Here's the proof I'm using to denote when I made my efforts at hacking the codes that rune believes I stole. He says he believes I did this because I was lazy, but I'm active enough to put together this much information, and if I was lazy, I wouldn't bother assembling any information.
If I'm overloading anyone with this much specific info, let it go for a while. The only person I won't forgive for quitting on this explaination is Rune, who is the primary benefactor of the time and mental energies invested in putting into words the entirety of everything I can think of on this subject, which spans a time frame of the previous 9 years, time which wasn't exclusively put towards the area of code hacking.
Rune recently graced our chat room with reasons why he believes I stole codes. He says that I had the exact same spelling mistakes and capitalizations in some codes at PARCCC. This can be attributed to the fact that I only had about 20 characters of space for my original code descriptions, and used shortened spelling in my UGE modules, as well as the fact that I've improved my ability to spell words as well as my use of grammar since 2001.
If you download a module, and view the .LST file in a text editor, and they match up to the PARCCC set, chances are that someone used the descriptions I had in the files, or the codes were just plain simple. I used those same code addresses and descriptions myself, with a way to convert the addresses into codes automatically, then modified the code names.
You would never find these codes on a search engine, because they're zipped up, and I had to manually and/or automatically convert the save-state addresses to PAR codes using a variety of alghorithms. See the second section for the alghorithms I used to convert the codes I have.
Also, I did all of this in my spare time, because I never went anywheres as a kid(of my own accord), and have a continuing interest in the same systems I did approximately 9 years ago, before I ever found an emulator. When I finally deduced a way to replicate the effects of a Game Genie, it was something I ended up spending a lot of time on. I was able to make PAR codes before I ever called them PAR code, and referred to them as ZSNES codes. After making a string of 7E0000 - 7E0005 codes with unique data, and discovering the relation beween 7E codes and the save-state's codes, I easily figured out a way to convert them. As recently as a few months ago, I made alghorithms for save-state conversion that dealt with SA1 processor memory.
My web site existed as an unlimited nothingness in terms of popularity, due to the fact that I used a hacking system far more complex than it usually needed to be, and I, personally, had only made a few text-files of PAR codes out of the work I had done, which were fairly well recieved in a few now-defunct sites and boards, but eventually seemed unrewarding, so I quit doing anything in the emulation scene for a few years after spending a great deal of time, with a total of 3 people who e-mailed me about my efforts.
The entire reason behind using save-states is that one can both undo their mistakes easily, and they can also test a great deal of address changes in a single sitting, while second-by-second, one can also be checking the data's relation to similar data within the file, and ignore undoing changes that don't break the game. I also was able to use this method to mass-change entire sections of a file to the same sections of another file, and undo that change in a matter of seconds, which allows me to bypass knowledge of a system, and instead focus on finding the responsible value first, then working to find the resulting system that drives the value I've found to change into whatever value it changes to. I've successfully used this with every emulator I've ever used that supports save-states, including MAME.
I'll post the instructions and a set of some algorithmically derived proof, available to anyone who wants it, about what codes I hacked, and when I hacked them. Rune has made a point that shows he understands the potential for date changing on a server in some posts on his own site's internet board. I'm sure I can make it clear that I can't change the date on the Angelfire server, which is a basis of proof for what I'm about to put into words. I've been threatening to put the time into this needed to make it a set of step-by-step instructions, so here's the end result...
