– Introduction –
First of, I use the Action Replay (AR) codes to enhance the gameplay experience, and sometimes just go crazy with it.
I use it mostly for Super Smash Bros. Brawl, so I'll use that as an example.
The list of codes is very neat, just check one code and it will be active.
This is useful for codes like "unrestricted camera movement", or maybe "infinite number of jumps".
– Problem –
But there are more advanced AR-codes, codes with variable values.
Codes like, "stage override switch", "character override switch", where there's multiple options.
One code, the character override is 10000000 000000XX where XX is the character.
The problem here is that Dolphin treats any non Hexadecimal-characters as zero, that code turns into 10000000 00000000.
That's not a big problem, you could remember that, but when there's a multiline-code where these XXs are anywhere in it, that's when it may be confusing.
– Currently –
Adding a new syntax for Dolphin to read in the Config-file would solve this problem,
and making the AR-code tab even easier to use.
$ marks a new code with the name following it.
The following lines under that is the code, 00000000 00000000
– Solution –
After all the lines of code is written, and XX is added to change the code.
Just add the syntax after the code like:
-XX which would mark the beginning of all the options for that part,
and put the name of the variable right after that too.
After that part, write the same amount of numbers (and letters) for each option and then the name of it afterwards.
Like this: 00 Mario, and when you chose Mario in the list, 00 will be put where the XX is.
Also, the order you write the options in, that order should show up in the menu, so you can put "none" and "normal" at the top.
– Exmaple –
The character code would be like this:
$Player 1 character modifier
4A000000 9018F140
10000098 000000XX
E0000000 80008000
-XX Character
00 Mario
01 Donkey Kong
02 Link
03 Samus
...and so on.
This code is the actual code, you can use it...
– Multiple options variables –
Some variables has the option to add multiple variables together.
The code for Status modifier looks like this
100000B3 000000XX
100000B4 000000YY
Where the XX and YY are the status of the player.
Writing the syntax +XX instead (plus stands for adding together the values).
The syntax would be like following:
+YY
01 Reflect
02 Curry
04 Flower
08 Bunny hood
And when you're going to select these statuses, multiple options can be selected.
Choosing both "Reflect" and "Curry" would yield the code 03.
And selecting all statuses would yield the code 0F instead.
– Multiple variables –
As the previous code example, some AR-codes has more than just one variable.
The whole code for player modifying has a total of 8 variables, and would look something like this:
$Player 1 modifier
4A000000 9018F140
100000B3 000000XX
100000B4 000000YY
1000009D 000000ZZ
10000098 000000GG
140000D8 HHHHHHHH
140000E0 IIIIIIII
140000D0 JJJJJJJJ
140000CC KKKKKKKK
E0000000 80008000
+XX Status
04 Invisible
10 Metal
+YY Status
01 Reflect
02 Curry
04 Flower
08 Bunny hood
80 HP
-ZZ Color
00 Color 1
01 Color 2
02 Color 3…
-GG Character
00 Mario
01 Donkey Kong
02 Link
03 Samus…
-HHHHHHHH Size
3F800000 100%
3F000000 50%…
-IIIIIIII Gravity
3F800000 100%
3F000000 50%…
-HHHHHHHH Defence
3F800000 100%
3F000000 50%…
-IIIIIIII Attack
3F800000 100%
3F000000 50%…
– Syntax –
$ name of code, new code.
0-9,A-F hexadecimal, the code.
G-Z variable part of the code.
- single selectable option for the code.
+ multi-option, adding together the values.
– A few notes –
– Comments –
Please write anything... if there's something you like, dislike with this idea. Have some ideas yourself?
Would this be useful in some way?
If there's something missing, or if I should change something, write that down too.
– Concept art –
Click on the images to open those in a larger view.
First of, I use the Action Replay (AR) codes to enhance the gameplay experience, and sometimes just go crazy with it.
I use it mostly for Super Smash Bros. Brawl, so I'll use that as an example.
The list of codes is very neat, just check one code and it will be active.
This is useful for codes like "unrestricted camera movement", or maybe "infinite number of jumps".
– Problem –
But there are more advanced AR-codes, codes with variable values.
Codes like, "stage override switch", "character override switch", where there's multiple options.
One code, the character override is 10000000 000000XX where XX is the character.
The problem here is that Dolphin treats any non Hexadecimal-characters as zero, that code turns into 10000000 00000000.
That's not a big problem, you could remember that, but when there's a multiline-code where these XXs are anywhere in it, that's when it may be confusing.
– Currently –
Adding a new syntax for Dolphin to read in the Config-file would solve this problem,
and making the AR-code tab even easier to use.
$ marks a new code with the name following it.
The following lines under that is the code, 00000000 00000000
– Solution –
After all the lines of code is written, and XX is added to change the code.
Just add the syntax after the code like:
-XX which would mark the beginning of all the options for that part,
and put the name of the variable right after that too.
After that part, write the same amount of numbers (and letters) for each option and then the name of it afterwards.
Like this: 00 Mario, and when you chose Mario in the list, 00 will be put where the XX is.
Also, the order you write the options in, that order should show up in the menu, so you can put "none" and "normal" at the top.
– Exmaple –
The character code would be like this:
$Player 1 character modifier
4A000000 9018F140
10000098 000000XX
E0000000 80008000
-XX Character
00 Mario
01 Donkey Kong
02 Link
03 Samus
...and so on.
This code is the actual code, you can use it...
– Multiple options variables –
Some variables has the option to add multiple variables together.
The code for Status modifier looks like this
100000B3 000000XX
100000B4 000000YY
Where the XX and YY are the status of the player.
Writing the syntax +XX instead (plus stands for adding together the values).
The syntax would be like following:
+YY
01 Reflect
02 Curry
04 Flower
08 Bunny hood
And when you're going to select these statuses, multiple options can be selected.
Choosing both "Reflect" and "Curry" would yield the code 03.
And selecting all statuses would yield the code 0F instead.
– Multiple variables –
As the previous code example, some AR-codes has more than just one variable.
The whole code for player modifying has a total of 8 variables, and would look something like this:
$Player 1 modifier
4A000000 9018F140
100000B3 000000XX
100000B4 000000YY
1000009D 000000ZZ
10000098 000000GG
140000D8 HHHHHHHH
140000E0 IIIIIIII
140000D0 JJJJJJJJ
140000CC KKKKKKKK
E0000000 80008000
+XX Status
04 Invisible
10 Metal
+YY Status
01 Reflect
02 Curry
04 Flower
08 Bunny hood
80 HP
-ZZ Color
00 Color 1
01 Color 2
02 Color 3…
-GG Character
00 Mario
01 Donkey Kong
02 Link
03 Samus…
-HHHHHHHH Size
3F800000 100%
3F000000 50%…
-IIIIIIII Gravity
3F800000 100%
3F000000 50%…
-HHHHHHHH Defence
3F800000 100%
3F000000 50%…
-IIIIIIII Attack
3F800000 100%
3F000000 50%…
– Syntax –
$ name of code, new code.
0-9,A-F hexadecimal, the code.
G-Z variable part of the code.
- single selectable option for the code.
+ multi-option, adding together the values.
– A few notes –
- All options should appear in the same order in the list as in the document.
- The top option will be automatically selected, where you should put the "none" and "normal" option.
– Comments –
Please write anything... if there's something you like, dislike with this idea. Have some ideas yourself?
Would this be useful in some way?
If there's something missing, or if I should change something, write that down too.
– Concept art –
Click on the images to open those in a larger view.