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		<title>Dlevere: Created Nintendo 64 Game Shark Handbook Page</title>
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		<updated>2017-02-12T09:54:34Z</updated>

		<summary type="html">&lt;p&gt;Created Nintendo 64 Game Shark Handbook Page&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Nintendo 64 Game Shark (Action Replay Pro) Handbook&amp;lt;br&amp;gt;&lt;br /&gt;
9/22/98&amp;lt;br&amp;gt;&lt;br /&gt;
Mail Cheatmaster (dlucas@inlink.com) with questions or additional info&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Contents&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I. Acknowledgments&amp;lt;br&amp;gt;&lt;br /&gt;
II. What you need&amp;lt;br&amp;gt;&lt;br /&gt;
II 1/2. Game Shark codes&amp;lt;br&amp;gt;&lt;br /&gt;
III. Basic code format&amp;lt;br&amp;gt;&lt;br /&gt;
IIIa. Notes on the code format&amp;lt;br&amp;gt;&lt;br /&gt;
IV. Odd codes&amp;lt;br&amp;gt;&lt;br /&gt;
V. Ways to get codes&amp;lt;br&amp;gt;&lt;br /&gt;
VI. That&amp;#039;s all, folks&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I. Acknowledgments&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Thanks to Datel (sorry, I refuse to thank InterAct for my own reasons) for&lt;br /&gt;
designing not only the Game Shark but also its predecessor, the Pro Action&lt;br /&gt;
Replay. Let&amp;#039;s see... Thanks to Nintendo for providing us with the N64 in the&lt;br /&gt;
first place. MANY thanks to Enhanced Software Design, the now defunct Canadian&lt;br /&gt;
company that produced Game Wizard 32 Pro, the major source of my information and&lt;br /&gt;
experience. Finally, thanks to Corel for WordPerfect 8, my word processor of&lt;br /&gt;
choice.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
II. What you need&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
First, this is not a course in number theory. I assume that you are already&lt;br /&gt;
familiar with hexadecimal and binary numbering systems. If not, your local&lt;br /&gt;
library probably has at least one computer or math book with such information.&lt;br /&gt;
Second, and I cannot overstate this, you must not be afraid. Let me emphasize:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
THERE IS A SMALL RISK OF CRASHING THE SHARK WITH A BAD CODE AND RENDERING IT&lt;br /&gt;
USELESS. PROCEED ONLY IF YOU ARE WILLING TO TAKE THIS RISK. (You can send the&lt;br /&gt;
Shark back to InterAct or Datel for a replacement, if you don&amp;#039;t mind a 2 or 3&lt;br /&gt;
month wait)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Beyond that, you only need an N64, a Game Shark or PAR, a game, any keycodes&lt;br /&gt;
that the game requires, and possibly this guide. Oh, I almost forgot... To add&lt;br /&gt;
to my first point, this is also not a manual. I assume you already know what&lt;br /&gt;
keycodes are and how to use them, how actually to enter codes, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
II 1/2. Game Shark codes&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
(I know what you&amp;#039;re thinking. 2.5?! Ok, so I went back and decided to add it,&lt;br /&gt;
but I was too lazy to change the numbers)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Game Shark/PAR codes work by changing the value of a specific piece of the N64&amp;#039;s&lt;br /&gt;
memory, or by freezing a part of memory at a certain value. Memory contains&lt;br /&gt;
current game conditions, not the game code itself. Thus, unlike a Game Genie,&lt;br /&gt;
the Shark is mostly capable only of pure cheat codes and not &amp;quot;cool&amp;quot; codes like&lt;br /&gt;
walking backwards.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This handbook will refer often to terms such as address, data, byte, etc. Once&lt;br /&gt;
again, this is not a computer science seminar and these terms will not be&lt;br /&gt;
defined here. Just as a quick idea, addresses in the N64 are pretty similar to&lt;br /&gt;
the address of your home; they just tell the game where to go.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
