Update cheats section a bit

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Pk11 2021-01-22 15:40:22 -06:00
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@ -4,7 +4,7 @@ layout: wiki
section: ds-index section: ds-index
category: reference category: reference
title: Retail ROMs title: Retail ROMs
description: An explanation of all things DS modding description: Information related to retail DS games
--- ---
### Anti-Piracy ### Anti-Piracy
@ -53,22 +53,24 @@ In later nds-bootstrap versions, a Donor ROM is needed for certain THUMB or SDK5
Action Replay cheat codes are codes that allow you to make low-level programmable changes in the memory region of your favorite game(s). These changes range from simple value tweaks to extremely advanced ASM tweaks, both of which can alter the experience of the game(s) being played altogether. Action Replay cheat codes are codes that allow you to make low-level programmable changes in the memory region of your favorite game(s). These changes range from simple value tweaks to extremely advanced ASM tweaks, both of which can alter the experience of the game(s) being played altogether.
Flashcarts can take advantage of cheat codes by using cheat databases. Cheat functionality is integrated within the flashcart kernel respectively. The following kernels can utilize cheats: Flashcards can take advantage of cheat codes by using cheat databases. Cheat functionality is integrated within the flashcard kernel respectively. The following kernels can utilize cheats:
- Wood R4 (`usrcheat.dat`) - Wood R4 (`usrcheat.dat`)
- YSMenu (`usrcheat.dat`) - YSMenu (`usrcheat.dat`)
Homebrew/digital based solutions can also take advantage of the cheat databases, the software currently available can use the following: Homebrew/digital based solutions can also take advantage of the cheat databases, the software currently available can use the following:
- NitroHax (`cheats.xml`) - [NitroHax](https://www.chishm.com/NitroHax) (`cheats.xml`)
- The engine used here loads the entire cheats.xml database into the Nintendo DS's limited RAM and trys to manage things from there. This imposes a serious limit on how many cheats you can have, as NitroHax will not load a cheats.xml file past 2.4 MB - NitroHax lets you use cheats with real game cards from a flashcard. The engine used here loads the entire cheats.xml database into the Nintendo DS's limited RAM and tries to manage things from there. This imposes a serious limit on how many cheats you can have, as NitroHax will not load a cheats.xml file past 2.4 MB
- TWiLight Menu++ (`usrcheat.dat`) - [NitroHax3DS](https://github.com/ahezard/NitroHax3DS/releases) ([usrcheat.dat fork](https://github.com/Epicpkmn11/NitroHax3DS/releases)) (`cheats.xml` or `usrcheat.dat`)
- NitroHax3DS is a version of NitroHax that runs from the system's SD card on DSi or 3DS. The original version uses cheats.xml with the same 2.4 MB limit as the original NitroHax, but there is also a fork that loads cheats from a usrcheat.dat database with no size limitation
- [TWiLight Menu++](https://github.com/DS-Homebrew/TWiLightMenu/releases) (`usrcheat.dat`)
- TWiLight Menu++ reads the `usrcheat.dat` and sends off the enabled cheat values to another file, which nds-bootstrap picks up - TWiLight Menu++ reads the `usrcheat.dat` and sends off the enabled cheat values to another file, which nds-bootstrap picks up
- The cheat engine used in nds-bootstrap is based on the one used in NitroHax. However, due to the cheat file containing only enabled cheats for that specific title, the cheats file does not have a real limit. - The cheat engine used in nds-bootstrap is based on the one used in NitroHax. However, due to the cheat file containing only enabled cheats for that specific title, there is only a limit to how many cheats can be enabled, not a limit on the database size
- Bootstrap 4 DS (aka the nds-bootstrap version used on flashcarts) does not support cheats, due to not having enough RAM and the limitations of the Memory Expansion Pack. - Bootstrap 4 DS (the nds-bootstrap version used on flashcards) does not support cheats, due to not having enough RAM and the limitations of the Memory Expansion Pack
For the most complete cheat database, we recommend using the one made by DeadSkullzJr titled [DeadSkullzJr's Cheat Database](https://gbatemp.net/threads/deadskullzjrs-nds-cheat-databases.488711/page-38#post-9090779) For the most complete cheat database, we recommend using the one made by DeadSkullzJr titled [DeadSkullzJr's Cheat Database](https://gbatemp.net/threads/deadskullzjrs-nds-cheat-databases.488711).
Cheat codes generally have types A through E, and here is a description of them: Cheat codes generally have types A through E, and here is a description of them:
- The 0xE code type is a 32-bit code type that allows you to make multiple writes in many consecutives addresses all at once. Essentially, it is like the basic 32-bit RAM write code type (0x0), except this doesn't have addresses listed next the the values you want to write. Instead, the 0xE code type is programmed to automatically branch from a starting address, then determine the addresses to write to. From there, you just have to tack in the amount to write to in order for it to do the job. - The 0xE code type is a 32-bit code type that allows you to make multiple writes in many consecutive addresses all at once. Essentially, it is like the basic 32-bit RAM write code type (0x0), except this doesn't have addresses listed next the the values you want to write. Instead, the 0xE code type is programmed to automatically branch from a starting address, then determine the addresses to write to. From there, you just have to tack in the amount to write to in order for it to do the job.
Credits: (`DeadSkullzJr`) Credits: (`DeadSkullzJr`)