Making Gecko Codes To Edit RAM: Difference between revisions
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|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. | ||
|- | |- | ||
| 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 |