Pick one address from the following list:
Breath of Fire 2: http://www.angelfire.com/nc/ugetab/imgs/Breath2.zip
Chrono Trigger: http://www.angelfire.com/nc/ugetab/imgs/Cte.zip
Megaman 7: http://www.angelfire.com/nc/ugetab/imgs/Megaman7.zip
Megaman 9: http://www.angelfire.com/nc/ugetab/imgs/Megaman9.zip
Seiken Densetsu 3: http://www.angelfire.com/nc/ugetab/imgs/Seiken3.ZIP
Aliens 3: http://www.angelfire.com/nc/ugetab/imgs/alien_3.zip
Bart's Nightmare: http://www.angelfire.com/nc/ugetab/imgs/bartnigt.zip
Brain Lord: http://www.angelfire.com/nc/ugetab/imgs/brainlrd.zip
Big Sky Trooper: http://www.angelfire.com/nc/ugetab/imgs/bst.zip
Bust-A-Move: http://www.angelfire.com/nc/ugetab/imgs/bustmove.zip
Castlevania 1: http://www.angelfire.com/nc/ugetab/imgs/cvania1.ZIP
Dragon Ball Z-Legend of the Super Saiajins: http://www.angelfire.com/nc/ugetab/imgs/dbzlots.zip
Demon's Quest: http://www.angelfire.com/nc/ugetab/imgs/demonsqu.zip
Earthbound: http://www.angelfire.com/nc/ugetab/imgs/erthboun.zip
FF2us / FF4j: http://www.angelfire.com/nc/ugetab/imgs/ff2a_4j.zip
FF3us: http://www.angelfire.com/nc/ugetab/imgs/ff3.zip
FF5j: http://www.angelfire.com/nc/ugetab/imgs/ff5.ZIP
Final Fantasy Legends 3: http://www.angelfire.com/nc/ugetab/imgs/ffl3.zip
FFMystic Quest: http://www.angelfire.com/nc/ugetab/imgs/ffmq.zip
Final Fight: http://www.angelfire.com/nc/ugetab/imgs/finlfite.zip
Hyperoid PC Game w/ EXE cheat module: http://www.angelfire.com/nc/ugetab/imgs/hypercht.zip (I thought for sure I had lost this in an HD crash)
Kirby's Super Star: http://www.angelfire.com/nc/ugetab/imgs/ksprstar.zip
Mario World: http://www.angelfire.com/nc/ugetab/imgs/mariow.zip
Metroid 3: http://www.angelfire.com/nc/ugetab/imgs/metroid3.zip
Megaman X pack: http://www.angelfire.com/nc/ugetab/imgs/mmx_pack.zip
Mario RPG Patch: http://www.angelfire.com/nc/ugetab/imgs/mrpg_e_p.zip
New Horizons: http://www.angelfire.com/nc/ugetab/imgs/new_hz.zip (I made GG codes using these addresses, all of which were taken with explicit instructions to the contrary)
Ogre Battle: http://www.angelfire.com/nc/ugetab/imgs/ogre.ZIP
Oger Battle 2-Tactics Ogre: http://www.angelfire.com/nc/ugetab/imgs/ogre2.zip
Ogre Battle Patch: http://www.angelfire.com/nc/ugetab/imgs/ogrebt_p.zip
Paladin's Quest: http://www.angelfire.com/nc/ugetab/imgs/paladinq.zip
Plok: http://www.angelfire.com/nc/ugetab/imgs/plok_mdl.zip
Robotrek: http://www.angelfire.com/nc/ugetab/imgs/robotrek.zip
Romancing SaGa 3: http://www.angelfire.com/nc/ugetab/imgs/romansg3.zip
Super Bonk: http://www.angelfire.com/nc/ugetab/imgs/s_bonk.zip
Seiken Densetsu 3: http://www.angelfire.com/nc/ugetab/imgs/seiken3.ZIP
Super Mario RPG: http://www.angelfire.com/nc/ugetab/imgs/smrpge.zip
Super Mario RPG(original, older): http://www.angelfire.com/nc/ugetab/imgs/smrpge2.ZIP
Solar Jetman(NES): http://www.angelfire.com/nc/ugetab/imgs/solarjet.zip
Sonic pack(Genesis): http://www.angelfire.com/nc/ugetab/imgs/sonic.zip
Soul Blazer: http://www.angelfire.com/nc/ugetab/imgs/soulblzr.zip
Super Punchout: http://www.angelfire.com/nc/ugetab/imgs/spnchout.zip
Super Street Fighter 2: http://www.angelfire.com/nc/ugetab/imgs/ssf2.zip
Star Wars: http://www.angelfire.com/nc/ugetab/imgs/starwars.zip
Tenchi Muyo: http://www.angelfire.com/nc/ugetab/imgs/tenchimy.zip
Terranigma: http://www.angelfire.com/nc/ugetab/imgs/terangma.zip
Zelda 2(NES): http://www.angelfire.com/nc/ugetab/imgs/zelda2.zip
Zelda 3: http://www.angelfire.com/nc/ugetab/imgs/zelda3.ZIP
A package of more recent files, with much later dates(I managed to retrieve them from a corrupted drive, but lost file dates), but some have been updated as I actually played games, instead of just hacking the codes for immediate use and distribution. Also note that the files located in PrelimModules folder include the files !PAR.txt, !PAR2.txt, and !PAR3.txt. The file dates in the zip are accurate, but I'll be willing to let them be as new as 2003(the date header on the zip), which is the date it was last changed on the Angelfire server, and this can be verified using any accurate response header reading service, like the link to the one I provided in the first section of verification instructions. You'll need to generate fresh .LST files using a copy of Universal Game Editor (UGE), or use UGE to get the addresses you want to try converting.
