By kenobi & Parasyte
Table of ContentsSpecial Notes
Resident Evil 3: Nemesis – Action Replay Codes US The following are known Action Replay Codes for Resident Evil 3: Nemesis on Nintendo GameCube (GCN). Master Code – Must Be On KT8V-BY18-YP7EZ 421J-CM7B-QZ6CH Zero Saves MC3P-P0E9-7X5TZ EUMH-8MWK-4T66G Low Game Time 3ECM-ZRXM-P66UY 29T1-TRPQ-NK6XK 8UM0-V2JV-NYZUJ DR15-UFZZ-0R853 Jill Has Infinite Health EJ6K-2TFF-TKXR3 RXD2-U4XG-8F0Z2 Jill Has All Maps F12E-1ZRJ-89ZV7. Super Smash Bros. Melee – Action Replay Codes US The following are known Action Replay Codes for Super Smash Bros. Melee on Nintendo GameCube (GCN). Version 1.0 Codes Master Code – Must Be On MMGK-1CC5-TER04 7CDF-NREA-Q4278 Unlock All Characters 0FA2-KD7C-4590B A4BP-APCY-5DFMK Version 1.1 Codes Master Code – Must Be On 2PR9-AVZR-H3EJR AEEK-W403-F76DT Infinite Lottery.
Type Z Codes
Type Z codes are codes which have an address equal to 00000000 ('z' stands for 'zero'). For any 'Type zX' codes: X = code type = (VALUE >> 29) AND 0x07. If X > 4, the code will be skipped.
Type z0 – End of code marker
Type z2 – Normal Execution
Type z3 – Execute all codes in the same row
Type z4 – Fill & Slide
(Size 0 = 8-bit, Size 1 = 16-bit, Size 2 = 32-bit. Size 3 = Unused)
NOTE: When using half-word (or word), make the address increment >> 1 (or >> 2) when computing the code.
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Number of values to write = Z2.
NOTE: If Z2 = 0, nothing will be written (it'll be like the code isn't executed).
Small note
As the sign of the address increment and the value increment are shared, you MUST start from the 1st address when using a positive value increment, and start from the last address when using a negative value increment.
Type z4, Size 3 – Memory Copy
These codes were 'created' by me (kenobi). The only way to use them is to enter and enable the 'Enablers' codes. You also HAVE TO add the Master Code flag to these Enabler codes' identifier (or to include it into the (m) code), else they won't work properly. Finally, the 'Enabler' codes and the actual codes must be entered separately. They should work on ANY AR (at least up to version 1.14b).
Example 1 – Memory Copy Without Pointer Support
Enabler (must be on!):
Example of byte copy:
Here is how it works:
8XXXXXXX = [Destination address] OR 0x06000000.YYYYYYYY = [Source address].ZZZZ = number of bytes to copy (0x0000 will copy 0 byte, 0xFFFF will copy 65535 bytes).
Important: the 16-bit number before ZZZZ MUST BE '0000', otherwise it'll create errors!
So, if you follow what I explained, you can see that my code example will copy 2 bytes from 80393FA0 to 80393FA8.
Example 2 - Memory Copy With Pointers Support
Enabler (must be on!):
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With this code, if you put any data in the upper 8 bits of the value, the AR will use the addresses in the code as pointers addresses.
Example:
Important: the 8-bit number before ZZZZ MUST BE '00', else it'll create errors!
As the value start with '01' (could have been anything, but '00'), the AR will load the 32-bit value at 80002F00 and use it as the source address, then load the 32-bit value at 80002F04 and use it as the destination address, and finally will copy 138 bytes from the source address to the destination address.
Note that if you put '00' in the start of the value, the code will work just like the 'Memory Copy Without Pointer Support' code.
If you need to add an offset to the pointer addresses, you'll have to do this trick:copy the source pointer address to 80002F00, the destination pointer address to 80002F04,add the offset values to theses pointer addresses (using the 'Add' code type), and finally use the 'Memory Copy with Pointers Support' to copy the bytes.
