Romhacking.net

Romhacking => Personal Projects => Topic started by: Kyle on January 20, 2014, 02:37:30 pm

Title: Game Genie Guy!
Post by: Kyle on January 20, 2014, 02:37:30 pm
Game Genie Guy! is out.  :)

This is a small Windows utility for applying Game Genie codes to roms. This saves you the trouble of having to enter them each time the game is played. PC Engine and Master System are supported by using supplied codes.

http://srktt.com/files/GGGuy.exe

(http://srktt.com/files/GGGuy.png)

Usage:

1. Click the Browse button and select an unzipped Game Boy/Game Gear/Genesis/NES/SNES rom
 - The system dropdown should populate based on the file extension
 - The checksum box will also be enabled for non-NES games
2. Enter the desired codes, one per line. Multiple codes can be combined with +
3. Click Patch when all codes have been entered
4. Open the created 'File GG.rom' in an emulator to test

Checksum:

uCON64 is used for checksum correction. This is required if you are using flash carts. Most emulators are not bothered by it. I recommend the MinGW version because it has no dependencies.

Download ucon64-2.0.0-win32-mingw-bin.zip and extract ucon64.exe to same folder as GGGuy.exe:
http://ucon64.sourceforge.net/

Notes:

Master System and PC Engine support added. Only use the codes from the supplied text files. Pro Action Replay codes are not supported.

Not all codes like being applied in this fashion. Ex: Contra Hard Corps 99 lives work fine while infinite lives does not. If you do not get the desired result try another code.

8 digit NES codes are preferrable to 6. 8 digit codes contain validation that ensures the game is being patched in the right spot. 6 digit codes just go for it. Applying too many 6 digit codes can make a game crash. Try fewer codes if this occurs.

Use BIN or GEN roms for Genesis/Mega Drive. SMD roms are not supported.

Troubleshooting:

If you can't get a code to work try the following:

1. Try a different code. If another code works then the file is being patched properly.
2. Try a different rom - look for a good dump (!) or use Nointro roms.
3. Try it with CCCGP to see if it works. If it does let me know with the full rom name and code you are using. I'll check it out.
http://crackerscrap.com/projects.php

Why would I use this instead of CCCGP?

Tiny standalone file (60KB) - no DLLs/dependencies/registry writes
System auto-detection based on the rom's extension
Original files are copied to avoid overwriting: mario.nes - mario GG.nes
Auto-fixes checksum if uCON64 available
Always on top for easier pasting of codes from browser
Simplified code input doesn't require description
Full source code provided

Thanks to:

cracker: CCCGP
WyrmCorp: UGGCONV/source
Lazy Bastard: tutorials
John David Ratliff: tutorials
Tony Hedstrom: tutorials
Zazer: ggconv
Maël Hörz: HxD

References:

http://gamehacking.org/library/114
http://www.videogamesource.com/genie/gg/gghandbk/p12.html
http://www.ticalc.org/cgi-bin/zipview?92plus/asm/source/ggdecodesrc92.zip;snes.txt
http://romhack.wikia.com/wiki/SNES_header

Source code is provided. BCX and LCC are required to compile:

http://www.bcxbasic.com/
http://www.cs.virginia.edu/~lcc-win32/

January 20, 2014, 02:43:43 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Added another small feature since the OP was written. Multiple codes can be on a single line, separated with a + sign. This allow you to use codes like this without splitting them into multiple lines. Both " + " and  "+" are valid.

14   CB8A-64D5 + 108A-6405 + 3C8A-6465   Always score 100 points

(http://srktt.com/files/GGGuyplus.png)
Title: Re: Game Genie Guy!
Post by: Special T on January 20, 2014, 10:20:43 pm
Nice job, if you haven't done so already you should add this to the utilities section   :thumbsup:
Title: Re: Game Genie Guy!
Post by: Gideon Zhi on January 20, 2014, 10:45:27 pm
How does this handle codes that freeze a RAM location instead of a ROM location?
Title: Re: Game Genie Guy!
Post by: Revenant on January 20, 2014, 11:51:51 pm
I don't know about the Genesis / Master System Game Genies, but the NES and SNES ones cannot modify RAM in the first place.
Title: Re: Game Genie Guy!
Post by: Kyle on January 21, 2014, 06:12:17 am
Game Genie doesn't do RAM. That's Pro Action Replay. PAR can do ROM but most of the codes for it are RAM since they are easier to make.

