I have a big problem: xploder codes and code breaker for cold fear pal version but not action replay max, how to convert this? I have maxconvert v0.71 but i dont understand very well how to use it, the master code work but the other codes like ammo or health dont work, please help me!! Converting codes TO Action Replay and gameshark version 2 ( Converting codes TO Action Replay and gameshark version 2 is alot different from converting codes to any other format. Change the option to the LEFT (input) to the type of code that that your wanting converted.
Hacking using VBA-H (Visual Boy Advance - Hacker's Edition) is a modified version of Visual Boy Advance 1.7.2 developed by kenobi and Labmaster. As it was modified from VBA 1.7.2, it has the exact same compatibility which means that although it is compatible with the vast majority of GBA games, it will not work with all of them. The most notable games that are not compatible with this version are the Classic NES Series games. The changes in VBA-H are all in the cheat menu. In addition to the options provided in the normal edition, VBA-SDL allows several restrictions, both by address range and difference from previous value. A flag compare option is provided as well as a way to force the displaying of results no matter how many were found. VBA-H provides the same disassembler that VBA provides.
All registers are listed as well as the mode and flags. An R16 is listed; however this is simply CPSR mislabeled. A 'Goto R15' option is provided which will move the disassembly to the latest instruction, and the window allows both ARM and THUMB to be viewed. This option is only a disassembler and not a debugger. For debugging, must be used.
Codebreaker Advance and Gameshark SP Description - Codebreaker Advance Pelican released the Codebreaker Advance shortly after the GSA came out. Like the GSA, it is a step up from its Gameboy counterpart, but lacks a trainer. Notable code types that the CBA has added includ the slide code, 8- and 16-bit writes, conditionals, and a bitwise AND. However, the CBA does not implement a 32-bit RAM write or a ROM patch, both of which the GSA has. Codebreaker codes are encrypted by default, but unencrypted codes can be allowed, by not having a 9-code as the first line of a master code. Gameshark SP The Gameshark name was purchased by MadCatz, who also purchased the rights to the Codebreaker Advance software. In reality, all the Gameshark SP is, is a renamed Codebreaker Advance.
Codebreaker/Gameshark SP code types Code type Description 0000xxxx yyyy Master Code xxxx is the CRC of the game. Yyyy is flags include: 0x0008 (CRC exists and is used to autodetect the game) and 0x0002 (Disable interrupts) 1aaaaaaa xxxy Master Code 0x0aaaaaaa is the hook address for the Codebreaker.
Y determines the CBA Code Handler Store Address (address = (y. ARM7 Assembly The GBA uses an ARM7TMDI chip. The ARM architecture provides two modes, ARM and THUMB, and well as 31 32-bit registers. Only 16 of these registers are visible at a time, with R13, R14, and R15 being for the Stack Pointer, the Link Register, and the Program Counter respectively. The ARM instruction set uses 32-bit operations, whereas the THUMB set uses 16-bit. THUMB is designed to produce smaller code with the same speed as ARM and much of the functionability.
One major limiation of THUMB is that many instructions cannot access registers above R07. In ARM, 4 bits are set aside for a conditional. The operation is executed only if the current flags meet that condition. More information on ARM and THUMB can be found in the official ARM and THUMB manuals, as well as GBATek, all provided on the. Hacking using VBA-SDL-H VBA-SDL-H is a modified version of VBA-SDL V1.7.2 by kenobi and Labmaster.
Compatibility wise, it has the same limitations as VBA-H. VBA-SDL-H has been modified to include extra options such as Don't break on, Conditional Breaks, Break on Read, Break on Change, and Last Branch. In addition to this, it provides the same options provided by the official version of VBA-SDL. Inside the console window, VBA-SDL-H lists all the registers, as well as CPSR, the mode, and the status flags. Additionally, the next instruction to be executed is displayed. If the last option was enabled, the same information is also provided for when the last branch occured.
This feature has some bugs, however, and does not always work properly. H brings up a list of all available commands with a description. The c command resumes the functioning of the game. Bt and ba break on the THUMB and ARM addresses provided respectively, when they are executed. Bd number deletes the corresponding bt or ba instruction. This function has a small bug in that the last remaining breakpoint must be deleted manually. Bpw address bytes breaks when address or any addresses up to bytes bytes afterwards are written to.
The cow changes bpw to act as a break on change, which will not break if the value being written to the specified address is the same as the address's current value. Bpr functions the same way as bpw, but it breaks when an address is read from instead of written to. The bpwc and bprc instruction delete all breaks on write and read, and the bl option lists all of these breakpoints. The db is used to disassemble the specified address from triggering a breakpoint. The instruction will still execute as normal, but VBA-SDL-H will ignore it with regard to breakpoints. Cba and cbt instructions are also allowed. These instructions set conditional ARM and THUMB breakpoints.
The d, da, and dt instuctions disassemble the memory located at specified address. D disassembles in the game's current mode, while dt and da force THUMB and ARM disassembly. The next twenty operations are shown in either case. If no address is provided, disassembly begins at the current location of the game. The mb, mh, and mw instructions show the memory at the location provided in terms of bytes, halfwords, and words. 0x100 bytes are shown in all cases and the ASCII representation of these bytes is provided on the right side. The eb, eh, and ew instructions can be used to modify these memory values; additionally, er is provided to modify the value of a register.
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Miscellaneous instructions include io, which displays the status of the I/O registers, dload and dsave which load and save raw data files, load and save, which loads or saves an Fx style save, n which executes the next instruction, and radix, which sets the print radix to the specified base. Additionally, verbose changes the verbose level, where shows the call chain, locals shows the local variables of a given address, and lf logs all output to a file. Finally, the print instruction attempts to print the value of an expression.
Latest MAX codelist for Pen-Drive update for ARMAX 3.32 or lower (Updated 12/02/08) If you have version 3.32 or older of Action Replay MAX you can get your codelist up to date with this codelist file download in.max (max drive) format (users of Action Replay MAX 3.33 or higher need only to download the ARMAX codelist to their Pen-Drive using the Max Drive PC software and load ARMAX with the Pen-Drive inserted). Users of Action Replay MAX 3.32 or less Download the ARMAX 302 XXX file from the downloads section at the bottom of this doculment. The XXX stands for the current version of the codelist. Copy the ARMAX332XXX.max file to your USB Pen-drive using either My Computer (in Windows) or the MAX Drive PC software. Boot your Action Replay MAX 3.32 (or older) software and go into Memory Manager. Insert a PS2 memory card into either slot on your PS2™ and your USB Pen-drive into a USB port.
On the ‘Select Primary Device` screen choose the memory card. If you already have an ‘Action Replay MAX Settings` file on the memory card, delete it. Press ‘TRIANGLE` to go back and then select the USB Pen-drive. Wait a couple of seconds for the files to be shown then find and select the ‘Action Replay MAX Settings` file then move right and choose UNCRUSH to your memory card. Once the transfer is complete, remove the USB Pen-drive and reboot your PS2™. When Action Replay MAX loads you will have access to all the new codes.