Emulator Issues #7743
Various Action Replay Codes and Gecko Codes don't work
What's the problem? Describe what went wrong in few words.
On Dolphin, button activated Action Replay Codes and Gecko Codes don't work.
Dolphin 3.5 and 3.5-367 are old versions of Dolphin that have
known issues and bugs, so don't report issues about them and test the
latest Dolphin version first.
Which versions of Dolphin did you test on?
I tested it on 3.5 and many 4.0 development builds with a variety of Gamecube and Wii games.
Is there any other relevant information? (e.g. logs, screenshots,
It appears that Dolphin isn't able to interpret button activated codes correctly. Pressing the code specific buttons don't activate the code.
#3 Updated by Korados about 7 years ago
Yes, here are some of the codes that don't work for me. There are many more, so I just give you examples:
Paper Mario: The Thousand Year-Door (NTSC) [G8ME01]
Max Crowd (D-Pad Up)
Pikmin 2 (PAL) [GPVP01]:
Press D-Pad Up Freezes Day Timer
Wii Sports Resort (PAL) [RZTP01]:
Infinite Jetski Training Time [Bully@Wiiplaza]
Press 2 to toggle ON/ OFF
You have unlimited Flytime, Press 1+2+B to Finish
Super Mario Galaxy 2 (PAL) [SB4P01]:
boulder mario/luigi rolls until he hits something [ardemii]
press C+down to stop rolling if you can't hit anything
#7 Updated by OMEGA345 almost 7 years ago
This issue is still there, pressing the button to activate codes do not work, it's a hit and miss you have to keep trying it. Often times during loading sequences it may trigger it to work. Also i'am unable to edit the ini file to add my own AR codes. After adding and saving the ini they never appear in the AR tab list. I believe this issue is #608 which is marked "fixed" but the issue is still there. cheers!
#8 Updated by Korados almost 7 years ago
I'm still experiencing this issue. Button activated codes rarely ever work. If they work, they do just one time until I reset the game.
Why was this issue marked as questionable? There's something what doesn't work on Dolphin, so it's an issue, isn't it? Please don't underrate this just because it's about cheating.
I really would like to see this issue fixed! Why don't button activated codes work in the first place?
#9 Updated by OMEGA345 over 6 years ago
The way Dolphin handles input maybe messing these type of cheats up. If we hold the button it's not reading it as held. So instead it's polling the controller constantly only seeing it held so often.
This will probably not be fixed at all due to it not being a "high priority" sadly.
#16 Updated by Korados over 6 years ago
I really hope that it will be fixed soon, too. This would be very good! Many of the codes I'd like to use are button activated. I find it a bit sad that this issue is handled so low in priority because it's about cheating. I hope that the Status might be changed to Accepted, because it's not questionable.
Strangely, there is one button-activated code that partially(!) worked for me. Maybe you can use this as a lead? Toggling the code sometimes worked for me, sometimes it didn't.
Super Mario Galaxy 2 [SB4E01]
antigravity jump toggle Z+2 [wiiztec]
on by default
unlike a moon jump this can actually save you from falling
#21 Updated by Korados over 6 years ago
I already starred this issue. And why is it set to WontFix now? Didn't JMC found something about this issue? How would you know that this is unfixable?
To be honest, I find it a bit ridiculous that this issue seems to be treated as if it's not worth anything. For me, it's pretty important, and I'm sure I'm not the only one who thinks so. Sure, it's not high priority but just shoving it aside won't fix it.
#23 Updated by shadoxfix over 6 years ago
- Status changed from Won't fix to Accepted
You guys seem to get wrong message. First and foremost. The developers definitely do care about the issue but you have to understand that Dolphin is an open source project with a lot of different developers working on different parts. Developers mostly pick out the issues/parts they want to tackle and thus it may take a while for the issue to be resolved as it seems there's currently no developer looking into the issue; this has nothing to do about this issue being about cheating.
As for why delroth put it on WontFix. It's because OMEGA345 was telling people to star the issue to make it seem like you care. Developers know you care and the star feature is not intended for this purpose and it shouldn't be encouraged to blindly star an issue. By allowing such behavior the star feature loses its value since it becomes a popularity contest.
I'll be marking the issue as accepted now but please do not ask for people to star this, they can decide this by themselves. If anyone disagrees (delroth in particular) feel free to change the status and preferably leave a comment explaining why.
#26 Updated by Korados over 6 years ago
Thank you, shadox! I know, this issue is not exactly vital, so I guess it maybe was just overlooked. But it really makes me curious why Dolphin isn't able to properly handle button-activated codes, while the others are working. Is there any kind of connection which is missing? I'm looking toward to your video, JMC!
#28 Updated by Korados over 6 years ago
I just tested the button-activated codes for Wii Sports Resort and Mario Party 8 on 4.0-5525. The codes for Wii Sports Resort don't work at all. There's an infinite flytime code. It stops the timer and when you press 1+2+B, the timer should set to zero to finish the flight. On Dolphin, the timer is stopped, but the button combination doesn't work.
