Action Replay: Difference between revisions
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{{Short description|Brand of video game cheating devices}} |
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{{Redirect|Action Replay|the film|Action Replay (film)}} |
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{{for-multi|the Indian film|Action Replayy|the Howard Jones EP|Action Replay (EP)|slow motion video effect used in sport broadcasting|instant replay}} |
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{{Mergefrom|Action Replay Duo|date=April 2009}} |
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{{More citations needed|date= May 2016}} |
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[[Image:Action Replay Amiga500.jpg|200px|thumb|Action Replay cartridge for the Amiga 500]] |
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[[Image:Action Replay Amiga500.jpg|200px|thumb|alt=A rectangular software cartridge in a beige case with a black label and connector pins extruding from the bottom.|Action Replay cartridge for the [[Amiga 500]]]] |
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'''Action Replay''' is the [[brand name]] of a series of devices created by [[Datel]], primarily used for changing the behavior of [[video game]]s. Currently, Action Replay is available for the [[Nintendo GameCube]], [[Game Boy Advance]], [[Nintendo 64]], [[PlayStation 2]], [[Xbox]], [[Sega Dreamcast]], [[Playstation Portable]], [[Wii]], and [[Nintendo DS]] (Not compatible with the [[Nintendo DSi]]. The Action Replay DSi Max will be released to stores October 12, 2009{{Citation needed|date=July 2009}}. |
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[[Image:Action Replay C64.jpg|200px|thumb|alt=A large square software cartridge in a red case.|Action Replay cartridge for [[Commodore 64]]]] |
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[[Image:PC Action Replay 1994.jpg|200px|thumb|alt=An internally mounted PC card with a serial port connected to a small controller.|Action Replay ISA card for PC 1994]] |
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==Method of operation== |
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'''Action Replay''' is the [[Brand|brand name]] of a cheating device (such as [[cheat cartridge]]s) created by [[Datel]]. The Action Replay is available for many computer and gaming systems including [[Commodore 64]], [[Amiga]], [[IBM PC compatible|IBM PC]], [[Nintendo DS]], [[Nintendo DSi]], [[Nintendo 3DS]], [[PlayStation Portable]], [[PlayStation 2]], [[GameCube]], [[Game Boy Advance]], and the [[Xbox (console)|Xbox]]. The name is derived from the first devices’ signature ability to pause the execution of the software and save the computer's state (the complete contents of the memory) to disk or tape for future “replay”. The ability to manipulate the contents of memory in this paused state permitted the cheat functions for which the brand is now better known. |
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Action Replays that were capable of saving the system's state to tape or disk all operated in broadly the same way. By attaching to the computer's memory bus (via the Zorro expansion slot on the Amiga),<ref>{{cite news | url = http://amigahardware.mariomisic.de/cgi-bin/showhardware_en.cgi?HARDID=737 | title = Amiga hardware | date = [[2008-06-02]] | accessdate = 2008-06-02}}</ref> all memory access by the processor could be monitored. By keeping track of all writes to hardware registers (for example, to the video or sound hardware) the Action Replay could keep a complete copy of the state of all those registers in its own internal memory.<ref>{{cite news | url = http://www.mways.co.uk/amiga/howtocode/text/actionreplay.php | title = Action Replay cartridges | date = [[2008-06-02]] | accessdate = 2008-06-02}}</ref> This state could then be saved, along with the contents of the computer's RAM for later re-loading. By pressing a button on the Action Replay, an [[interrupt]] loaded a special [[Machine code monitor|monitor program]] from the Action Replay's ROM which could then be used to load, save and modify the computer's memory. It was even possible to alter CPU registers of the paused code, and later revisions included a complete [[disassembler]]. Some developers used this feature when writing their own games. Cheating was possible by altering values stored in RAM. |
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A knob on the Amiga version of the Action Replay MKIII allowed games to be slowed down, to make them easier. This worked by intercepting [[Vertical blanking interval|vertical blank]] interrupts and running a wait loop until at least the next vertical blank. This did, however, have the limitation of only being able to reduce game speed by 50% to a ratio of 1:x where x is a whole number greater than 1. |
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The Action Replay was a formidable opponent for anyone trying to prevent their game code or graphics being ripped, or their game saved for later re-loading. A few weaknesses were discovered in the Amiga version. It was possible to detect when the interrupt (hardware level 7, unmaskable) which the Action Replay used had been triggered, but only after the Action Replay monitor program had exited. At best the programmer could then choose to crash his program deliberately, making saved copies crash as well. However, it was possible to patch code which did this using the monitor program, so even that was not a total defence. Another technique involves using the CIA time-of-day clock alarm to detect when more than a certain amount of time has passed without it triggering an interrupt, implying that the Action Replay monitor program was running. Later