Author Topic: Release - Alt64 with stable, fully functional GameShark  (Read 67590 times)

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Offline lee4

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #45 on: September 08, 2014, 12:03 AM »
« Last Edit: September 08, 2014, 12:13 AM by lee4 »
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Offline IlDucci

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #46 on: September 08, 2014, 01:27 AM »
Anyone around here is having trouble with The World Is Not Enough PAL Codes? I can't seem to be able to make Invincibility work.

Here's my file:
Code: [Select]
---
# 007 The World Is Not Enough (PAL)

Invincible:
  - 811147D8 0101

Infinite Time:
  - 81103B82 0000

Infinite Oxygen:
  - 800E25E4 0004
« Last Edit: September 08, 2014, 01:30 AM by IlDucci »

Offline Kodewerx

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #47 on: September 08, 2014, 09:30 AM »
But this ED64 feature works with the Xplorer64 codes from ex. this site? http://www.kai666.com/


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This question was answered in the other thread: http://krikzz.com/forum/index.php?topic=1879.msg21427#msg21427

Offline Hexatendo

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #48 on: September 13, 2014, 11:59 PM »
I'm glad everything is in progress! All we need is FULL amounts of gameshark codes WITH the ability to turn on and off INDIVIDUAL gameshark codes and the gameshark support is now complete! Oh, Krikzz is there going to be hex editing support? If not, could you at least add a hex search function that is able to search for hex values or ASCII text?

Offline Subroc

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #49 on: September 15, 2014, 11:17 PM »
Hey Koderwerx,

finally i got a Xploder64  (aka Xplorer64 in North America) again, had it already 15 years ago but sold it with all my other n64 collection.
So a got a Xploder but it had the earlierst version without the Ingame trainer implented. So i bought another one and updated it, you prolly already know that you can update those cartridges if you plug them together, the XPL with the newer version updates the XPL with the older version. But to my suprise the Ingame trainer didnt work at all and i thought i maybe messed up
both cartridges. I also dont have a printer cable, and even if, i dont know if it would work to update the software, because it has already the most (and last) recent version.

But then ive seen a code in the cheat list which is named "Dummy Code for Ingame Trainer", and suddenly it worked after activating that code.
I totally forgot or cant even remember that you need a code to get the ingame trainer to work.


I have some few Questions and it seems that you have much knowledge about those cheat cartridges and gamehacking in general.
I would appreciate it very much if you could answer my questions.


1. Is it maybe possible to convert GS Code into XPL Codes and vice versa? I assume that there is only a lil difference between the Codes for each cartridge.
   Im pretty sure that its possible to convert NTSC Codes into PAL Codes because if i remember correctly, they only differ slightly.
   I thought that Gameshark codes works with the Xploder64, but that doesnt seems to be true. Both have different code types.
   
   The problem is that the most codes you will find are GS Codes.
   I was pretty sure that GS Codes do work on the XPL because i thought ive succesfully used some back in 2000.


2. Is there a possibility to search for codes on the computer with a emulator which would work on the Xploder?
    I wonder how those people found all the codes for the Xploder. Did they use the actual Xploder or did they use a pc and emulator for that?   
   
    I know that you can search for codes on emulators, but i guess its pretty much only for the Gameshark.
    If there is no possibility to search for XPL codes on emulators, then i guess someone prolly would have to make a special programm to find xploder codes via emulators.

    The ingame trainer seems to freeze all the time, so i doubt its very useful to actually search for codes. 


3. Do you have a GameShark or even a Game Shark Pro for the N64? In europe its named Action Replay and Action Replay Pro, and was apparently only released in the UK.
   
    If there is no solution for the questions #1 and #2, would you recommned to get a Action Replay?
    As far as i know only the "Pro" Version has a Ingame Trainer. Is the Ingame Trainer from the Action Replay Pro better and more reliable as the Xploder ingame trainer?
    Ive read that the Action Replay Pro is very buggy, but maybe the Ingame Trainer is more reliable as the XPL one.
   
   But no matter how you look at it, it would prolly be the best to get a ARP, because i could use all the GS codes on it.



   

 
   
   
« Last Edit: September 15, 2014, 11:22 PM by Subroc »

Offline Subroc

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #50 on: September 16, 2014, 01:57 AM »
Yes!

I just found out that its possible to use GS codes for the Xploder and it works like a charm :)

I was initally looking for interesting Xploder websites to extend my already huge bookmarks library, and not really looking for infos about using GS Codes on the Xploder.
I mean ive obviously looked for a solution few hours before, but without success.
Then i went on your page (@koderwerx) and through that i found the website gamehacking.org.
After looking at the Xploder codes i realised that you can encrypt GS codes to use them as Xploder codes, awesome stuff!


