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PostPosted: Mon Apr 09, 2007 12:17 am 
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Title: Mario Kart 64 Hacker
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. ;)
So I'm guessing the games' malloc() just check that? Could be interesting, especially if they check it on each call.

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PostPosted: Mon Apr 09, 2007 12:22 am 
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Title: All in a day's work.
Something like that... The simulated memory size is used by the OS in several ways, including memory and stack allocation. The developers themselves should never touch it, but they don't all play by the rules. GameCube has a similar simulated memory size setting which GCNrd exploits to allocate its own memory. And of course you still have some games which do not obey it (like Resident Evil 4).

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PostPosted: Mon Apr 09, 2007 12:27 am 
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Title: Mario Kart 64 Hacker
Interesting. So when I change it to 80780000 in a game like Zelda, would it actually use more than the first 4MB if necessary even though the game wasn't designed to? This could be of use in ROM hacks. I know Zelda is ridiculously unstable unless you have the Code Generator on or use the line EE000000 0000 (not both), or you could use F0000319 0078 regardless of whether CG was on or not. I had wondered why that difference would fix it.

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PostPosted: Tue Apr 10, 2007 5:30 pm 
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Any word dexter?

Other than your part, the NDS section is done. :)

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PostPosted: Tue Apr 10, 2007 11:59 pm 
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Title: All in a day's work.
The NDS section is FAR from done. I spotted so many errors in the sections up to History that I gave up trying to fix it. It's about as standardized as the v5 hacking text was. :(

We'll go through and fix it up eventually, but this is not a document that will just be completed with one file every week; it's an ever-evolving project, and every file will undoubtedly see some sort of work almost daily. Especially this early into its development.

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PostPosted: Wed Apr 11, 2007 1:50 am 
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The KW Mirror of hacking_gcn.html has that damn double doctype tag at the top again.

What do think about the codetypes section now, Parasyte? I don't know.

I still need to add that info on 00000000 60000000 and redo part of Encryption using png's. But everything else we talked about is gravy!

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PostPosted: Wed Apr 11, 2007 8:55 am 
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@Para: About the register list in the ARDS ASM hacking section...

I listed the registers and what they held for a reason. If you where to set the offset to 0xA and the execute the ASM hack and set r10 to 0xF, when you come out of the ASM hack, the ARDS offset will now be 0xF. so any codes depending on the offset will be screwed up. There are registers that the ARDS needs that can not be touched while doing an ARDS ASM hack unless you push/pop them yourself. Kenobi explained in the AR Code Type thread that it is necessary to either not touch, or push/pop certain registers when using the ARDS ASM hack. I felt it was necessary to know what registers you can and can not use before doing the ARDS ASM hack since they will affect the data the ARDS holds for the rest of the code list.


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PostPosted: Wed Apr 11, 2007 10:57 am 
I have a feeling I will be doing a massive rewrite of the nds page...


