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Best Code Handler?
https://www.kodewerx.org/forum/viewtopic.php?f=2&t=7685
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Author:  James0x57 [ Sat Mar 03, 2012 10:05 pm ]
Post subject:  Best Code Handler?

This is my opinion of code handlers:

1st: Gecko Wii (more options than any other. Includes: data registers, arithmetic and binary manipulation, pointers can be used with ALL other codetypes with great options to load/set them, loop and goto code flow control, great asm injection, mem copy, strings/patch writes, and more!) (and it's open source!)

2nd: ActionReplay DS (data registers, nice loop control, awesome bitmask writing. Missing some useful ones like Increment/Decrement but more code types added/changed with handler hacks though.)

3rd: GameShark N64 (great set of options, especially for the time. Has a nice "write once" codetype, a string/patch write, and even a way to set the code list location in memory!)

4th: CodeBreaker DS (masked write, decent pointer usage, write-once codetype, mem copy, and string/patch code)

5th: GameShark PS2 (Increment/Decrement, Fill and Slide codetype, concise conditionals)


ActionReplay GCN code handler is poorly planned. Has an absurd amount of unnecessary conditional options. It did have the Fill/Slide codetype and memory copy though.


I'm curious if anyone would argue differently or agree?

Author:  Parasyte [ Sun Mar 04, 2012 12:52 am ]
Post subject:  Re: Best Code Handler?

Clearly the best is a real scripting language. :)

Author:  James0x57 [ Sun Mar 04, 2012 9:25 am ]
Post subject:  Re: Best Code Handler?

Hah! That would be AMAZING to see. I assume it would have to be compiled into the typical codetypes to keep the footprint small for the handler and the codes though, yes?
Would you then also have a compiler for ASM codes to keep it all in script? (or would you just have it be identical to string code for asm injection?)

It would be fun to write a scripting language and compiler for an existing one.

Author:  Parasyte [ Mon Mar 05, 2012 10:03 pm ]
Post subject:  Re: Best Code Handler?

ASM is fun and all, but why not write it all in a real scripting language?

Quote:
Yeah, I hacked the Triforce in Zelda with Lua. What of it?

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