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PostPosted: Tue Apr 03, 2007 10:21 am 
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Title: Crazy Snake
A couple other N64 items I'd like clarified:

1. There was a GS Lite, wasn't there? What was it missing (code gen, pc port, code types, key codes option on the menu)? Was it a v3.4 or what?
2. Was the keycodes menu option added to all GS Pros or just 3.3? I know it was L+R on all the old sharks. I wasn't sure exactly when that changed though.

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<ThePhantom> What, would you prefer I keep track of it with fucking binary shifting, like you probably did? Hell no.
<ThePhantom> A hedgehog's asshole could understand my code, N-O-B-O-D-Y B-U-T Y-O-U C-A-N U-N-D-E-R-S-T-A-N-D Y-O-U-R-S
<Parasyte> Nobody has to understand it
<Parasyte> Plus, bitwise shifting owns
<Parasyte> A lot
<ThePhantom> Nobody has to understand it?
<Parasyte> Correct...
<ThePhantom> Write code like it's for your job, ass. :P
<Parasyte> No way.
<ThePhantom> Either provide fucking documentation or don't write it like a deranged circus chimp on crack.


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PostPosted: Tue Apr 03, 2007 10:49 am 
I had a keycode menu on a non-3.3 GS Pro (3.0?)


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PostPosted: Tue Apr 03, 2007 11:01 am 
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Title: All in a day's work.
There was a "light" version of Action Replay Pro called Equalizer. It was essentially a Pro without the LPT port, from what Kola has told me. I don't know if they ever did that in the US with GameShark, though.

The keycodes were added in v2.x, probably 2.1, or around that time. It was added for the differing CIC chips, of which the first game to use a new one was Diddy Kong Racing.

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PostPosted: Tue Apr 03, 2007 4:30 pm 
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I'm almost positive I heard of/saw a "Gameshark Lite" for N64 too. Edit: It's listed in the FAQ of the old HackingText too.

We still don't have a name for this insane little project. How does everyone feel about Hacklopedia? Maybe Game/Gaming Hacklopedia (GHP?)? Hacklopedia 1337tanica? hehehe ;)

Someone suggested something like Hacking 0101b. That could work too. I suck with these things, so let's hear from some people.


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PostPosted: Tue Apr 03, 2007 7:01 pm 
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Enhacklopedia 31337anica is almost lolz enough to work.

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PostPosted: Tue Apr 03, 2007 7:05 pm 
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cool name, but hard enough to remember when using google :P I agree that some hacker terminology or a little "leet speek" should be incorporated into the name somehow though, as this is a hacking text.


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PostPosted: Tue Apr 03, 2007 7:26 pm 
Lord Eggwerx has decreed that the new name be "Be a good bot should."


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PostPosted: Tue Apr 03, 2007 7:49 pm 
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I love "Enhacklopedia," that is brilliant!

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PostPosted: Tue Apr 03, 2007 7:59 pm 
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Title: Mario Kart 64 Hacker
That reminds me, I still need to get around to somehow dumping the Game Boy Codebreaker ROM. Anyone know how to work the N64 Transfer Pak? Hehe.

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PostPosted: Tue Apr 03, 2007 8:05 pm 
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What do you plan to do? Upload a program to memory using GS Pro that can hopefully dump the CB to memory, and therefore be dumped by GS Pro? Any way, I have no idea how to use the Transfer Pak, even though I own one and have attempted to RE it. It may be easier to RE a decent controller input plugin or review source code for one which supports the Transfer Pak.

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PostPosted: Wed Apr 04, 2007 9:49 pm 
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That's the basic idea. Or I might try to wire the controller to my parallel port, if I'm bored.

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PostPosted: Thu Apr 05, 2007 12:19 am 
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The "Enhacklopedia" is starting to come together nicely. And as soon as we get the Copyleft notice on all of the files, it can go public (although incomplete). And others can contribute as necessary.

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PostPosted: Fri Apr 06, 2007 1:50 pm 
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As of now the NDS section is 75% done!
I'll probably write up "Hacking with Renegade64 and No$gba" over the weekend, but we'll need somebody with trainer knowledge to write "Hacking with the Trainer Toolkit".

