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Faulty Cheat Engine in GPSP?

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  • #16
    Well, all the non-working codes came from THIS site, unfortunately. The best bet I have is to try to find Codebreaker codes for Pokemon Emerald/Fire Red/Leaf Green, then directly convert them to PAR_V3 format via ARCrypt. Most codes I did that to, did, in fact, work. Would you happen to have an archive of Pokemon Emerald Codebreaker codes? I've looked at two other sites, but neither has any Codebreaker or Gameshark v1 codes for Pokemon Emerald. One of the sites had a paltry 19 Codebreaker codes for Fire Red and Leaf Green (the codes were identical, except for the (M) codes).

    P.S. Any attempt to manually hack Fire Red/Leaf Green/Emerald using TempAR has so far proven futile. The games' coding seems to be set up with an extremely complex, possibly multi-layered encryption algorithm and DMA routine.

    P.P.S. I hate to say it, but some of your non-working codes are as plain to see as a crow on a snowbank (the decrypted version of the code is shown as all zeros). However, these non-working codes have never been removed; however, they exist alongside working versions of the same code. You just have to be careful which code(s) you choose, as not very many are useable on PSP GBA emulators.

    The two codes which show the most promise for Pokemon Emerald (IMO), and which actually work the way they're supposed to, are the Easy Wild Pokemon Catch and Maximum Sale Price codes. The former automatically loads the "such-and-such (Pokemon's name) was caught!" routine upon using a Ball of any sort (doesn't work on Safari Balls, however--and some of those Pokemon are fiendishly difficult to catch! ugh...). The latter basically maxes out the sale price of any item you previously purchased or were given. Thus, you can easily max out your yen reserve at 999999 with just a few cycles of buying a couple of items, selling one of them back right away, rinse and repeat.
    Last edited by xirtamehtsitahw; 12-29-2013, 09:50:46 PM.
    Tempus fugit, ergo, carpe diem.

    Time flies, therefore, seize the day.

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    • #17
      Have you actually looked at the Codebreaker website which is now CodeTwink for codes?

      http://cheats.codetwink.com/gba/view/4498

      I also have issues with the GBA emulator for DSTwo cards, many of the codes don't always work like conditional codes which never terminate and no ASM code works that I have tried so it's not just on the PSP. In case you're wondering if I used some faulty codes I made those said ASM codes so I know for a fact they work but not on the emulator. So don't blame the codes but the emulator in question.
      Spoiler Alert! Click to view...

      THE BAD GUY!!!!!!

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      • #18
        Actually, yes, and many of the codebreaker codes work for the earlier Pokemon games (Ruby, Sapphire) and Pokemon Mystery Dungeon Red Rescue Team.

        And yes, I do believe you're right--it IS the emulator. However, lee4 was kind enough to link to one of his earlier posts in regards to how to get direct-write codes to work. It's really easy to get Codebreaker codes to work--change the original 8 to a 1, and pad the last four digits with zeros. As for the PAR_V3 codes, simply decrypt them and apply the label "direct_v3", then the code name, then, in parentheses, "(decrypted)". If the code is encrypted, simply put "(encrypted)" after the code name. I would prefer decrypted codes, myself, as they may have a higher chance of working than encrypted ones, because the emulator doesn't have to try to decrypt the code before applying the (possibly botched) decryption result to the rom being played.

        Also, just a heads-up, your database seems to be throwing a "database error" whenever I attempt to refresh the page whilst viewing and expanding codes to view the various versions of them. I want to view the four or five versions of certain codes (say, for Pokemon Emerald), in an attempt to discover ones which I can make work for my GPSP Kai emulator.

        lee4 linked to one of his earlier posts, in this thread, detailing how to create more workable codes on GPSP Kai. You CAN make Codebreaker codes work, via the direct_v1 label in front of the code name. However, only direct-write codes are supported, as per lee4's findings. In other words, I can't make conditional codes work, unless they feature some in-game action as the trigger, as button-press conditionals, if they work at all, will ALWAYS work, until they are disabled in the emulator's cheat menu.

        Actually, I could probably get those direct-write codes to work...on TempAR, by using lee4's conversion method. After all, TempAR is capable of using raw CWCheat-format codes, which usually work on whatever emulated game I try them on. Even cooler, is the fact that button conditionals WORK on TempAR, even if they don't work on the game's actual cheat engine. What TempAR does is directly inject the cheats into the game's actual memory, bypassing the emulator's broken cheat engine. How do I know this?
        The PAR_V3 code for infinite yen on Pokemon Ruby doesn't work. However, the same exact code, in raw format, works flawlessly (giving me exactly 999999 yen) when used on TempAR.

        That's my key to forcing codes to work on an otherwise recalcitrant emulator.

        P.S. the TempAR code I discovered which gives you infinite yen in Pokemon Ruby is NOT the same as the decrypted code posted on this site.

        0x203A4F50 0x000F423F is the working version. The decrypted version of the code posted on this site starts out something like 0x2202.... that is far too high an address to be usable on TempAR (the highest address it allows is 0x017FFFFF). In short, the code posted on this site for infinite yen affects the game's ROM memory, rather than the RAM (which TempAR can manipulate).
        Last edited by xirtamehtsitahw; 01-04-2014, 07:32:13 PM. Reason: TempAR code
        Tempus fugit, ergo, carpe diem.

        Time flies, therefore, seize the day.

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