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PostPosted: Wed Apr 11, 2007 12:38 pm 
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[12:20.22 PM] <kickenchicken57> para: about the nds ARDS ASM hack stuff
[12:20.36 PM] <kickenchicken57> did dlong mention anything yet?
[12:20.47 PM] <kickenchicken57> or did you happen to catch any of our conversation?
[12:20.59 PM] <@ParaMAC> Yes.
[12:21.18 PM] <kickenchicken57> what all did you get?
[12:21.31 PM] <@ParaMAC> We definitely want to avoid AR-specific things like that until after the basics of assembly are explained in detail.
[12:21.36 PM] <kickenchicken57> ok
[12:21.41 PM] <kickenchicken57> what i was wondering
[12:22.04 PM] <kickenchicken57> was in the ARDS ASM hack specific examples, shouldnt the registers that are usable be listed?
[12:22.18 PM] <kickenchicken57> because you can F-up the ARDS and crash
[12:22.26 PM] <kickenchicken57> or affect the rest of the code list
[12:22.29 PM] <kickenchicken57> etc etc
[12:22.32 PM] <Twilight_Spectre> yes, they should be
[12:22.47 PM] <kickenchicken57> i may have misunderstood what dlong was talking about
[12:22.56 PM] <kickenchicken57> and i think he may have also misunderstood me
[12:23.28 PM] <kickenchicken57> i dont want to challenge anyones knowledge or anything, im just making sure i understand what he says, and that he understands what i meant
[12:23.34 PM] <Twilight_Spectre> You need to say "ARDS ASM Code Type Hacks"
[12:23.42 PM] <kickenchicken57> it does
[12:23.50 PM] <Twilight_Spectre> It doesn't say Code Type
[12:23.51 PM] <kickenchicken57> right under the ARM( ASM
[12:23.57 PM] * kickenchicken57 is looking
[12:24.25 PM] <kickenchicken57> Action Replay-Specific Assembly Hacking
[12:24.27 PM] <Twilight_Spectre> It needs to be in the title or subtitle of the section
[12:24.27 PM] <kickenchicken57> is the title
[12:24.48 PM] <kickenchicken57> oh
[12:24.51 PM] <kickenchicken57> i c what you mean though
[12:24.51 PM] <Twilight_Spectre> Instead of specific, say what it really is, Code Types
[12:24.59 PM] <@ParaMAC> Of course you should list the volatile registers, but that's not the right way to introduce assembly.
[12:25.05 PM] <kickenchicken57> yes
[12:25.07 PM] <kickenchicken57> true
[12:25.22 PM] <kickenchicken57> i didnt do a general section first
[12:25.24 PM] <kickenchicken57> my fault
[12:25.53 PM] <kickenchicken57> i dont think i am the best for that part though
[12:26.05 PM] <kickenchicken57> the genearal ARM9
[12:26.28 PM] <kickenchicken57> because i was rusty with ASM when i started writing these ASM hacks anyway
[12:27.03 PM] <@ParaMAC> I can work on some general ASM stuff.
[12:27.11 PM] <kickenchicken57> ok
[12:27.16 PM] <kickenchicken57> sorry for that mixup
[12:27.26 PM] <kickenchicken57> i started writing the ARDS hacks in that section
[12:27.28 PM] <kickenchicken57> by mistake
[12:27.34 PM] <kickenchicken57> assuming thats what it was for

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PostPosted: Wed Apr 11, 2007 5:13 pm 
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Title: Ancient Code Sage
There was indeed a GS N64 Lite device. It simply was retro in that it did not have a code generator nor parallel port on the card. It was in essence a 3.3 with no cg and port. It had keycode capability as well. It came in a red and white box from Interact. It was sold in stores like Walmart and Circuit City. It also cost less than the GS PRO.

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PostPosted: Wed Apr 11, 2007 7:09 pm 
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Title: All in a day's work.
I took high resolution (3072x2304 ~7.1 megapixels) photos of the following devices:

N64 GS Pro v3.2
PSX GS v2.x
PSX Xplorer FX
PSX GS CDX
PS2 AR MAX
DC GS CDX
NDS CB

If anyone else has other cheat devices and a camera capable of high resolution macro images, please use the highest quality setting you can with macro mode and flash enabled. Also use a solid, high contrast background. I set the devices on a black pillow case, for example. We'll resize and crop the images as necessary. You will be given credit for your photos if you want, but they WILL be released under the Creative Commons Attribution Share-Alike v2.0 license. So the photos will not be labeled, tagged, or watermarked.

We might also want a simple logo for it. Don't go filter-crazy in Photoshop if you want to work on logos. Make something elegant and universal (non-themed).

And with that. Here are our current EnHacklopedia mirrors, which are seeing daily edits and modifications. What we are looking for now is: critique, support, contributions, and exposure.

EnHacklopedia Mirrors:
Kodewerx Mirror: http://doc.kodewerx.net/index.html
BSFree Mirror: http://www.bsfree.org/hack/index.html

EnHacklopedia will be made downloadable when it reaches a "stable" state. I think everyone is planning to get there some time early next month.

