Misc Overview of cheat devices

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Kazuya89

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Hello,

I am planning a blog article series about cheat devices for video game consoles, covering their history, technical differences, and the current situation.

I already have a general understanding of how these devices work. For example, I know that Action Replay, GameShark, and similar devices typically access and manipulate RAM values at runtime. I am also aware that the Game Genie worked differently, by directly modifying the data read from the ROM rather than patching RAM.

I understand that GameShark initially was essentially a rebrand of Action Replay, and that many other cheat devices were also rebrands, especially since Datel often released multiple cheat devices for the same platform under different brand names. I am also aware that this changed later on, and that GameShark eventually became its own product rather than just an Action Replay rebrand for the American market.

I also know that devices like the Pro Action Replay MK3 existed across many different platforms, meaning there were entire generations of Action Replay devices adapted to different hardware. Likewise, for individual platforms such as the SNES or N64, there were often multiple generations or models of Action Replay devices.

My goal is to create a blog series that explains how cheats work in general, provides an overview of the various cheat devices that existed, and describes how they evolved over time.

For this reason, I am currently looking for more structured information. I have already found a lot of very specific details about individual devices, but I am still missing clear overviews in the following areas:

  • Is there a concise and well-structured overview that explains how all cheat devices from a single manufacturer differed on a specific platform? (For example, the differences on the GBA between Action Replay (2001), Action Replay Duo (2005), and Action Replay MAX (2006).)
  • Is there a similar overview showing which cheat devices existed across multiple platforms?
  • Is there an overview of all code formats and which devices use which format and what can be simply converted?
  • Is there an overview identifying which devices were simply rebrands of other products?
  • Is there an overview of the different firmware versions and how their features differed?
  • Besides Xploder, Game Genie, Game Buster, CodeBreaker, GameShark, and Action Replay, what other cheat devices existed?
  • Are there any modern cheat devices for retro consoles today, for example newly produced GBA cheat cartridges from AliExpress or similar sources? Are these reproductions, clones, or newly developed devices?
  • How do cheats work on more modern consoles? In particular, how did things change starting with systems like the PlayStation 2 and GameCube, where traditional cartridge-based cheat modules disappeared? And how does cheating work today on modern, online-focused consoles? I currently lack a good overview of this evolution.
I am aware that this is a large number of questions, and I do not expect anyone to answer everything at once. Any information, references, or pointers in the right direction would be greatly appreciated.

Thank you very much for your time.
 
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On 8-bit home computers, Romantic Robot made backup/cheat devices called Multiface https://www.cpcwiki.eu/index.php/Multiface_II

Recently on aliexpress I've seen a cheat device for Famicom, when for years the word on the internets was that cheat devices for Famicom as opposed to NES were only made in limited numbers back in the day and thus have been hard to find. I think this aliexpress one might be newly made, but not sure. A review talks about connecting it to wifi to access it from computer. Listing uses both Action Replay and Game Genie names, but may not be official to either https://www.aliexpress.com/item/1005006256872550.html
 
o hai, saw your PM right now, shows how often I'm around nowadays :) :(
Let's go:

also know that devices like the Pro Action Replay MK3 existed across many different platforms, meaning there were entire generations of Action Replay devices adapted to different hardware.
Well that's about as true as saying that Harry Potter 1 & 2 or OutRun 1 exist for many different platforms - independently developed things, possibly quite dramatically different :)

Is there a concise and well-structured overview that explains how all cheat devices from a single manufacturer differed on a specific platform? (For example, the differences on the GBA between Action Replay (2001), Action Replay Duo (2005), and Action Replay MAX (2006).)
Not really, GameHacking, Kodewerx and the TCRF page for Action Replay in general (I wrote part of the latter) may say something but are far from comprehensive and you can probably learn more from the manual... if they were available, factually correct, and matched to a specific model, which they usually aren't!

