Spoiler: Part 1: TUTORIAL How to fix errcode=-4 for DSTT / YSMenu - The Real way
My Documents: Download them hearhttp://www.mirrorcreator.com/files/BN6SSDHP/Tools required
(Note) If don't exists then use thisSecond type data to search forF0 B4 0A 0AExtinfo.dat Patch data to apply00 06 09 0A 08 43 00 211. Do a RAM search / Tick all shown on image2. Reverse DATA to search in RAM: 0A 0A B4 F0 - Need to search lest offset <- But need's to start from F0 B4 0A 0A in RAM3. Type the Address in view memory and bubble check form F0 B4 0A 0A 00 06 16 1C - start from F04. And the first offset to use in extinfo.dat for this game is 0x020B8434 with patched data 00 06 09 0A 08 43 00 21(Note) For this set of data we + 09 in infolib.dat for the first offset used for extinfo.dat in reverse
(Also Note) The first offset to use in extinfo.dat is different for each ROM in RAM memoryOffset Layout for extinfo.dat(Note) infolib.dat data has to be 100% correct in the first place - are it will cause problems with extinfo.dat
0xXXXXXXX <- First offset to locate from a both ^extinfo.dat0xXXXXXXXX - Locate your offset to use with DeSmuME as the first offset, Now this is useful part of the infolib.dat offset also0x0233a1a8 - fixes minor AP leave as is
04 4A BA 42 02 D1 80 22 92 00 BF 18 01 A2 17 60
4F 60 0D E1 FF FF FF FF FF FF FF FF0x0233a3d4 - fixes minor AP leave as is
0A 60 E7 E60x02339fa8 - fixes minor AP leave as is
94 E8 3F 020x0233a2d8 - fixes minor AP leave as is
85 42 3A E00x0233a228 - fixes minor AP leave as is
B8 20 00 23 88 60 CB 60 01 4A 01 3B 13 60 01 E0
B8 E8 3F 020x023806b8 - Could change address explained about ^ - to 0x02380668 <- are may not be required, See extinfo.dat second needed offset idea below00 00 A0 E10xc2339e40 - fixes minor AP leave as is
F8 B5 04 1C0x02339e50 - fixes minor AP leave as is
09 E0 55 4F0x02339e70 - fixes minor AP leave as is
4B 48 53 210x02339ed0 - fixes minor AP leave as is
43 1C 03 E00x0233a50c - fixes minor AP leave as is
03 E0 00 210xd0000000 - Stop addressAP Game Fixes after 0xd0000000, If needed.-------------------------------------------------------Working out 100% of infolib.dat data for games with errcode=-4 and errcode=-61. First you will need the r4patch.dat offset's generator that you downloaded, are ttpatch.dat offsets generator2. In r4patch.dat generator patch offset 0001D33C 07 -> 02 and save the r4patch.dat Generator
3. Place it into the TTMenu folder of your R4 card4. Make LIB folder in caps in the root of your micro SD chip , (Note) also a good idea to make a new infolib.dat and place it into the TTMenu folder using TTdT.exe5. Turn off DMA and Reset and run your game – once bypassed errorcodes – Turn of DS , Plug micro SD into the reader and look in the LIB folder they will be a generated file
6. You can open this file using TTdT.exe in infolib.dat mode
7. The true remain parts for infolib.dat is on bypassing error code, C4 77 00 00, 30 09 00 00 , EC FB 00 00 ,
We Patch 01 00 00 00 0C 04 00 00 with FFs , FF FF FF FF FF FF FF FF8. Now to get the rest of arm7 offsets we do a search for EC FB 00 00 in the full infolib.dat file open the full infolib.dat with a Hex-editor and find EC FB 00 00
9. The rest of Arm7 offsets I have highlighted in blue this is the offsets we need from EC FB 00 0010. So the pick and mix of the offsets is in this image
11. Now how to get the main loading offsets for the part highlighted in blue ?, Hear is how to.12. The first offset used for extinfo.dat is how, In reverse mode + 0C on the first offset!, Are + 09 for certian games
13. You see the first offset is 02 01 0B 10, we don’t count 02 in infolib.dat offsets, we reverse this offset 10 0B 01 02 , then we use 10 and + 0C in hex calculator = 1C14. This make the loading offset to be 1C 0B 01 00 <- not 02 as shown in this image!
