Code Types (Playstation)
Gameshark & Action Replay
Note: For all intents and purposes, PlayStation Action Replay code types are identical to the GameShark ones. Only the device version numbers vary.
Type & Format | Description | Other | Limitations |
8-bit Constant Write 3XXXXXXX 00YY |
Writes YY to Address XXXXXXX | -- | -- |
16-bit Constant Write 8XXXXXXX ZZYY |
Writes ZZYY to Address XXXXXXX | -- | -- |
Serial Repeater 5000XXYY ZZZZ TTTTTTTT VVVV |
Writes XX codes, with YY added to the address for each code after TTTTTTTT, and ZZZZ added to the amount for each code after value VVVV | Gameshark 2.2 and higher. May need to seperate pairs of serial codes with a 00000000 0000 code for disk-based gamesharks | -- |
8-bit Equal-To Trigger E0XXXXXX 00YY |
Activates next code if address 80XXXXXX is equal to YY | Gameshark 2.2 and higher. | 60~, including all Cx and comparison types |
8-bit Different-From Trigger E1XXXXXX 00YY |
Activates next code if address 80XXXXXX is different from YY | Gameshark 2.2(?) and higher. | 60~, including all Cx and comparison types |
8-bit Less-Than Trigger E2XXXXXX 00YY |
Activates next code if address 80XXXXXX is less than YY | Gameshark 2.2 and higher. | 60~, including all Cx and comparison types |
8-bit Greater-Than Trigger E3XXXXXX 00YY |
Activates next code if address 80XXXXXX is greater than YY | Gameshark 2.2 and higher. | 60~, including all Cx and comparison types |
16-bit Equal-To Trigger D0XXXXXX YYYY |
Activates next code if address 80XXXXXX is equal to YYYY | -- | 60~, including all Cx and comparison types |
16-bit Different-From Trigger D1XXXXXX YYYY |
Activates next code if address 80XXXXXX is different from YYYY | Gameshark 2.2 and higher. | 60~, including all Cx and comparison types |
16-bit Less-Than Trigger D2XXXXXX YYYY |
Activates next code if address 80XXXXXX is less than YYYY | Gameshark 2.2 and higher. | 60~, including all Cx and comparison types |
16-bit Greater-Than Trigger D3XXXXXX YYYY |
Activates next code if address 80XXXXXX is greater than YYYY | Gameshark 2.2 and higher. | 60~, including all Cx and comparison types |
16-bit Universal Joker D4000000 YYYY |
Activates next code if the button presses equate to YYYY | Gameshark 2.41 and higher. Needs a button chart | 60~, including all Cx and comparison types |
16-bit Codes-off Trigger D6000000 YYYY |
Activates all codes if buton presses equate to YYYY | Gameshark 2.41 and higher. Needs a button chart | 60~, including all Cx and comparison types |
16-bit Codes-on Trigger D5000000 YYYY |
Activates all codes if buton presses equate to YYYY | Gameshark 2.41 and higher. Needs a button chart | 60~, including all Cx and comparison types |
16-bit Incrementer 10XXXXXX YYYY |
Increments value at address 80XXXXXX by YYYY | Gameshark 2.2 and higher. Use with a joker | 30~ including all in/decrement types |
16-bit Decrementer 11XXXXXX YYYY |
Decrements value at address 80XXXXXX by YYYY | Gameshark 2.2 and higher. Use with a joker | 30~ including all in/decrement types |
8-bit Incrementer 20XXXXXX 00YY |
Increments value at address 80XXXXXX by YY | Gameshark 2.2 and higher. Use with a joker | 30~ including all in/decrement types |
8-bit Decrementer 21XXXXXX 00YY |
Decrements value at address 80XXXXXX by YY | Gameshark 2.2 and higher. Use with a joker | 30~ including all in/decrement types |
Enable All Codes Trigger C0XXXXXX YYYY |
If value at address 80XXXXXX is equal to YYYY, enable all loaded codes in game. Affects all codes, not just the one this line is used in. | Gameshark 2.41 or higher. | 60~, including all Cx and comparison types |
Codes-on Delay C1000000 YYYY |
Delays codes from being on by YYYY time when game starts. 4000-5000 should give 20-30 seconds. | -- | 60~, including all Cx and comparison types |
Copy Memory C2XXXXXX YYYY 80ZZZZZZ 0000 |
Copy YYYY bytes from 80XXXXXX to 80ZZZZZZ. Could be used for copying large sets of complex character stats from one character to another, like working-magic-only, if serial repeater won't work | -- | 30? |
Special 16-bit Write 1F800XXX YYYY |
Write YYYY to address 1F800XXX in the scratch pad region. Note that the address range is only from 0x000 to 0x3FF (1024 bytes). | GameShark 2.3 and higher. | -- |
All 16-bit comparison types are limited to roughly 60 lines per game. 8-bit comparison types and increment/decrement types are limited to around 30 lines per game combined.
Warning: Limitations info is incomplete. Expect exact limits eventually...
Xploder/Codebreaker/X-Terminator
Note: "T" defines the default on/off setting if this code type is the first line in a code. 0 = On, 8 = Off. This does not apply to all types.
Type & Format | Description | Other | Limitations |
8-bit Constant Write 3TXXXXXX 00YY |
Writes YY to address 80XXXXXXX | -- | -- |
16-bit Constant Write 8TXXXXXX YYYY |
Writes YYYY to address 80XXXXXXX | -- | -- |
32-bit Constant Write 00XXXXXX YYYY |
Writes 0000YYYY to address 80XXXXXX. | Doesn't use on/off setting. | -- |
Mass Write (Super code) 5TXXXXXX 0YYY |
Writes YYY bytes (from following lines until end of YYY bytes) to address 80XXXXXX. | Exact behavior is unknown, may require even addresses only (unconfirmed). | -- |
16-bit Equal-To Trigger 7TXXXXXX YYYY |
Activates next code if value at address 80XXXXXX is equal to YYYY | -- | -- |
16-bit Not-Equal-To Trigger 9TXXXXXX YYYY |
Activates next code if value at address 80XXXXXX is not equal to YYYY | -- | -- |
16-bit Equal-To Global Trigger FTXXXXXX YYYY |
??? Activates all codes if value at address 80XXXXXX is equal to YYYY | Exact behavior of this type is unconfirmed. | -- |
Mega code 6T?????0 YYYY AAAAAAAA CCCC FFFFFFFF 0011 22334455 6677 8899 |
?=Don't care AA= Break address YY= Count in bytes to insert at location 40 CC= Coprocessor break type (upper half) FF= Breakpoint mask (usually FFFFFFFF) 00= bytes of code in address order 11 |
General usage unknown. The document this description was originally pulled from is missing some text. | -- |
Slow Motion 4T000000 XXXX |
According to Nachbrenner's document: "A 4 code is a slow motion code. Its success rate is not brilliant at the moment. It is simply a loop executed (XXXX << 12) times." | It's likely this causes problems if used. Exact effects are unknown. | -- |
Despite various documents claiming there is a "Datel compatibility" feature with the GS Dx and Cx codes, this has never been proven. In my own testing, in no cases did those types work. There may also be code types of 1, 2, A, and E that are completely undocumented.
Most information here is based off of Nachbrenner's Advanced Xplorer Codes document.
Gold Finger
Caetla
The only known documentation of the code types for this device are at the following links:
- Caetla 0.341 Features list @ Internet Archive
- "New Revolution - Code Master - 07-13-00" @ Internet Archive
Code Types |
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Consoles |
Playstation - Sega Saturn - Dreamcast - Playstation 2 - Game Cube |
Portables |
Game Boy Advance - Nintendo DS |