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| Explanation of what a code type is, and what they're used for here..
| | '''Code Types''' are used by [[Game Enhancer]]'s to determine how to use/execute codes. They also allow users to add some degree of sophistication for the codes they make. |
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| | Types you will commonly see available for most Game Enhancers are 8-bit/16-bit/32-bit Writes, Conditional types (If - Equal To, Greater Than, Less Than, etc.) and Master Codes. |
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| = <font color="blue">Playstation Systems</font> =
| | Some devices don't have any Code Types at all, and just perform a preset bit write to the address you define. Such devices are the older models of the Pro Action Replay for [[Pro_Action_Replay_(SNES)|Super Nintendo]] and [[Pro_Action_Replay_(Genesis)|Sega Genesis]]. |
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| == Playstation 2 ==
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| ==='''Code Breaker'''===
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| ----
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| | | {{Code Types}} |
| ==='''GameShark (Interact)'''===
| | [[Category:Code Types]] |
| ----
| | [[Category:Hacking and Game Info]] |
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| ==='''GameShark (Mad Catz)'''===
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| ----
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| ==='''Xploder'''===
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| ----
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| == Playstation ==
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| ==='''Gameshark'''===
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| ----
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| {| style="border:1px solid #000000; margin: 0; padding:0;" width="100%" cellspacing="0" cellpadding="5"" | |
| ! Type !! Description !! Example !! Other
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| |- align="center" style="font-size: 105%; background-color:#cedff2; text-align: center; padding:0;"
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| ! 30
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| | 8-bit constant write || 3XXXXXXX 00YY <br> Writes YY to Address XXXXXXX || NA
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| |- align="center" style="font-size: 105%; background-color:#d0d8e0; text-align: center; padding:0;"
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| ! 80
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| | 16-bit constant write || 8XXXXXXX ZZYY <br> Writes ZZYY to Address XXXXXXX || NA
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| |- align="center" style="font-size: 105%; background-color:#cedff2; text-align: center; padding:0;"
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| ! 50
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| | serial repeater || 5000XXYY 00ZZ <br> TTTTTTTT VVVV <br> Writes XX codes, with YY added to the address for each code after TTTTTTTT, and ZZZZ added to the amount for each code after value VVVV || Gameshark 2.2 and higher. May need to seperate pairs of serial codes with a 00000000 0000 code for disk-based gamesharks
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| |- align="center" style="font-size: 105%; background-color:#d0d8e0; text-align: center; padding:0;"
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| ! E0
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| | 8-bit equal-to trigger || E0XXXXXX 00YY <br> Activates next code if address 80XXXXXX is equal to YY || Gameshark 2.2 and higher.
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| |- align="center" style="font-size: 105%; background-color:#cedff2; text-align: center; padding:0;"
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| ! E1
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| | 8-bit different-from trigger || E1XXXXXX 00YY <br> Activates next code if address 80XXXXXX is different from YY || Gameshark 2.2(?) and higher.
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| |- align="center" style="font-size: 105%; background-color:#d0d8e0; text-align: center; padding:0;"
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| ! E2
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| | 8-bit less-than trigger || E2XXXXXX 00YY <br> Activates next code if address 80XXXXXX is less than YY || Gameshark 2.2 and higher.
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| |- align="center" style="font-size: 105%; background-color:#cedff2; text-align: center; padding:0;"
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| ! E3
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| | 8-bit greater-than trigger || E3XXXXXX 00YY <br> Activates next code if address 80XXXXXX is greater than YY || Gameshark 2.2 and higher.
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| |- align="center" style="font-size: 105%; background-color:#d0d8e0; text-align: center; padding:0;"
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| ! D0
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| | 16-bit equal-to trigger || D0XXXXXX YYYY <br> Activates next code if address 80XXXXXX is equal to YYYY || N/A
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| |- align="center" style="font-size: 105%; background-color:#cedff2; text-align: center; padding:0;"
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| ! D1
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| | 16-bit different-from trigger || D1XXXXXX YYYY <br> Activates next code if address 80XXXXXX is different from YYYY || Gameshark 2.2 and higher.
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| |- align="center" style="font-size: 105%; background-color:#d0d8e0; text-align: center; padding:0;"
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| ! D2
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| | 16-bit less-than trigger || D2XXXXXX YYYY <br> Activates next code if address 80XXXXXX is less than YYYY || Gameshark 2.2 and higher.
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| |- align="center" style="font-size: 105%; background-color:#cedff2; text-align: center; padding:0;"
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| ! D3
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| | 16-bit greater-than trigger || D3XXXXXX YYYY <br> Activates next code if address 80XXXXXX is greater than YYYY || Gameshark 2.2 and higher.
