Anyone want AR codes for your homebrew?

You can post any off-topic material here, as long as you follow the rules.

Anyone want AR codes for your homebrew?

Postby YoshiInAVoid » August 15th, 2011, 6:06 pm

I can make action replay codes for your homebrew if you want. That way you can test certain levels and such without having to make edits in your game and have to recompile everytime.
YoshiInAVoid
 
Posts: 1960
Joined: December 30th, 2010, 11:53 am
Location: England

Re: Anyone want AR codes for your homebrew?

Postby Mint » August 15th, 2011, 10:33 pm

How do you do it, I may try it sometime. But if you do tell me how, I won't know a thing you're talking about. So, you just make it? I don't get it.
ATTENTION ALL BRONIES!
You can't take over the DSGM forum. So don't try.
You're welcome here but we all don't have to know you like My Little Pony.

Woot, me gots da Obj-C'z on ma windows ocho-huit-eight!!!
User avatar
Mint
 
Posts: 969
Joined: May 23rd, 2011, 10:25 pm
Location: Liberty City, USA

Re: Anyone want AR codes for your homebrew?

Postby YoshiInAVoid » August 15th, 2011, 11:14 pm

There is an option on desmume to view the values at certain adresses.

What that basically means is that you can look at all the variables in the game as you are playing them.

If you find that one of the variables is always the same as your score, then you can edit it and it will edit your score for instance.
YoshiInAVoid
 
Posts: 1960
Joined: December 30th, 2010, 11:53 am
Location: England

Re: Anyone want AR codes for your homebrew?

Postby Mint » August 15th, 2011, 11:26 pm

You convert it to action replay???
ATTENTION ALL BRONIES!
You can't take over the DSGM forum. So don't try.
You're welcome here but we all don't have to know you like My Little Pony.

Woot, me gots da Obj-C'z on ma windows ocho-huit-eight!!!
User avatar
Mint
 
Posts: 969
Joined: May 23rd, 2011, 10:25 pm
Location: Liberty City, USA

Re: Anyone want AR codes for your homebrew?

Postby YoshiInAVoid » August 15th, 2011, 11:30 pm

Yeah, that is a skill you must work out for yourself.

They are in different formats and there is no converter or tutorials on how to do it.

So I worked it out and can do it. But it's confusing somtimes. It still beats assembly programming though.
YoshiInAVoid
 
Posts: 1960
Joined: December 30th, 2010, 11:53 am
Location: England

Re: Anyone want AR codes for your homebrew?

Postby VampireLordAlucard » August 16th, 2011, 4:50 am

I never thought about trying this with homebrew games before.

I started with Super Mario Bros on NES, then New Super Mario Bros for DS. I wanted to see if I could disable ground pounding and wall jumping, but couldn't find a way to.

Altering the level / powerup values for Super Mario Bros was pretty fun though, and gave some interesting results (Small fire Mario, crazy levels, etc).
VampireLordAlucard
 
Posts: 64
Joined: July 21st, 2011, 6:47 pm

Re: Anyone want AR codes for your homebrew?

Postby YoshiInAVoid » August 16th, 2011, 8:29 am

"Altering the level / powerup values for Super Mario Bros was pretty fun though, and gave some interesting results (Small fire Mario, crazy levels, etc)."

I haven't tried making codes for Mario Bros yet... I always just played with the ones that it came with. It sounds fun though.
YoshiInAVoid
 
Posts: 1960
Joined: December 30th, 2010, 11:53 am
Location: England

Re: Anyone want AR codes for your homebrew?

Postby James » August 17th, 2011, 2:00 am

This will be easy for DSGM games. There is no "real" abstraction or obfuscation in the generated code and variables are generally global and inherited.

The scope tree and functionisation makes finding AR codes for homebrew difficult. Programmers love to go over the top with the OO, with no obvious benefits.
James
Site Admin
 
Posts: 810
Joined: December 30th, 2010, 3:23 am
Location: Lancaster University, England

Re: Anyone want AR codes for your homebrew?

Postby YoshiInAVoid » August 17th, 2011, 10:21 am

I never said it was hard. I said it was fun.
YoshiInAVoid
 
Posts: 1960
Joined: December 30th, 2010, 11:53 am
Location: England

Re: Anyone want AR codes for your homebrew?

Postby Sonic The Hedgehog » September 6th, 2011, 4:22 am

Hey that would be cool if you could edit levels on any game :grin: 8-)
"He collected the money he got on the battlefeild then he built a ark and got every kind of animal male and female, and then he beat the c*** out of every single one of them"

I've been playing way too much Garrys Mod
User avatar
Sonic The Hedgehog
 
Posts: 824
Joined: June 22nd, 2011, 12:26 pm
Location: My happy place

Re: Anyone want AR codes for your homebrew?

Postby Nirraic » September 19th, 2011, 7:08 am

so are AR codes in HEX aren't they? If so it shouldn't be that hard to create them, all you would need is the address of the variable and the value you want to change it to, the hard part in all of this is getting the correct layout of the action replay code.
Code: Select all
[COMPLETE GUESS]
code:
1210444e 00000031
d2000000 00000000

what each group means:
1210444e // address of variable
00000031 // changed value of variable
d2000000 // not sure
00000000 //blank-filler

If I'm wrong please let me know.
[/COMPLETE GUESS]
I'm Back :)

Studying: Cert IV Digital and Interactive Media Games(Programming)

Games that i have Finished/Working on.
StarShooter
Bunny run(Easter competition 2010)
Recycling Matters (Homebrew Kit comp 2010)
Nirraic
 
Posts: 236
Joined: December 31st, 2010, 10:33 am
Location: Sydney, Australia


Return to Off Topic

Who is online

Users browsing this forum: No registered users and 2 guests