revisions of the Action Replay defended against this by resetting the CIA time-of-day clock. Perhaps the only undefeatable method of foiling the AR is to use a one-time co-processor program to alter hardware registers. The AR is unable to monitor writes by the co-processor, but it can read the co-processor program to determine what writes it makes. By using a one-time program to set up hardware registers, then changing the program to one that ignores them it becomes impossible for the AR to know the true state of those registers (which are write only). Using this technique the programmer could blank or corrupt the screen on leaving the AR monitor. Yet another method of confusing the AR graphics ripper was to set a LACE bit on a low resolution image, thus confusing the AR ripping code which would believe to be dealing with high resolution graphics, and would consequently incorrectly "rip" the image. |
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Later Action Replays which only supported cheat codes and had no monitor program, worked by monitoring memory access for certain triggers or by overwriting certain memory addresses at particular times (such as once per frame, or on a timer). On systems such as the Dreamcast, this could even be done entirely in software. |
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Some console systems require all bootable media to contain cryptographically signed code, or require specially manufactured discs as a form of copy protection. As Action Replay systems are rarely granted an official licence, Datel has to find ways around these issues. Sometimes the presence of special hardware is enough, but on systems that use software only Action Replays it appears that Datel found other ways of making its code work. The PS2 version of the Action Replay used specially manufactured discs, with the centre part of the disc containing the copy protection information cut from officially licensed games (presumably bought in bulk somehow, perhaps bankrupt stock) and glued to the middle of the Action Replay disc. |
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==Typical features== |
==Typical features== |
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Typical cheating options include: |
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General: |
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*Making the player character stronger, such as with infinite lives, invulnerability, permanent power-ups, no collision detection, walk through walls, one-hit kills, super-high jumps, infinite money, etc. |
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* Infinite lives, ammunition, health, time, money etc. |
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*Warping directly to specific levels. |
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* Invulnerability, permanent power ups, no collision detection, walk through walls, one hit kills, super-high jumps etc. |
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*The ability to download, upload, import and export saved games from and to the Internet or a storage device. |
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* Obtain any item in the game, even those not normally obtainable (e.g. debug or removed items). |
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*Allowing the player to save the game state to disk, so that the game can be restarted from that point even if it does not support saving. |
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* Access or warp to any level, even those not normally accessible (e.g. test or unused levels). |
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*Region-free operation. |
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* Activate debug menus, normally used by programmers when testing and debugging a game. Typically options include cheats, level warping and display of internal game data not normally viewable by the player. |
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*Loading of third-party or [[Homebrew (video games)|homebrew]] applications/games. |
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* Download, upload, import and export save games to the internet or storage device. |
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*Display of internal game data which are not normally seen by the player. |
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* Save game state to disk, so it can be restarted from that point even if the game does not support saving. |
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* Region free operation. |
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* Bypassing of copy protection for loading of copies/backups on CDR/DVDR or HDD, or [[homebrew]] software. |
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==Action Replay DS and DSi == |
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==Criticisms== |
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Also known as Action Replay for the Nintendo DS system, this device is a part of the main series created by Datel. The device usually comes with a cartridge, a software disc, and a cable to connect the device to a computer. Unlike future iterations, these versions communicate directly with the game's memory in real time. Because of this, the desired game needs to be inserted within the cartridge and then inserted into the system. Codes are created using the hexadecimal numbering system, and while Datel supplies a rich base of codes, users are given the ability to create their own codes. |
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Datel, the maker of Action Replay, has received several criticisms from the gaming world over its products. One of the most popular complaints is the so-called "[[planned obsolescence]]" where codes for a just-released game require the most recent version of the cheat software. |