This is pretty much feature complete for what I set out to do. I'm open to suggestions. A guy at Gamehacking said I should have it link up to their site but I don't think I'm that ambitious. I had another suggestion for N64. The codes for it are almost all RAM. Same with GBA etc.
Title: Re: Game Genie Guy!
Post by: Drakon on January 21, 2014, 08:43:38 pm
Really cool.  I noticed a bunch of emulators automatically save codes for games and auto-load them when I load the rom so I don't have to re-enter them every time.  Sometimes I use a game genie code to test something and then I forget to disable it when I reload the rom and wonder why my hex changes don't work.
Title: Re: Game Genie Guy!
Post by: Kyle on January 21, 2014, 08:56:12 pm
Thanks Drakon. My reasoning for this is that I don't play on emulators at all (well, maybe to confirm a code is working). Otherwise it's all real consoles, flash carts and CRT via SCART/component. I spend dumb monies on hardware. I have tons of actual carts as well but this is for fun.

Added Nintendo (Alt) and Game Boy/Gear (Alt) options. With 6 digit codes this patches only the first offset rather than all potential offsets. If the default doesn't work or cause the game to crash try this.
Title: Re: Game Genie Guy!
Post by: Drakon on January 25, 2014, 10:10:00 am
Oh I think I misunderstood what your software does, it hard codes the game genie code into the rom?  I use real hardware too I don't like romhacks that don't run on real hardware.  This is definitely a time saver I've hex edited game genie codes into games before and it took a little effort.
Title: Re: Game Genie Guy!
Post by: henke37 on January 25, 2014, 10:14:12 am
Such a pity that some cheat codes does rather fancy shenanigans. Flow control and pointers!
Title: Re: Game Genie Guy!
Post by: KingMike on January 25, 2014, 10:51:40 am
Added Nintendo (Alt) and Game Boy/Gear (Alt) options. With 6 digit codes this patches only the first offset rather than all potential offsets. If the default doesn't work or cause the game to crash try this.

I want to guess those codes were intended only to be used on mapperless games (32KB ROMs for GB/GG. For NES, only the PRG-ROM is affected by the GG, so a 6-letter code would only be safe on games with no PRG switching: those with up to 32KB PRG).
Title: Re: Game Genie Guy!
Post by: Kyle on January 28, 2014, 04:34:20 am
I want to guess those codes were intended only to be used on mapperless games (32KB ROMs for GB/GG. For NES, only the PRG-ROM is affected by the GG, so a 6-letter code would only be safe on games with no PRG switching: those with up to 32KB PRG).
That's a good thought. Maybe I can revise this so the method is based on the rom's file size and not require two options.
Title: Re: Game Genie Guy!
Post by: Zoinkity on January 28, 2014, 01:25:41 pm
Sort of surprising nobody's done this before, honestly.  Great job!

(Forgive me if I wasn't reading closely enough to realize this is what it already does)
Wasn't the point of the extra two bytes to replace only when the value matches?  You could always test the offset in each bank until you get a hit, then if there's more than one ask for disambiguation.
Title: Re: Game Genie Guy!
Post by: Kyle on January 29, 2014, 07:13:46 am
To be fair there's another utility called CCCGP that does this. This is my take on it.

I reworked the NES 6 digit code to be a file size check. Games 48kb and under get the first offset and larger games get patched repeatedly.

