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Making Gecko Codes To Edit RAM: Difference between revisions

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GameCubing861999 (talk | contribs)
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{| class="wikitable"
{| class="wikitable"
! 00______ YYYY00XX  
|-
|8 bits Write & Fill
00______ YYYY00XX  
Writes the value XX to YYYY+1 consecutive byte-sized addresses,  
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.
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.
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
| 0x33DF5E

Revision as of 08:57, 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.

8 bits Write & Fill

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.

0x33DF5E obake02.szp
0x33E17E obake03.szp
0x33E3BE obake04.szp
0x33E3BE topoo.szp
0x33E3BE skul.szp
0x33EBBA heypo.szp
0x33F8C2 tenjyo.szp
0x33FA02 banaoba.szp