For that specific example I think, but have never seen/checked, that the Max (which came before the Duo) may be the V3 model with a fairly different cheat engine with more functions, and the Max Duo adds a Mega-Memory-Card-plus-Powersaves function for DS games

Is there an overview of all code formats and which devices use which format and what can be simply converted?
Not really, there are converters available though (which I haven't particularly tried, but I suspect might have problems when you go beyond simple memory writes and involve looping/"slide" (memory fill)/etc functions that don't exist on the other!

  • Is there an overview identifying which devices were simply rebrands of other products?
  • Is there an overview of the different firmware versions and how their features differed?
Ha!! We wish!

Besides Xploder, Game Genie, Game Buster, CodeBreaker, GameShark, and Action Replay, what other cheat devices existed?
Most of those are brands more than product lines, Game Buster is yet another rebrand of the Action Replay, to which you can add (the Traditional Chinese for?) Gold[en] Finger which apparently was what EMS called their PS1 Action Replay and quickly became a generic name for cheats;

Blaze's Xploder (previously called Xplorer) = Pelican's CodeBreaker = Mad Catz's Gameshark SP = GameTech's X-Terminator = various brands of a new competitor of the AR by Future Console Design, a company founded by Wayne Beckett after leaving Datel -- for the GBA, go back or further a few years and some of those brands may be affiliated with a rival product...

An original brand you forgot (but probably seen on my other post :) ), and the last to release actual cheat accessories, is Cyber Gadget... which bought Karat (or maybe always had that brand as a front), the importers of the Japanese Pro Action Replay (in the 1990s in Europe a "Pro" Action Replay was one with cheat search functions, but in Japan the brand name was those 3 words), and for all we know from the other post may or may not be related to Datel......

How do cheats work on more modern consoles? In particular, how did things change starting with systems like the PlayStation 2 and GameCube, where traditional cartridge-based cheat modules disappeared? And how does cheating work today on modern, online-focused consoles? I currently lack a good overview of this evolution.
Well, first they removed the parallel port from the PS1 (had a Polish friend lend me a generic Gold Finger clone in 2003 and couldn't figure out where to plug it in...) so they started making cheat discs, with or without the ability to add more codes (type-in and/or some form of computer link, possibly via a PC memory card reader) and this covered the DVD generation of consoles;

(note how the disc- and disk-based consoles and the DS and successors don't run code from the physical game, they load it to memory and execute it from there, so on one hand you get the ability to do Game Genie like codes modifying the actual program, on the other you have increasingly complicated = bigger cheat engines competing for CPU/RAM and get more mixed results especially in compatibility)

Then... they largely disappeared off the market, the PSP had one or two but were "commercial homebrew" more than any of its predecessors (the first one requiring a Pandora Battery I think?) but free homebrew overtook it,
the DS/i had way too many models (I also wrote most of that and it's probably the closest single page on the web covering your questions) and while somewhat successful (POKEMON!!!!!!!) it has free alternatives if you have a flashcard as did seemingly half of the world,
the Wii also had a commercial homebrew (based on the Wilbrand exploit) except that it actually came about 2 years after Gecko OS, NeoGamma, and the big 3 USB Loaders promoting the Ocarina cheat engine, all free and libre software of course!
And then we got, again by the maybe related maybe not Cyber Gadget, the only cheat card for the 3DS (based on ntrboot), which might have gotten an audience in Japan (the 3DS free cheat engines, except Brickway's, are not really the familiar code-based ones, and the one that is... is Brickway's proprietary and limited CFW),
but in the main 360/PS3/3DS/WiiU/PS4 "cheats" are mainly of the save editing kind, and there were some related commercial products (often limited and/or amounting to cloud-renting a modded console to sign the modified saves, which unsurprisingly someone with a modded console could do better and for free, not to mention actual RAM-editing cheats)

Are there any modern cheat devices for retro consoles today, for example newly produced GBA cheat cartridges from AliExpress or similar sources? Are these reproductions, clones, or newly developed devices?
No idea, but in the main making a Game Genie or better type of filter for a NES is not hard by current embedded electronics design standards, making a cheat engine for the load-to-RAM consoles is a specific kind of homebrew development but is still homebrew and a flashcard/modchip pretty much means you can do it cheaper that way!
 

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