Gaming Gateway Cheats

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abdellbobo

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you have a different question to what i am talking about :)
you found the value on your 3ds, and want to share it and save it to the cheat list?
look at other people's codes, and read the gw text file in the zip download on their website
yes iwant to share it and save it to the cheat list
.

via notepad???
there are examples for some games in the cheats folder that comes with gw3.6, go take a look
thank you so you ineed to put value on my 3ds to my computer on notepad

--------------------- MERGED ---------------------------

you have a different question to what i am talking about :)
you found the value on your 3ds, and want to share it and save it to the cheat list?
look at other people's codes, and read the gw text file in the zip download on their website
yes iwant to share it and save it to the cheat list thank you so you ineed to put value on my 3ds to my computer on notepad :)
 

Errorjack

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since the infinite items code is repetitive, try using the gw loop code type to shorten it way down. it is what they are good for. i haven't used loops before though. and i believe freezing to the max 500 rupees is nicer than 999, looks more real and not like a dirty cheater ;) your choice

-- i see you don't set 20587A03 to 99. what happens if you do?

I didn't even notice the other type of loop code but I need some little help with it. I don't even know how to start with that haha. With the rupees, I just set it to 999 for testing I just left it, worked well.

That address is linked to an item that doesn't require item usage, so setting it to 99 would be worthless.
 
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Rizzorules

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I finally made a cheat code for Harry potter lego but it is working pretty strange, it is supposed to give me 200,000 coins and it does but only as a cover. To explain it better i have 5,000 coins then i apply the cheat and it shows i have 200,000 coins but i can only use 5,000 coins :/
 

cearp

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I finally made a cheat code for Harry potter lego but it is working pretty strange, it is supposed to give me 200,000 coins and it does but only as a cover. To explain it better i have 5,000 coins then i apply the cheat and it shows i have 200,000 coins but i can only use 5,000 coins :/
yes, some games have the value of the text of the coins, and also another memory address for the true value of the coins.
sometimes you have to change both, sometimes just one address.
but you only found one memory address? hmm :(
 

Rizzorules

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yes, some games have the value of the text of the coins, and also another memory address for the true value of the coins.
sometimes you have to change both, sometimes just one address.
but you only found one memory address? hmm :(
I only found one address, thats so bad...... ill try to find the other one and see if that works. Making cheats is pretty funny, im wondering how mk7 item cheats are made
 
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cearp

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I only found one address, thats so bad...... ill try to find the other one and see if that works. Making cheats is pretty funny, im wondering how mk7 item cheats are made
get an item in mk7, search for unknown 8bit unsigned, (lose the item, search 0 i guess), find a different item, search for 'different'... etc - you will find it i think :)


I didn't even notice the other type of loop code but I need some little help with it. I don't even know how to start with that haha. With the rupees, I just set it to 999 for testing I just left it, worked well.

That address is linked to an item that doesn't require item usage, so setting it to 99 would be worthless.
i made you a loop code for the infinite items:) i wanted to see how it was done, and i commented out to help me and you ha!
it's quite simply really. but, it will involve setting that item that has no item count/usage, that you mentioned, it will set that to 99. (i doubt it will cause a problem - but it might)
otherwise we will have to have 2 looping codes, one before that item and one after it.
i can't test it since i don't have the the usa game, but i think it should work, please let me know!

(of course, delete the comments!)
[Infinite Items]
D3000000 00000000 //init the offset to 0
C0000000 00000010 //loop 0x10 times (16) (15? not too sure how the loop works) thanks @dsrules - it's 16 for gw :)
205879FE 00000063 //write 16bit value 0x63 (99) to 005879FE (offset of 0 added to the target address)
DC000000 00000001 //add 01 to the offset value
D1000000 00000000 //go back to the loop start (C0...)
D0000000 00000000 //done
 
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dsrules

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get an item in mk7, search for unknown 8bit unsigned, (lose the item, search 0 i guess), find a different item, search for 'different'... etc - you will find it i think :)



i made you a loop code for the infinite items:) i wanted to see how it was done, and i commented out to help me and you ha!
it's quite simply really. but, it will involve setting that item that has no item count/usage, that you mentioned, it will set that to 99. (i doubt it will cause a problem - but it might)
otherwise we will have to have 2 looping codes, one before that item and one after it.
i can't test it since i don't have the the usa game, but i think it should work, please let me know!