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PostPosted: Fri Apr 06, 2007 2:49 pm 
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This document Copyright © 1999 - 2003 GS Central, All content is used with
permission by the specific authors. This Document may not be used in any book,
magazine, website, or any other form of written or recorded media without expressed
written consent of the authors. Nintendo64, PS1, PS2 and PSX(Playstation), Game Boy,
Game Boy Advance, GameShark, Interact, Datel, GS Central, Pelican, Game Genie by Galoob,
Code Breaker, Xploder, Xplorer, Fire International, Blaze USA, MadCatz, and any
aforementioned game or product are trademarks of each respective company and product of
respective companies as cited in this document. Action Replay,GameShark or Xploder/Xplorer
devices are not sponsored, endorsed or approved by Nintendo, Sony or Sega. GS Central
http://www.gscentral.com/ is an independent
code club and cheat code information web site and is not affiliated with Interact Accessories,
Pelican Accessories, Fire International, Blaze LTD, MadCatz, Nintendo, Sony, Sega or Microsoft.
Madcatz is the official site of Game Shark codes
at http://www.gameshark.com/.


I might be a little late, but thats just funny

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PostPosted: Fri Apr 06, 2007 3:18 pm 
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Dualscreenman wrote:
As of now the NDS section is 75% done!
I'll probably write up "Hacking with Renegade64 and No$gba" over the weekend, but we'll need somebody with trainer knowledge to write "Hacking with the Trainer Toolkit".


I'll work on it.

Are you looking for a compete guide on hacking with it (like my guide) or just how to use the thing?


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PostPosted: Fri Apr 06, 2007 3:22 pm 
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We have a (or plan to have a) generic "How to hack" section that will go over the basics like RAM searching, etc.
We just need some documentation on how to use the features, etc.

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<EggWerx> MetalOverlord: Dsman and lemmayoshi will be used for taco meat, ask mo he knows me.
jleemero wrote:
Being required to learn Java for a Comp Sci MAJOR is like being required to shit on a lawnmower to be an astronaut.


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PostPosted: Fri Apr 06, 2007 3:38 pm 
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is anyone on the older systems yet? I could do GBA and NES.


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PostPosted: Fri Apr 06, 2007 3:54 pm 
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NES is free.
Just follow the ToC. (Table of Contents)

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<EggWerx> MetalOverlord: Dsman and lemmayoshi will be used for taco meat, ask mo he knows me.
jleemero wrote:
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PostPosted: Fri Apr 06, 2007 5:21 pm 
I've already started NES and GBA


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PostPosted: Fri Apr 06, 2007 5:47 pm 
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ah poop. I'll stick with the NDS ASM then.


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PostPosted: Fri Apr 06, 2007 7:06 pm 
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WOW. Para just sorted out some stuff about the N64 GS code handler. Some of the code types we thougt existed (A0/A1/DD) never did, others aren't what we though (CC), and there's one noone knew about (20).

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Quote:
<ThePhantom> What, would you prefer I keep track of it with fucking binary shifting, like you probably did? Hell no.
<ThePhantom> A hedgehog's asshole could understand my code, N-O-B-O-D-Y B-U-T Y-O-U C-A-N U-N-D-E-R-S-T-A-N-D Y-O-U-R-S
<Parasyte> Nobody has to understand it
<Parasyte> Plus, bitwise shifting owns
<Parasyte> A lot
<ThePhantom> Nobody has to understand it?
<Parasyte> Correct...
<ThePhantom> Write code like it's for your job, ass. :P
<Parasyte> No way.
<ThePhantom> Either provide fucking documentation or don't write it like a deranged circus chimp on crack.


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PostPosted: Fri Apr 06, 2007 10:53 pm 
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Kickass. I'm just surprised this wasn't done sooner.

It might be worth noting in the description of EE000000 0000 that you can usually use F0000319 0078 instead. For example, Zelda requires that you have the Code Generator on or use EE000000 0000, but using this instead the game runs just fine whether the CG is on or not. And before someone complains, Para made that code.

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PostPosted: Sat Apr 07, 2007 3:11 am 
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Yes, that is the simulated memory size variable. Some games don't obey it (like Aidyn Chronicles). The EE code is exactly like using F1000318 0040, F100031A 0000 (or F0000319 0040, to save a line).

Also of note is that fifty F0/F1 codes can be used at a time, and they do not fill the active code list. Good for very long assembly codes that write to unused memory. ;)

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PostPosted: Sat Apr 07, 2007 10:54 am 
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Well, I found something slightly entertaining. The official utils for the Xploder utils include a coument about it. I've looked at the code list before, but I never saw this. It was in German, and I used Google to translate it. More than we had, I guess.

Parasyte wrote:
Yes, that is the simulated memory size variable. Some games don't obey it (like Aidyn Chronicles). The EE code is exactly like using F1000318 0040, F100031A 0000 (or F0000319 0040, to save a line).

Also of note is that fifty F0/F1 codes can be used at a time, and they do not fill the active code list. Good for very long assembly codes that write to unused memory. ;)


Hey, that's cool. I don't remember you saying they don't fill the active code list.