There is only one thing, is the code converter from the website also available as a lil program? That would be very nice though.


And after Krikkz released the new OS with the fully implented GS function then im gonna be the happiest man on earth  8)
« Last Edit: September 16, 2014, 02:15 AM by Subroc »

Offline Hexatendo

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #51 on: September 26, 2014, 01:09 AM »
I haven't used the alt64 because it won't even LOAD ocarina of time master quest! Plus, all or none codes are REALLY ANNOYING, so hopefully Krikzz adds one with the ability to choose codes! I just use REGULAR OS from now on until there's AT LEAST the ability to change codes on the alt64.

Offline Mattroid

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #52 on: September 26, 2014, 03:19 AM »
I haven't used the alt64 because it won't even LOAD ocarina of time master quest! Plus, all or none codes are REALLY ANNOYING, so hopefully Krikzz adds one with the ability to choose codes! I just use REGULAR OS from now on until there's AT LEAST the ability to change codes on the alt64.
You're welcome to make your own menu that does what you want, you know.
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Offline Hexatendo

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #53 on: September 26, 2014, 04:42 AM »
Yeah, If that's the case, I want to have ONLINE CAPABILITY on my everdrive provided I have the hardware (meaning similar design to the RANDNET capture cartridge) and coding skills necessary to program it. Do you know what programming language the OS uses? I'd love to play SUPER SMASH BROS. online! (Maybe a stupid question if the ONLY hardware with online is 64DD)

Offline TheRetromancer

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #54 on: September 26, 2014, 05:36 AM »
Yeah, If that's the case, I want to have ONLINE CAPABILITY on my everdrive provided I have the hardware (meaning similar design to the RANDNET capture cartridge) and coding skills necessary to program it. Do you know what programming language the OS uses? I'd love to play SUPER SMASH BROS. online! (Maybe a stupid question if the ONLY hardware with online is 64DD)

...Not sure if you're being serious or sarcastic here...
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Offline saturnu

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #55 on: September 26, 2014, 07:55 AM »
Maybe i should make a new version of alt64.
But atm. i'm busy with snes projects. ^^
let's wait and see how krikzz gs menu will look like :>

some of my ideas are:

- to load the boxart from the cartridge space like jnmartin84 with his doom port.
i think this would allow true boxart browsing. ^^

- internal transfer pak support
- internal edgb preloader
- better controller pak manager with individual save support
- cheatlist browser
- high res option
- font switching

hm, maybe ^^
« Last Edit: September 26, 2014, 07:57 AM by saturnu »

Offline MockyLock

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #56 on: September 26, 2014, 08:13 AM »
Maybe i should make a new version of alt64.
But atm. i'm busy with snes projects. ^^
let's wait and see how krikzz gs menu will look like :>

some of my ideas are:

- to load the boxart from the cartridge space like jnmartin84 with his doom port.
i think this would allow true boxart browsing. ^^

- internal transfer pak support
- internal edgb preloader
- better controller pak manager with individual save support
- cheatlist browser
- high res option
- font switching

hm, maybe ^^

And NOT ONLINE GAMING oO !!!
what a shame...
:x

Offline Modman

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #57 on: September 26, 2014, 08:28 AM »
That sounds awesome, Saturnu. If you do decide to do it, I would definitely use it. :) there is also an issue with the way the menu reads data that causes it to mishandle fragmented data. It causes the menu not to boot any games added after a user deletes other files first. It's easy enough to work around it now, but just so you know, that's what's happening. :)

LoL, MockyLock.

Offline Kerr Avon

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #58 on: September 26, 2014, 04:13 PM »
Saturnu, would you consider making stand-alone programs that can be used with either ED64 OS?

I.e. say a program called 'Cheat.z64' that when loaded, allows you to select a game, then select the individual cheats to active, then load the game, plus a program called 'Controller Pak Management.z64 ' that when loaded gives you the options:

Copy whole controller pak to file
Copy controller pak page(s) to file
Copy whole file to controller pak
Copy pages to controller pak
Format controller pak
Exit

Please have a virtual keyboard for naming the controller pak (or page) files, and  please ask "Are you sure?" before any option that changes anything.

Offline saturnu

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #59 on: September 26, 2014, 04:47 PM »
hm, i think it would be an easy task, if the functions are ready to port it afterwards to a standalone tool, too.

another thing i'm thinking about is a standalone gnuboy64 port, i already have one ready, but i don't want to release it without fixing the sound first.