Example:
Normal Codes
For any 'Normal Codes', you have:
usually, size 0 = 8-bit, size 1 = 16-bit, size 2 = 32-bit. For some codes, Size 3 = Floating point single precision.
Type 0Subtype 0 – RAM write and fill (can be called '00', '01' and '02')
Examples:
00023000 00000312 will write byte 0x12 to 80023000, 80023001, 80023002, 80023003.02023000 00011234 will write half-word 0x1234 to 80023000, 80023002.05023000 12345678 will write half-word 0x12345678 to 81023000.
Subtype 1 – Write to pointer (can be called '04', '05' and '06')
This code will make the AR load the word stored at the address provided in the code, (also called the 'Pointer Address'), and check if it's a valid address (e.g. if it's in the 80000000–81800000 range). If it is one, it will add an offset to it, and it will write the data provided in the code to this new address.
REMOVE THE 'VALID ADDRESS' CHECK, AKA 'POINTER MOD':
This code was 'created' by me (kenobi). The only way to use it is to enter and enable the 'Enabler' code. You also HAVE TO add the Master Code flag to these Enabler codes' identifier (or to include it into the (m) code), else they won't work properly. Finally, the 'Enabler' codes and the actual codes must be entered separately. It should work on ANY AR (at least up to version 1.14b).
Enabler (must be on):
04001FA4 48000014
Once you use this code, the 'Write to Pointer' code will stop checking if the address you point to is a valid address. That means that you can write to virtual memory without a TLB (m) code, but you have to make sure that the address the pointer code reads is a valid address (else, it'll crash).
Example (courtesy of donny2112):
The first line will write '7FC39C9C' to 80002F0C. Then, the other lines will write 0x0000 to 0x7FC39C9C+2*1, 0x7FC39C9C+2*0x3ED, 0x7FC39C9C+2*0x4F7, and finally 0x7FC39C9C+2*0x5BB.
The advantage of this code, over a TLB (m) code, is that it only needs a 1 lines enabler, it is compatible with all games and all ARs, and it allows you to use 8/16/32-bit RAM write.
The downside is that if you point to an invalid address, the GC will just crash. If you're not sure that you'll point to a valid address, you can use this combination of code to check it manually (in this example, I make sure that the address is in the 0x80000000–817F0000 range):
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XXXXXXXX being the address where the Pointer Address is stored.
Subtype 2 – Add code (can be called '08', '09' and '0A')
Change ADD to AND:
This code was 'created' by me (kenobi). The only way to use it is to enter and enable the 'Enabler' code. You also HAVE TO add the Master Code flag to these Enabler codes' identifier (or to include it into the (m) code), else they won't work properly. Finally, the 'Enabler' codes and the actual codes must be entered separately. This change is definitive (until you reboot the Game):
Change ADD to OR:
This code was 'created' by me (kenobi). The only way to use it is to enter and enable the 'Enabler' code. You also HAVE TO add the Master Code flag to these Enabler codes' identifier (or to include it into the (m) code), else they won't work properly. Finally, the 'Enabler' codes and the actual codes must be entered separately. This change is definitive (until you reboot the Game):
Note: you can't mix 'ADD', 'AND' and 'OR' codes for the same code type (8/16/32-bit).
SubType 3 – Master Code & Write to CCXXXXXX (can be called '0E' and '0F')
If Size = 2 – Master Code (C4XXXXXX Y1Y2Y3Y4)
Note: Putting random numbers in Y1 should change the encryption, thus 'signing' your code (untested).
Ps2 Action Replay Code List
Note: Don't use the Type 1 alone with a Master Code Number greater than zero, otherwise the AR will backup its own hook, and enter an infinite loop. So put a conditional code type make that this code isn't executed more than once.
If (Size = 3) AND ((address AND 0x01FFFFFF) < 0x01000000)
Writes a half-word to CCXXXXXX (C6XXXXXX Y1Y2Y3Y4)
Address = 0xCCXXXXXXStores the half-word Y3Y4 at the address.