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| |- align="center" style="font-size: 105%; background-color:#d0d8e0; text-align: center; padding:0;"
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| ! D4
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| | 16-bit universal joker || D4000000 YYYY <br> Activates next code if the button presses equate to YYYY || Gameshark 2.41 and higher. Needs a button chart
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| |- align="center" style="font-size: 105%; background-color:#cedff2; text-align: center; padding:0;"
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| ! D5
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| | 16-bit codes-on trigger || D5000000 YYYY <br> Activates all codes if buton presses equate to YYYY || Gameshark 2.41 and higher. Needs a button chart
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| |- align="center" style="font-size: 105%; background-color:#d0d8e0; text-align: center; padding:0;"
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| ! D6
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| | 16-bit codes-off trigger || D6000000 YYYY <br> Activates all codes if buton presses equate to YYYY || Gameshark 2.41 and higher. Needs a button chart
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| |- align="center" style="font-size: 105%; background-color:#cedff2; text-align: center; padding:0;"
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| ! 10
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| | 16-bit incrementer || 10XXXXXX YYYY <br> Increments value at address 80XXXXXX by YYYY || Gameshark 2.2 and higher. Use with a joker
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| |- align="center" style="font-size: 105%; background-color:#d0d8e0; text-align: center; padding:0;"
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| ! 11
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| | 16-bit decrementer || 11XXXXXX YYYY <br> Decrements value at address 80XXXXXX by YYYY || Gameshark 2.2 and higher. Use with a joker
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| |- align="center" style="font-size: 105%; background-color:#cedff2; text-align: center; padding:0;"
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| ! 20
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| | 8-bit incrementer || 20XXXXXX 00YY <br> Increments value at address 80XXXXXX by YY || Gameshark 2.2 and higher. Use with a joker
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| |- align="center" style="font-size: 105%; background-color:#d0d8e0; text-align: center; padding:0;"
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| ! 21
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| | 8-bit decrementer || 21XXXXXX 00YY <br> Decrements value at address 80XXXXXX by YY || Gameshark 2.2 and higher. Use with a joker
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| |- align="center" style="font-size: 105%; background-color:#cedff2; text-align: center; padding:0;"
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| ! C0
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| | enable all codes trigger || C0XXXXXX YYYY <br> If value at address 80XXXXXX is equal to YYYY, enable all loaded codes in game. Affects all codes, not just the one this line is used in. || Gameshark 2.41 or higher.
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| |- align="center" style="font-size: 105%; background-color:#d0d8e0; text-align: center; padding:0;"
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| ! C1
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| | codes-on delay || C1000000 YYYY <br> Delays codes from being on by YYYY time when game starts. 4000-5000 should give 20-30 seconds. || NA
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| |- align="center" style="font-size: 105%; background-color:#cedff2; text-align: center; padding:0;"
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| ! C2
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| | copy memory || C2XXXXXX YYYY <br> 80ZZZZZZ 0000 <br> Copy YYYY bytes from 80XXXXXX to 80ZZZZZZ. Could be used for copying large sets of complex character stats from one character to another, like working-magic-only, if serial repeater won't work || NA
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| |}
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| All 16-bit comparison types are limited to roughly 60 lines per game. 8-bit comparison types and increment/decrement types are limited to around 30 lines per game combined.
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| ==='''Xploder/Codebreaker'''===
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| ----
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| {| style="border:1px solid #000000; margin: 0; padding:0;" width="100%" cellspacing="0" cellpadding="5""
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| ! Type !! Description !! Example !! Other
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| |- align="center" style="font-size: 105%; background-color:#cedff2; text-align: center; padding:0;"
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| ! 30
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| | 8-bit constant write || 3XXXXXXX 00YY <br> Writes YY to Address XXXXXXX || NA
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| |- align="center" style="font-size: 105%; background-color:#d0d8e0; text-align: center; padding:0;"
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| ! 80
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| | 16-bit constant write || 8XXXXXXX ZZYY <br> Writes ZZYY to Address XXXXXXX || NA
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| |- align="center" style="font-size: 105%; background-color:#cedff2; text-align: center; padding:0;"
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| ! 70
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| | 16-bit equal-to trigger || 70XXXXXX YYYY <br> Activates next code if address 80XXXXXX is equal to YYYY || NA
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| |}
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| ==='''Action Replay'''===
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| ----
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| For all intents and purposes, PlayStation Action Replay code types are identical to the GameShark ones. Only the device version numbers vary.