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==Power-Saves == |
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Datel as of now {{Citation needed|reason=as of when?|date=July 2009}} has encrypted the codes on the Action Replay for PS2, GC and GBA; this was meant to stop hackers from translating its codes for use in other cheating devices, but it prevents users from making their own codes for their games. It also prevents the creation of codes using a template. There is, however, a program called 'GCNCrypt' that decrypts and encrypts Action Replay codes for the Nintendo Gamecube, making editing and hacking of codes possible. Cheat codes normally involve a memory address, a value, and sometimes a trigger that says when the code is activated (always on, on at the start, on after a certain button press); because of this, for some games it is possible to create a code template, and derive hundreds of codes by modifying the values. For example, in a role-playing game, one can use a code template and a table of values to create a code that will give any character, any piece of equipment in the game. By encrypting the codes, it is not possible to use such a template, and any code must be created and distributed by Datel; because of the sheer number of codes that can be created in this fashion, it is not plausible for Datel to release a list of codes with this versatility. A new Action Replay for the DS, which allows cheat codes (the previous Action Replay only managed game saves), uses unencrypted codes, and has a trainer toolkit available that allows users to create their own codes. |
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Power-Saves by Action Replay are a related series of video-game cheat devices. Unlike the main Action Replay series, which cheats by modifying the game code itself, Power-Saves store the game saves created by Datel, allowing users to cheat without modifying the game code being executed. |
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Power-Saves are available for game systems such as the [[Wii]] on an [[Secure Digital|SD card]] and the [[Nintendo 3DS]]. |
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==Versions for computers== |
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Sometimes, the codes for certain [[first-party developer|first-party]] games on the GameCube make it impossible to go further into the game with cheats activated (e.g. ''[[Pikmin]]'' and ''[[Star Fox Adventures]]''). Other times, cheats freeze the game in the first stage (e.g. if cheats are activated at the beginning of ''[[Super Mario Sunshine]]'' and ''[[Metroid Prime]]'', the game will freeze, and the system will have to be switched off). Also, in ''Pokémon'' games, advanced-generation ones especially, using the "Instant Win" code causes the glitch character "?" to appear, usually resulting in a corrupted game. The "Bad EGG" also does the same if not removed correctly. Nintendo does not license the Action Replays for its versions. Datel's website often indicates when a code should not be used. |
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The PS2 Action Replay version occasionally corrupts the [[memory cards]], leaving corrupt files on the card that cannot be deleted by the PS2. The Action Replay can, however, fix the memory card by formatting it, but the corrupted data cannot be restored. |
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Action Replay codes allow access to game features not normally available to players. One notorious example is the "[[Hot Coffee]]" mod for [[Grand Theft Auto: San Andreas]] which allowed users to access an adult sex simulation that was removed from the game before release, but for which code remained in the game. ''[[Rockstar Games]]'', the creators of the game, came under heavy criticism for releasing the game with the code in it, despite it not normally being accessible. |
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Cheating in online games is also usually frowned upon, with game companies making efforts to prevent and detect it. However, with an Action Replay it is possible to cheat without being detected, or in a game for which there is normally no way to cheat. Examples include [[Phantasy Star Online]] for the Dreamcast, in which it was possible to manufacture items using an Action Replay in the offline mode, and then carry them over to the online mode undetectably. There was no way to determine if the item had been manufactured or legitimately won. Of course, it is also possible for the Action Replay to disable anti-cheating code or otherwise prevent detection, however since most modern versions only allow codes to be created by Datel and they have so far not taken this route, there are no such hacks for current generation systems. |
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==Versions for computers== |
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* [[Commodore 64]] |
* [[Commodore 64]] |
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** Action Replay |
** Action Replay |
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** Action Replay II |
** Action Replay MK II |
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** Action Replay III |
** Action Replay MK III |
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** Action Replay IV (1988) |
** Action Replay MK IV (1988) |
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** Action Replay V (1989) |
** Action Replay MK V (1989) |
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** Action Replay VI |
** Action Replay MK VI |
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* [[Commodore Amiga]] |
