Making Gecko Codes To Edit RAM: Difference between revisions
From LMHack
More actions
No edit summary |
No edit summary |
||
| Line 2: | Line 2: | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! 00______ YYYY00XX | ||
Writes the value XX to YYYY+1 consecutive byte-sized addresses, | |||
starting with the address ba+______ To use po instead of ba, change the codetype from 00 to 10. | |||
For values of ______ >= 0x01000000, add one to the codetype. | |||
! 16 bits Write & Fill | ! 16 bits Write & Fill | ||
! 32 Bit Write & Fill | ! 32 Bit Write & Fill | ||
| Line 8: | Line 11: | ||
! Slider/Multi Skip (Serial) | ! Slider/Multi Skip (Serial) | ||
|- | |- | ||
| | |8 bits Write & Fill | ||
|- | |- | ||
| 0x33DF5E | | 0x33DF5E | ||
Revision as of 08:56, 10 July 2024
With Gamecube/Wii there is code stored within dol memory locations, and we can actually edit and add to this compiled assembly code within memory with the use of gecko/ar codes. And this page will detail on how to make said codes with help of the documentation from BannerBomb.
| 00______ YYYY00XX
Writes the value XX to YYYY+1 consecutive byte-sized addresses, starting with the address ba+______ To use po instead of ba, change the codetype from 00 to 10. For values of ______ >= 0x01000000, add one to the codetype. |
16 bits Write & Fill | 32 Bit Write & Fill | String Write (Patch Code) | Slider/Multi Skip (Serial) |
|---|---|---|---|---|
| 8 bits Write & Fill | ||||
| 0x33DF5E | obake02.szp | |||
| 0x33E17E | obake03.szp | |||
| 0x33E3BE | obake04.szp | |||
| 0x33E3BE | topoo.szp | |||
| 0x33E3BE | skul.szp | |||
| 0x33EBBA | heypo.szp | |||
| 0x33F8C2 | tenjyo.szp | |||
| 0x33FA02 | banaoba.szp |