Post: Joker command (Tutorial)
09-01-2015, 09:14 PM #1
x_com
Banned
(adsbygoogle = window.adsbygoogle || []).push({});
I see that here no tutorial about Joker commands so i decide to make one ,i hope that will help somebody

JOKER COMMANDS
What is a Joker Command?
It is a code whose address is a position in RAM, that tells when a button on the controller is pressed!

Does everygame have a Joker Command?
Yes, EVERY GAME has a Joker Command, but some are non-normal and non-reverse joker commands!

What does a Joker Command do?
It is used to avoid lockups during the intros or varios places in the game, or when you only want to activate codes at a certain time and not constantly have the effect of the code. ITS PURPOSE IS TO ACTIVATE CODES AT THE TOUCH OF A BUTTON

Can you activate all codes from a Joker Command?
Yes. All you have to do, is put in the Joker Command Code in the Master Code Section, otherwise, it will just turn on the code that is below it.

Once I Have The Joker Command in, How do I Use it
Well if you are using the Joker Command in a regular code box, not Master Code section, then when you press the button/s specified by the Quantity Digits below, the value that you change the '????' to, inside of the game, it will activate the code you have put in under the Joker Command code. If was put in the Master Code Section it would activate all codes when that button was pressed!

If Entering a Joker Comand in Normal Code Section.
Be sure to enter the code that you want the Joker Command to Actiavet RIGHT UNDERNEATH of the Joker Command Code!

EXAMPLE USAGE
Say you have Infinite Health for a game. the Infinite Health code is, 8012C04C 00AA, and the Joker Command is D0012876 ????., and it is a Normal Joker Command. And in the game, Select doesnt do anything! Well, take a look at the Quantity Digits and you will see that Select is value 0100 for a Normal Joker Command. So you enter the following codes, D0012876 0100, and under it 8012C04C 00AA. Now when you are in the game with this code on, when you press Select it will refill you energy! Or if you hold Select and no other buttons it will give you Infinite Health! HOWEVER, once you let go of Select, you no longer have Infinite Health, so get a little farther in the level, you notice that you have lost some energy, so press Select to FILL back up your energy. And so on.

Joker Quantity Digits
Quantity Digits to Accompany Normal Joker Command Codes
0000 - No Buttons
0001 - L2 Button
0002 - R2 Button
0004 - L1 Button
0008 - R1 Button
0010 - Triangle Button
0020 - Circle Button
0040 - X Button
0080 - Square Button
0100 - Select Button
0800 - Start Button
1000 - Up Direction
2000 - Right Direction
4000 - Down DIrection
8000 - Left Direction
Multi Buttons - To use any combination of buttons, like, press Select & L1 to enable the codes. Just add the two digits up for Select & L1. 0100 plus 0001 equals 0101.

Quantity Digits to Accompany Reverse Joker Command Codes
0000 - No Buttons
0100 - L2 Button
0200 - R2 Button
0400 - L1 Button
0800 - R1 Button
1000 - Triangle Button
2000 - Circle Button
4000 - X Button
8000 - Square Button
0001 - Select Button
0008 - Start Button
0010 - Up Direction
0020 - Right Direction
0040 - Down DIrection
0080 - Left Direction
Multi Buttons - To use any combination of buttons, like, press Select & L1 to enable the codes. Just add the two digits up for Select & L1. 0001 plus 0100 equals 0101

Quantity Digits to Accompany Max Normal Joker Command Codes
FFFF - No Buttons
FFFE - L2 Button
FFFD - R2 Button
FFFB - L1 Button
FFF7 - R1 Button
FFEF - Triangle Button
FFDF - Circle Button
FFBF - X Button
FF7F - Square Button
FEFF - Select Button
F7FF - Start Button
EFFF - Up Direction
DFFF - Right Direction
BFFF - Down DIrection
7FFF - Left Direction
Multi Buttons - This is not the only way, but is a quick and easy way to do this. To use any combination of buttons, like, press Select & L1 to enable the codes. Just add the two digits up for Select & L1. FEFF plus FFFB equals 1FEFA. Joker Code digits area always 4 digits long, so take the 1 off, and add it to FEFA, and your final answer is FEFB for Select & L1.

Quantity Digits to Accompany Max Reverse Joker Command Codes
FFFF - No Buttons
FEFF - L2 Button
FDFF - R2 Button
FBFF - L1 Button
F7FF - R1 Button
EFFF - Triangle Button
DFFF - Circle Button
BFFF - X Button
7FFF - Square Button
FFFE - Select Button
FFF7 - Start Button
FFEF - Up Direction
FFDF - Right Direction
FFBF - Down DIrection
FF7F - Left Direction
Multi Buttons - Multi Buttons - This is not the only way, but is a quick and easy way to do this. To use any combination of buttons, like, press Select & L1 to enable the codes. Just add the two digits up for Select & L1. FFFE plus FBFF equals 1FBFD. Joker Code digits area always 4 digits long, so take the 1 off, and add it to FBFD, and your final answer is FBFE for Select & L1.