* [[Amiga|Commodore Amiga]] |
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** Action Replay (A500 cart / A2000 CPU card) |
** Action Replay (A500 cart / A2000 CPU card) |
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** Action Replay (A1200 card) |
** Action Replay (A1200 card) |
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** Action Replay |
** Action Replay MK II (A500 cart / A2000 CPU card) |
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** Action Replay |
** Action Replay MK III (A500 cart / A2000 CPU card) (1991) |
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* [[IBM PC compatible|PC]] |
* [[IBM PC compatible|PC]] |
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** Action Replay PC (ISA card) (1994) |
** Action Replay PC (ISA card) for [[DOS]] (1994) |
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** Action Replay PC for [[Windows 9x|Windows 95/98]] (1998) |
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The ISA-based Action Replay needs memory-resident drivers for both the real and protected mode. The card has a grabber, a trainer, and a slowdown feature. It can also interrupt the current game or save it to disk (freezer). |
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Models running firmware 4.0 and beyond use [[EEPROM]] instead of ROM and thus are upgradeable. |
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In December 1998, Datel released a version for Windows 95/98.<ref>{{Cite web|url=https://www.avforums.com/threads/the-rarest-datel-action-replay-ever-action-replay-pc-for-windows-95-98-1998.2155733/|title=THE RAREST DATEL ACTION REPLAY EVER Action Replay PC for Windows 95/98 (1998)|date=27 February 2018 }}</ref> |
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==Versions for video game consoles== |
==Versions for video game consoles== |
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===Late 8-bit era=== |
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===Third generation=== |
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* [[Nintendo Entertainment System]] |
* [[Nintendo Entertainment System]] |
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** Pro Action Replay |
** Pro Action Replay |
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** Game Action Replay |
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* [[Sega Master System]] |
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* [[Master System]] |
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** Pro Action Replay |
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* [[Star Disk System]] |
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** Pro Action Replay |
** Pro Action Replay |
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=== |
===Fourth generation=== |
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* [[Sega |
* [[Sega Genesis|Mega Drive/Genesis]] |
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** Action Replay |
** Action Replay |
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** Pro Action Replay |
** Pro Action Replay |
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** Pro Action Replay |
** Pro Action Replay MK2 |
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** Pro CDX (Action Replay) for the Mega |
** Pro CDX (Action Replay) for the Mega CD |
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* [[Super Nintendo Entertainment System]] |
* [[Super Nintendo Entertainment System|Super NES]] |
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** Pro Action Replay |
** Pro Action Replay |
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** Pro Action Replay MK2 |
** Pro Action Replay MK2 |
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** Pro Action Replay MK3 |
** Pro Action Replay MK3 |
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=== |
===Fifth generation=== |
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* [[Sega Saturn]] |
* [[Sega Saturn]] |
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** Pro Action Replay |
** Pro Action Replay |
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** Pro Action Replay 4M (with 4 MB RAM) |
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* [[PlayStation]] |
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** Pro Action Replay 4M Plus (Same as the 4M, but with manual choice of the needed RAM) |
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*[[PlayStation (console)|PlayStation]] |
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** Action Replay (1995) |
** Action Replay (1995) |
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** Pro Action Replay (1996) |
** Pro Action Replay (1996) |
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** Action Replay CDX (1997) |
** Action Replay CDX (1997) |
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** Action Replay 2 V2 (2001) [As Bonus Disc With PS2 Action Replay 2 V2] |
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** Equalizer |
** Equalizer |
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** Equalizer CDX |
** Equalizer CDX |
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** Equalizer |
** Equalizer Extreme |
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* [[Nintendo 64]] |
* [[Nintendo 64]] |
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** Action Replay |
** Action Replay |
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** Action Replay Professional (1999) |
** Action Replay Professional (1999) |
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** |
** Equalizer (Datel) |
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===Sixth generation=== |
===Sixth generation=== |
