /&gt;
&lt;br /&gt;
[The current author is too lazy to write this, but will get around to it later if no one else does]&lt;/div&gt;</summary>
		<author><name>Parasyte</name></author>
	</entry>
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