By Chishm
Nitro Hax is a cheat tool for the Nintendo DS. It works with original games only.
The newest release is available to download from the Nitro Hax web page.
- Patch NitroHax.nds with a DLDI file if you need to.
- Copy the NitroHax.nds file to your media device.
- Place an Action Replay XML file on your media device.
- Start NitroHax.nds from your media device
- One of the following will be loaded automatically if it is found (in order
of preference):
- "cheats.xml" in the current directory
- "/NitroHax/cheats.xml"
- "/data/NitroHax/cheats.xml"
- "/cheats.xml"
- If no file is found, browse for and select a file to open.
- One of the following will be loaded automatically if it is found (in order
of preference):
- Remove your media device if you want to.
- Remove any card that is in Slot-1
- Insert the DS game into Slot-1
- Choose the cheats you want to enable.
- Some cheats are enabled by default and others may be always on. This is specified in the XML file.
- The keys are:
- A: Open a folder or toggle a cheat enabled
- B: Go up a folder or exit the cheat menu if at the top level
- X: Enable all cheats in current folder
- Y: Disable all cheats in current folder
- L: Move up half a screen
- R: Move down half a screen
- Up: Move up one line
- Down: Move down one line
- Start: Start the game
- When you are done, exit the cheat menu.
- The game will then start with cheats running.
Copyright (C) 2008 Michael "Chishm" Chisholm
This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with this program. If not, see http://www.gnu.org/licenses/.
Thanks to (in no particular order):
- Pink-Lightning - Original skin (v0.5-0.82)
- bLAStY - Memory dumps
- cReDiAr - Last crucial step for running DS Cards
- Parasyte - Tips for hooking the game automatically
- kenobi - Action Replay code document
- Darkain - Memory and cache clearing code
- Martin Korth - GBAtek
- Deathwind / WinterMute - File menu code (v0.2 - v0.4)
- WinterMute - dslink source, reset code
- Everyone else who helped me along the way
Big thanks to Datel (CodeJunkies) for creating the original Action Replay and its cheats.
In addition to the standard Action Replay DS code types described on EnHacklopedia's Action Replay DS page, Nitro Hax supports the following custom codes.
Code used internally to specify the end of the cheat code list. It does not need to be specified manually.
Relocate the cheat engine to address xxxxxxxx
. The cheat engine and all data
are moved to the given address, which should be accessible from the ARM7.
Change the hook address to xxxxxxxx
. The hook should be a function pointer
that is called regularly. By default the ARM7's VBlank interrupt handler is
hooked. This code overrides the default.
Call a function with between 0 and 4 arguments. The argument list follows this code, which has the parameters:
x
: Number of arguments (0 - 4)yyyyyyyy
: Address of function
For example, to call a function at 0x02049A48
with the three arguments
r0 = 0x00000010
, r1 = 0x134CBA9C
, and r2 = 0x12345678
, you would use:
C1000003 02049A48
00000010 134CBA9C
12345678 00000000
Run ARM or THUMB code stored in the cheat list.
x
:0
= ARM mode,1
= THUMB modeyyyyyyyy
: length of function in bytes
For example:
C2000000 00000010
AAAAAAAA BBBBBBBB
CCCCCCCC E12FFF1E
This will run the code AAAAAAAA BBBBBBBB CCCCCCCC
in ARM mode.
The E12FFF1E
(bx lr
) is needed at the end to return to the cheat engine.
The above instructions are based on those written by kenobi.
Provide 4 bytes of scratch space to safely store data. Sets the offset register
to point to the first word of this code. Storing data at [offset+4]
will save
over the top of xxxxxxxx
.
This is based on a Trainer Toolkit code.
Each time the cheat engine is executed, the counter is incremented by 1.
If (counter & yyyy) == xxxx
then execution status is set to true, else it is
set to false.
This is based on a Trainer Toolkit code.
Stores the offset register to the address xxxxxxxx
.
This is based on a Trainer Toolkit code.
Performs the operation Data = Data ? yyyyyyyy
where ?
is determined by x
as follows:
0
: add1
: or2
: and3
: xor4
: logical shift left5
: logical shift right6
: rotate right7
: arithmetic shift right8
: multiply
For codes begining with 3
-9
or A
(if-type codes), the offset register can
be used for address calculations. If the lowest bit of the code's address is set
then the offset is added to the address. If the address is 0x00000000
then the
offset is used instead.
For example, if the code 32009001 00001000
is run and the offset register is
currently 0x000000AC
, then:
- the address is taken from the first code word as
0x02009000
, - the offset is added (because the lowest bit of the first codeword is set to
1
) to give an address of0x020090AC
, - the memory at address
0x020090AC
is read, and the value compared to0x00001000
(the second codeword). - Now (since the code starts with
3
) if the codeword value is greater than the value read from memory, then the rest of the codes in the list will be executed, otherwise they will be skipped until the nextD0000000 00000000
code is reached.