ROM Hack GBA Auto Trainer Maker(GBAATM)

orion001

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hi i jsut tested some games using the gameshark codes with the master code on
shaman king all four games work
naruto ninja council 2

i tried the deadbeef with golden sun 2 and zelda ALTTP cant seem to get it to work

tnx again for the update.

ps.. whenever i try to patch some gameshark codes and error window pops out but when i play the game it plays fine.
 

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orion001 said:
hi i jsut tested some games using the gameshark codes with the master code on
shaman king all four games work
naruto ninja council 2

i tried the deadbeef with golden sun 2 and zelda ALTTP cant seem to get it to work

tnx again for the update.

ps.. whenever i try to patch some gameshark codes and error window pops out but when i play the game it plays fine.

What do you mean you can't seem to get the DEADBEEF function to work?

Can you give me an example of the GS code that gives you an error?
 

orion001

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what i mean is that i dont know how to use deadbeef.
frown.gif


here is a sample of tha gs codes that i used the game is shaman king master of spirits.

M
96671FA45A2C
913E9082DD28
465B1FB2A4BC
Have 50,000 Yen
E20BFDC17407
Have 99 Leaves
1D06472D2E25
Have 99 Pebbles
1C06452D6C24
Have 99 Dolls
3D06772D2A05
Multi Jump November 12, 2004
A65F6FA09297
EED1BD23569E
A65F6FA09297
CA538D83563F
Invincible
0F1747A0AD20
Infinite HP
50C8894F66BF
Infinite SP
949C85EF5FEA
Maximum ATK
A78D37331DC9
Maximum DEF
878D473118E5

i get an error but the codes still worked for the game
 

orion001

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hi cracker. i just have a question. when i play some games in vba like dbz legacy 1n2 and buus fury the graphics are ok but when i transfer them to my ezflash IV the graphics seems to be messed up. should i look for other ram values? also the games golden sun 2 and legend of zelda link to the past games the codes doesnt seem to work and the games just hang. i tried the trainer with menu and without.
 

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The DEADBEEF function floods the RAM with the hex values for 'DEADBEEF' (it is actually 0xEFBEADDE because the ARM loads/stores data backwards) before the game boots. The RAM spans from 0x3000000-0x3007fff. So after you have patched the game you need to run it in an emulator capable of viewing the RAM. Play the game a bit until you think you have gotten into enough of the different modes in the game (different levels, status screen, map screen, etc. Open up the RAM viewer in the emulator and go to about 0x3007f00 and look around. When you see a spot that has 2 or more DEADBEEFs in a row then that will usually be a good place to put it where no part of the game will overwrite it.

BTW those codes for Shaman King work fine and the default RAM address works fine too (even calling up the menu with the IGK doesn't corrupt the graphics!). The problem was the label for the Mastercode. For now just make sure that the labels aren't really short like that and I will get it fixed in the next release.

I'm guessing this may also be the problem with (some of) the other games?
 

IwantIN

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Hey awesome program I've been messing with it and its working fine so far. However currently I've run in to a wall and I can't figure out whats wrong. I'm trying to use code breaker codes for Final Fantasy VI and it keeps breaking the game. I'm using the more simple codes were I don't have to modify anything.

Codes that I'm trying

Max Statistics

3200161A 0080
3200161B 0080
3200161C 0080
3200161D 0080

Max Gil

32001860 007F
32001861 0096
32001862 0098

Max Steps

32001866 007F
32001867 0096
32001868 0098

Reset Time

3200021B 0000
3200021C 0000

Max EXP After Battle

32002F37 00FF

All Espers

82039000 FFFF
82039002 7FFF

or any of the codes listed here
http://db.gamefaqs.com/portable/gbadvance/..._advance_cb.txt

I'm using the US version of the ROM

thanks
 

IwantIN

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Hey just wanted to say great job Cracker and keep up the good work. The update did the charm and works great. Just to let you know if I put too many codes the program crashes more specifically the all items code which is a really long ass code anyways, but i dont need those codes anyways so no biggie.

Thanks for fix and helping me out
 

cracker

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IwantIN said:
Hey just wanted to say great job Cracker and keep up the good work. The update did the charm and works great. Just to let you know if I put too many codes the program crashes more specifically the all items code which is a really long ass code anyways, but i dont need those codes anyways so no biggie.