Interestingly, the codes for Mario Party 8, which are all button-activated, work flawlessly! I wonder why some codes work and why some don't. It may depend on the game, not the codes themselves.
#31 Updated by OMEGA345 over 6 years ago
Tomb Raider Legend (GL8E4F) GameCube, Gecko, the Moon Jump Hold A works fine.
Zelda TP (GZ2E01) Gamecube AR Code, Press L-Targets Glow is working fine.
Super Mario Sunshine (GMSE01) Gamecube, Gecko, Hold B to run very fast is working fine.
AR Code, D-Pad Up for Large Mario is working fine.
Mario Kart (GM4E01) Gamecube, AR Code, Prezz Z to Jump, works fine.
D-Pad Up Freeze Time, Don't Work.
Metroid Prime (GM8E01) Gamecube. Press B to Moon Jump, Doesn't work.
Pikmin 2 (GPVE01) Gamecube, Press D-Pad to advance day. Doesn't work.
Pikmin (GPIE01) Gamecube, Walk Under Water, doesn't work.
#32 Updated by shadoxfix over 6 years ago
I actually investigated this issue a little bit a few days ago but couldn't find what was exactly wrong. I was testing out the Wind Waker Press R to Mega Jump code. The conditional part of the code works fine (press R) and after that it does a 32-bit floating add code. I initially suspected that being wrong for whatever reason however that was not the case (the addition worked fine). So I decided to change the value it adds to 00030000 instead of 00000003. To my surprise the code actually worked and shot up in the air. The value 00000003 never worked except if I was in a state where I could not crouch. Hanging on a ladder and pressing R made me go up very slowly (hanging on a ledge doesn't work). If I was standing on the ground and pressed R the height of Link would always alternate between two values. The previous height and the height + 3 (which isn't noticeable).
That's where I stopped trying to find the issue. I couldn't figure out why it was happening and there's very little documentation (or hard to find) on AR codes. The comments in the code seem to suggest that AR codes were implemented slightly differently. ("The mechanism is different than what the real AR uses, so there may be compatibility problems.")
#34 Updated by Korados over 6 years ago
I just tested this code on the PAL version of Wind Waker. It's similar to the one shadox used:
Moon Jump (Hold DPad Down)
It works flawless. Link is launched into the air immediately, in the exact same way as on an original Gamecube.
I can confirm that the respective codes for Pikmin 1 and 2 also don't work on the PAL versions.
Why were the codes implemented differently? Would it possible to change this? Maybe it would solve the issue.
#36 Updated by OMEGA345 over 6 years ago
Wind Waker (GZLE01) Gamecube.
-Boomerange doesn't return, press/hold down to make it return. Yes it won't return but pressing or holding down doesn't return it.
Press Z moon jump doesn't work.
Press R to jump, doesn't work.
-stuff on the top right screen is invisable, doesn't work.
-jump to ledge of any height, doesn't work.
#43 Updated by shadoxfix over 6 years ago
Could you try a few of those cheats on this build: http://www.mediafire.com/download/6nmwpny97dtb6m2/Dolphin.rar
I know that the Wind Waker R to Mega Jump works on that build. Wondering what the effects are on other games/cheats.
#47 Updated by shadoxfix over 6 years ago
The build I sent you isn't actually 4.0-5569. It's a modified version I compiled for testing. As to why that one does work. I suspected that the codes don't get run often enough. Billiard26 noted this as well in issue 5882. So instead of running the codes once every frame I changed it to run every 1/60th of a frame (random number I used). Note that this is not correct behavior but it's merely for testing purposes.
#50 Updated by shadoxfix over 6 years ago
The build I posted was targeted for AR codes and not Gecko Codes. So it shouldn't affect the Flytime and Infinite Jetski Time codes. The pikmin 2 code doesn't seem to be correct. It has a type of C5 which isn't a type (or atleast, not documented anywhere). Could you try to replace that with 5C, it might be that someone made a small typing mistake.
Press D-Pad Up Freezes Day Timer
#54 Updated by OMEGA345 over 6 years ago
zelda skyward sword SOUE01
Dolphin 4.0 -5580
-Guardians can't attack - don't work
-Sleeping guardians - don't work
-moonjump right on dpad don't work
-guardians can't attack toggle ++- dont work
-walk on lava don't work
-Sleeping Guardians v1. dont work
-Invisible dont work
-walk on air toggle 1+2 dont work
-time stopper dont work
-Jesus mode dont work
#60 Updated by guernzilla over 6 years ago
In Kirby Air Ride For gamecube (USA) All of the gecko codes work execpt ones that are activated with buttons, also when adding an AR code to Kirby Air Ride dolphin crashes after clicking the accept button when you finish naming it and putting in the code. In Super Mario Galaxy 1 (USA) The button activated transformation code doesnt work (i got it to work slightly but the buttons still did not work) while other non button activated codes work. (Using Dolphin 4.0-5811)
#62 Updated by Korados over 6 years ago
In my opinion, we don't need another thread because when I posted it I intended it to be for both kinds of codes. But I don't know if this issue is caused by two separate bugs. I can confirm that the button-activated codes for Zelda Skyward Sword also don't work on the PAL version. I tested it on 4.0-5841.