It seems like it's better overall to just use 8 digit codes. There are only a handful of games in the official book that get 6 digit codes.
Title: Re: Game Genie Guy!
Post by: Kyle on March 19, 2014, 07:53:31 pm
I fixed a SNES bug and added IPS creation.
http://srktt.com/files/GGGuy.zip

(http://srktt.com/files/GGGuyIPS.png)

Title: Re: Game Genie Guy!
Post by: celestinx on May 13, 2014, 02:29:26 pm
Great program, i got them working for Genesis, however, i could not get some Mastersystem SMS games to work.

Scramble Spirits (Europe) for example, i want infinite lives, but no codes seem to work.
Title: Re: Game Genie Guy!
Post by: Kyle on June 10, 2014, 07:15:14 am
Added IPS patching via uCON64. I've tested it against a number of rom hacks. If you have issues let me know.

Click browse and open an IPS file
Choose your rom from the second prompt

http://srktt.com/files/GGGuy.zip
Title: Re: Game Genie Guy!
Post by: southbird on June 12, 2014, 10:45:25 am
To be fair there's another utility called CCCGP that does this. This is my take on it.

I reworked the NES 6 digit code to be a file size check. Games 48kb and under get the first offset and larger games get patched repeatedly.

It seems like it's better overall to just use 8 digit codes. There are only a handful of games in the official book that get 6 digit codes.

Just wanted to weigh in on this issue, though I realize it's a few months ago :P Regarding NES and 6 vs 8:

Yes, obviously a 6 letter code could patch several areas of a ROM, but it needs context. As you well know, GG treats 6 letter codes as "any time the console is requesting a byte from address X, send them byte value Y intead." And an 8 letter code is "any time the console is requesting a byte from address X, and the cart is returning byte Y, return byte Z instead." (The "compare" method.)

Any time we have a game that's using a mapper that modifies the 32KB ROM space (and almost all of them do), if a code is intending to patch the dynamic part of that window, it best be an 8 letter code or there could be severe side effects. I would imagine that most of the originally released GG codes in the books were 6 letters for fixed window games and 8 letters for complex mapper games, but I haven't checked.

But here's where it gets sketchy: For example, Super Mario Bros. 3 uses an MMC3, which means that the 32KB ROM space is broken up into 4 windows, where two are fixed and two are dynamic.  The MMC3 always locks $E000-$FFFF to the last 8KB bank (at least the end of this address area needs to be predictable to support the vectors.) Then the programmer has an option about choosing a second fixed bank. In SMB3's case, they use $8000-$9FFF as the second fixed space.

Okay, so where I'm going with this is, a 6 letter GG code for SMB3 needs context -- if the 6 letter code is patching $8000-$9FFF or $E000-$FFFF, it should only be applied once, and only to (starting from 0) bank 30 (i.e. second-to-last bank) or 31 (last bank), respectively. But since there's an option in the MMC3 to make $C000-$DFFF fixed instead (SMB3 doesn't use this), so a different MMC3 game should have the above rule effect this address space instead. So a 6 letter code applied to a fixed region of a mapper-based game is in fact valid and will only target a particular bank in the ROM. Sometimes you can predict what this is (e.g. if a ROM is using an MMC3, you KNOW where $E000-$FFFF codes will land), and sometimes you can't (e.g. any other region in an MMC3 game, unless you know the rules of said game.)

In short, some 6 letter codes effect a fixed region even when using a mapper and thus ARE valid (in the sense there's no unintended patching and the code is predictable) for those games. Any 6 letter code in SMB3 effecting $8000-$9FFF or $E000-$FFFF would actually be valid and would only effect the end of the ROM. (SMB3 never puts bank 30 or 31 into the dynamic space, which would be silly anyway since the addressing would be wrong.)

