I need help with action replay codes. if your game code and game ID is these same and you have working codes please send thoes codes to me Game code: AMHP Game ID: E67BB94B You can check these from action replay code manager
Thread title:
Phazar:
registered on 2008-01-19 05:24:52 pm.
Gender: male
Location: Phaaze....or maybe Zebes, or Tallon IV. Wherever I am, I am speed running.
Not in this case. Every single game has its own ID, dependent upon region. For example, all of the US copies of Metroid Prime: Hunters would have the exact same ID, but when compared to, say, a European or Japanese version of the exact same game, you'd find that they'd differ greatly (but all of the European copies would have the same ID. Same with the Japanese copies.) Same with the game code, but the game code is only dependent on region. More on that in a second.
Now, if you, say, happened to take an NDS card, dump the rom to your computer, and make a few changes to the rom itself, boom - it has a brand new Game ID. If a game company says, "Hey, there are a ton of game-breaking bugs, let's fix them all and make a new release," then boom, those game cards will have a brand new Game ID.
My best guess is that Game ID is much like an MD5 checksum to any other file you'd have on the computer - a hash reference you can compare between files to make sure they are the exact same thing. If you've got a different hash reference, your file is different in some manner; there's no easy way to tell how.
Just riffled through my database, and it seems you've got the European v1.1 version. Wow, I can't believe they shanked the European gamers for codes for their 1.1 version -_-
Attached is an .xml of MPH(E) v1.1 codes straight from GBATemp's Massive Code Database.
Hold R + L + UP = rapid fire for all (story and wi-fi) Battlehammer (half turret too), Power beam and Imperialist: Works (hold) Shock coil and volt driver: no effect Judicator, Magmaul and Missile: works (shoots as fast as you can fire) 94000130 000000bf 220db466 000000ff 220db468 000000ff 220dc396 000000ff 220dc398 000000ff 220dd2c6 000000ff 220dd2c8 000000ff 220de1f6 000000ff 220de1f8 000000ff d2000000 00000000
select = Return to gunship (sometimes makes you fall in black area and freezes the game) (story mode) 94000130 000003fb 120db06e 000004b0 d0000000 00000000 920ded6e 00000100 120db070 000004b0 d2000000 00000000
Yeah. But some are hard to find differences. Like, there could be a hidden glitch on version 1.0, and on 1.1, it would be patched. It could be possibly anything. Especially how some coding is worked to make the game unique in it's own way. I learned this through N64 cheat code converting. So far it's coming in handy. :)
well I mean something like are there any well-known speed tricks (some of which we have described on the hunters section of this site) which do not work on this other version, like how some breaks and tricks were specifically blocked on later versions of Prime?
Actually yes. As I see it, the NA version of the game MP had the best and most convenient speed tricks available to use. Take for example the 'Floaty Jump'. You could keep it even after 20 rooms when you leave Flaagrha's room with it on. Same for Magmoor Caverns. Though in the later versions(take for example Players Choice), when it loads the next room away from Flaagrha's room, you lose FJ. Same for the Scan Dash(I was terribly sad about. did everything the longer way. used enemies, lol).
There probably isn't much done to the speed runs, speed tricks at all in any way between the two versions. Not to my knowledge anyway. I haven't played MPH all that mush anyways, so I don't know the full extent of the game. I just beat it once, then done. No more cause the graphics were really strange to me for the DS. So I'm positive there isn't much of a difference in speed tricks of any type.
I was setting a quick example, but so far, I don't know of any visual differences between DS versions because my DS gave out with the internal battery connection.