Welcome to our collection of GAMECUBE cheats at Cheat Happens. Here you'll find GAMECUBE cheats, files, cheat codes, FAQs, walkthroughs and more. Use the A-Z links below to browse our entire collection of GAMECUBE cheats. To decrypt Action Replay codes, you'll need 'GCNcrypt'. This is a free, open-source utility designed to encrypt and decrypt Nintendo Gamecube Action Replay codes. If you can't find it via Google (and, you should be able to quite easily), just contact me and I'll give it to you myself. Note: You must enter codes one line at a time! Action Replay Game Codes for Gamecube games by Title: all. The following is a list of games with Action Replay Codes. Click on any game title to see a list of its Action Replay codes.
03-15-2009, 03:09 PM (This post was last modified: 06-21-2013, 10:08 AM by skid.)
Finding cheatsYou can find codes from the Datel site
US Codes: http://us.codejunkies.com/
PAL Codes: http://uk.codejunkies.com/
Or use the Google search engine to find sites that have the codes, or make up your own.
Feel free to submit patches, codes, etc here or on the issues section of the project site.
Note: all downloaded ini's should go to usergameconfig directory
Ways to add the codes
1. Open the game's INI config Notepad, Nano, or w/e text/ini editor you prefer.
2. Right click on the game in the game list > preferences > edit config button. Doing it this way will generate a blank ini file if one doesn't exist.
OR Use the GUI to add/edit codes.
If editing the INI file
Under the [ActionReplay] section in the INI (create it if it doesn't exist), you add the codes in this format:
[ActionReplay]
$FirstCheatCodeName
XXXXXXXX YYYYYYYY
.and so on
$SecondCheatCodeName
XXXXXXXX YYYYYYYY
Example:
[ActionReplay]
$Infinite Health
062AE01E 08000000
4241FD80 000A44BB
4241FD80 000B6000
$Infinite Missiles
062AE021 08000000
4241FD80 013700FA
Ways to enable codes (Make sure Cheats are enabled in Main config)
1. Add a '+' in front of the code name
2. Open the ISOProperties window and checkmark the code
3. Open the Action Replay Manager and checkmark the code and hit 'Apply Changes'
4. Make sure 'Enable Cheats' is checked in the main dolphin config
5. They can be enabled with the Action Replay Manager.
See also: Dolphin cheats database: How to add your own codes
:: System Specs ::
Operating System: Windows 7 Professional x64
Video Card: ATI Radeon HD 5770
CPU: AMD Phenom I X4 9550
RAM: 6GB DDR2
EXP Index: 999999.999999
Operating System: Windows 7 Professional x64
Video Card: ATI Radeon HD 5770
CPU: AMD Phenom I X4 9550
RAM: 6GB DDR2
EXP Index: 999999.999999
By kenobi & Parasyte
Table of Contents
Special Notes
- All addresses MUST be compatible with the data size you want the codes to be using. That means ANY address can be used for BYTE reading.writing. If you don't follow these rules, then the codes won't work (or the AR might crash).
- Addresses MUST be a multiple of 2 for HALFWORD reading/writing (last hex number of the address must be either: 0, 2, 4, 6, 8, A, C, E).
- Addresses MUST be a multiple of 4 for WORD reading/writing (last hex number of the address must be either: 0, 4, 8, C).
- All codes are formatted like so: XXXXXXXX YYYYYYYY. Where the address is XXXXXXXX, and the value is YYYYYYYY.
- The GCN memory range is 0x80000000–0x817FFFFF cached, and 0xC0000000–0xC17FFFFF uncached.
- The codes type numbers I give after a code name is a number created like so:
- For 'Type zX' codes, the number X is AAA (3 most significant bits of the code's 'VALUE')
- For normal codes, the number in parenthesis after the name of the code is:
- You can use these as reference, or just ignore them…
- Any 'unused' data could be filled with random numbers to create a 'unique encryption', which could 'sign' your codes. I randomly explained how it works. It might not work with every code. This feature isn't really interesting, but I felt like it should be known.
- Register 1BB4 is one of the registers that the AR uses to store some data while executing codes.
- The addresses, values, and all the numbers starting by '0x', or having the letter(s) A, B, C, D, E and/or F in them are Hexadecimal numbers. If you don't know what hexadecimal is, make a search in Google.