Thanks for fix and helping me out

Thanks for the feedback, bug reports. I did a quick update. Now there shouldn't be problems unless there is an insane amount of codes entered.
smile.gif
 

kuwanger

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Great job, cracker. The latest version seems to work with Castlevania - Aria of Sorrow (U), which is great. Having said that, I've run into at least one problem. If I use the trainer menu and some combination of cheat codes and then try to move the cursor to select Udine from the Soul Set list, the game will reset/crash. If I don't use the trainer menu, it'll work fine. Here are the codes I've tested, all activated for the test:

Code:
Enable
000093DD 000A
100008B0 0007
Complete Soul Set
4201331C FFFF
00000032 0002 
Unlock Special (Note 4)
32000060 000F
320000A1 0001
Open Mist Door (Press R+B+Up) (Note 5)
74000130 02BD
8200037E 9871

Considering that one of the codes is keyinput activated, I'd imagine the problem is that you're hooking differently when using the training menu and that has something to do with it.

I also have a few feature requests. They are, could you make it configurable on which key-combination activates the training menu in-game? Also, could you make it configurable so one can have the training menu with some codes marked as on by default?

I also am curious about the "load font texture - 9x12". I assume the 9x12 is in reference to the pixel size of one symbol. But, how many symbols are there, what are their order, and in which direction should the collection of symbols be oriented (ie 9x(12*symbol_count) or (9*symbol_count)x12)?

Thanks for any information you provide. GBAATM is pretty amazing and a great addition given that EZ-Flash IV cheats doesn't seem to work. Thanks for all the work.
 

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Since it works fine without the menu then it means that the area of RAM being used gets overwritten at that point in the game. Use the DEADBEEF padding function to look at the RAM (0x3007f00-0x3007fff is the best area) after you have entered the Soul Set list. Where there are 2 or more DEADBEEFs in a row that is what you will want to use for the RAM.

The IGK wouldn't be hard at all. Would just require an input box and a function I already have for DSATM to validify the keys and generate the code. Forced options (oxymoron) would be possible but I would have to mess a bit on both the GBAATM side and also the trainer menu (ASM coding) side of things. It wouldn't be too difficult to add by using a flag at the beginning of the cheat description -- like *.

Actually the load ... buttons are for the texture only. I thought about making an option to import a fontset but that it would require more coding than I am wanting to do presently (at least for a nice way of doing it... it could be done a lot easier by using a bitmap/text file pair to automatically generate the table).

The bitmap loading function requires 24bit bitmaps of the correct dimensions (put them on the buttons for that reason).

I'm not sure what I am going to implement into the current menu since I am going to be making a more proper menu for it soon...
 

kuwanger

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You're right about the area being overwritten. Unfortunately, it wasn't obvious earlier because you can't mix the deadbeef with the use of codes, and it was taking the use of codes to instigate the bug. With the codes running, it was some fluke luck that one time I noticed 0x3007fa0 had changed from 0x0 to 0x1 for a while. So, could you make deadbeef a regular, checkbox option as well? I'll admit it might be confusing for some, but even if people accidentally choose it by mistake, it's not very likely to matter except to generate a very, very tiny overhead.

Oh, and playing around with the textures, I've noticed that you're using a paletted mode. And that means the conversion from 24-bit to 8-bit (or whatever) is screwing up the font colors. :/ Even if you don't end up rewriting the menu, it'd be nice if you added support for 8-bit bmp images and some idea of which color range is used by the current font so it'd be reasonably themable. I'm not complaining, btw. Having any theming available is nice, and one has to usually toy with such things anyways to get them to look nice.
 

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Actually you can DEADBEEF games first and then take the output file and patch over that with the trainer. The only problem is that some cheats will be enabled by default and it will have a value set for the execution cycles, enable/disable/slowmo, but those are easily corrected in game with the button combos.

Actually the bitmaps get converted to 15bit color which is the max capability of the GBA and then it is copied to the video RAM directly. If you are testing the end result in no$gba then change the screen to VBA and it will look a lot better (and closer to the real backlit GBA).