III. Basic code format&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
GS/PAR codes are essentially just address-data format. The first part of the&lt;br /&gt;
code is the code itself; changing this changes the effect the code produces. The&lt;br /&gt;
second part is the number that the code inserts, like &amp;quot;Always have 5 lives.&amp;quot;&lt;br /&gt;
Both parts of the code are just regular base-16 numbers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The very first two digits of the code, however, are not part of the address of&lt;br /&gt;
the code. This prefix tells the Shark how to treat the code.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
80 - Continuous 8-bit replacement (range 0-255)&amp;lt;br&amp;gt;&lt;br /&gt;
81 - Continuous 16-bit replacement (0-65535)&amp;lt;br&amp;gt;&lt;br /&gt;
88 - GS Button-activated 8-bit replacement&amp;lt;br&amp;gt;&lt;br /&gt;
89 - GS Button-activated 16-bit replacement&amp;lt;br&amp;gt;&lt;br /&gt;
A0 - 8-bit replacement only on startup&amp;lt;br&amp;gt;&lt;br /&gt;
A1 - 16-bit replacement only on startup&amp;lt;br&amp;gt;&lt;br /&gt;
D0 - 8-bit read (checks the address given for the specified value)&amp;lt;br&amp;gt;&lt;br /&gt;
D1 - 16-bit read (checks the given address and the one after for the specified&lt;br /&gt;
value)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
More on prefixes will be in section 5. For now, keep in mind the range of the&lt;br /&gt;
code. If you want a code to give you 400 kills, a code that only goes up to 255&lt;br /&gt;
will not do.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
IIIa. Notes on the code format&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Previously, I had stated that the N64 stores values in reverse order (30C5&lt;br /&gt;
becomes C530, etc.) This was in error. I checked the Star Fox code I modified to&lt;br /&gt;
give 400 kills--a code I know works--and the given value was 190h (400 decimal).&lt;br /&gt;
If you want to enter a specific value, just convert it to hex and punch it in.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
16-bit codes span two addresses. 8116F5422:FFFF actually occupies 16F542 and&lt;br /&gt;
16F543 at the same time. Do not enter 8116F542:FFFF and then try also to enter&lt;br /&gt;
8016F543:001C. The Shark won&amp;#039;t know quite what to think and may mess up.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Putting these two ideas together produces a way to turn an 8-bit code into a&lt;br /&gt;
16-bit code. Obviously, you must change the prefix to match the new range of the&lt;br /&gt;
code. However, you must also subtract 1 from the address; because the N64&lt;br /&gt;
doesn&amp;#039;t store values in reverse order, the beginning of the number is actually&lt;br /&gt;
one position before the code itself.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To enter a *really* big number (65536-16777215; most games will never have a&lt;br /&gt;
variable that can go this high), you need three addresses. Use a 16-bit code&lt;br /&gt;
covering the first two, and an 8-bit code for the third. For example, use&lt;br /&gt;
8107C48A:FF03 and 8007C48C:00A5.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Codes defined by their prefixes as continually replacing values do just that. If&lt;br /&gt;
you use one of the controller trap codes (a.k.a. Activators), keep in mind that&lt;br /&gt;
the code that it is meant to activate will, if it begins with 80 or 81, be&lt;br /&gt;
active whether you are pressing the button or not (or at least, that or some&lt;br /&gt;
other oddity happened to me every time, regardless of how I entered it. Maybe I&amp;#039;m&lt;br /&gt;
just doing it wrong?).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
IV. Odd codes&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
These are special codes whose operation may not be obvious. Some codes&amp;#039; values&lt;br /&gt;
in memory are not the same as the number within the game. Others are interpreted&lt;br /&gt;
in special ways by the game.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The most common &amp;quot;odd&amp;quot; code by far is a flag. This is a number with only two&lt;br /&gt;