Type Z Codes
Type Z codes are codes which have an address equal to 00000000 ('z' stands for 'zero'). For any 'Type zX' codes: X = code type = (VALUE >> 29) AND 0x07. If X > 4, the code will be skipped.
Type z0 – End of code marker
- 1 line code –
00000000 00000000
- Signifies 'end of code' (or 'no more codes are to be executed').
- The AR will 'give' back the control to the game, and then will start executing codes from the very first code in the list and onwards.
Type z2 – Normal Execution
- 1 line code –
00000000 40000000
- Sets register 1BB4 to 0.
- Signifies that the AR goes back to the normal execution of codes (and that it should break a 'stop executing codes', set when register 1BB4 is = 2).
Type z3 – Execute all codes in the same row
- 1 line code –
00000000 60000000
- Sets register 1BB4 to 1.
- Signifies that the AR will execute all the codes, without giving back control to the game, unless register 1BB4 changes value (with a 'z2' code for example).
Type z4 – Fill & Slide
- 2 line code.
(Size 0 = 8-bit, Size 1 = 16-bit, Size 2 = 32-bit. Size 3 = Unused)
NOTE: When using half-word (or word), make the address increment >> 1 (or >> 2) when computing the code.
Number of values to write = Z2. Download imtoo youtube downloader for mac.
NOTE: If Z2 = 0, nothing will be written (it'll be like the code isn't executed).
Small note
As the sign of the address increment and the value increment are shared, you MUST start from the 1st address when using a positive value increment, and start from the last address when using a negative value increment.
Type z4, Size 3 – Memory Copy
These codes were 'created' by me (kenobi). The only way to use them is to enter and enable the 'Enablers' codes. You also HAVE TO add the Master Code flag to these Enabler codes' identifier (or to include it into the (m) code), else they won't work properly. Finally, the 'Enabler' codes and the actual codes must be entered separately. They should work on ANY AR (at least up to version 1.14b).
Example 1 – Memory Copy Without Pointer Support
Enabler (must be on!):
Gamecube Action Replay Code List Download
Example of byte copy:
Here is how it works:
8XXXXXXX = [Destination address] OR 0x06000000.YYYYYYYY = [Source address].ZZZZ = number of bytes to copy (0x0000 will copy 0 byte, 0xFFFF will copy 65535 bytes).
Important: the 16-bit number before ZZZZ MUST BE '0000', otherwise it'll create errors!
So, if you follow what I explained, you can see that my code example will copy 2 bytes from 80393FA0 to 80393FA8.
Example 2 - Memory Copy With Pointers Support
Enabler (must be on!):
With this code, if you put any data in the upper 8 bits of the value, the AR will use the addresses in the code as pointers addresses.
Example:
Important: the 8-bit number before ZZZZ MUST BE '00', else it'll create errors!
As the value start with '01' (could have been anything, but '00'), the AR will load the 32-bit value at 80002F00 and use it as the source address, then load the 32-bit value at 80002F04 and use it as the destination address, and finally will copy 138 bytes from the source address to the destination address.
Note that if you put '00' in the start of the value, the code will work just like the 'Memory Copy Without Pointer Support' code.
If you need to add an offset to the pointer addresses, you'll have to do this trick:copy the source pointer address to 80002F00, the destination pointer address to 80002F04,add the offset values to theses pointer addresses (using the 'Add' code type), and finally use the 'Memory Copy with Pointers Support' to copy the bytes.
Example:
Normal Codes
For any 'Normal Codes', you have:
usually, size 0 = 8-bit, size 1 = 16-bit, size 2 = 32-bit. Download mac os 7.5.1. For some codes, Size 3 = Floating point single precision.
Type 0
Subtype 0 – RAM write and fill (can be called '00', '01' and '02')
- 1 line code –
0wXXXXXX Y1Y2Y3Y4
where (w < 8!)
- If Size = 0 [00]:
- Fills area [Address ; Address + Y1Y2Y3] with value Y4.
- If Size = 1 [02]:
- Fills area [Address ; Address + (Y1Y2 << 1)] with value Y3Y4.
- If Size = 2 [04]:
- Writes word Y1Y2Y3Y4 to Address.
Examples:
00023000 00000312
will write byte 0x12 to 80023000, 80023001, 80023002, 80023003.02023000 00011234
will write half-word 0x1234 to 80023000, 80023002.05023000 12345678
will write half-word 0x12345678 to 81023000.Subtype 1 – Write to pointer (can be called '04', '05' and '06')
- 1 line code –
4wXXXXXX Y1Y2Y3Y4
where (w < 8!)