What it boils down to is, the best response we can get from your software is one of the following:

Technically speaking, an 8 letter code is also subject to this, though on a lower impact level. It is possible (though less likely due to "compare") that another bank that would never be in the address window specified by the code is erroneously targeted due to the software not having context.
Title: Re: Game Genie Guy!
Post by: Kyle on June 12, 2014, 10:53:57 am
There are actually only 2 or 3 games in the entire NES codebook that use 6 character codes. They are much more commonly made by hobbyists. I've converted a number of 6 to 8s myself so the result won't be so wonky. I appreciate all of the tech insight.
Title: Re: Game Genie Guy!
Post by: southbird on June 12, 2014, 05:40:34 pm
There are actually only 2 or 3 games in the entire NES codebook that use 6 character codes. They are much more commonly made by hobbyists. I've converted a number of 6 to 8s myself so the result won't be so wonky. I appreciate all of the tech insight.

Well, I have some official books and ... you're basically right! XD But yeah, it has more to do with that occasional person who DOES try to use them, the software would best be able to handle it correctly to avoid a certain amount of folks who will just complain it simply doesn't work right. Or that's my opinion anyway.
Title: Re: Game Genie Guy!
Post by: Entroper on July 22, 2014, 01:06:19 am
There are actually only 2 or 3 games in the entire NES codebook that use 6 character codes. They are much more commonly made by hobbyists. I've converted a number of 6 to 8s myself so the result won't be so wonky. I appreciate all of the tech insight.

Is there a utility for this, or any other way of doing so easily? I want to combine some 6 digit codes for Metroid (NES) but can't do so without breaking the game.
Title: Re: Game Genie Guy!
Post by: southbird on July 23, 2014, 02:40:08 pm
Is there a utility for this, or any other way of doing so easily? I want to combine some 6 digit codes for Metroid (NES) but can't do so without breaking the game.

First, what do you mean by "combine some 6 digit codes"? Also, given what I was just talking about, 6 digit codes actually effect the same address on the ROM irrespective of the mapper's current setting (MMC1 for Metroid), which makes them somewhat complex to apply by utility.
Title: Re: Game Genie Guy!
Post by: Entroper on July 23, 2014, 04:48:26 pm
First, what do you mean by "combine some 6 digit codes"?

I mean I want to use four of them (SUPEAI, KAPGEI, SSAEAI, and EEXTTY) at once. I was hoping to make a rom that had them permanently hardwired. And I know they can all be used in conjunction because I've used them as a set many times. But trying to make them permanent using GGG or CCCGP results in a flawed rom where the starting room is full of blocks that shouldn't be there, and the game freezes when you move out of the room on either side.
Title: Re: Game Genie Guy!
Post by: southbird on July 24, 2014, 11:46:59 am
I mean I want to use four of them (SUPEAI, KAPGEI, SSAEAI, and EEXTTY) at once. I was hoping to make a rom that had them permanently hardwired. And I know they can all be used in conjunction because I've used them as a set many times. But trying to make them permanent using GGG or CCCGP results in a flawed rom where the starting room is full of blocks that shouldn't be there, and the game freezes when you move out of the room on either side.

Yeah, that was the problem I was getting at. NES GG codes are somewhat unpredictable in that they are runtime dependent for any game using a mapper, 6 letter codes VERY much so. The only way any utility could apply them correctly in the permanent sense is if it knows what address each bank in the ROM runs at. I can't think of any way this information could be divined from the ROM just by examination, so it would either need a disassembly (which I think Metroid has at least partially) or just plain old runtime investigation to figure out what those addresses would be. That's what makes a utility that permanently applies them accurately almost a futile effort, unfortunately.
Title: Re: Game Genie Guy!
Post by: Kyle on July 25, 2014, 06:26:07 am
Is there a utility for this, or any other way of doing so easily? I want to combine some 6 digit codes for Metroid (NES) but can't do so without breaking the game.
Yes, if you have some patience you can do this without any real technical know-how. I'll do one so you can get the premise.

"Fire Up And You Fall Down Through The Floor Neutrino99 SUPEAI"

When we use this code we get a good amount of potential offsets in the output section.