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<!-- Unsourced image removed: [[Image:ActionReplay_GameCube.jpg|thumb|128px|right|AR for the Nintendo GameCube. {{speedy-image-c|2006-08-10}}]] --> |
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* [[Dreamcast]] |
* [[Dreamcast]] |
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** Action Replay CDX (2000) |
** Action Replay CDX (2000) |
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** Equalizer |
** Equalizer Extreme |
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* [[PlayStation 2]] |
* [[PlayStation 2]] |
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** Action Replay 2 (2000) |
** Action Replay 2 (2000) |
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** Action Replay 2 V2 (2001) |
** Action Replay 2 V2 (2001) |
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** Action Replay MAX (2003) |
** Action Replay MAX (2003) |
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** Action Replay |
** Action Replay MAX EVO (2004) |
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** Action Replay MAX EVO (2009) |
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* [[Xbox]] |
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* [[Xbox (console)|Xbox]] |
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** Action Replay (2002) |
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** Action Replay MAX |
** Action Replay MAX |
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** Action Replay MAX 360 Power-saves (2009) |
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* [[Nintendo GameCube]] |
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* [[GameCube]] |
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** Action Replay (2003) |
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** Action Replay (2003) [Note: The latest Wii firmware blocks this on Wii consoles running in GameCube mode.] |
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** Action Replay MAX Evo (200X) |
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** Action Replay MAX (2004) |
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** Action Replay (2006, works on Wii) |
** Action Replay (2006, works on Wii) |
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** Action Replay Power-saves (2007) |
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===Seventh generation=== |
===Seventh generation=== |
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* [[Wii]] |
* [[Wii]] |
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** Action Replay |
** Wii Action Replay Power-saves (2010) |
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** Action Replay Wii (2012) |
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* [[Xbox 360]] |
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** Action Replay MAX Powersaves (2009) |
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==Versions for |
==Versions for hand-held consoles== |
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* [[ |
* [[Game Gear]] |
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** Pro Action Replay |
** Pro Action Replay |
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* [[Game Boy]],[[Game Boy Pocket]], [[Game Boy Color]] |
* [[Game Boy]], [[Game Boy Pocket]], [[Game Boy Color]] |
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** Pro Action Replay |
** Pro Action Replay |
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** Action Replay |
** Action Replay Professional (1997) |
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** Action Replay |
** Action Replay Pro (1999) |
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** Action Replay |
** Action Replay Online (2000) |
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** Action Replay Extreme (2001) |
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* [[Game Boy Advance]] |
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* [[Game Boy Advance]], [[Game Boy Advance SP]], [[Game Boy Micro]] |
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** Action Replay GBX (2001) |
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** Action Replay |
** Action Replay GBX (November 2001) |
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** |
** Action Replay (2003) |
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** Action Replay MAX (2004) |
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* [[Nintendo DS]] |
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** |
** Action Replay MAX DUO (March 2005) |
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** |
** Action Replay Ultimate Codes for use with Pokemon (2006) |
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* [[Nintendo DS]], [[Nintendo DS Lite]] |
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*** NDS Trainer Toolkit (available only online) [http://us.codejunkies.com/support_downloads/Trainer-Toolkit-for-Nintendo-DS-User-Manual.pdf Toolkit Manual] |
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** Action Replay |
** Action Replay MAX DUO (March 2005) |
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** Action Replay DS (July 2006) [last firmware v1.71, games released later are not compatible] |
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***NDS Trainer Toolkit (February 2007) [available only online]<ref>{{cite web|date=2007|title=Datel Trainer Toolkit for Nintendo DS– User Manual|url=http://us.codejunkies.com/support_downloads/Trainer-Toolkit-for-Nintendo-DS-User-Manual.pdf|url-status=dead|archive-url=https://web.archive.org/web/20091007175921/http://us.codejunkies.com/support_downloads/Trainer-Toolkit-for-Nintendo-DS-User-Manual.pdf|archive-date=2009-10-07|access-date=2009-05-07|publisher=[[Datel]]}}</ref> |
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** Action Replay DS Media Edition (September 2008) [available only online] |