Explanation of why this happens:

If you have pure white in 24bit RGB -
R,G,B = 255 = 11111111b
So the whole color is 11111111 11111111 11111111

Converting it to 15bit mode involves shifting the value 3 places to the right:
R,G,B = 31 = 11111b
So the whole color is 11111 11111 11111

On devices that use 15/6bit video it looks bright white (well on backlit devices anyways) but on if you display it on a 24 or 32bit screen without color correction then you would be looking at a screen that was nearly black! To fix this emulators shift the colors back -- but not always accurately. I'm not sure what method no$gba uses but VBA's method is much better and accurate (to the backlit GBA at least -- the frontlit one had washed out colors so it might be more accurate with no$gba's method).

And of course there is nothing more accurate than the real deal so you should try it out on that.
gbasp.gif
 

kuwanger

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Testing some more, it appears that gimp must have been making an incompatable image. I was mistaking the font corruption for a palette issue. At least, that's my guess on what I was seeing.

Anyways, I followed your suggestion with the deadbeef thing. The result is, I'm rather confused on what's going on. Using the default 0x3007fa0 location still results in the reset/hang. But, 0x3007fa0 still reads "efbeadde". Changing the location to 0x3007fe0 and I get the same reset/hang and it also reads "efbeadde". Here's what I've got for the 0x3007fe0 run (before it hangs):

CODE03007f00 efbeadde efbeadde efbeadde efbeadde ................
03007f10 efbeadde efbeadde efbeadde efbeadde ................
03007f20 efbeadde efbeadde efbeadde efbeadde ................
03007f30 efbeadde efbeadde efbeadde efbeadde ................
03007f40 efbeadde efbeadde efbeadde efbeadde ................
03007f50 efbeadde efbeadde efbeadde efbeadde ................
03007f60 efbeadde 03003cdc 00000001 0000adde .....
 

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Yeah that is pretty strange... I even set a breakpoint to the area and it didn't get a hit at all so I'm not sure why it crashes like that. 0x3007F10 seems to work fine. Also you don't need to use the enable code for decrypted codes.
 

oxenh

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hi cracker, first thank for bring to the gba user a tool for use gameshark,AR and codebreaker codes..
I`m trying to use this codebreaker codes for pokemon firered without succes
frown.gif


MASTERCODE
000014D1 000A
1003dae6 0007
BULBASAUR
83007CEE 0001
IVYSAUR
83007CEE 0002
VENUSAUR
83007CEE 0003
CHARMANDER
83007CEE 0004
CHARMELEON
83007CEE 0005
CHARIZARD
83007CEE 0006
SQUIRTLE
83007CEE 0007
WARTORTLE
83007CEE 0008

BTW i`m using the trainer menu option
What i`m doing wrong?
 

BastarB

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Hi cracker. First I want to thank you for this wonderful program, I have always wanted a trainermaker program for the GBA, a system that is far from dead for me
rolleyes.gif


However, I got a problem. I'm trying to use the trainermenu fuction with some codes for Wario Land 4 (UE) with no success.
The codes are:

Must Be On
90957B4EF0E3
96A3A22C899F
7281BD45C80F

Infinite Health
14BFCDEFD499

Max Coins
D4402E967A5B
EBE1B654632E

Stop Timer
56E1A21E61BB

999 Medals
050A44F01D75
ED4023D1FB16

Have Disc
F43ECAA79618

Have Keyzer
4502CFE19855
5420E29E19B1
6D36CDFF9099

Havell Jewel Pieces
2936DDFD988D
B63E8A664E3A
343ECEEF9E98

Moon Jump
F074FA8E30A9
307E5EEC74ED

End Level
5C2245A01B74
B6DF8A27EE1A
5C2245A01B74
B428EA859C1D



I have deadbeef the game and the ramlocation at 0x3007FA0 seems to be a good spot for data. But when I have pathed the game, run it in an emulator and after I have choose the cheats I want to use in the trainer menu, I just got a white screen. I have also tried to patch the game with a smaller number of cheats without success
wacko.gif
 

cracker

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The problem is related to the formatting of the cheats. Until I can fix it you can get around the problem by formatting the cheats like:

90957B4E[SPACE]F0E3

Also the game has an intro that you will want to get rid of because it trashes the area of RAM you are using. Apply this patch before you patch the trainer into it.

Also, it appears there might be issues with the infinite time code but it might just be the emulator. If not I suggest using enable/disable and switching the code off before you go through the portal.
 

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