SUPEAI - 1E5A8:6F:B5
SUPEAI - 1C5A8:6F:B5
SUPEAI - 1A5A8:6F:B5
SUPEAI - 185A8:6F:B5
SUPEAI - 165A8:6F:B5
SUPEAI - 145A8:6F:B5
SUPEAI - 125A8:6F:B5
SUPEAI - 105A8:6F:B5
SUPEAI - E5A8:6F:B5
SUPEAI - C5A8:6F:B5
SUPEAI - A5A8:6F:B5
SUPEAI - 85A8:6F:B5
SUPEAI - 65A8:6F:B5
SUPEAI - 45A8:6F:B5
SUPEAI - 25A8:6F:B5
SUPEAI - 5A8:6F:B5

Paste this to notepad and do a couple of find/replaces until your text looks like this (drop the SUPEAI - and the :6F).

1E5A8:B5
1C5A8:B5
1A5A8:B5
185A8:B5
165A8:B5
145A8:B5
125A8:B5
105A8:B5
E5A8:B5
C5A8:B5
A5A8:B5
85A8:B5
65A8:B5
45A8:B5
25A8:B5
5A8:B5

Since GGGuy accepts values like this, it then becomes a matter of trying them individually. Start at the bottom - 5A8:B5 and try each of these, one at a time, until you hit the desired effect. If you see garbage obviously move to the next code.

Looks like the correct value is 45A8:B5. You can be done here if you want since GGGuy will accept codes like this. Scribble down the code and move on to the next.

If you would like to convert it back to an 8 digit GG code there's a little bit more but it's still nothing hard.

Open the ROM in a Hex Editor. I recommend HxD since it's free and the portable version doesn't require an install.
http://mh-nexus.de/downloads/HxDen.zip

Once you have it open do Ctrl+G for Goto. Enter your value from above (45A8). You'll see that the hex there is 30.

Download Game Genie Code Converter
http://www.romhacking.net/utilities/23/

Open it and click on the NES button. Enter your original code - SUPEAI. You'll see that there's a blank for the compare value. Enter in 30 from what we found above. Your new code will automagically appear - SUOEAIAL.

This should only take a few minutes per code once you get the hang of it.
Title: Re: Game Genie Guy!
Post by: Entroper on July 25, 2014, 11:40:45 pm
Thanks Kyle, that was enormously helpful. I now have my new rom in hand.

One question, re: transferring 6 digit codes to 8, are you referring to the original rom or the altered one?
Title: Re: Game Genie Guy!
Post by: Kyle on July 26, 2014, 08:29:43 am
In which statement? I'm confused.  :huh:
Title: Re: Game Genie Guy!
Post by: Entroper on July 27, 2014, 01:28:42 am
In which statement? I'm confused.  :huh:

Quote
If you would like to convert it back to an 8 digit GG code there's a little bit more but it's still nothing hard.

Open the ROM in a Hex Editor.

I'm wondering which "the ROM" this is :) I opened up an original/untouched copy, then wondered if it had to be a copy that had already had the codes patched in.
Title: Re: Game Genie Guy!
Post by: Kyle on July 27, 2014, 09:14:00 am
Gotcha. That's the original/unpatched for the hex editor. So you got all four codes going?
Title: Re: Game Genie Guy!
Post by: Entroper on July 28, 2014, 02:47:09 am
Yep, haven't tested my 8 digit codes but I have the rom I wanted. Perfect for exploring the "Secret Worlds" without having to input the codes every time. I also figured out the proper address for the fifth code often used, but I don't think I need it.

Thanks again.
Title: Re: Game Genie Guy!
Post by: Entroper on August 11, 2014, 10:17:37 pm
Hmmmm, so my new rom didn't work quite perfectly, but the results are curious and nonintuitive, to say the least. Namely, the four codes all work brilliantly in the first area, but when you take any elevator down into another zone, two of them stop working (and it looks like if I use the fifth code, it does the same thing, such that only two of the five work all over the map). This is unexpected behavior to say the least since all that should be changing is the room data associated with the new map layer. I'm going to play around with the codes some more and see if there are alternate hex addresses that also work and are not affected by this, but welcome any advice how to work around this.

