Fix the capitalization of "GameCube" throughout the project.

This commit is contained in:
Paul Olszewski
2014-06-07 11:30:39 +09:00
parent 28c8802515
commit 5d793881b0
31 changed files with 59 additions and 59 deletions

View File

@ -1,6 +1,6 @@
omments: 1
A Compendium of Gamecube Action Replay Code Types
A Compendium of GameCube Action Replay Code Types
Note: This is note a Complete code type list.
@ -12,7 +12,7 @@ Kenobi's documentation is recommended reading as it is very complete, precise, a
It should be noted that every decrypted AR code has a basic two-part format that is universal to every code. The first half contains the code type and address to be written to. The second half contains the value to be written.
The Gamecube has a memory range of 80000000 - 817FFFFF (cached), or C0000000 - C17FFFFF (uncached). However for the sake of simplicity, the AR uses an offset number in the range of 00000000 - 017FFFFF. The code type identifier is an 8-bit value that is applied to the first two digits of the offset. For example, if your offset is 00012345, and you wish to perform a 32-bit write (04), you simply add (04000000) + (00012345) = 04012345.
The GameCube has a memory range of 80000000 - 817FFFFF (cached), or C0000000 - C17FFFFF (uncached). However for the sake of simplicity, the AR uses an offset number in the range of 00000000 - 017FFFFF. The code type identifier is an 8-bit value that is applied to the first two digits of the offset. For example, if your offset is 00012345, and you wish to perform a 32-bit write (04), you simply add (04000000) + (00012345) = 04012345.
In order to conserve space and simplicity, only the 8-bit code type identifier and particulars of the second half of the code will be explained below, as the method for procuring the first half has already been described above ;)