http://www.angelfire.com/nc/ugetab/M...limModules.zip
The most recent package. Feel free to take anything that I haven't already made, and also feel fully free to use the data to aid in the creation of your own personal(and self-credited) Game Genie codes that I haven't seen fit to make. You'll need to generate fresh .LST files using a copy of Universal Game Editor (UGE), or use UGE to get the addresses you want to try converting.
http://www.angelfire.com/nc/ugetab/GSHI_UGE.zip
To verify file upload date:
1. Go to http://www.delorie.com/web/headers.html
2. Enter the address you chose.
3. Look at "Last-Modified:" for the date it was uploaded.
To verify the PAR code information from the files:
Note that the emulators I use tend to have unique file structures, so you'll need to check the addresses within a save-state from those emulators. You can convert the addresses, and then check them using any emulator that supports PAR codes, including ZSNES, and SNES9X.
SNES: ZSNES
NES: Nesticle
Gameboy: Don't bother. This all had to be done by manually scanning the RAM using NO$GMB
Genesis: Genecyst
The alghorithms for this are:
SNES:
PAR codes: file address 3091 - 134162
UGE Address (in decimal) - 3091 + 8257536, convert to hex, add a value 00-FF for the value to the end of the code.
PAR codes: file address 269620 - 302387
UGE Address (in decimal) + 3924684, convert to hex, add a value 00-FF for the value to the end of the code.
PAR codes: file address 267571 - 269618
UGE Address (in decimal) + 2890445, convert to hex, add a value 00-FF for the value to the end of the code.
NES:
PAR codes:
If the file address is greater than or equal to 8192, you have to subtract 8192, then convert that address to HEX, then pad the left of the address with 0s, until it's 4 digits long, then choose a value for this address. Anything below 8192, or above 16383, I had to just try to locate in memory by manually matching up strings of values, which made near-by values easier to make codes for.
--
I realize this is over-informative, but anyone interested can take whatever time they need to verify the data I've put forward. I encourage anyone from either site of the code stealing argument to point out any discrepancies in my train of thought on this subject.
Rune is free to post this on his own board, without any modifications, so that he can be certain that not one thing has changed, and all discrepencies are explained after the document is posted.
If I'm overloading anyone with this much specific info, let it go for a while. The only person I won't forgive for quitting on this explaination is Rune, who is the primary benefactor of the time and mental energies invested in putting into words the entirety of everything I can think of on this subject, which spans a time frame of the previous 9 years, time which wasn't exclusively put towards the area of code hacking.
Rune recently graced our chat room with reasons why he believes I stole codes. He says that I had the exact same spelling mistakes and capitalizations in some codes at PARCCC. This can be attributed to the fact that I only had about 20 characters of space for my original code descriptions, and used shortened spelling in my UGE modules, as well as the fact that I've improved my ability to spell words as well as my use of grammar since 2001.
If you download a module, and view the .LST file in a text editor, and they match up to the PARCCC set, chances are that someone used the descriptions I had in the files, or the codes were just plain simple. I used those same code addresses and descriptions myself, with a way to convert the addresses into codes automatically, then modified the code names.
You would never find these codes on a search engine, because they're zipped up, and I had to manually and/or automatically convert the save-state addresses to PAR codes using a variety of alghorithms. See the second section for the alghorithms I used to convert the codes I have.
Also, I did all of this in my spare time, because I never went anywheres as a kid(of my own accord), and have a continuing interest in the same systems I did approximately 9 years ago, before I ever found an emulator. When I finally deduced a way to replicate the effects of a Game Genie, it was something I ended up spending a lot of time on. I was able to make PAR codes before I ever called them PAR code, and referred to them as ZSNES codes. After making a string of 7E0000 - 7E0005 codes with unique data, and discovering the relation beween 7E codes and the save-state's codes, I easily figured out a way to convert them. As recently as a few months ago, I made alghorithms for save-state conversion that dealt with SA1 processor memory.
My web site existed as an unlimited nothingness in terms of popularity, due to the fact that I used a hacking system far more complex than it usually needed to be, and I, personally, had only made a few text-files of PAR codes out of the work I had done, which were fairly well recieved in a few now-defunct sites and boards, but eventually seemed unrewarding, so I quit doing anything in the emulation scene for a few years after spending a great deal of time, with a total of 3 people who e-mailed me about my efforts.