Oddly, all three of the obviated hex codes start with 45XX:XX, while the two that continue to work do not.

August 11, 2014, 11:25:24 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hmmm, so I found a second set of addresses that each of those three codes also needs in order to function on the other side of an elevator. For SUPEAI, for example, you must enter not only 45A3:D5 but also 105A3:D5. The other two broken ones are similar. So now I'm wondering if there's a way to combine the two into a single GG code, or if it will just require two lines.

However, I also found that some complicated elevator trickery will eventually negate all three again, even with two codes entered for each function. I guess I'll have to see if the original 6 digit codes will even hold up to the same elevator madness, and if so, search for a third address for each one.

August 12, 2014, 11:56:54 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I figured it out--for the three codes in question, it turns out one code is required for each of the game's five areas. To use SUPEAI as an example again, all five of the following:

45A8:B5
85A8:B5
C5A8:B5
105A8:B5
145A8:B5

...must be used at once in order to enjoy the effect anywhere in the game. The other two (SSAEAI and SSPALI) follow exactly the same pattern. The ones that begin with 4 activate the codes in Brinstar (as you found originally), 8 in Norfair, C in Tourian, 10 in Kraid and 14 in Ridley. I still find this bizarre and difficult to explain, but at least my patched rom works like a charm everywhere now.

So I'm left with just a simple question: can five codes such as the list above be combined into a single Game Genie code that is any more specific than the original 6-digit code we started with?
Title: Re: Game Genie Guy!
Post by: Kyle on August 14, 2014, 07:07:52 am
The 8 digit code I posted for it would hit all of those. You might go that route if you want to explore further.

SUOEAIAL - 145A8:30:B5
SUOEAIAL - 105A8:30:B5
SUOEAIAL - C5A8:30:B5
SUOEAIAL - 85A8:30:B5
SUOEAIAL - 45A8:30:B5
Title: Re: Game Genie Guy!
Post by: Entroper on August 14, 2014, 06:59:11 pm
Hmmm, now that you mention it, all of my generated 8 digit codes work properly everywhere. Apparently I misunderstood the step where they were being generated; I had thought the 8 digit code was specific to the one hex address I was working back from, and that this was why 8 digit codes are preferred.

Looks like my replacement code for SSAEAI (SSEEASTP) is similar to SUOEAIAL, and hits those five addresses and those five only, which is perfect. My replacement code for SSPALI (SSOALSNY) hits those five plus 25AX and 5AX though. But at least the extra two changes have no apparent ill effects.
Title: Re: Game Genie Guy!
Post by: Tivo6 on August 13, 2015, 09:28:03 am
hey

does this program work with gameboy advance rom codes yet
Title: Re: Game Genie Guy!
Post by: Kyle on August 13, 2015, 10:16:50 am
It is not likely to happen. The codes work differently for it. Buy a flash cart with cheat support.
Title: Re: Game Genie Guy!
Post by: obscurumlux01 on August 13, 2015, 04:25:23 pm
Congratulations, you've just made a utility that duplicates the functionality in ZSNES, SNES9X, KEGA Fusion, Nesticle, and FCEUX.
You deserve a cheer  :woot!:
Title: Re: Game Genie Guy!
Post by: Kyle on August 13, 2015, 06:44:16 pm
U mad bro? :D

(http://srktt.com/photos/emus.jpg)

Title: Re: Game Genie Guy!
Post by: SunGodPortal on August 13, 2015, 08:32:33 pm
Emulators are for posers. 8)
Title: Re: Game Genie Guy!
Post by: KingMike on August 13, 2015, 09:39:17 pm
U mad bro? :D

(http://srktt.com/photos/emus.jpg)
Let's see you make (not play) a ROM hack with your "emulators". :P

(okay, so I understand in the stone age they might have done that. Mostly anti-piracy cracks, though.)
Title: Re: Game Genie Guy!
Post by: Kyle on August 13, 2015, 09:59:52 pm
Let's see you make (not play) a ROM hack with your "emulators". :P
Haha. This went to a weird place. I use emulators regularly to make to make codes. Emulators are fine.