This code will make the AR load the word stored at the address provided in the code, (also called the 'Pointer Address'), and check if it's a valid address (e.g. if it's in the 80000000–81800000 range). If it is one, it will add an offset to it, and it will write the data provided in the code to this new address.
- If Size = 0 [40]:
- AR will write the byte Y4 at [Pointer Address + Y1Y2Y3].
- If Size = 1 [42]:
- AR will write the half-word Y3Y4 at [Pointer Address + (Y1Y2 << 1)].
- If Size = 2 [44]:
- AR will write the word Y1Y2Y3Y4 at [Pointer Address].
REMOVE THE 'VALID ADDRESS' CHECK, AKA 'POINTER MOD':
This code was 'created' by me (kenobi). The only way to use it is to enter and enable the 'Enabler' code. You also HAVE TO add the Master Code flag to these Enabler codes' identifier (or to include it into the (m) code), else they won't work properly. Finally, the 'Enabler' codes and the actual codes must be entered separately. It should work on ANY AR (at least up to version 1.14b).
Enabler (must be on):
04001FA4 48000014
Once you use this code, the 'Write to Pointer' code will stop checking if the address you point to is a valid address. That means that you can write to virtual memory without a TLB (m) code, but you have to make sure that the address the pointer code reads is a valid address (else, it'll crash).
Example (courtesy of donny2112):
The first line will write '7FC39C9C' to 80002F0C. Then, the other lines will write 0x0000 to 0x7FC39C9C+2*1, 0x7FC39C9C+2*0x3ED, 0x7FC39C9C+2*0x4F7, and finally 0x7FC39C9C+2*0x5BB.
The advantage of this code, over a TLB (m) code, is that it only needs a 1 lines enabler, it is compatible with all games and all ARs, and it allows you to use 8/16/32-bit RAM write.
The downside is that if you point to an invalid address, the GC will just crash. If you're not sure that you'll point to a valid address, you can use this combination of code to check it manually (in this example, I make sure that the address is in the 0x80000000–817F0000 range):
Gamecube Action Replay Code List 2017
XXXXXXXX being the address where the Pointer Address is stored.
Subtype 2 – Add code (can be called '08', '09' and '0A')
- 1 line code –
8wXXXXXX Y1Y2Y3Y4
where (w < 8!)
- if Size = 0 [80]:
- Loads byte stored at [Address], adds Y1Y2Y3Y4 to it, and stores the resulting byte (= result AND 0xFF) at [Address].
- if Size = 1 [82]:
- Loads half-word stored at [Address], adds Y1Y2Y3Y4 to it, and stores the resulting half-word (= result AND 0xFFFF) at [Address].
- if Size = 2 [84]:
- Loads word stored at [Address], adds Y1Y2Y3Y4 to it, and stores the result at [Address].
- if Size = 3 [86]:
- Loads floating value stored at [Address], adds Y1Y2Y3Y4 (must be a floating point single precision value) to it, and stores the result at [Address].
Change ADD to AND:
This code was 'created' by me (kenobi). The only way to use it is to enter and enable the 'Enabler' code. You also HAVE TO add the Master Code flag to these Enabler codes' identifier (or to include it into the (m) code), else they won't work properly. Finally, the 'Enabler' codes and the actual codes must be entered separately. This change is definitive (until you reboot the Game):
Change ADD to OR:
https://cyclenew792.weebly.com/blog/russian-textbooks-pdf-free. This code was 'created' by me (kenobi). The only way to use it is to enter and enable the 'Enabler' code. You also HAVE TO add the Master Code flag to these Enabler codes' identifier (or to include it into the (m) code), else they won't work properly. Finally, the 'Enabler' codes and the actual codes must be entered separately. This change is definitive (until you reboot the Game):
Note: you can't mix 'ADD', 'AND' and 'OR' codes for the same code type (8/16/32-bit).
SubType 3 – Master Code & Write to CCXXXXXX (can be called '0E' and '0F')
- 1 line code –
CwXXXXXX Y1Y2Y3Y4
where (w < 8!)
If Size = 2 – Master Code (C4XXXXXX Y1Y2Y3Y4)
- Y4 = Master Code Number.