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** Action Replay DS EZ (February 2009) |
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* [[Nintendo DSi]], [[Nintendo DSi XL]] |
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** Action Replay DSi (October 2009); Later system software updates to the [[Nintendo DSi system software|DSi]] and [[Nintendo 3DS system software|3DS]] include a 'white list' which prevents unlicensed games from booting,<ref>{{cite web|url=http://hackmii.com/2010/02/lawsuit-coming-in-3-2-1/|title=Lawsuit coming in 3.. 2.. 1|author=blasty|date=2010-02-01|website=HackMii|archive-url=https://web.archive.org/web/20100409040943/https://hackmii.com/2010/02/lawsuit-coming-in-3-2-1/|archive-date=2010-04-09|url-status=live|access-date=2015-11-29}}</ref> this stops older Action Replays from loading on updated DSi and 3DS handhelds, however older Action Replays will continue to work on original DS and DS Lite handhelds. |
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** Action Replay DS "3DS/DSi/DS/Lite Compatible" (September 2011) |
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*[[Nintendo 3DS]], [[Nintendo 3DS XL]] |
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** Action Replay Power Saves for 3DS (June 2013). The Action Replay Power Saves for 3DS can alter saves of 3DS games and has some codes for 3DS games. |
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* [[PlayStation Portable]] |
* [[PlayStation Portable]] |
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** Action Replay |
** Action Replay MAX including 64 MB Memory Stick (August 2005) [Power-saves only] |
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** Action Replay for PSP including 64 MB or 1 GB Memory Stick [Power-saves only] |
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** Action Replay PSP including 1 GB Memory Stick (October 2008) |
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* [[Nintendo DS]],[[Nintendo DS Lite]],[[Nintendo DSi]] |
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** |
** Action Replay PSP Online (December 2009) |
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==See also== |
==See also== |
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{{Portal|Amiga|Video games}} |
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* [[GameShark]] |
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* [[Game |
* [[GameShark|Game Shark]] |
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* |
*[[Game Genie]] |
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*[[Multiface|Multi-face]] |
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* [[Code Breaker]] |
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*[[Code Breaker]] |
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*[[Xploder]] |
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==References== |
==References== |
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==External links== |
==External links== |
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* |
*[https://web.archive.org/web/20121107050329/http://us.codejunkies.com/Default.aspx Official Action Replay website] |
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*[https://powersaves3ds.maximummemory.com Official Action Replay Powersaves for 3DS Website] |
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* [http://nexus23.org/warfare/content/view/344/35/ Nexus23.org] – Tribute To Action Replay Mk6 and Mk3 |
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*[https://www.codedonut.com/ds-hacking/action-replay/make-action-replay-codes/ How to Make Action Replay Codes] |
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{{Amiga hardware}} |
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[[Category:Commodore 64]] |
[[Category:Commodore 64]] |
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[[Category:Amiga]] |
[[Category:Amiga]] |
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[[Category: |
[[Category:PlayStation 2 accessories]] |
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[[Category:PlayStation 2 peripherals]] |
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[[Category:Unlicensed Nintendo hardware]] |
[[Category:Unlicensed Nintendo hardware]] |
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[[Category: |
[[Category:Cheat cartridges]] |
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[[Category:Xbox |
[[Category:Xbox (console) accessories]] |
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[[de:Action Replay]] |
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[[fr:Action Replay]] |
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[[it:Action Replay]] |
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[[ja:プロアクションリプレイ]] |
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[[pt:Action Replay]] |
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[[sv:Action Replay]] |
Latest revision as of 16:16, 27 December 2024
This article needs additional citations for verification. (May 2016) |
Action Replay is the brand name of a cheating device (such as cheat cartridges) created by Datel. The Action Replay is available for many computer and gaming systems including Commodore 64, Amiga, IBM PC, Nintendo DS, Nintendo DSi, Nintendo 3DS, PlayStation Portable, PlayStation 2, GameCube, Game Boy Advance, and the Xbox. The name is derived from the first devices’ signature ability to pause the execution of the software and save the computer's state (the complete contents of the memory) to disk or tape for future “replay”. The ability to manipulate the contents of memory in this paused state permitted the cheat functions for which the brand is now better known.