What still makes me curious is why all of the codes for Mario Party 8 work perfectly every time. What has this game what the others don't have?
#66 Updated by Korados over 6 years ago
Okay. I tried the Flytime code again with LLE on 4.0-5935 but it didn't work. The code works on the real Wii and on the vWii. I pressed the buttons again and again but it's just no use. The Pikmin 2 time codes also don't work.
I hope that this issue won't be forgotten over the time! Aren't there any clues on how to make Dolphin recognise these codes?
#68 Updated by Korados over 6 years ago
But what did actually happen to JMC? Didn't he say he wanted to give us a video with the things he found? Maybe this video has a clue. This is really a headscratcher.
I would've tried to change some of the codes but due to issue 7739 - which I actually also found out -, this isn't possible.
#70 Updated by Korados over 6 years ago
Yeah, but I hope he doesn't forget it. It's been a month now. I'm actually pretty disappointed that this issue is most likely leading to nowhere. Nobody seems to have an idea about how to solve this. Could there actually be a solution or will it never be fixed? I wouldn't like to shout against walls.
#71 Updated by shadoxfix over 6 years ago
JMC47 actually made a "Datel: Unlicensed Product Showcase" (https://dolphin-emu.org/blog/2015/03/09/datel-unlicensed-products-showcase/) blog post in which he mentions the bug and has a video of it.
As for where this issue is going. The problem is that the codes are executed at the wrong time causing some codes to not work. Increasing the frequency of the codes like I did #44 partially solves this (more chance to hit the right time) but is not a proper solution. AR codes should probably be handled in a way the original AR codes work.
The problem with this issue it that no one is currently working on it or is interested enough in working on it. This will likely get solved one day but probably won't happen soon.
Note that I did not look into Gecko codes at all and can't say much about why those are not working.
#76 Updated by redherochildboss over 6 years ago
Here are a few more broken AR codes for Four Swords Adventures (
1: 0A52EA28 00000840 0513B4DC 0000000D . Press L+Y on the world map, press down, press A, and the following errors appear. https://imgur.com/PWhPE9X,u3S8pfm
This makes cut levels appear in the world select list (just keep scrolling after you reach the end of the list). Select E3 and the following crash appears: https://imgur.com/Uq3wtdc
(Reported both of these in issue 8749 , but JMC said to put them here.)
#77 Updated by redherochildboss over 6 years ago
The Walk Through Walls code in Four Swords doesn't seem to work properly either: FZJC-1B5A-E1JXP
GQZ8-7126-30ZTM . Pressing B+up/down is supposed to enable/disable it, but doesn't seem to do that. It does work though - I know because it somehow got stuck on for me.
#79 Updated by OMEGA345 about 6 years ago
Okay was playing around with the trigger codes. I was correct what i said a while ago above.. To get some trigger codes to work, keep pressing the button required during loading sequences. You may have to try a few times before the button takes effect. I just got the time in the loftwing spiral minigame to work after repeating the button during loading sequences. The time remains at 120sec now.
#80 Updated by Korados about 6 years ago
The problem with your idea are codes which are supposed to be pressed while the game is running, like codes which freeze a timer and to set the timer to 0, you have to press the button combination. For example, there's a code which didn't work for Mario Sports Mix [RMKP01]:
Time Control [Bully@Wiiplaza]
*Press 1 + B to end game instantly
I just tested the Wii Sports Resort Flytime code again on 5.0-rc-19 but it still doesn't work. The timer is freezed at 5 minutes but pressing the button combination to end the flight session has no use. Doesn't this issue have any solution?
#82 Updated by Korados about 6 years ago
Okay, we are on the new tracker now. I don't know if anybody ever had a look on this issue again, so I thought I just write something here.
I tried the usual codes on 4.0-7960 now but they still don't work. I'm not sure if this ever will be fixed but I hope
that someone might have an idea in the future.
#84 Updated by Marioman1 almost 5 years ago
Add Other M's button-triggered codes to the list, namely third-person missiles (NTSC-U Version). Still doesn't work on 5.0-1424.
Use Missiles in 3rd person view [Y.S.]
You can shoot missiles while holding B button
I found that the code works fine in the Interpreter, but not JIT or JITIL. JIT sometimes only fires missiles even when not holding B even when out of them (or doesn't work at all) and JITIL just hangs on a black screen on boot with ANY code active.
#85 Updated by M1CR0H4CK3R about 1 year ago
Update: On 5.0-12685, this issue is prevalent in a different way in my case.
I have found that the majority of AR codes work for me, but some AR codes properly converted to Gecko do not work (but the AR version does), notably this one:
The Legend of Zelda: The Wind Waker
Moon Jump (L)
The AR code works, but the Gecko code does not. Personally, I believe that the current Gecko codehandler implementation isn't being given read/write access to certain memory regions. No other explanation makes sense, since the AR version works just fine.
It's been 4 years since this was marked as Accepted, and the emulator has gone leaps and bounds since then in terms of optimization, so I'm optimistic that this will be fixed before the end of this year if it gets decent priority.