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PostPosted: Fri Apr 13, 2007 10:27 am 
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I like the look of it, nice work Para.

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PostPosted: Fri Apr 13, 2007 10:29 am 
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It looks very good.
It's also very useful.

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PostPosted: Fri Apr 13, 2007 10:41 am 
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Oh now it makes me want to buy Codebreaker DS, that sounds so much better than AR DS's way of updating

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PostPosted: Fri Apr 13, 2007 10:47 am 
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Smalls1652 wrote:
I like the look of it, nice work Para.
Nice work Para? Heh, this was a huge kollaboration, and by no means was a one-man job. Parasyte, Viper, Dlong, KicKenchicKen57, and myself spent days bringing this document to its present state. :)

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PostPosted: Fri Apr 13, 2007 11:17 am 
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Well then to all of you guys, lol

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PostPosted: Fri Apr 13, 2007 1:13 pm 
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Dualscreenman wrote:
Smalls1652 wrote:
I like the look of it, nice work Para.
Nice work Para? Heh, this was a huge kollaboration, and by no means was a one-man job. Parasyte, Viper, Dlong, KicKenchicKen57, and myself spent days bringing this document to its present state. :)

Ouch. ;_;

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PostPosted: Fri Apr 13, 2007 1:16 pm 
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Oh shits.. I forgot Twilight Spectre... :(
Sorry 'bout that man.

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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 13, 2007 1:55 pm 
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Title: All in a day's work.
It's clear to see who did what on each page's history. Through as Viper pointed out, it's not always clear to see who contributed some of information. So we probably will have to work out a contributions page for that. (Examples: code type lists by Kenobi and CMX, photos by LiquidManZero, et al.)

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PostPosted: Fri Apr 13, 2007 2:09 pm 
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Heh, it's cool man lol

Maybe we could use that deffinition tag that you hover over for info to do contributions within the pages the info's on?

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PostPosted: Fri Apr 13, 2007 2:11 pm 
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Edit: nvm

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Last edited by Smalls1652 on Fri Apr 13, 2007 2:32 pm, edited 1 time in total.

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PostPosted: Fri Apr 13, 2007 2:19 pm 
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What?

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PostPosted: Fri Apr 13, 2007 9:01 pm 
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ahh, TS got left out.....stupid dsman :P

EDIT:SORRY! I always do that :( I get the letters mixed up TS<>KW


Last edited by kickenchicken57 on Sat Apr 14, 2007 5:18 am, edited 1 time in total.

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PostPosted: Fri Apr 13, 2007 11:13 pm 
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Title: Mario Kart 64 Hacker
I like that bar at the bottom, but I think it was better at the top. It can get in the way when reading.

Also, both CBDS auto-detect types say "With Encryption".

Quote:
For updating, the user may either manually enter codes or use the included proprietary USB cable that comes with the device.
You can edit codes on the DS? I've never seen that option...

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PostPosted: Fri Apr 13, 2007 11:40 pm 
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TW != TS ;(

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PostPosted: Sat Apr 14, 2007 4:56 am 
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You can manually enter codes in firmware version 1.52.

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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: Sat Apr 14, 2007 6:13 am 
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That should be noted on the EnHacklopedia page.

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PostPosted: Wed Apr 18, 2007 7:09 am 
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Dualscreenman wrote:
Any word dexter?

Other than your part, the NDS section is done. :)


It's coming along. I have been away for the past few days from my hacking computer (which has the document). Where should I submit it when completed and what format do you want it in?


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PostPosted: Wed Apr 18, 2007 7:13 am 
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Ah, the delay is understandable. ;)
You can submit it to me via email (see pm) in .html format.

I will then make editorial/syntax/etc changes as necessary by the document guidelines.

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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 20, 2007 7:10 am 
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Question:
Are you also going to include the M3 and R4 as cheat devices? Since they support AR codes and roms. (an alternative to the wrtechedness known as dipstar yay!)

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