Action Replay

Information about Action Replay

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Action Replay cartridge for the Amiga 500
Action Replay is the brand name of a series of devices created by Datel, primarily used for changing the behavior of video games. Currently, Action Replay is available for the Nintendo GameCube, Game Boy Advance, PlayStation 2, Xbox, Nintendo DS, and PlayStation Portable (PSP), with versions for the PlayStation 3, Wii and Xbox 360 forthcoming.[1]

Origin and history

Action Replay has its roots in the Commodore 64 home computer. In its trademark red cartridge, the Action Replay was one of the most popular turbo cartridges; that is, cartridges that allowed faster disk and tape operations, allowing for example most of the disk operations to run 10 times faster. Another key point was that it was also a freezer cartridge, which meant it could stop the current program, save memory contents on tape or disk, and when this file was loaded again (on a C64 which need not have the cartridge installed), the program would continue from the exact same point. This allowed single-load games to be backed up and copied. The cartridge also included a lot of other utilities, like floppy disk file management and disk copying features.

Since then, there have been many revisions of the theme for various systems, but they have all, with some exceptions, retained the same feature found in C64 version, that is, the ability to examine memory locations and — more importantly — modify them. The exception to this rule are the Xbox and PlayStation Portable Action Replay devices, which are save game transfer devices, as well as the Action Replay Max Duo for the Gameboy Advance and Nintendo DS (cheats work for Gameboy Advance games, yet only saves are used with Nintendo DS games).

Method of operation

Action Replay is capable of saving the system's state to tape or disk operated in broadly the same way. By attaching to the computer's memory bus (via the Zorro expansion slot on the Amiga) 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. 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 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. Cheating was possible by altering values stored in RAM.

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 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% or more.

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. One weakness was 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 defense.

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.

Typical features

General:
  • With the Action Replay, users can obtain objects that are not obtainable during normal gameplay. Example: using the Action Replay to get three of the "Forbidden Four" NES games in Animal Crossing.
  • Action Replay allows users to have infinite amounts of limited resources, such as lives, time, money, or ammunition.
  • Action Replay lets users access levels that are not normally available (most of these levels were usually used for beta testing, or were removed from normal gameplay).
  • Action Replay can activate programmer menus usually named "Debug Menus" that can be accessed with the correct parameter enabled that are normally unavailable to the player. Some functions/features that are usually included can be of great benefit to the player, such as access to Level Warps, Invincibilty, various Test modes and unlocking various game features in an instant.
  • Action Replay can download game saves and etc. if the user has internet access for his game console. (This doesn't apply to the Gamecube.)
Specific:
  • The Game Boy Advance version of Action Replay allows normally unobtainable Pokemon to be captured in Pokémon Ruby/Sapphire/FireRed/LeafGreen.
  • The GameCube version comes with a FreeLoader, which allows users to play games from one country on a console from another country (e.g. Japanese games playing on a American GameCube).
  • The Action Replay MAX (an updated version of the original Action Replay for PS2) also includes the ability to play DVDs from any region, manage memory card saves, download game saves and codes via a Network Adapter, and chat online via Datel's own network (again using the Network Adapter). The updated version also includes PC software that allows users to create discs playable on an unmodified PlayStation 2 containing items such as DivX-encoded movies, MP3s, Homebrew software, and a Sega Mega Drive/Sega Genesis emulator. USB flash drive support is also included.
  • The Action Replay MAX can be used to access the controversial "Hot Coffee" modification to .
  • The Action Replay for Xbox helps with an exploit which can allow for homebrew, unsigned code to be run on the Xbox.
  • The Action Replay Max Duo for Nintendo DS and Game Boy Advance is similar to a normal Game Boy Advance Action Replay. In 2006, Datel released two new Action Replays with real cheat codes. One version is just a cheat device and the second includes a trainer toolkit to allow users to create their own codes. The device no longer features an on/off switch and official codes can only be added from the software included with the device.

Criticisms

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.

Datel as of now 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. 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.

Sometimes, the codes for certain 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. Nintendo does not license the Action Replays for its versions, and the GameCube version leads to issues with reading discs. That being said, Datel's website often indicates when a code should not be used.

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.

Versions for computers

  • Commodore 64
  • Action Replay
  • Action Replay II
  • Action Replay III
  • Action Replay IV (1988)
  • Action Replay VI (1989)
  • 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) (1994)

Versions for video game consoles

8-bit era

16-bit era

32/64-bit era

  • Sega Saturn
  • Pro Action Replay (also available with 4M RAM expansion)
  • PlayStation
  • Action Replay (1995)
  • Pro Action Replay (1996)
  • Action Replay CDX (1997)
  • Nintendo 64
  • Pro Action Replay (1999)
  • N64 Equaliser

Sixth generation era

  • Dreamcast
  • Action Replay CDX
  • PlayStation 2
  • Action Replay 2 (2000)
  • Action Replay 2 V2 (2001)
  • Action Replay MAX (2003, significantly updated in 2004)
  • Action Replay MAX evo edition
  • Xbox
  • Action Replay (2002)
  • Nintendo GameCube
  • Action Replay (2003)
  • Action Replay Max Evo (200X)