- 0x00: executed only once, just before the game boot-up. Only one (m) code can have the '00' number (the others will be skipped), and it must be the very one in the (m) code list (else it'll be skipped).
- 0x01–0x0F: executed continuously during the game execution. (2 (or more) master codes that have the same Master Code number can't be executed correctly if they are put one just after another. Only the first one will be executed, the other(s) will be skipped).
- Y3 = number of codes to execute each time the AR has control.
- Download mac os sierra on windows 10. Acer aspire sound driver download. Y2 AND 0x03 = Master Code Type
- Type 0: Create a branch to SUBROUTINE 1 (Save: R0 R3 R28 R29 R30 R31)
- Type 1: Backup 4 asm lines from the game, and write a Branch to MAIN ROUTINE (Save: R3 R28 R29 R30 R31, Destroys: R0?)
- Type 2: Create a branch to 1 copy of SUBROUTINE 1 (Save: R0 R3 R28 R29 R30 R31)
- Type 3: Create a branch to MAIN ROUTINE START (will execute the 4 asm lines backed up in Type 1, if any) (Save: R0 R3 R28 R29 R30 R31)
Note: Putting random numbers in Y1 should change the encryption, thus 'signing' your code (untested).
Note: Don't use the Type 1 alone with a Master Code Number greater than zero, otherwise the AR will backup its own hook, and enter an infinite loop. So put a conditional code type make that this code isn't executed more than once.
If (Size = 3) AND ((address AND 0x01FFFFFF) < 0x01000000)
Writes a half-word to CCXXXXXX (C6XXXXXX Y1Y2Y3Y4) Netsupport manager full download.
Address = 0xCCXXXXXXStores the half-word Y3Y4 at the address.
Note: Putting random numbers in Y1Y2 should change the encryption, thus 'signing' your code (untested).
If (Size = 3) AND ((address AND 0x01FFFFFF) >= 0x01000000)
Writes a word to CDXXXXXX (C7XXXXXX Y1Y2Y3Y4)
Address = 0xCDXXXXXXStores the word Y1Y2Y3Y4 at the address.
Note: Parasyte informed me that writing to 0xCDXXXXXX doesn't make any sense, and he thinks it might be some kind of AR bug.
Conditional codes (type 1 to 7)
All the Conditional Codes are 1 line code, but you 'need' to add another line to make them work. Conditional Code are used to trigger the next code(s) when an event happens. Mac apps on windows 7. For example: Giving the player 99 lives when buttons L+R are pushed, or restoring HP completely when it reaches 50% of its value.
They all come in 3 'flavors': 8, 16 and 32 bits. You select it by changing the size data in the code.Reminder: Size = (Address >> 25) AND 0x03
For all the Conditional Codes, you first take the value of the IN GAME data, and compare it to the value provided in the CODE data. The result, which should be read as 'True' (or 'False'), will tell if the the Conditional Code will activate the next codes.
Anyway, Conditional Codes should be used by advanced code makers. Don't ask for the 'paddle' values, they seem to change for every game… So find them yourself :-)
The number I give as examples has been made using BYTE size:08XXXXXX YYYYYY is the 'If equal execute next code' generic value for a BYTE comparison. For half-words, it'll be 0AXXXXXX YYYYYYYY, and for words 0CXXXXXX YYYYYYYY…
Type 1 – If equal… (can be called '10', '11' and '12')
08XXXXXX YYYYYYYY
where (w >= 8!)- Subtype 0 [08]: If equal, execute next line (else skip next line).
- Subtype 1 [48]: If equal, execute next 2 lines (else skip next 2 lines).
- Subtype 2 [88]: If equal, execute all the codes below this one in the same row (else execute none of the codes below).
- Subtype 3 [C8]: While NOT EQUAL, turn off all codes (infinite loop on the code).
Type 2 – If NOT equal… (can be called '20', '21' and '22')
10XXXXXX YYYYYYYY
- Subtype 0 [10]: If NOT equal, execute next line (else skip next line).
- Subtype 1 [50]: If NOT equal, execute next 2 lines (else skip next 2 lines).
- Subtype 2 [90]: If NOT equal, execute all the codes below this one in the same row (else execute none of the codes below).
- Subtype 3 [D0]: While EQUAL, turn off all codes (infinite loop on the code).
Type 3 – If lower… (signed) (can be called '30', '31' and '32')
Bittorrent free download for mac os x 10.4.11. Signed means:
- For Bytes: values go from -128 to +127.
