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 Post subject: Can't get the cheat menu open (in EZPDA) for a game. (EZ3)
PostPosted: Fri Jun 16, 2006 12:45 pm 
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Joined: Wed Jun 14, 2006 9:55 pm
Posts: 5
Location: cleveland Ohio
I'm using an EZ3 cart with an EZ writer 2, and EZ manager v2.20

I made a .cht file for Megaman EXE 6 Grega (U), and the cheat menu won't open when the game is finished loading. It skips it and goes straight to the game. I've made .cht files before, but this time it won't work. The rom was just dumped yesterday. I tested the .cht file on the jap version and it worked. The cheats themselves (in VBA, any format) work in both the US and Jap versions.

I was thinking that because the game just came out, it might have to do with that, and if that's the case, could you help me fix this?

Thanks!

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Last edited by insomniadmx on Fri Jun 16, 2006 12:54 pm, edited 2 times in total.

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PostPosted: Fri Jun 16, 2006 12:48 pm 
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you can have pda functions on the EZ4? :o


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PostPosted: Fri Jun 16, 2006 12:50 pm 
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Location: cleveland Ohio
This is the EZ Flash 3 Troubleshooting forum... Not EZ4

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PostPosted: Fri Jun 16, 2006 2:10 pm 
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Location: Canada, eh?
To try your idea, in the EZmanager folder:
langdata/romname.lst
open that file with a text editor like notepad and try adding this at the very end, and make sure there is a blank line after it with nothing on the line:
Code:
MEGAMAN6_GXXBR5E|  Âå¿ËÈˣţأÅ-ÍøÂ·Õ½¶·             |Megaman Battle Network 6


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PostPosted: Fri Jun 16, 2006 4:23 pm 
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Location: cleveland Ohio
Modifying the romname.lst file didn't work (maybe I did it wrong), but you pointed me in the right direction for another solution. Hacking the rom's internal name to the same one as the jap version, and it worked. Though I'm worried about multiplayer issues (the only reason I got the rom). I'm afraid that the game checks which version you're playing by the internal name, and the unmodified Jap and US versions didn't work together for MMBN5.

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PostPosted: Fri Jun 16, 2006 7:13 pm 
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The romname.lst is used more for the NOR memory. It doesn't help with cheating unfortunately. Thats where the EZTeam come in. They need to update their xcode database which is inbuilt into one of their dll's. This database tells EZClient and EZManager where to patch the game for the cheat codes.

It's frustrating that the games can't be cheated without this update.

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PostPosted: Fri Jun 16, 2006 8:39 pm 
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For times like these GABSharkY comes in handy. I does the same thing as the built in cheat engine but it won't allow you to turn the codes off. It uses 'type 3' CodeBreaker codes. Here are some example codes from MegaMan EXE 6:

Infinite HP
8203A9D4 270F

Infinite Mystery Data Crystals
32009D1D 0001

Invincible
32038519 00FF

The last two codes can be used as they are but the first one needs to be broken into two seperate codes. To do this you will need GBACCC. Put the code into the left text box, select CB Format, check Expand Codes, and click Convert. You will get this:

Infinite HP
3203A9D4 000F
3203A9D5 0027

Then you take all those codes and put them into GABSharkY, find the game on your hard drive and apply the codes to it. It works for most games but there are some it won't so now is the time you will find out. If it doesn't work then the only option is using a cheat cartridge (Codebreaker or GameShark SP are the only ones that work with the EZ3).

You can get cheat codes for the CodeBreaker here (create an account so you can view the forum for the latest codes -- including MMEXE6) and GameShark SP codes here. For GSSP codes you will have to decrypt them with CBAcrypt. Here is an example of how to decrypt the codes with CBAcrypt:

"Mega Man BN 6 Gregar"
[M] Must Be On
930CFE0E61A7 <- '9' code - aka seed code must be the first thing you enter in CBAcrypt
5E4E1F94523A <- don't need
CB3A64B69A02 <- don't need
No Random Battles
1A083DBCD816
Infinite HP
D86098902576
777F4707DA29

You need to format the codes with a space between the first 8 and last 4 characters like this:

[M] Must Be On
930CFE0E 61A7
No Random Battles
1A083DBC D816
Infinite HP
D8609890 2576
777F4707 DA29

Put it into CBAcrypt and click Decrypt to get this:

[M] Must Be On
930CFE0E 61A7
No Random Battles
82001C16 0000
Infinite HP
7203AA04 84F0
8203A9D4 270F

Now the [M](aster) code can be deleted. Notice that the Infinite HP code has 2 parts to it. The '7' code means that the '8' code will only happen if the value stored at 203AA04 is F084 which means that the next code might freeze up the game if you use it by itself because it might write 0F27 to 203A9DA when that address is vital to the intro or another part of the game. You can still try it, of course, and remove it if it does freeze the game.

So now we put these codes into GBACCC, select CB Format, check Expand Codes, and click Convert to get:

No Random Battles
32001C16 0000
32001C17 0000
Infinite HP
7203AA04 84F0 ;Can't convert code type, following code may not work right
3203A9D4 000F
3203A9D5 0027

Then use the codes with GABSharkY with the forementioned method.

You can also use some codes from Action Replay but that requires another decryption program before GBACCC can convert them. And there's really no need to bother with AR codes since CB/GSSP has codes for pretty much every US game and more while AR has hardly any in comparison.

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Want to cheat in *any* GBA game on *any* emulator? - GBAATM
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For more tools visit cracker's crap!


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