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| ==='''Gold Finger'''===
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| ----
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| ==='''Caetla'''===
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| ----
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| = <font color="blue">Nintendo Systems</font> =
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| == GameCube ==
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| ==='''Action Replay'''===
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| ----
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| == Nintendo 64 ==
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| ==='''GameShark'''===
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| ----
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| == GameBoy Advance ==
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| ==='''Codebreaker Advance'''===
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| ----
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| {| style="border:1px solid #000000; margin: 0; padding:0;" width="100%" cellspacing="0" cellpadding="5""
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| ! Type !! Description !! Example !! Other
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| |- align="center" style="font-size: 105%; background-color:#cedff2; text-align: center; padding:0;"
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| ! 0
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| | Master Code 1 || 0000XXXX YYYY <br> XXXX is the CRC value (the "Game ID" converted to hex) <br> Flags ("yyyy"): <br> 0008 - CRC Exists (CRC is used to autodetect the inserted game) <br> 0002 - Disable Interupts || NA
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| |- align="center" style="font-size: 105%; background-color:#d0d8e0; text-align: center; padding:0;"
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| ! 1
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| | Master Code 2 || 1XXXXXXX YYYZ <br> 'Z' is the CBA Code Handler Store Address (0-7) [address = ((d << 0x16) + 0x08000100)] <br> YYY: <br> 100 - 32-bit Long-Branch Type (Thumb) <br> 200 - 32-bit Long-Branch Type (ARM) <br> 300 - 8-bit(?) Long-Branch Type (Thumb) <br> 400 - 8-bit(?) Long-Branch Type (ARM) <br> 002 - Unknown (Odd Effect) <br> XXXXXXX = ? || NA
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| |- align="center" style="font-size: 105%; background-color:#cedff2; text-align: center; padding:0;"
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| ! 2
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| | 16-bit bitwise OR || 2XXXXXXX YYYY <br> XXXXXXX = Address <br> YYYY = Value to OR with || Tested on VBA, not tested on hardware
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| |- align="center" style="font-size: 105%; background-color:#d0d8e0; text-align: center; padding:0;"
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| ! 3
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| | 8-bit RAM Write || 3XXXXXXX 00YY <br> XXXXXXX = Address <br> YY = Value to write || NA
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| |- align="center" style="font-size: 105%; background-color:#cedff2; text-align: center; padding:0;"
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| ! 4
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| | serial repeater || 4qqqqqqq xxyy <br> XXYY#### ++++ <br> qqqqqqq=Address to Start At <br> xxyy = Start Value <br> XXYY = Add To Value <br> #### = Number of Address Iterations <br> ++++ = Amount Added to each Address Iteration || XXYY portion tested in VBA, not tested on hardware
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| |- align="center" style="font-size: 105%; background-color:#d0d8e0; text-align: center; padding:0;"
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| ! 5
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| | Unknown || Unknown || NA
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| |- align="center" style="font-size: 105%; background-color:#cedff2; text-align: center; padding:0;"
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| ! 6
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| | 16-bit bitwise AND || 6XXXXXXX YYYY <br> XXXXXXX = Address <br> YYYY = Value to AND with || NA
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| |- align="center" style="font-size: 105%; background-color:#d0d8e0; text-align: center; padding:0;"
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| ! 7
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| | 16-bit equal-to trigger || 7XXXXXXX YYYY <br> Activates next code if address XXXXXXX is equal to YYYY || NA
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| |- align="center" style="font-size: 105%; background-color:#cedff2; text-align: center; padding:0;"
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| ! 8
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| | 16-bit RAM Write || 8XXXXXXX YYYY <br> XXXXXXX = Address <br> YYYY = Value to write || NA
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| |- align="center" style="font-size: 105%; background-color:#d0d8e0; text-align: center; padding:0;"
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| ! 9
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| | Change Encryption Seeds (if used as first code) || 9YYYYYYY YYYY <br> Details not researched || NA
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| |- align="center" style="font-size: 105%; background-color:#cedff2; text-align: center; padding:0;"
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| ! A
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| | 16-bit not-equal-to trigger || AXXXXXXX YYYY <br> Activates next code if address XXXXXXX is not equal to YYYY || NA
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| |- align="center" style="font-size: 105%; background-color:#d0d8e0; text-align: center; padding:0;"
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| ! B
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| | Unknown || Unknown || NA
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| |- align="center" style="font-size: 105%; background-color:#cedff2; text-align: center; padding:0;"
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| ! C
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| | Unknown || Unknown || NA
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| |- align="center" style="font-size: 105%; background-color:#d0d8e0; text-align: center; padding:0;"
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| ! D
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| | Unknown || Unknown || NA
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| |- align="center" style="font-size: 105%; background-color:#cedff2; text-align: center; padding:0;"
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| ! E
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| | Unknown || Unknown || NA
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| |- align="center" style="font-size: 105%; background-color:#d0d8e0; text-align: center; padding:0;"
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| ! F
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| | Unknown || Unknown || NA
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| |}
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| ==='''GameShark Advance (Interact)'''===
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| ----
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| ==='''GameShark Advance (Mad Catz)'''===
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| ----
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| ==='''Action Replay'''===
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| ----
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| == Nintendo DS ==
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| ==='''Codebreaker Advance'''===
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| ----
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| = <font color="blue">Sega Systems</font> =
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| == Dreamcast ==
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| ==='''GameShark CDX'''===
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| ----
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| ==='''Codebreaker'''===
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| ----
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| == Saturn ==
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| ==='''GameShark'''===
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| ----
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