Seventh generation era

  • Wii
  • Action Replay (2008) (unconfirmed)

Versions for handheld consoles

See also

External links



References

1. ^ [1]
A brand includes a name, logo, slogan, and/or design scheme associated with a product or service. Brand recognition and other reactions are created by the use of the product or service and through the influence of advertising, design, and media commentary.
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Datel (previously Datel Electronics) produced a wide range of hardware and peripherals for home computers in the 1980s, for example replacement keyboards for the ZX Spectrum, the PlusD disk interface (originally designed and sold by Miles Gordon Technology) and the Action
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20th century - 21st century - 22nd century
1970s  1980s  1990s  - 2000s -  2010s  2020s  2030s
2004 2005 2006 - 2007 - 2008 2009 2010

2007 by topic:
News by month
Jan - Feb - Mar - Apr - May - Jun
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Nintendo GameCube (GCN) is Nintendo's fourth home video game console, belonging to the sixth generation era. The system itself is the most compact and least expensive, next to the Dreamcast, of the sixth generation era consoles.
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PlayStation 2 in the original black colour]]
Manufacturer Sony Computer Entertainment
Type Video game console
Generation Sixth generation era
First available March 4, 2000
October 26, 2000
November 24, 2000
November 30, 2000
December 1, 2004
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NA November 15, 2001
JP February 22, 2002
AU March 14, 2002
EU March 14, 2002

System storage 8-10GB Internal HDD, 8MB memory card
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Nintendo DS (sometimes abbreviated NDS or DS) is a handheld game console developed and manufactured by Nintendo, which was released in 2004 in Canada, U.S., and Japan.
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JP December 12, 2004
NA March 24, 2005
KR May 2, 2005
EU September 1, 2005
AU September 1, 2005

System storage Memory Stick PRO Duo
Connectivity Wi-Fi (802.
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Flash memory input
  • MemoryStick/PRO/Duo*
  • SD/MMC*
  • CompactFlash/Microdrive*
Audio/video output
  • HDMI 1.3a out
  • S/PDIF out
  • AV Multi out

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WII may refer to:
  • Wildlife Institute of India (WII)
  • Wii, a video game console released by Nintendo

See also

  • World War II (WWII)




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Type Home computer
Released August 1982
Discontinued April 1994
Processor MOS Technology 6510 @ 1.02 MHz (NTSC version) / 0.985MHz (PAL version)
Memory 64 KB
OS Commodore BASIC 2.
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home computer was the description of the second generation of desktop computers, entering the market in 1977 and becoming common during the 1980s. They are also members of the class known as personal computers.
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cartridge can refer one method of adding different functionality or content (e.g. a video game cartridge), or a method by which consumables may be replenished (e.g. an ink cartridge for a printer).
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NA November 15, 2001
JP February 22, 2002
AU March 14, 2002
EU March 14, 2002

System storage 8-10GB Internal HDD, 8MB memory card
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JP December 12, 2004
NA March 24, 2005
KR May 2, 2005
EU September 1, 2005
AU September 1, 2005

System storage Memory Stick PRO Duo
Connectivity Wi-Fi (802.
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A saved game is a piece of digitally stored information about the progress of a player in a computer or video game. This saved game can be reloaded later, so the player can continue where he or she had stopped.
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JPN July 15, 1983
USA October 18, 1985
CAN February 1986
EUR September 1, 1986[1]
EUR/AUS 1987<ref name="eur_regions" />
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Animal Crossing, known as Dōbutsu no Mori (どうぶつの森
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Ammunition, often referred to as ammo, is a generic term meaning (the assembly of) a projectile and its propellant. It is derived through French from the Latin munire (to provide). See also munition.
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A debug menu is a section of a game that game developers use for testing a game and that can usually allow one to do actions unavailable in the actual game. Debug menus that have been left on a game's data are normally only able to be found using hacking devices such as the Action
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North America is a continent [1] in the Earth's northern hemisphere and (chiefly) western hemisphere. It is bordered on the north by the Arctic Ocean, on the east by the North Atlantic Ocean, on the southeast by the Caribbean Sea, and on the south and west
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DivX are a brand name of products created by DivX, Inc. (formerly DivXNetworks, Inc.), including the DivX Codec which has become popular due to its ability to compress lengthy video segments into small sizes while maintaining relatively high visual quality.
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MPEG-1 Audio Layer 3

File extension: .mp3
MIME type: audio/mpeg
Type of format: Audio MPEG-1 Audio Layer 3, more commonly referred to as MP3, is an audio encoding format.
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Homebrew is a term frequently applied only to video games that are produced by consumers on proprietary game platforms; in other words, game platforms that are not typically user-programmable, or use proprietary hardware for storage.
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JPN October 29 1988
NA August 14 1989
EU November 30 1990

Online service Sega Meganet, Sega Channel, XBAND
Units sold Worldwide: 29 million[1][2][3]
United States: 13 million[4]
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USB flash drives are NAND-type flash memory data storage devices integrated with a USB (universal serial bus) interface. They are typically small, lightweight, removable and rewritable.
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