![action replay japanese gamecube action replay japanese gamecube](https://cdn.shopify.com/s/files/1/1432/4366/products/nr-010015-03_1024x1024@2x.jpg)
Later revisions of the Action Replay defended against this by resetting the CIA time-of-day clock. 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.
Action replay japanese gamecube Patch#
However, it was possible to patch code which did this using the monitor program, so even that was not a total defence.
![action replay japanese gamecube action replay japanese gamecube](https://i.ebayimg.com/images/g/CMAAAOSwxKtYBm~N/s-l300.jpg)
At best the programmer could then choose to crash his program deliberately, making saved copies crash as well. 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. A few weaknesses were discovered in the Amiga version. 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. This did, however, have the limitation of only being able to reduce game speed by 50% or more. This worked by intercepting vertical blank interrupts and running a wait loop until at least the next vertical blank. Cheating was possible by altering values stored in RAM.Ī knob on the Amiga version of the Action Replay MKIII allowed games to be slowed down, to make them easier. Some developers used this feature when writing their own games. It was even possible to alter CPU registers of the paused code, and later revisions included a complete disassembler. 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. This state could then be saved, along with the contents of the computer's RAM for later re-loading. 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. 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.
![action replay japanese gamecube action replay japanese gamecube](https://i.ebayimg.com/images/g/2~UAAOSweNVeqmOl/s-l640.jpg)
Currently, Action Replay is available for the Nintendo GameCube, Game Boy Advance, Nintendo 64, PlayStation 2, Xbox, Nintendo DS and PlayStation Portable.Īction Replays that were capable of saving the system's state to tape or disk all operated in broadly the same way.
Action replay japanese gamecube series#
Action Replay is the brand name of a series of devices created by Datel, primarily used for changing the behavior of video games.