possible values, representing on and off, yes and no, etc. The most common&lt;br /&gt;
values are 0 for off and either 1 or 255 for on. However, this does not&lt;br /&gt;
necessarily have to be true. For example, in Dragon Lord on the PC (Game Wizard&lt;br /&gt;
32 Pro and the Game Shark are incredibly similar), the flag that represents&lt;br /&gt;
whether or not you can access your lab is either 2 for yes, or 211 for no. If&lt;br /&gt;
you are not looking at an existing code, there is no way to know when this is&lt;br /&gt;
the case. Don&amp;#039;t worry; 99.9999999% of all flags use 0 and either 1 or 255 (In&lt;br /&gt;
N64 games, 255 seems to be more common. PC games use 1 more).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A related code, and probably the least common, is the bit flag. This is similar&lt;br /&gt;
to a regular flag, but it looks only at one bit instead of the entire byte. To&lt;br /&gt;
simplify: One byte (0-255) is made up of 8 bits. While a byte holds only one&lt;br /&gt;
flag, it can hold up to 8 bit flags. It works by breaking a number into binary&lt;br /&gt;
and checking to see if a particular power of 2 is on or off. For example, 13&lt;br /&gt;
breaks down into 01101. The &amp;quot;1,&amp;quot; &amp;quot;4,&amp;quot; and &amp;quot;8&amp;quot; bits are on and the others off.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If each of the 5 bits represented a weapon in your inventory, you would have the&lt;br /&gt;
1st, 3rd, and 4th weapons (counting from the right), but not the 2nd or 5th. The&lt;br /&gt;
Doom 64 code that gives all artifacts is a bit flag. The artifacts are given&lt;br /&gt;
values of 1, 2, and 4. To give yourself some or all, add the values of the ones&lt;br /&gt;
you want. To get all three, add 1 + 2 + 4 = 7. To get only the 1st and 3rd, add&lt;br /&gt;
1 + 4 = 5. You may recognize bit flags if you work with programs or especially&lt;br /&gt;
with the PC game Quake. In programs, (x &amp;amp; 4) tells the computer to look at &amp;quot;x&amp;quot;&lt;br /&gt;
to see if the &amp;quot;4&amp;quot; bit is on.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The hardest odd code to work with is one that simply does not appear to&lt;br /&gt;
correspond with its actual value. Another PC game comes to mind in which the&lt;br /&gt;
amount of oxygen you have left is given by the game in real-world hours and&lt;br /&gt;
minutes, but the value in memory is 70 when you have 15 minutes left. In Doom&lt;br /&gt;
64, you can create a code to freeze your health percentage in order to be&lt;br /&gt;
invincible without god mode, but you still die after taking so much damage. Doom&lt;br /&gt;
and Doom 64 apparently have *two* values for your life, and the other is not at&lt;br /&gt;
all obvious (I still can&amp;#039;t find it, even in GW32).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If an existing code is throwing you off, remember that the value of the code is&lt;br /&gt;
sometimes one more or less than what the game reports. Actually, I have never&lt;br /&gt;
noticed this on the N64.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
V. Ways to get codes&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Well, you could go to [http://dlevere1.proboards.com/board/3/hacking-help Hacking 101], but the whole point of this handbook is&lt;br /&gt;
self-reliance... Seriously, there are three or four ways to find new N64 codes.&lt;br /&gt;
There is supposedly a Shark Link or PC Com link or something that lets you do&lt;br /&gt;
Game Wizard-style searches in the N64&amp;#039;s memory. However, I don&amp;#039;t have one and&lt;br /&gt;
can&amp;#039;t say anything about it (mail me if you know something about the link that&lt;br /&gt;
belongs in here). Besides, who wants to pay another third of the cost of their&lt;br /&gt;
N64 for a cable? You can try making up codes from scratch. Once again, however,&lt;br /&gt;
keep in mind that a code too early or too far in the N64&amp;#039;s memory has the&lt;br /&gt;
potential to crash the Shark. The easiest way in some cases is to modify or to&lt;br /&gt;