I prefer gaming on real hardware. This utility is helpful in that scenario. I get that you may not want to drop $300 on an RGB modded NES or $100 for an Everdrive. I really do. But for some of us the expense is "worth it."
Title: Re: Game Genie Guy!
Post by: SunGodPortal on August 13, 2015, 11:50:24 pm
Quote
Haha. This went to a weird place. I use emulators regularly to make to make codes. Emulators are fine.

heh I think that was my fault. I tend to only use emulators for hacking. Despite all the bells and whistles, playing NES and SNES games on a computer just feels like an inferior experience. But for real, anyone who doesn't own a real SNES is a poser. :P

Quote
I prefer gaming on real hardware. This utility is helpful in that scenario. I get that you may not want to drop $300 on an RGB modded NES or $100 for an Everdrive. I really do. But for some of us the expense is "worth it."

Exactly. I prefer playing these games on an old CRT. Just doesn't feel right playing them on a computer. On the other hand I do play games for portable systems on a comp because I don't really care for handheld gaming.
Title: Re: Game Genie Guy!
Post by: Tivo6 on August 14, 2015, 07:42:47 pm
hey kyle

will snes action reply codes work on your program on here

thanks
Title: Re: Game Genie Guy!
Post by: Kyle on August 14, 2015, 08:41:56 pm
It's Game Genie and RAW/Hex only. Action Replay codes work differently than Game Genie in that they affect RAM values rather than ROM.

That being said, check out gamehacking.org. They have Game Genie codes for tons of games.

http://gamehacking.org/system/snes
Title: Re: Game Genie Guy!
Post by: Arnold101 on July 10, 2016, 03:21:26 pm
win 7 64bit after i press patch the program shutdown but create the gg rom. of course the cheat codes does not work. i tried dragon spirit pce japan (!) with the codes from the txt for japan dragon spirit, only used numbers as showed on the first page here...why it crash?
Title: Re: Game Genie Guy!
Post by: Kyle on July 10, 2016, 04:16:16 pm
Please post the full ROM name and the codes you are using. I'll check it when I have a second.
Title: Re: Game Genie Guy!
Post by: Arnold101 on July 10, 2016, 04:48:15 pm
thank you. it was dragon spirit (!) japan version pce, the code are the one in pce txt included. I have inserted them correctly, only codes and no code name like image example and other code after a line.

the program close itself after i press patch button
Title: Re: Game Genie Guy!
Post by: thainferno305 on July 16, 2016, 02:57:30 pm
when you going to make 1 for the gameboy advance
Title: Re: Game Genie Guy!
Post by: Arnold101 on July 18, 2016, 06:48:25 pm
hello kyle have you tested it??
Title: Re: Game Genie Guy!
Post by: Kyle on July 19, 2016, 08:32:05 am
I had no issues patching the game with the included codes. Make sure your rom is named like mine - Dragon Spirit (Japan).pce

Here's what my window looks like:

(http://srktt.com/photos/dragon.png)
Title: Re: Game Genie Guy!
Post by: Arnold101 on July 21, 2016, 07:45:01 pm
i don't know why, now it don't crash anymore. even with different rom name  :huh:


thanks
Title: Re: Game Genie Guy!
Post by: Sephirous on August 03, 2016, 11:37:24 pm
This program is GOLD!!!!!!

I am having a load of fun with this!

I hope to see more consoles that it can use in the future!