Typical features
[edit]Typical cheating options include:
- Making the player character stronger, such as with infinite lives, invulnerability, permanent power-ups, no collision detection, walk through walls, one-hit kills, super-high jumps, infinite money, etc.
- Warping directly to specific levels.
- The ability to download, upload, import and export saved games from and to the Internet or a storage device.
- Allowing the player to save the game state to disk, so that the game can be restarted from that point even if it does not support saving.
- Region-free operation.
- Loading of third-party or homebrew applications/games.
- Display of internal game data which are not normally seen by the player.
Action Replay DS and DSi
[edit]Also known as Action Replay for the Nintendo DS system, this device is a part of the main series created by Datel. The device usually comes with a cartridge, a software disc, and a cable to connect the device to a computer. Unlike future iterations, these versions communicate directly with the game's memory in real time. Because of this, the desired game needs to be inserted within the cartridge and then inserted into the system. Codes are created using the hexadecimal numbering system, and while Datel supplies a rich base of codes, users are given the ability to create their own codes.
Power-Saves
[edit]Power-Saves by Action Replay are a related series of video-game cheat devices. Unlike the main Action Replay series, which cheats by modifying the game code itself, Power-Saves store the game saves created by Datel, allowing users to cheat without modifying the game code being executed. Power-Saves are available for game systems such as the Wii on an SD card and the Nintendo 3DS.
Versions for computers
[edit]- Commodore 64
- Action Replay
- Action Replay MK II
- Action Replay MK III
- Action Replay MK IV (1988)
- Action Replay MK V (1989)
- Action Replay MK VI
- Commodore Amiga
- Action Replay (A500 cart / A2000 CPU card)
- Action Replay (A1200 card)
- Action Replay MK II (A500 cart / A2000 CPU card)
- Action Replay MK III (A500 cart / A2000 CPU card) (1991)
- PC
- Action Replay PC (ISA card) for DOS (1994)
- Action Replay PC for Windows 95/98 (1998)
The ISA-based Action Replay needs memory-resident drivers for both the real and protected mode. The card has a grabber, a trainer, and a slowdown feature. It can also interrupt the current game or save it to disk (freezer).
Models running firmware 4.0 and beyond use EEPROM instead of ROM and thus are upgradeable.
