There doesn't seem to be much mention of the distinctions between the types cheats that are available for homebrew. As far as I've been able to figure out, there are Action Replay codes (AR), Gecko codes, Ocarina codes, and WiiRD codes. Are these different names for the same thing? Which of these formats can the various homebrew applications use (USB Loader GX, DIOS MIOS, GeckoOS, Neogamma, etc.)?
The following links are the only resources I've come across that have good information on the formats:
http://smashboards.com/threads/guide-to-ar-and-gecko-code-writing-for-complete-noobs.336650/
http://vggts.macrosonic.org/where/wiird/gamecube_codes_with_geckoos.htm
I understand that GCNcrypt decrypts the AR 4-4-5 style code to the 8-8 format described on the smashboards link. Then the AR to WiiRD converter turns the AR code into a WiiRD code, or Gecko code (are these two the same? Which apps can use them?).
The other program I've seen is the Cheat Code Manger (can be found here: http://smashboards.com/threads/internetexplorers-melee-codes.327311/). Are there different versions of this? I understand that it generates gct files from raw codes, but I've seen screenshots of this program with the title 'Gecko Cheat Code Manager', and also 'Ocarina Cheat Code Manager' (does this mean Gecko and Ocarina the same?). Are these raw codes in Gecko format or AR format? Can gct files be generated from all the different types of raw codes? In the end it's just assembly hacks right? I'd assume they're all gct-compatible.
I'd appreciate any help clearing this up. I've had a really hard time getting codes to work for SSBM "1.2" (same as 1.02?). I have tried USB Loader GX via DIOS MIOS 2.10 (Ocarina/Gecko??), and in GeckoOS (do I need the USB Gecko device for cheats to work here? If so, GeckoOS is out of the question). I've got a feeling that I'm grabbing codes from all kinds of different sources, and the Cheat Code Manager is generating nonsensical bits in the gct files. Feel free to get technical with me. It helps me understand. I have an EE background; and I've done a fair amount of x86 assembly hacking in some SP PC games.
The following links are the only resources I've come across that have good information on the formats:
http://smashboards.com/threads/guide-to-ar-and-gecko-code-writing-for-complete-noobs.336650/
http://vggts.macrosonic.org/where/wiird/gamecube_codes_with_geckoos.htm
I understand that GCNcrypt decrypts the AR 4-4-5 style code to the 8-8 format described on the smashboards link. Then the AR to WiiRD converter turns the AR code into a WiiRD code, or Gecko code (are these two the same? Which apps can use them?).
The other program I've seen is the Cheat Code Manger (can be found here: http://smashboards.com/threads/internetexplorers-melee-codes.327311/). Are there different versions of this? I understand that it generates gct files from raw codes, but I've seen screenshots of this program with the title 'Gecko Cheat Code Manager', and also 'Ocarina Cheat Code Manager' (does this mean Gecko and Ocarina the same?). Are these raw codes in Gecko format or AR format? Can gct files be generated from all the different types of raw codes? In the end it's just assembly hacks right? I'd assume they're all gct-compatible.
I'd appreciate any help clearing this up. I've had a really hard time getting codes to work for SSBM "1.2" (same as 1.02?). I have tried USB Loader GX via DIOS MIOS 2.10 (Ocarina/Gecko??), and in GeckoOS (do I need the USB Gecko device for cheats to work here? If so, GeckoOS is out of the question). I've got a feeling that I'm grabbing codes from all kinds of different sources, and the Cheat Code Manager is generating nonsensical bits in the gct files. Feel free to get technical with me. It helps me understand. I have an EE background; and I've done a fair amount of x86 assembly hacking in some SP PC games.