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Quote:
<ThePhantom> What, would you prefer I keep track of it with fucking binary shifting, like you probably did? Hell no.
<ThePhantom> A hedgehog's asshole could understand my code, N-O-B-O-D-Y B-U-T Y-O-U C-A-N U-N-D-E-R-S-T-A-N-D Y-O-U-R-S
<Parasyte> Nobody has to understand it
<Parasyte> Plus, bitwise shifting owns
<Parasyte> A lot
<ThePhantom> Nobody has to understand it?
<Parasyte> Correct...
<ThePhantom> Write code like it's for your job, ass. :P
<Parasyte> No way.
<ThePhantom> Either provide fucking documentation or don't write it like a deranged circus chimp on crack.


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PostPosted: Sun Apr 08, 2007 9:12 am 
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Did anyone ever release a Dreamcast trainer? I wish somebody would write one, since Datel apparently won't ever give up theirs. Kind of surprising CMX didn't put one out.

p.s. I don't seem to have any SH4 (DC assembly) docs/assemblers/disassemblers. Anybody know of any?

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Quote:
<ThePhantom> What, would you prefer I keep track of it with fucking binary shifting, like you probably did? Hell no.
<ThePhantom> A hedgehog's asshole could understand my code, N-O-B-O-D-Y B-U-T Y-O-U C-A-N U-N-D-E-R-S-T-A-N-D Y-O-U-R-S
<Parasyte> Nobody has to understand it
<Parasyte> Plus, bitwise shifting owns
<Parasyte> A lot
<ThePhantom> Nobody has to understand it?
<Parasyte> Correct...
<ThePhantom> Write code like it's for your job, ass. :P
<Parasyte> No way.
<ThePhantom> Either provide fucking documentation or don't write it like a deranged circus chimp on crack.


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PostPosted: Sun Apr 08, 2007 11:58 am 
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This is dreamcast related, but I've tested this and know it works. I'm just not sure if it's something we'd care to include: http://mc.pp.se/dc/cdr.html


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PostPosted: Sun Apr 08, 2007 1:03 pm 
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Modman wrote:
This is dreamcast related, but I've tested this and know it works. I'm just not sure if it's something we'd care to include: http://mc.pp.se/dc/cdr.html


I don't see why not. It relates to homebrew as well as it does to piracy. hehe

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Quote:
<ThePhantom> What, would you prefer I keep track of it with fucking binary shifting, like you probably did? Hell no.
<ThePhantom> A hedgehog's asshole could understand my code, N-O-B-O-D-Y B-U-T Y-O-U C-A-N U-N-D-E-R-S-T-A-N-D Y-O-U-R-S
<Parasyte> Nobody has to understand it
<Parasyte> Plus, bitwise shifting owns
<Parasyte> A lot
<ThePhantom> Nobody has to understand it?
<Parasyte> Correct...
<ThePhantom> Write code like it's for your job, ass. :P
<Parasyte> No way.
<ThePhantom> Either provide fucking documentation or don't write it like a deranged circus chimp on crack.


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PostPosted: Sun Apr 08, 2007 3:03 pm 
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Erm, this will be the most pertinent information: http://mc.pp.se/dc/ip.bin.html


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PostPosted: Sun Apr 08, 2007 6:57 pm 
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Thanks, Mod.

Is there any chance someone still has the info on Perfect Trainer? The readme didn't say very much. I'm guessing v1.0b was the only version released, but SubDrag swears it has a pointer code type even though there's no mention in the readme.

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Quote:
<ThePhantom> What, would you prefer I keep track of it with fucking binary shifting, like you probably did? Hell no.
<ThePhantom> A hedgehog's asshole could understand my code, N-O-B-O-D-Y B-U-T Y-O-U C-A-N U-N-D-E-R-S-T-A-N-D Y-O-U-R-S
<Parasyte> Nobody has to understand it
<Parasyte> Plus, bitwise shifting owns
<Parasyte> A lot
<ThePhantom> Nobody has to understand it?
<Parasyte> Correct...
<ThePhantom> Write code like it's for your job, ass. :P
<Parasyte> No way.
<ThePhantom> Either provide fucking documentation or don't write it like a deranged circus chimp on crack.


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PostPosted: Sun Apr 08, 2007 7:08 pm 
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Title: All in a day's work.
CMX had a serial trainer for Dreamcast circa 2001. And there was a really nice project by Skywalker of Hitmen to turn a commercial dreamcast into a completely full-features debug unit called Dreamcast Debug Handler (DDH). It was never released, as far as I know, but it was a hell of a hack and would have been an invaluable tool.

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