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{{main|wikipedia:Action Replay}}
{{main|Wikipedia:Action Replay}}
[[Image:Action Replay Amiga500.jpg|200px|thumb|Action Replay cartridge for Amiga 500.]]
[[Image:Action Replay Amiga500.jpg|200px|thumb|Action Replay cartridge for 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. [[As of 2006|Currently]], Action Replay is available for the [[GameCube]], [[Game Boy Advance]], [[PlayStation 2]], [[Xbox]], [[Nintendo DS Lite|Nintendo DS]], and [[PlayStation Portable]] (PSP).
'''Action Replay''' is the brand name of a series of devices created by Datel, primarily used for changing the behavior of video games. As of 2006, Action Replay is available for the GameCube, Game Boy Advance, PlayStation 2, [[Xbox]], Nintendo DS, and PlayStation Portable (PSP).
<!-- Unsourced image removed: [[Image:ActionReplay_Xbox.jpg|thumb|128px|right|Xbox Action Replay]] -->


==Origin and history==
==Origin and history==
Action Replay has its roots in the [[Commodore 64]] [[home computer]]. In its trademark red [[cartridge (electronics)|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 it 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.
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 it 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 &mdash; more importantly — modify them. The exception to this rule are the [[Xbox]] and [[PlayStation Portable]] Action Replay devices, which are [[saved game|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).
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 &mdash; 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).


==Typical features==
==Typical features==
General:
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" [[Nintendo Entertainment System|NES]] games in ''[[Animal Crossing]]''.
* 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 allows users to have infinite amounts of limited resources, such as lives, time, money, or ammunition.


* Action Replay lets users access [[level (computer and video games)|levels]] that are not normally available (most of these levels were usually used for [[beta testing]], or were removed from normal gameplay).
* 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 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.)
*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 version of Action Replay allows [[Mew (Pokémon)|Mew]] 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. [[Japan]]ese games playing on a [[North America|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, [[MP3]]s, [[Homebrew (video games)|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 ''[[Grand Theft Auto: San Andreas]]''.
* 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==
==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, 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 will have a trainer toolkit available to the public in the near future that allows users to create their own codes.
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 will have a trainer toolkit available to the public in the near future that allows users to create their own codes.


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. Nintendo does not license the Action Replays for its versions. That being said, Datel's website often indicates when a code should not be used.
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. That being said, Datel's website often indicates when a code should not be used.


A common infamous thing the PS2 Action Replay version does is corrupting [[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.
A common infamous thing the PS2 Action Replay version does is corrupting 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.




[[Category:Add-on Software]]
[[Category:Add-on Software]]

Revision as of 06:23, November 6, 2006

Main article: Wikipedia:Action Replay
From Wikipedia:Action Replay
Action Replay cartridge for 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. As of 2006, Action Replay is available for the GameCube, Game Boy Advance, PlayStation 2, Xbox, Nintendo DS, and PlayStation Portable (PSP).

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 it 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).

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.)

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 will have a trainer toolkit available to the public in the near future 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. That being said, Datel's website often indicates when a code should not be used.

A common infamous thing the PS2 Action Replay version does is corrupting 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.