Action Replay MK3 Question

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Action Replay MK3 Question
by on (#42918)
Today I got my Pro Action Replay MK3 in the mail and well here's the problem: Codes for Super Gameboy won't work but they work for every other game I've tried except fo Kirby's Super Star (Maybe Kirby uses a similar chip to detect and defeat cheat devices. The most likely candidates are: I'm using a SNES mini which defeats the Game Genie also may play a role in blocking my AR. The GB-Z80 chip isn't supported. Any help?

by on (#42922)
One thing Kirby Super Star and Super Game Boy have in common is that both use a coprocessor that connects to the extra pins on the sides of the cart edge connector. Do codes for Super Mario RPG, Yoshi's Island, Doom, Star Fox, Stunt Race FX, or any other game with the extra pins on the sides work?

by on (#42941)
The Game Genie doesn't even pass the extra pins through; there are just empty slots in the cart connector where the pins should be. I'm guessing the PAR is the same way.

by on (#42945)
You are wrong. Action Replay MK3 has all pins wired. Chips games do run on the AR MK3. I have one.

I've never tried using codes on the SGB, but I don't see that working. The GB RAM could be private/unaccessible on the SNES side normally. Unless you've heard otherwise, I don't think it would work. You can however use Gameshark and Game Genie for GB on the SGB.

Kirby Super Star using the SA-1 chip, so the memory you want to modify may not be accessible by the AR MK3. But the game should still operate through the MK3.

by on (#42962)
Mario RPG freezes after the intro and any point codes are turned on. Doom I didn't try yet. I'm not trying to modify the Gameboy game but the SGB bios instead so I can play any game with all options available because some games do not let you use certain features. I have an AR MK3 and it has the pins for both expansions. o the reason some game's codes are not properly working and not working at all could be the fact that I'm using my SNES mini, right?

by on (#42966)
I suppose that's possible. I've never used a SNES Mini though. About Mario RPG, it's SA-1, and I believe that the SA-1 sits between the cartridge connector and the ROM, so perhaps thats interfering with the AR modifying for your cheats. Just a guess though really.

I don't see why you can't change the SNES side code with the AR. That should work. But I'm not sure what sort of options you would be trying to enable.

by on (#42984)
More info: The trainer switch (Down) does not even work with Mario RPG, Super Gameboy, and a few other games. So I do believe the SNES anti-piracy chip is acting on it in some way. My best bet seems to probably get a SNES model 1, Series 1. Tetris & Dr. Mario works as well as Super Mario All-stars. I just hope my rare Pro Action Replay MK3 isn't defective.

by on (#43041)
Every single one of MY FX games freeze when the PAR switch is up (The codes are turned on).

by on (#43047)
There shouldn't be problems with ROM based (hardware) codes (including for games with SA-1 since regardless of the physical ROM, it's accessed by the CPU the same way) but RAM based codes are less likely to work on highly optimized games as it requires stealing CPU time one way or another.

by on (#43060)
hmm... I'll keep a look out for a SNES model 1.

by on (#43705)
I think that an M code may be needed for these games. How would I make them?