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Thread: Converting a N64 Gameshark code to a GC Action Replay code...how to do it right?

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    Default Converting a N64 Gameshark code to a GC Action Replay code...how to do it right?

    Hi there,

    Several months ago I was able to find the GC version (aka Collector's Edition) of Zelda: Majora's Mask in one of the Nintendo 64 formats for Nintendo 64 emulators, such as Project64, and I was wondering, how would I do the steps (if any) for going from one of these two codes to the other? They are basically the same code, but in different formats.

    811ED866 0140 (this is the Nintendo 64 Gameshark code for Infinite Health, and is NTSC)

    DD1R-0WHT-532BW
    3VVJ-AWAR-TQYDU (this is the NTSC GC AR code for Infinite Health)

    I already know how to decrypt GC AR codes, but how do you decrypt Nintendo 64 GameShark codes? It just makes me wonder if the decrypted versions of these two codes would be the same.

    Anyway, thanks in advance.

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    N64 gameshark codes don't have an encryption. The first address is actually the memory address (first two digits being the code type) and the last 4 numbers are the value.

    I think I remember that this game was extremely similar to N64 as it is on gamecube. i believe all you have to do is add 0000 to the end of the n64 code and just encrypt it in gcn crypt. i am not sure of the gamecube code types, but just replace the 81 in the n64 code with the codetype for the gamecube code (which would be a 16-bit write)
    (so put this in gcn crypt, replacing xx for the code type for 16 bit write:
    xx1ED866 01400000
    )

    I am not completely sure if that is how it works but it should be similar to that.


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    Quote Originally Posted by stickman View Post
    N64 gameshark codes don't have an encryption. The first address is actually the memory address (first two digits being the code type) and the last 4 numbers are the value.

    I think I remember that this game was extremely similar to N64 as it is on gamecube. i believe all you have to do is add 0000 to the end of the n64 code and just encrypt it in gcn crypt. i am not sure of the gamecube code types, but just replace the 81 in the n64 code with the codetype for the gamecube code (which would be a 16-bit write)
    (so put this in gcn crypt, replacing xx for the code type for 16 bit write:
    xx1ED866 01400000
    )

    I am not completely sure if that is how it works but it should be similar to that.
    Okay, then could you or someone else tell me this, please, if you have a GC AR code that works automatically, and you decrypt it, what do you have to add in hex to convert the code into one that only works if you press a specific button or button combination (e.g. L, L + D-Pad Up)?

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    theres tutorials all over the place on google. just type in "gamecube button activator values" for the button values (for more than one button just add them in a hex calculator, which it is easy enough to do in your head)

    then, find the activator address for your game and enter the button combo value after it to get you new custom activator. the activator addresses can be found on the main site, i believe


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    It's possible, but keep in mind that offsets won't always work. If an address worked for N64, it may not work for Gamecube.

    stick was somewhat right, but not quite there. Let's say you have a 8-bit code for N64; here's the example:

    (N64)
    80123456 00FF

    To make it into GCN, replace the 80 with the proper GCN codetype (which is 00), and add 2 bytes to the start of the value. Your result should be the following:

    (GCN)
    00123456 000000FF

    As far as button activators go, you'd have to find the address yourself (most of the time). Again, this is not a guaranteed way to make it work, as it won't always work.
    Currently "retired" from hacking codes and being administrator of GSC.

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    Alright,

    Recently I was able to convert a time freezing code from the N64 GS format to the GC AR format (NTSC), and I got the following code which when tested, works perfectly:

    2DBA-6KA2-JC42G
    AE5X-2F6P-ET657

    Now, since this code freezes the time without the need to press a specific button or button combination, I'm wondering, what do you add to the code (or change within it) when you decrypt it, and want it to be only activated by pressing R when you encrypt it again? What I got for the decrypted code was:

    04826420 08000000
    02CBC0C6 0000FFFD

    Edit: It seems like there are two choices for some of the button activators...for R, I see choices of 0x0020 and 0x2000, which one would be correct to use here?
    Last edited by Knight of Time; 03-09-2009 at 08:24 AM.

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    These are the most common joker values:

    0001: D-Pad Left
    0002: D-Pad Right
    0004: D-Pad Down
    0008: D-Pad Up
    0010: Z
    0020: R (Digital Click)
    0040: L (Digital Click)
    0100: A
    0200: B
    0400: X
    0800: Y
    1000: Start

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    Okay, thanks Nikra.

    Now, in order to convert the Action Replay code so that you have to press R to freeze the time, do you have to add a new line to the decrypted code, or do you have to tweak part of the decrypted code?

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    When you have decrypted a code you should always delete the first line. It's an identifier line that will be created everytime you encrypt a code. Next, you should find a code already existing for the game with a button activater in it. The adress usely starts with 0AXXXXXX or something like that. Put the adress in the first line of the code in this case like this:

    0A13E1B8 00000020
    02CBC0C6 0000FFFD

    Encrypt the code with the proper GameID Nr. and Region. and you are good to go.

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    Meh, I tried encrypting it both ways (once with the auto identifier checked, once with it unchecked) to get two different codes, but when I tried each of them, the Action Replay said they were for a different game both times.

    BB4H-H4WV-PY14A
    R5V7-84X7-GGAMX
    AE5X-2F6P-ET657

    GH36-A8ND-AH264
    AE5X-2F6P-ET657

    The former code came up when the auto identifier was checked, and the latter code came up when it was unchecked, but anyway, which is more accurate?

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    always keep the auto identifier checked.

    It's the first code that's correct, but you have the wrong GameID Nr.
    The GameID Nr. for MM NTSC is 241.

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    Strange, I thought the ID code for MM NTSC was 23F, as mentioned in the ID List on the site.

    Okay, so I've got both the two codes I was looking for. I'm going to post them in a separate topic.

    Thanks for your help.

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    While we are on the subject of converting a N64 Gameshark code to a Gamecube AR code, couldn't we convert The Japanese N64 version of Animal Crossing (Dōbutsu no Mori (どうぶつの森) codes to the Japanese Gamecube version of Animal Crossing (Dōbutsu no Mori+ (どうぶつの森 from the N64 version since the Gamecube runs the N64 version via an emulation program?

    More than offsets may be needed though because of the aditions of the E-reader capatability and a few other features added in the plus version but I'm sure the original version's codes can be converter visa versa with just offsets.

    Just an idea. What other games were made for the N64 and Gamecube...
    Taking requests for SNES, NES, GB and Genesis.

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    Quote Originally Posted by nensondubois View Post
    While we are on the subject of converting a N64 Gameshark code to a Gamecube AR code, couldn't we convert The Japanese N64 version of Animal Crossing (Dōbutsu no Mori (どうぶつの森) codes to the Japanese Gamecube version of Animal Crossing (Dōbutsu no Mori+ (どうぶつの森 from the N64 version since the Gamecube runs the N64 version via an emulation program?

    More than offsets may be needed though because of the aditions of the E-reader capatability and a few other features added in the plus version but I'm sure the original version's codes can be converter visa versa with just offsets.

    Just an idea. What other games were made for the N64 and Gamecube...
    I'm thinking your best bet for getting codes converted from a N64 game to its GameCube remake are, to first find a code for each cheat device (Gameshark and Action Replay respectively), then do one of the conversion methods (preferably AR to GS). That way, if you end up having the original GS code, and the "new" one is different, you only need to take away (subtract) the lower 8 digit hex address from the higher one, and the difference you get is the key to converting more codes.

    That's how I got the original time freeze code for Majora's Mask in AR format, in a nutshell, when I subtracted the two values, the difference I got was ACE880, so when I added that to the GS code and did all the steps for converting it into an encrypted AR code, I got my code.

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