The entire reason behind using save-states is that one can both undo their mistakes easily, and they can also test a great deal of address changes in a single sitting, while second-by-second, one can also be checking the data's relation to similar data within the file, and ignore undoing changes that don't break the game. I also was able to use this method to mass-change entire sections of a file to the same sections of another file, and undo that change in a matter of seconds, which allows me to bypass knowledge of a system, and instead focus on finding the responsible value first, then working to find the resulting system that drives the value I've found to change into whatever value it changes to. I've successfully used this with every emulator I've ever used that supports save-states, including MAME.
I'll post the instructions and a set of some algorithmically derived proof, available to anyone who wants it, about what codes I hacked, and when I hacked them. Rune has made a point that shows he understands the potential for date changing on a server in some posts on his own site's internet board. I'm sure I can make it clear that I can't change the date on the Angelfire server, which is a basis of proof for what I'm about to put into words. I've been threatening to put the time into this needed to make it a set of step-by-step instructions, so here's the end result...
Pick one address from the following list:
Breath of Fire 2: http://www.angelfire.com/nc/ugetab/imgs/Breath2.zip
Chrono Trigger: http://www.angelfire.com/nc/ugetab/imgs/Cte.zip
Megaman 7: http://www.angelfire.com/nc/ugetab/imgs/Megaman7.zip
Megaman 9: http://www.angelfire.com/nc/ugetab/imgs/Megaman9.zip
Seiken Densetsu 3: http://www.angelfire.com/nc/ugetab/imgs/Seiken3.ZIP
Aliens 3: http://www.angelfire.com/nc/ugetab/imgs/alien_3.zip
Bart's Nightmare: http://www.angelfire.com/nc/ugetab/imgs/bartnigt.zip
Brain Lord: http://www.angelfire.com/nc/ugetab/imgs/brainlrd.zip
Big Sky Trooper: http://www.angelfire.com/nc/ugetab/imgs/bst.zip
Bust-A-Move: http://www.angelfire.com/nc/ugetab/imgs/bustmove.zip
Castlevania 1: http://www.angelfire.com/nc/ugetab/imgs/cvania1.ZIP
Dragon Ball Z-Legend of the Super Saiajins: http://www.angelfire.com/nc/ugetab/imgs/dbzlots.zip
Demon's Quest: http://www.angelfire.com/nc/ugetab/imgs/demonsqu.zip
Earthbound: http://www.angelfire.com/nc/ugetab/imgs/erthboun.zip
FF2us / FF4j: http://www.angelfire.com/nc/ugetab/imgs/ff2a_4j.zip
FF3us: http://www.angelfire.com/nc/ugetab/imgs/ff3.zip
FF5j: http://www.angelfire.com/nc/ugetab/imgs/ff5.ZIP
Final Fantasy Legends 3: http://www.angelfire.com/nc/ugetab/imgs/ffl3.zip
FFMystic Quest: http://www.angelfire.com/nc/ugetab/imgs/ffmq.zip
Final Fight: http://www.angelfire.com/nc/ugetab/imgs/finlfite.zip
Hyperoid PC Game w/ EXE cheat module: http://www.angelfire.com/nc/ugetab/imgs/hypercht.zip (I thought for sure I had lost this in an HD crash)
Kirby's Super Star: http://www.angelfire.com/nc/ugetab/imgs/ksprstar.zip
Mario World: http://www.angelfire.com/nc/ugetab/imgs/mariow.zip
Metroid 3: http://www.angelfire.com/nc/ugetab/imgs/metroid3.zip
Megaman X pack: http://www.angelfire.com/nc/ugetab/imgs/mmx_pack.zip
Mario RPG Patch: http://www.angelfire.com/nc/ugetab/imgs/mrpg_e_p.zip
New Horizons: http://www.angelfire.com/nc/ugetab/imgs/new_hz.zip (I made GG codes using these addresses, all of which were taken with explicit instructions to the contrary)
Ogre Battle: http://www.angelfire.com/nc/ugetab/imgs/ogre.ZIP
Oger Battle 2-Tactics Ogre: http://www.angelfire.com/nc/ugetab/imgs/ogre2.zip
Ogre Battle Patch: http://www.angelfire.com/nc/ugetab/imgs/ogrebt_p.zip
Paladin's Quest: http://www.angelfire.com/nc/ugetab/imgs/paladinq.zip
Plok: http://www.angelfire.com/nc/ugetab/imgs/plok_mdl.zip
Robotrek: http://www.angelfire.com/nc/ugetab/imgs/robotrek.zip
Romancing SaGa 3: http://www.angelfire.com/nc/ugetab/imgs/romansg3.zip
Super Bonk: http://www.angelfire.com/nc/ugetab/imgs/s_bonk.zip
Seiken Densetsu 3: http://www.angelfire.com/nc/ugetab/imgs/seiken3.ZIP
Super Mario RPG: http://www.angelfire.com/nc/ugetab/imgs/smrpge.zip
