



Thanks to AniLeo for providing 700 PS3 game IDs and hats off to Bumpfi for scanning more than 100 PS3 covers!.04/06/18: The Switch database is now open, with artwork packs and a Box Maker to create custom boxes.09/22/18: 600 new PS3 game IDs were added today thanks to AniLeo.Many thanks to BacoKarel for more than 200 Wii covers, amaus1209 for 200 PS3 scans, Bumpfi for more than 100 scans and bubba for adding Switch IDs. 04/28/19: We now have a dark theme thanks to larsenv.09/25/19: The list of Nintendo company codes was updated thanks to Asper and Cyan, with a very large update from JosJuice.10/27/19: Thanks to VGDB for a great pack of scans of Korean Wii games.By executing the blr instruction which was replaced, it will return to the game when the interpreter gets the exit instruction. Certainly, some instructions will affect the control flow of the interpreter. After that, the interpreter will place the GCT code and then execute each instruction sequentially.įor more information, most instructions will be 64 bits, but some are longer. So, it will cause the interpreter to perform once pre frame. Generally, the branch will leave the game’s VISetNextFrameBuffer method at the blr (return) instruction called a ‘VI Hook’. It definitely resides in an unused area of RAM, typically addressed 0x80002800 on Wii. This way is the same as inserting a branch from the game’s Assembly Code to the Gecko Codes interpreter. To use gecko codes, the loader will patch the game to add a ‘hook’. gct file used by most interpreters, the code should be directly converted to the equivalent binary representation The gecko codes are commonly presented in hexadecimal with 64 bits per line that will be divided into two columns.