(of course, delete the comments!)
[Infinite Items]
D3000000 00000000 //init the offset to 0
C0000000 00000010 //loop 0x10 times (16) (15? not too sure how the loop works)
205879FE 00000063 //write 16bit value 0x63 (99) to 005879FE (offset of 0 added to the target address)
DC000000 00000001 //add 01 to the offset value
D1000000 00000000 //go back to the loop start (C0...)
D0000000 00000000 //done
C0000000 00000010
ARCode write 16 more times + original address = total 17 times
Gateway write total 16 times including the original address
 
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Drag0vieN

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I made a cheat for Dragon Quest VIII (Jap) that gives you 999 of all items. I was going to put it on fort42, but that game isn't listed for some reason...
 

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cearp

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C0000000 00000010
ARCode write 16 more times + original address = total 17 times
Gateway write total 16 times including the original address
cool i was wondering about that, that annoying about the discrepancy between ar and gw, but whatever.
maybe someone could make an automated code converter? unless there are things that actually need to be thought about and not just 'convert'?
 

Jo.neon

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Well, I haven't seen this released anywhere. I guess I'm the first one?

Player 1 Character modifier [Super Smash Bros for 3DS. U.S.][v1.1.3]
20C959C6 000000XX

Player 2 Character modifier [Super Smash Bros for 3DS. U.S.][v1.1.3]
20C95A2E 000000XX

Player 3 Character modifier [Super Smash Bros for 3DS. U.S.][v1.1.3]
20C95A96 000000XX

Player 4 Character modifier [Super SMash Bros for 3DS. U.S.][v1.1.3]
20C95AFE 000000XX

Nice work Character mod codes are my favorite type.
 

Errorjack

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get an item in mk7, search for unknown 8bit unsigned, (lose the item, search 0 i guess), find a different item, search for 'different'... etc - you will find it i think :)



i made you a loop code for the infinite items:) i wanted to see how it was done, and i commented out to help me and you ha!
it's quite simply really. but, it will involve setting that item that has no item count/usage, that you mentioned, it will set that to 99. (i doubt it will cause a problem - but it might)
otherwise we will have to have 2 looping codes, one before that item and one after it.
i can't test it since i don't have the the usa game, but i think it should work, please let me know!

(of course, delete the comments!)
[Infinite Items]
D3000000 00000000 //init the offset to 0
C0000000 00000010 //loop 0x10 times (16) (15? not too sure how the loop works) thanks @dsrules - it's 16 for gw :)
205879FE 00000063 //write 16bit value 0x63 (99) to 005879FE (offset of 0 added to the target address)
DC000000 00000001 //add 01 to the offset value
D1000000 00000000 //go back to the loop start (C0...)
D0000000 00000000 //done

Ahh that makes a ton of sense now. You've been a great up!
 
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dsrules

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cool i was wondering about that, that annoying about the discrepancy between ar and gw, but whatever.
maybe someone could make an automated code converter? unless there are things that actually need to be thought about and not just 'convert'?
00000010 is the total # of times to write including the first address, so the loop would be repeat write 15 more times after writing the first address, 1 less than ARCode
 

Rizzorules

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get an item in mk7, search for unknown 8bit unsigned, (lose the item, search 0 i guess), find a different item, search for 'different'... etc - you will find it i think :)
Thanks a lot :), i tried that but it says Too many hints left! Keep Hunting!
 

cearp

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00000010 is the total # of times to write including the first address, so the loop would be repeat write 15 more times after writing the first address, 1 less than ARCode
sure, i understood the first time you said it, but thanks for the information!

Thanks a lot :), i tried that but it says Too many hints left! Keep Hunting!
ok, then keep trying i guess :)


this morning, i tried to look for oras codes.
i tried to find the first party pokemon, first move value.
i used values from here - http://bulbapedia.bulbagarden.net/wiki/List_of_moves
i believe the values are what i want to be searching for. i searched for a 16bit exact value. then i taught the pkmn a tm over the 1st move and searched again. but eventually i would end up with 0 hits...
so, i decided to find the PP of my first move instead. and eventually i ended up with 0 hits... :(
i'm no expert, but surely PP can't be so hard to find... what am i doing wrong?

i remember with the gba days, the pokemon games had DMA, and the memory moved about, so i guess it would make searching for codes harder. we had to get a code to stop the memory from moving about, then stuff would be easier. (maybe i understood it wrong)
is it possible there is some DMA stuff going on here too?
 

