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 Post subject: Re: Classic Cheat Code Game Patcher (formerly GGGP) released!
PostPosted: Tue Dec 08, 2009 2:35 pm 
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Honestly there shouldn't be any way that the patched games work properly in one emulator and not another. GG codes replace instructions in the ROM and this tool hardcodes it so the effects can't not work in whatever you run it on (sole purpose of the program). I would make sure you are putting the patched version on your media instead of the original.

What codes and game are you trying when you get the error?

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 Post subject: Re: Classic Cheat Code Game Patcher (formerly GGGP) released!
PostPosted: Fri Dec 11, 2009 4:23 am 
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Seems it worked by making an IPS patch file, then patching the rom with LunarIPS. Don't know why it didn't work the other way, but at least it works now.


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 Post subject: Re: Classic Cheat Code Game Patcher (formerly GGGP) released!
PostPosted: Fri Apr 01, 2011 12:38 pm 
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Can you send me a plaintext version of the codes you were using for the game? I was testing it some and I got the same effects playing the game on NesterJ in Windows as I did in nesDS so it's possibly one of the codes that is exposing a bug in the program when patching the ROM and not occurring when writing the IPS file. :/

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Want to cheat in *any* DS game on *any* cart? - Get DSATM
Want to cheat in *any* GBA game on *any* emulator? - GBAATM
Still can't finish that NES,SNES,GB,SMS,GG,Genesis game from when you were a kid? Get CCCGP
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 Post subject: Re: Classic Cheat Code Game Patcher (formerly GGGP) released!
PostPosted: Sun Nov 06, 2011 12:44 pm 
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When are you going to have PAR support for Master System, Game Gear & Game Boy on your next update??


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 Post subject: Re: Classic Cheat Code Game Patcher (formerly GGGP) released!
PostPosted: Sun Nov 06, 2011 2:06 pm 
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The problem is that PAR codes on those systems use "RAM pokes". The PAR pass-thru carts are in control of doing this without any problems because they trigger when there is an interrupt (an event that occurs a few or dozens of times a second on the system naturally). It isn't an easy task to implement RAM poking on these systems because the memory used is stored in different areas that need to be swapped and I'm not sure if I would be able to find enough space to reroute and patch up an interrupt call automatically. It is something that probably requires a hands-on approach -- not a point and click one.

_________________
Want to cheat in *any* DS game on *any* cart? - Get DSATM
Want to cheat in *any* GBA game on *any* emulator? - GBAATM
Still can't finish that NES,SNES,GB,SMS,GG,Genesis game from when you were a kid? Get CCCGP
For more tools visit cracker's crap!


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