In December 1998, Datel released a version for Windows 95/98.[1]
Versions for video game consoles
[edit]Third generation
[edit]- Nintendo Entertainment System
- Pro Action Replay
- Game Action Replay
- Master System
- Pro Action Replay
Fourth generation
[edit]- Mega Drive/Genesis
- Action Replay
- Pro Action Replay
- Pro Action Replay MK2
- Pro CDX (Action Replay) for the Mega CD
- Super NES
- Pro Action Replay
- Pro Action Replay MK2
- Pro Action Replay MK3
Fifth generation
[edit]- Sega Saturn
- Pro Action Replay
- Pro Action Replay 4M (with 4 MB RAM)
- Pro Action Replay 4M Plus (Same as the 4M, but with manual choice of the needed RAM)
- PlayStation
- Action Replay (1995)
- Pro Action Replay (1996)
- Action Replay CDX (1997)
- Action Replay 2 V2 (2001) [As Bonus Disc With PS2 Action Replay 2 V2]
- Equalizer
- Equalizer CDX
- Equalizer Extreme
- Nintendo 64
- Action Replay
- Action Replay Professional (1999)
- Equalizer (Datel)
Sixth generation
[edit]- Dreamcast
- Action Replay CDX (2000)
- Equalizer Extreme
- PlayStation 2
- Action Replay 2 (2000)
- Action Replay 2 V2 (2001)
- Action Replay MAX (2003)
- Action Replay MAX EVO (2004)
- Action Replay MAX EVO (2009)
- Xbox
- Action Replay MAX
- Action Replay MAX 360 Power-saves (2009)
- GameCube
- Action Replay (2003) [Note: The latest Wii firmware blocks this on Wii consoles running in GameCube mode.]
- Action Replay MAX (2004)
- Action Replay (2006, works on Wii)
- Action Replay Power-saves (2007)
Seventh generation
[edit]- Wii
- Wii Action Replay Power-saves (2010)
- Action Replay Wii (2012)
Versions for hand-held consoles
[edit]- Game Gear
- Pro Action Replay
- Game Boy, Game Boy Pocket, Game Boy Color
- Pro Action Replay
- Action Replay Professional (1997)
- Action Replay Pro (1999)
- Action Replay Online (2000)
- Action Replay Extreme (2001)
- Game Boy Advance, Game Boy Advance SP, Game Boy Micro
- Action Replay GBX (November 2001)
- Action Replay (2003)
- Action Replay MAX (2004)
- Action Replay MAX DUO (March 2005)
- Action Replay Ultimate Codes for use with Pokemon (2006)
- Nintendo DS, Nintendo DS Lite
- Action Replay MAX DUO (March 2005)
- Action Replay DS (July 2006) [last firmware v1.71, games released later are not compatible]
- NDS Trainer Toolkit (February 2007) [available only online][2]
- Action Replay DS Media Edition (September 2008) [available only online]
- Action Replay DS EZ (February 2009)
- Nintendo DSi, Nintendo DSi XL
- Action Replay DSi (October 2009); Later system software updates to the DSi and 3DS include a 'white list' which prevents unlicensed games from booting,[3] this stops older Action Replays from loading on updated DSi and 3DS handhelds, however older Action Replays will continue to work on original DS and DS Lite handhelds.
- Action Replay DS "3DS/DSi/DS/Lite Compatible" (September 2011)
- Nintendo 3DS, Nintendo 3DS XL
- Action Replay Power Saves for 3DS (June 2013). The Action Replay Power Saves for 3DS can alter saves of 3DS games and has some codes for 3DS games.
- PlayStation Portable
- Action Replay MAX including 64 MB Memory Stick (August 2005) [Power-saves only]
- Action Replay for PSP including 64 MB or 1 GB Memory Stick [Power-saves only]
- Action Replay PSP including 1 GB Memory Stick (October 2008)
- Action Replay PSP Online (December 2009)
See also
[edit]References
[edit]- ^ "THE RAREST DATEL ACTION REPLAY EVER Action Replay PC for Windows 95/98 (1998)". 27 February 2018.
- ^ "Datel Trainer Toolkit for Nintendo DS– User Manual" (PDF). Datel. 2007. Archived from the original (PDF) on 2009-10-07. Retrieved 2009-05-07.
- ^ blasty (2010-02-01). "Lawsuit coming in 3.. 2.. 1". HackMii. Archived from the original on 2010-04-09. Retrieved 2015-11-29.