study existing codes. If there are multiple versions of the game, try porting&lt;br /&gt;
codes.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you are making the code by yourself, you first need to decide what the prefix&lt;br /&gt;
will be. Stick to 80/81 and 88/89. The others are practically useless to us&lt;br /&gt;
mortals. Next comes the address. Punch in anything you want, although 0 and 1&lt;br /&gt;
are usually good for the first digit (3rd digit of the entire code). The&lt;br /&gt;
theoretical maximum for the first address digit is 4 (Do the math; the N64 comes&lt;br /&gt;
standard with 4MB memory). Once you have an address, make up a number for the&lt;br /&gt;
data. 255 (FF), 100 (64), 0, and 1 are often good. If you decided on a 16-bit&lt;br /&gt;
code, try larger numbers like 400 (190) and even 65535 (FFFF). Now, as my math&lt;br /&gt;
teacher says, &amp;quot;Plug &amp;#039;n Chug.&amp;quot; Try it out and see what you get. Remember that a&lt;br /&gt;
code may be valid but may only take effect late in the game or when used with&lt;br /&gt;
other codes.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you have the same code for two different versions of a game, try converting&lt;br /&gt;
the codes for the other version into the N64 version. If invincibility on the&lt;br /&gt;
PlayStation version of Mortal Kombat 4 has an address of 200000 and the same for&lt;br /&gt;
N64 has an address of 100000, chances are excellent that most codes for the PSX&lt;br /&gt;
version will be 100000 bytes ahead of their N64 counterparts... Do the math! I&lt;br /&gt;
have actually used this method successfully to share codes between the PC and&lt;br /&gt;
N64 versions of Doom.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can try modifying an existing code slightly to find a new effect. Add 5 to&lt;br /&gt;
the address and see what happens. If you get something, try adding 10. To make a&lt;br /&gt;
more unique code, try a larger change, such as adding 32768 (not as big as it&lt;br /&gt;
sounds) to the address.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The above trick opens up the possibility of analyzing existing codes to find&lt;br /&gt;
where others may be. To find the Doom 64 artifact code, I actually just looked&lt;br /&gt;
at the existing codes for inventory items, weapons, and other such power-ups and&lt;br /&gt;
noted a 3-byte gap. At first, I thought &amp;quot;3 bytes, 3 artifacts, cool!&amp;quot; On&lt;br /&gt;
actually testing the code, it turned out to be a bit flag occupying only 1 byte.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
However, the hole in the code list was an ideal, and in the end, successful,&lt;br /&gt;
place to look for any code that may have been missed. Another thing you may&lt;br /&gt;
notice is that codes are offset from each other by the same amount every time. In&lt;br /&gt;
Doom 64, all weapons and inventory items are stored 5 bytes apart except for the&lt;br /&gt;
laser (in the PC version, there are no exceptions to this 5-byte pattern). If&lt;br /&gt;
there were another weapon that did not have a code, the best place to start&lt;br /&gt;
would be 5 bytes after the last weapon, or maybe 5 before the first if nothing&lt;br /&gt;
else was there.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
VI. That&amp;#039;s all, folks&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once again, feel free to ask me to explain something in more detail, to send&lt;br /&gt;
more information, or to laugh at my atrocious spelling and grammar. Oh, and this&lt;br /&gt;
handbook was in no way an attempt to one-up the GSCCC or to make like kudzu and&lt;br /&gt;
swallow them whole. It was written simply to give a fighting chance to those of&lt;br /&gt;
us who don&amp;#039;t have the tools to actually hack into the game.&lt;br /&gt;
===External Links===&lt;br /&gt;
*[http://dlevere1.proboards.com/thread/341/nintendo-64-game-shark-handbook Source]&lt;/div&gt;</summary>
		<author><name>Dlevere</name></author>
	</entry>
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