I hope that i will help somebody Smile
Sorry about English its not my main language Smile
(adsbygoogle = window.adsbygoogle || []).push({});
09-02-2015, 05:09 AM #2
Hereisme766
Do a barrel roll!
So all i have to do is to search joker/pad address with netcheat then put the adress up on top like: 0 6CC54D12 0100 for circle button then under that code i put my code for like super speed: 0 7DA54718 40000000 and then i just write and it should activate from circle button?
09-02-2015, 05:25 PM #3
x_com
Banned
Originally posted by Hereisme766 View Post
So all i have to do is to search joker/pad address with netcheat then put the adress up on top like: 0 6CC54D12 0100 for circle button then under that code i put my code for like super speed: 0 7DA54718 40000000 and then i just write and it should activate from circle button?


i never use netcheat to put joker codes i put them on eboot bin i only use netcheat for searching codes,but i think the procedure need to be same,lol
03-14-2019, 06:54 AM #4
Originally posted by another user
i never use netcheat to put joker codes i put them on eboot bin i only use netcheat for searching codes,but i think the procedure need to be same,lol

I know it's a dead 3 1/2 year old post, but I'm going through things and this is inaccurate. What you describe looks like the PS1, and I didn't check buttons enough on the PS2 but probably that too. Looking at this kind of annoys me. I've done a crap ton of button toggle codes for many games on the PS3. Rarely do they follow that old format seen on those previous 2 consoles. This is more accurate:


1. In rare moments, all 16 buttons are actually in 2 consecutive bytes like back on the PS1/PS2, but you'll never know the button values without checking because every game has different values for them. Just a simple ???? format.
2. Almost the same as the above, except scattered between 4 bytes with zeros between. Always 00??00?? instead.
3. Each button is either 1, 2, 4, or 8 bytes for a value, with that value always being 0 for off, and almost always 1 for on, even though I remember Prototype 1 doing an odd thing with the D-pad directions being 2 for on, and Aliens Vs Predator instead doing value FF for on.
4. The addresses of the buttons can change each time you start a game or reboot a game or whatever. I first noticed that in Singularity, and have been writing button enable codes since just in case because I can't trust memory addresses to always be the same from game to game.
5. If these fail, the buttons are a single precision float value for the sensitivity of how hard you have the button pressed down. 3F800000 is always the button pressed down as hard as possible.


There are also sometimes an extra 4 values that appear with the buttons, like I saw in Prototype 2. Having L3 tilted up or down far enough can create a value of 01, another value for R3 tilted up or down, and then the same for them being tilted far enough left or right. The values were not different based on the directions either. Up and down both gave a value of 01, but odds are there was likely a sensitivity value near them with opposite values like 1 or -1 for floats.

The best approach for buttons is to hold triangle, and do a 1 byte scan for value 01. Let go of triangle, scan for 00. Keep going back and forth until nothing is left but a few results. Once you have few results, try holding square and see if the value changes. If it does not, you are probably dealing with 1 to 8 bytes for each individual button. If you end up with no results, scan for 0x10 hex instead of 0x01, and the usual 00 for no button held. If that fails, then fall back on the other bits of 80, 40, 20, 08, 04, and 02. If those fail, search for a 1-byte non-zero value while holding triangle, and 00 for nothing held. If that fails, hold triangle down hard and search for a float between 0.1 and 1, and likely 0 or at least decreased while not holding triangle depending on if your button is a little messed up. If that fails, I don't know, because these have never failed me before.


If you ever make a button enable code, do the world a favor and output the 16 buttons in the 2 consecutive bytes format to some place in memory like I do, because then people can easily use the "ANDI" operation with it and save themselves from needing to use a crap ton more lines for simple codes requiring buttons. Many operations can check 2 byte values with just 1 line of code. If you output the value as something more than that somewhere for others to use, you're making peoples' lives more difficult than they need to be. Nobody needs 16 buttons scattered across 128 bytes, that's annoying. Convert them. There's a lot of button enable codes I have done that people can learn from to convert to convert anything to the 2 byte format if they need, even though I did a crappier job on some of my earlier games farther back. de Blob 2 is embarrassing for me to look at for the button codes, they were all individual bytes that I was too dumb and lazy to fix back then, along with various other games. But most of the ones I have done in the passed few years have all been converted to the consecutive 2 byte format to make everybody's lives easier if anybody needs to use them. I've converted the 00??00??, the 1 byte per button formats, and the float value ones too. Prototype 2 was the most unusual one I ever made into that format since it had the extra 4 button values, and a 0 button value that I don't know what it was, even though it might have been the PS button for all I know.


Also when making a button enable code, set your breakpoint and actually check the registers as you see the game go through the 16 buttons. In some things that read or write to the address or addresses you found the buttons at, they don't always check every button. It also sometimes sets the values of all buttons to zero for an instant, which is not good if you do the once-per-button-combo-press toggles that I do all the time. That happened to me long ago in Dead Space 2 where my 1st result I couldn't figure out why it randomly worked until I checked my actual code and saw it randomly loaded value zero for the buttons which broke it a bit. There were the ones that also didn't load every button, like Prototype 1 and Aliens Vs Predator getting me good with that long ago where it seemed like certain areas I thought had all buttons maybe only had everything except Start + Select + L3 + R3 or whatever. Always check them to make sure things behave correctly.


I also forgot about 1 game that in unique because it loads multiple sprx files for different purposes, and that's the Okami HD game. The different sprx files have different addresses and stuff for their buttons. If you are scanning for buttons while in the pause menu, that pause menu seems to be part of a different sprx file than what is running while the game is not paused, so you will need to find the buttons for the different files. When you find the buttons, you'll notice the stuff for the pause menu does not update while not in the pause menu, and the stuff from the main game will not update while you are in the pause menu. There are 5 sprx files, but I don't think all of them use buttons. Just main, wolves_kernel, stages, movies, and some other one I forgot along with possibly the EBOOT.BIN itself. Some games have different buttons for different parts.

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo