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    Posted on 20-08-25, 18:45
    20% cooler than thou art

    Post: #513 of 599
    Since: 10-29-18

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    I don't really see it do much more damage than a regular cartridge hotswap 🤔
    Posted on 20-08-25, 23:22
    Dinosaur

    Post: #761 of 1315
    Since: 10-30-18

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    Wonder if Higan's manifest system can help emulating such ridiculousness (disconnecting vital pins at will)

    But there are easier ways to achieve blank screens, like:
    - Loading corrupted/invalid ROMs
    - Not loading a game at all
    - Load a piece of homebrew whose only purpose is to crash the system right at boot

    Licensed Pirate® since 2006, 100% Buttcoin™-free, enemy of All Things JavaScript™
    Posted on 20-08-26, 07:58
    Post: #8 of 9
    Since: 08-21-20

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    Silly people! I meant emulating 'hot swap' during precise moment when I pressed start from Game Genie version 2 code entry screen - I was HOPING that it would actually not clear SYSTEM RAM of precise point I paused limbo between that and the game I was hoping to cheat on (using bsnes-sx v08/9). Why do you think I spent a FULL week trying to redownload it after I deleted it completely!
    Posted on 20-08-26, 08:44
    Has a random title and you don't

    Post: #514 of 599
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    It still wouldn't let you use one game's codes on another game though. GG, AR, PAR, or raw unencoded address-value pairs, it simply doesn't work.
    Posted on 20-08-26, 16:25
    Post: #155 of 202
    Since: 11-01-18

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    its the real life equvilant of plugging in a game genie without a game, and then swapping it with a game. Could you use the game genie without a game plugged in?
    Posted on 20-08-26, 16:43
    Brony

    Post: #515 of 599
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    If you could it'd be useless. It'd have no game to genie.
    Posted on 20-08-26, 20:15
    Dinosaur

    Post: #762 of 1315
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    I'm tempted to test it, but my Genesis is currently stashed away on a box, which has a pile of boxes over it.

    But then, Sega actually licensed the goddamned thing, we didn't had pesky lockout chips, etc. The SNES one most likely will not even boot as it piggybacks on the lockout chip of the plugged-in game.

    Licensed Pirate® since 2006, 100% Buttcoin™-free, enemy of All Things JavaScript™
    Posted on 20-08-26, 20:30
    I Am Iron Man

    Post: #516 of 599
    Since: 10-29-18

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    Ah, you might say, but when you emulate it there's no need to worry about lockout chips even on SNES!

    Well, I'd counter, then you'd still be left with a Game Genie without a game to genie.
    Posted on 20-08-27, 00:43
    Custom title here

    Post: #913 of 1164
    Since: 10-30-18

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    Posted by joshua
    Silly people! I meant emulating 'hot swap' during precise moment when I pressed start from Game Genie version 2 code entry screen - I was HOPING that it would actually not clear SYSTEM RAM of precise point I paused limbo between that and the game I was hoping to cheat on (using bsnes-sx v08/9).

    To what end, though? What does loading a game into the Genie late gain you?

    Why do you think I spent a FULL week trying to redownload it after I deleted it completely!
    I honestly have no idea at this point.

    --- In UTF-16, where available. ---
    Posted on 20-09-11, 11:22
    Post: #9 of 9
    Since: 08-21-20

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    UPDATE: Interesting article I came across that might add to this debate: https://earthboundcentral.com/2013/01/keeping-buzz-buzz/
    "HexploringUser said on Jan. 16, 2013
    Why would a Game Genie code behave differently depending on whether a ROM has a header or not? The Game Genie was built to work with actual SNES Game Paks, and they decode to addresses in the SNES memory map, so if a Game Genie code will only work with a headered ROM and not also with a headerless ROM, then something is wrong with the emulator in which the code is inputted.

    In ZSNES v1.51 and Snes9X v1.53, I tried inputting the Debug Menu code, which is composed of 3 parts, on both a headerless ROM and a headered ROM, and all 4 times, I was able to access the Debug Menu. The ROM I used has this sha256 hash when headerless: a8fe2226728002786d68c27ddddf0b90a894db52e4dfe268fdf72a68cae5f02e (remove any spaces or line feeds caused by the comment box), which was personally verified by byuu in his database and is probably also in No Intro’s database. The headered ROM I used is identical, except padded with 00’s at the beginning.

    So improper handling of Game Genie codes would be in an earlier version of either emulator or a different emulator that is not higan/bsnes (such as SNEeSe). If the emulator is not the problem, then the headerless ROM that the Buzz Buzz code was tested against must differ in some way from the headered ROM that it was developed for. To test that, strip the header away and then compare their hashes (sha256 preferred if you want to compare with byuu’s hash).

    P.S. I must agree with everyone who says that headers in ROMs are annoying and pointless. Every time I see a tool that works only on headered ROMs and not also on headerless ones, I sink a little. I have only ever gotten 1 program to work with header-magic (http://byuu.org/files/header-magic_v01.tar.bz2), and that program is the one that header-magic was originally created for: Lunar Magic, because header-magic requires the user to specify an entry point to work. The only exception I will tolerate is iNES headers (key word: tolerate)."
    Posted on 20-09-11, 16:27
    Post: #164 of 202
    Since: 11-01-18

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    it wasn't until the late 2000's before the emulation community realized headers where added by rom dumpers, and at least for snes games, pointless.

    fixing a code between headerless and headred is like only an offset of 512.

    Posted on 20-09-12, 00:12 (revision 1)
    Custom title here

    Post: #926 of 1164
    Since: 10-30-18

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    A Game Genie code shouldn't be affected by copier headers anyways. Copier headers don't map into the Super Nintendo address space, and Genie codes use the address space to define what bytes they alter.

    I can't rightly figure out a way for headers to affect Genie codes without breaking everything else.



    Also that wall o' text is irrelevant to the "debate". Game Genie oodes are still game-specific. This isn't a header issue, it is you using codes for a diffrent game.

    --- In UTF-16, where available. ---
    Posted on 20-09-12, 01:47 (revision 2)
    Post: #165 of 202
    Since: 11-01-18

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    Its not the headers breaking the code, its older emulators breaking themselves in hackey ways.

    Posted on 20-09-12, 02:21
    Large Ham

    Post: #517 of 599
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    Posted by funkyass
    Its not the headers breaking the code, its older emulators breaking themselves in hackey ways.
    ... Yeah, that seems pretty likely. That or possibly revision differences.
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