Note: Putting random numbers in Y1Y2 should change the encryption, thus 'signing' your code (untested).
If (Size = 3) AND ((address AND 0x01FFFFFF) >= 0x01000000)
Writes a word to CDXXXXXX (C7XXXXXX Y1Y2Y3Y4)
Address = 0xCDXXXXXXStores the word Y1Y2Y3Y4 at the address.
Note: Parasyte informed me that writing to 0xCDXXXXXX doesn't make any sense, and he thinks it might be some kind of AR bug.
Conditional codes (type 1 to 7)Gamecube Action Replay Code List 2016
All the Conditional Codes are 1 line code, but you 'need' to add another line to make them work. Conditional Code are used to trigger the next code(s) when an event happens. For example: Giving the player 99 lives when buttons L+R are pushed, or restoring HP completely when it reaches 50% of its value.
They all come in 3 'flavors': 8, 16 and 32 bits. You select it by changing the size data in the code.Reminder: Size = (Address >> 25) AND 0x03
For all the Conditional Codes, you first take the value of the IN GAME data, and compare it to the value provided in the CODE data. The result, which should be read as 'True' (or 'False'), will tell if the the Conditional Code will activate the next codes.
Anyway, Conditional Codes should be used by advanced code makers. Don't ask for the 'paddle' values, they seem to change for every game… So find them yourself :-)
The number I give as examples has been made using BYTE size:08XXXXXX YYYYYY is the 'If equal execute next code' generic value for a BYTE comparison. For half-words, it'll be 0AXXXXXX YYYYYYYY, and for words 0CXXXXXX YYYYYYYY…
Type 1 – If equal… (can be called '10', '11' and '12')08XXXXXX YYYYYYYY where (w >= 8!)
Type 2 – If NOT equal… (can be called '20', '21' and '22')10XXXXXX YYYYYYYY
Type 3 – If lower… (signed) (can be called '30', '31' and '32')
Signed means:
For example, for the Byte comparison, 7F (127) will be > to FFFFFFFF (-1). You HAVE to enter a 32bits signed number as value, even if you just want to make an half-word comparison. That's because 0000FFFF = 65535, and FFFFFFFF = -1). You could choose any value (for example, +65536 for half-word code, but the result will be always True (or always False if you choose -65537).
18XXXXXX YYYYYYYY
Warning: if you used a 'byte' size, this Type 3 code will actually be a 'If lower… (UNSIGNED)'! That means, no signed comparison for byte values! (AR bug?)
Note: For 8 and 16 bits codes, you could fill the unused numbers in the value to change the encrypted code, and 'sign' them (unverified).
Type 4 – If higher… (signed) (can be called '40', '41' and '42')
Signed means:
For example, for the Byte comparison, 7F (127) will be > to FFFFFFFF (-1). You HAVE to enter a 32bits signed number as value, even if you just want to make an half-word comparison. That's because 0000FFFF = 65535, and FFFFFFFF = -1). You could choose any value (for example, +65536 for half-word code, but the result will be always True (or always False if you choose -65537).
20XXXXXX YYYYYYYY
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Warning Free dragon magazine pdf. : If you used a 'byte' size, this Type 4 code will actually be a 'If lower… (UNSIGNED)' !That means, no signed comparison for byte values! (AR bug?)
Note 1: For 8 and 16 bit codes, you could fill the unused numbers in the Value to change the encrypted code, and 'sign' them (unverified).
Type 5 – If lower… (unsigned) (can be called '50', '51' and '52')
Unsigned means:
For example: for the Byte comparison, 7F (127) will be < to FF (255).
28XXXXXX YYYYYYYY
Type 6 : If higher… (unsigned) (can be called '60', '61' and '62')
Unsigned means:
For example: for the Byte comparison, 7F (127) will be < to FF (255).
30XXXXXX YYYYYYYY
Type 7 – If AND… (can be called '70', '71' and '72')
(if the result of ANDing the IN GAME and IN CODE values is not equal to 0)
38XXXXXX YYYYYYYY
Action Replay Code List Download
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