Rizzorules

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sure, i understood the first time you said it, but thanks for the information!


ok, then keep trying i guess :)


this morning, i tried to look for oras codes.
i tried to find the first party pokemon, first move value.
i used values from here - http://bulbapedia.bulbagarden.net/wiki/List_of_moves
i believe the values are what i want to be searching for. i searched for a 16bit exact value. then i taught the pkmn a tm over the 1st move and searched again. but eventually i would end up with 0 hits...
so, i decided to find the PP of my first move instead. and eventually i ended up with 0 hits... :(
i'm no expert, but surely PP can't be so hard to find... what am i doing wrong?

i remember with the gba days, the pokemon games had DMA, and the memory moved about, so i guess it would make searching for codes harder. we had to get a code to stop the memory from moving about, then stuff would be easier. (maybe i understood it wrong)
is it possible there is some DMA stuff going on here too?
I havent tried cheating in Pokemon ORAS yet but have you tried using your move, then searching left pp with 8 bits over and over again?
 

Errorjack

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sure, i understood the first time you said it, but thanks for the information!


ok, then keep trying i guess :)


this morning, i tried to look for oras codes.
i tried to find the first party pokemon, first move value.
i used values from here - http://bulbapedia.bulbagarden.net/wiki/List_of_moves
i believe the values are what i want to be searching for. i searched for a 16bit exact value. then i taught the pkmn a tm over the 1st move and searched again. but eventually i would end up with 0 hits...
so, i decided to find the PP of my first move instead. and eventually i ended up with 0 hits... :(
i'm no expert, but surely PP can't be so hard to find... what am i doing wrong?

i remember with the gba days, the pokemon games had DMA, and the memory moved about, so i guess it would make searching for codes harder. we had to get a code to stop the memory from moving about, then stuff would be easier. (maybe i understood it wrong)
is it possible there is some DMA stuff going on here too?

Did you try with exact values or just a general dump? If you cannot find exact values, try doing increment and decrement searches.
 

Scarlet

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For anybody using the Smash character modifier, I made a complete list of character values. I've omitted the DLC ones since the OP didn't want them. Worth noting choosing Master Hand as your player freezes the game, not sure about any of the other strange ones :P

00 = Random
01 = Mii Fighter
02 = Mii Fighter
03 = Mii Fighter
04 = Mario
05 = Donkey Kong
06 = Link
07 = Samus
08 = Yoshi
09 = Kirby
0A = Fox
0B = Pikachu
0C = Luigi
0D = Captain Falcon
0E = Ness
0F = Peach
10 = Bowser
11 = Zelda
12 = Sheik
13 = Marth
14 = Mr Game & Watch
15 = Ganondorf
16 = Falco
17 = Wario
18 = Meta Knight
19 = Pit
1A = Zero Suit Samus
1B = Olimar
1C = Diddy King
1D = King Dedede
1F = Lucario
20 = ROB
21 = Toon Link
22 = Charizard
23 = Sonic
24 = Dr Mario
25 = Rosalina
26 = Wii Fit Trainer
27 = Little Mac
28 = Villager
29 = Palutena
2A = Robin
2B = Duck Hunt Duo
2C = Bowser Jr
2D = Shulk
2E = Jigglypuff
2F = Lucina
30 = Dark Pit
31 = Greninja
32 = Pac-Man
33 = Mega Man
34 =
35 =
36 =
37 =
38 =
39 = Coloured Square
3A = Fire Emblem Symbol
3B = Mii
3C = Mario Symbol
3D = Little Mac Symbol
3E = Coloured Question Mark
3F =
40 = Master Hand
41 = Master Core
42 = Crazy Hand
43 = Master Hand Crazy Hand
44 = Bomb
45 = Sandbag
 
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@dsrules would you happen to know if I need to put the terminator code after I use conditional 32bit codes? Im struggling to get them to work. If I wanted to make a code that whenever the same key combo was pressed it would change the value to something new my best bet is using conditionals, storing the current step in an unused memory spot, increasing the step each time the key combo is pressed and finally comparing the step with a 32 bit code.

(If you don't understand what I typed let me know. I'm pretty tired/confused right now so it may not make much sense)
 
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dsrules

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@dsrules would you happen to know if I need to put the terminator code after I use conditional 32bit codes? Im struggling to get them to work. If I wanted to make a code that whenever the same key combo was pressed it would change the value to something new my best bet is using conditionals, storing the current step in an unused memory spot, increasing the step each time the key combo is pressed and finally comparing the step with a 32 bit code.

(If you don't understand what I typed let me know. I'm pretty tired/confused right now so it may not make much sense)
all conditional needs to end with D0000000 if you want your next code to have effect
 
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