- For Halfword: values go from -32768/+32767.
- For Words: values go from -2147483648 to 2147483647.
For example, for the Byte comparison, 7F (127) will be > to FFFFFFFF (-1). You HAVE to enter a 32bits signed number as value, even if you just want to make an half-word comparison. That's because 0000FFFF = 65535, and FFFFFFFF = -1). You could choose any value (for example, +65536 for half-word code, but the result will be always True (or always False if you choose -65537).
18XXXXXX YYYYYYYY
Warning: if you used a 'byte' size, this Type 3 code will actually be a 'If lower… (UNSIGNED)'! That means, no signed comparison for byte values! (AR bug?)
- Subtype 0 [18]: If lower, execute next line (else skip next line).
- Subtype 1 [58]: If lower, execute next 2 lines (else skip next 2 lines).
- Subtype 2 [98]: If lower, execute all the codes below this one in the same row (else execute none of the codes below).
- Subtype 3 [D8]: While higher, turn off all codes (infinite loop on the code).
Note: For 8 and 16 bits codes, you could fill the unused numbers in the value to change the encrypted code, and 'sign' them (unverified).
Type 4 – If higher… (signed) (can be called '40', '41' and '42')
Signed means:
- For Bytes: values go from -128 to +127.
- For Halfword: values go from -32768/+32767.
- For Words: values go from -2147483648 to 2147483647.
For example, for the Byte comparison, 7F (127) will be > to FFFFFFFF (-1). You HAVE to enter a 32bits signed number as value, even if you just want to make an half-word comparison. That's because 0000FFFF = 65535, and FFFFFFFF = -1). You could choose any value (for example, +65536 for half-word code, but the result will be always True (or always False if you choose -65537).
20XXXXXX YYYYYYYY
Warning: If you used a 'byte' size, this Type 4 code will actually be a 'If lower… (UNSIGNED)' !That means, no signed comparison for byte values! (AR bug?)
- Subtype 0 [20]: If higher, execute next line (else skip next line).
- Subtype 1 [60]: If higher, execute next 2 lines (else skip next 2 lines).
- Subtype 2 [A0]: If higher, execute all the codes below this one in the same row (else execute none of the codes below).
- Subtype 3 [E0]: While lower, turn off all codes (infinite loop on the code).
Note 1: For 8 and 16 bit codes, you could fill the unused numbers in the Value to change the encrypted code, and 'sign' them (unverified).
Type 5 – If lower… (unsigned) (can be called '50', '51' and '52')
Unsigned means:
- For Bytes: values go from 0 to +255.
- For Halfword: values go from 0 to +65535.
- For Words: values go from 0 to 4294967295.
For example: for the Byte comparison, 7F (127) will be < to FF (255).
28XXXXXX YYYYYYYY
- Subtype 0 [28]: If lower, execute next line (else skip next line).
- Subtype 1 [68]: If lower, execute next 2 lines (else skip next 2 lines).
- Subtype 2 [A8]: If lower, execute all the codes below this one in the same row (else execute none of the codes below).
- Subtype 3 [E8]: While higher, turn off all codes (infinite loop on the code).
Type 6 : If higher… (unsigned) (can be called '60', '61' and '62')
Unsigned means:
- For Bytes: values go from 0 to +255.
- For Halfword: values go from 0 to +65535.
- For Words: values go from 0 to 4294967295.
For example: for the Byte comparison, 7F (127) will be < to FF (255).
30XXXXXX YYYYYYYY
- Subtype 0 [30]: If higher, execute next line (else skip next line).
- Subtype 1 [70]: If higher, execute next 2 lines (else skip next 2 lines).
- Subtype 2 [B0]: If higher, execute all the codes below this one in the same row (else execute none of the codes below).
- Subtype 3 [F0]: While lower, turn off all codes (infinite loop on the code).
Type 7 – If AND… (can be called '70', '71' and '72')
(if the result of ANDing the IN GAME and IN CODE values is not equal to 0)
38XXXXXX YYYYYYYY
- Subtype 0 [38]: If AND, execute next line (else skip next line).
- Subtype 1 [78]: If AND, execute next 2 lines (else skip next 2 lines).
- Subtype 2 [B8]: If AND, execute all the codes below this one in the same row (else execute none of the codes below).
- Subtype 3 [F8]: While NOT AND, turn off all codes (infinite loop on the code).