32X, Game Boy Advance, Etc.  :crazy:
Title: Re: Game Genie Guy!
Post by: Kyle on August 04, 2016, 06:57:02 am
Glad you are having fun! :thumbsup:

32X works fine in the current release with Game Genie codes.

http://gamehacking.org/system/32x

I do not have plans for GBA. Try GBAATM for that.

https://gbatemp.net/threads/gba-auto-trainer-maker-gbaatm.99334/
Title: Re: Game Genie Guy!
Post by: Bobolicious81 on August 08, 2016, 12:09:42 pm
I have to admit, although this looks like a handy utility, I was a little disappointed that it wasn't a Rom hack made to look like an adventure through a game genie cartridge
Title: Re: Game Genie Guy!
Post by: Sephirous on August 09, 2016, 12:00:59 am
I have to admit, although this looks like a handy utility, I was a little disappointed that it wasn't a Rom hack made to look like an adventure through a game genie cartridge

That's a pretty cool idea.  :thumbsup:
Title: Re: Game Genie Guy!
Post by: Kyle on August 09, 2016, 06:59:02 am
Someone should edit the Game Genie into a glitchy SMB romhack.

(http://srktt.com/misc/ggguy.png)
Title: Re: Game Genie Guy!
Post by: salvadorc17 on August 12, 2016, 09:40:36 am
Good work with this useful tool, want to ask if there a way to create new Game Genie codes by hex editing??
Title: Re: Game Genie Guy!
Post by: Kyle on August 12, 2016, 10:08:30 am
I make codes on occasion. It is a little outside the scope of this thread. There are some tutorials over at the Gamehacking forums. I can try making something really basic if it would be helpful.
Title: Re: Game Genie Guy!
Post by: salvadorc17 on August 15, 2016, 04:23:56 pm
I make codes on occasion. It is a little outside the scope of this thread. There are some tutorials over at the Gamehacking forums. I can try making something really basic if it would be helpful.

I mean, if this tool should allow to create and  patch into roms those created codes, that way you can give extra function to it.
Title: Re: Game Genie Guy!
Post by: Vallenatero2015 on September 07, 2016, 08:07:55 pm
Disculpen todos si no entienden mi español, pero les dejo el link del archivo completo:

http://www.mediafire.com/download/l8dmxap0kmop8oq/Game+Genie+Guy.zip (http://www.mediafire.com/download/l8dmxap0kmop8oq/Game+Genie+Guy.zip)

Dios los bendiga
Title: Re: Game Genie Guy!
Post by: thainferno305 on September 13, 2016, 03:08:28 pm
when you going to add the gameboy advance game genie
Title: Re: Game Genie Guy!
Post by: lexluthermiester on September 15, 2016, 10:46:13 pm
when you going to add the gameboy advance game genie

That is very unlikely as most, if not all, cheat devices for GBA worked by changing RAM addresses. This utility modifies the game ROM itself.
Title: Re: Game Genie Guy!
Post by: Arnold101 on February 11, 2017, 12:52:40 pm
why i can't patch nintendo64 roms? i'm using the version that support n64, this is the log file

Preprocessing . . . .
Loading symbols . . .
Assembling patcher.asm to hijack_temp.bin . . .
Pass 1 . . .

Warning patcher.asm 293: Value too big, 32-bit maximum.
    dw $810068EC0000

Warning patcher.asm 294: Value too big, 32-bit maximum.
    dw $810068EE3216

Warning patcher.asm 295: Value too big, 32-bit maximum.
    dw $8100691C0000

Warning patcher.asm 296: Value too big, 32-bit maximum.
    dw $8100691E3216
Pass 2 . . .

Warning patcher.asm 293: Value too big, 32-bit maximum.
    dw $810068EC0000

Warning patcher.asm 294: Value too big, 32-bit maximum.
    dw $810068EE3216

Warning patcher.asm 295: Value too big, 32-bit maximum.
    dw $8100691C0000

Warning patcher.asm 296: Value too big, 32-bit maximum.
    dw $8100691E3216

305 lines assembled in 0.009 seconds into 725 bytes.
That's 33888.9 lines or 80555.6 bytes per second.
8 warnings generated.