Super Mario RPG(original, older): http://www.angelfire.com/nc/ugetab/imgs/smrpge2.ZIP
Solar Jetman(NES): http://www.angelfire.com/nc/ugetab/imgs/solarjet.zip
Sonic pack(Genesis): http://www.angelfire.com/nc/ugetab/imgs/sonic.zip
Soul Blazer: http://www.angelfire.com/nc/ugetab/imgs/soulblzr.zip
Super Punchout: http://www.angelfire.com/nc/ugetab/imgs/spnchout.zip
Super Street Fighter 2: http://www.angelfire.com/nc/ugetab/imgs/ssf2.zip
Star Wars: http://www.angelfire.com/nc/ugetab/imgs/starwars.zip
Tenchi Muyo: http://www.angelfire.com/nc/ugetab/imgs/tenchimy.zip
Terranigma: http://www.angelfire.com/nc/ugetab/imgs/terangma.zip
Zelda 2(NES): http://www.angelfire.com/nc/ugetab/imgs/zelda2.zip
Zelda 3: http://www.angelfire.com/nc/ugetab/imgs/zelda3.ZIP
A package of more recent files, with much later dates(I managed to retrieve them from a corrupted drive, but lost file dates), but some have been updated as I actually played games, instead of just hacking the codes for immediate use and distribution. Also note that the files located in PrelimModules folder include the files !PAR.txt, !PAR2.txt, and !PAR3.txt. The file dates in the zip are accurate, but I'll be willing to let them be as new as 2003(the date header on the zip), which is the date it was last changed on the Angelfire server, and this can be verified using any accurate response header reading service, like the link to the one I provided in the first section of verification instructions. You'll need to generate fresh .LST files using a copy of Universal Game Editor (UGE), or use UGE to get the addresses you want to try converting.
http://www.angelfire.com/nc/ugetab/M...limModules.zip
The most recent package. Feel free to take anything that I haven't already made, and also feel fully free to use the data to aid in the creation of your own personal(and self-credited) Game Genie codes that I haven't seen fit to make. You'll need to generate fresh .LST files using a copy of Universal Game Editor (UGE), or use UGE to get the addresses you want to try converting.
http://www.angelfire.com/nc/ugetab/GSHI_UGE.zip
To verify file upload date:
1. Go to http://www.delorie.com/web/headers.html
2. Enter the address you chose.
3. Look at "Last-Modified:" for the date it was uploaded.
To verify the PAR code information from the files:
Note that the emulators I use tend to have unique file structures, so you'll need to check the addresses within a save-state from those emulators. You can convert the addresses, and then check them using any emulator that supports PAR codes, including ZSNES, and SNES9X.
SNES: ZSNES
NES: Nesticle
Gameboy: Don't bother. This all had to be done by manually scanning the RAM using NO$GMB
Genesis: Genecyst
The alghorithms for this are:
SNES:
PAR codes: file address 3091 - 134162
UGE Address (in decimal) - 3091 + 8257536, convert to hex, add a value 00-FF for the value to the end of the code.
PAR codes: file address 269620 - 302387
UGE Address (in decimal) + 3924684, convert to hex, add a value 00-FF for the value to the end of the code.
PAR codes: file address 267571 - 269618
UGE Address (in decimal) + 2890445, convert to hex, add a value 00-FF for the value to the end of the code.
NES:
PAR codes:
If the file address is greater than or equal to 8192, you have to subtract 8192, then convert that address to HEX, then pad the left of the address with 0s, until it's 4 digits long, then choose a value for this address. Anything below 8192, or above 16383, I had to just try to locate in memory by manually matching up strings of values, which made near-by values easier to make codes for.
--
I realize this is over-informative, but anyone interested can take whatever time they need to verify the data I've put forward. I encourage anyone from either site of the code stealing argument to point out any discrepancies in my train of thought on this subject.
Rune is free to post this on his own board, without any modifications, so that he can be certain that not one thing has changed, and all discrepencies are explained after the document is posted.
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