(Note) With TTdT.exe just save the file as is, "Do Not" save as are it may corrupt the file15. And congratulations this is how it’s done!(Note) extinfo.dat second needed offset idea0x023806b804 19 00 EB 04 10 A0 E10x0238077891 0D 00 EB 04 10 A0 E10x0238066850 00 00 EB 00 40 A0 E1Correct Address 4 bytes befour 04 10 A0 E1 or 00 40 A0 E1i found these differnt codes in retros files0x02380614 00 00 A0 E1 RAM = CE0E00EB ROM 5555
0x02380664 00 00 A0 E1 RAM = 4E0000EB ROM 5185
0x02380694 00 00 A0 E1 RAM = 500000EB ROM 4799
0x02380710 00 00 A0 E1 RAM = 981900EB ROM 4763
0x02380768 00 00 A0 E1 RAM = 2B1B00EB ROM 5577
0x02380778 00 00 A0 E1 RAM = 8F0D00EB ROM 5265
DeSmuME latest buildAll Tools needed - You can Download from hear:http://www.mirrorcreator.com/files/EUCLYRKD/CrystalTile2: http://www.mediafire.com/?ku6uoby9dq693u6How to use TTdT.exe - TUTORIAL]Amateur's Guide : How To Use TTDT.exe and R4CCE.exehttp://forum.romulation.net/index.php?topic=56257.0(Note) GameID for extinfo.dat and infolib.dat needs to be the encrypted Game ID, See eNDryptS Advanced in the topic ^ , Are the r4patch.dat LIB Generator will give you the true GameCode and ID in the LIB folder.(Note) If ROM loads itself then extinfo.dat is not requiredFinding the extinfo.dat first offsetFirst type data to search for38 40 2D E9 00 0C A0 E1 21 24 80 E1Extinfo.dat Patch data to apply00 0C A0 E1 21 04 80 E1 00 10 A0 E31. Do a RAM search / Tick all shown on image2. Reverse DATA to search in RAM: E1802421 - Need to search lest offset used in RAM <- But need's to start from 38 in RAM3. Type the Address in view memory and bubble check for 38 40 2D E9 00 0C A0 E1 21 24 80 E1 - start from 38 <- from here will be your first required offset4. And the first offset to use in extinfo.dat is for this game 0x020353DC with patched data 00 0C A0 E1 21 04 80 E1 00 10 A0 E3(Note) For this set of data we + 0C in infolib.dat for the first offset used for extinfo.dat in reverse
R4 card with TTMenu folder are DSTT card
r4patch.dat generator for R4 cards are ttpatch.dat generator DSTT cards
TTdT.exe to edit extinfo.dat / infolib.dat
(Note) If don't exists then use thisSecond type data to search forF0 B4 0A 0AExtinfo.dat Patch data to apply00 06 09 0A 08 43 00 211. Do a RAM search / Tick all shown on image2. Reverse DATA to search in RAM: 0A 0A B4 F0 - Need to search lest offset <- But need's to start from F0 B4 0A 0A in RAM3. Type the Address in view memory and bubble check form F0 B4 0A 0A 00 06 16 1C - start from F04. And the first offset to use in extinfo.dat for this game is 0x020B8434 with patched data 00 06 09 0A 08 43 00 21(Note) For this set of data we + 09 in infolib.dat for the first offset used for extinfo.dat in reverse
(Also Note) The first offset to use in extinfo.dat is different for each ROM in RAM memoryOffset Layout for extinfo.dat(Note) infolib.dat data has to be 100% correct in the first place - are it will cause problems with extinfo.dat0xXXXXXXX <- First offset to locate from a both ^extinfo.dat0xXXXXXXXX - Locate your offset to use with DeSmuME as the first offset, Now this is useful part of the infolib.dat offset also0x0233a1a8 - fixes minor AP leave as is
04 4A BA 42 02 D1 80 22 92 00 BF 18 01 A2 17 60
4F 60 0D E1 FF FF FF FF FF FF FF FF0x0233a3d4 - fixes minor AP leave as is
0A 60 E7 E60x02339fa8 - fixes minor AP leave as is
94 E8 3F 020x0233a2d8 - fixes minor AP leave as is
85 42 3A E00x0233a228 - fixes minor AP leave as is
B8 20 00 23 88 60 CB 60 01 4A 01 3B 13 60 01 E0
B8 E8 3F 020x023806b8 - Could change address explained about ^ - to 0x02380668 <- are may not be required, See extinfo.dat second needed offset idea below00 00 A0 E10xc2339e40 - fixes minor AP leave as is
F8 B5 04 1C0x02339e50 - fixes minor AP leave as is
09 E0 55 4F0x02339e70 - fixes minor AP leave as is
4B 48 53 210x02339ed0 - fixes minor AP leave as is
43 1C 03 E00x0233a50c - fixes minor AP leave as is
03 E0 00 210xd0000000 - Stop addressAP Game Fixes after 0xd0000000, If needed.-------------------------------------------------------Working out 100% of infolib.dat data for games with errcode=-4 and errcode=-61. First you will need the r4patch.dat offset's generator that you downloaded, are ttpatch.dat offsets generator2. In r4patch.dat generator patch offset 0001D33C 07 -> 02 and save the r4patch.dat Generator
3. Place it into the TTMenu folder of your R4 card4. Make LIB folder in caps in the root of your micro SD chip , (Note) also a good idea to make a new infolib.dat and place it into the TTMenu folder using TTdT.exe5. Turn off DMA and Reset and run your game – once bypassed errorcodes – Turn of DS , Plug micro SD into the reader and look in the LIB folder they will be a generated file
6. You can open this file using TTdT.exe in infolib.dat mode
7. The true remain parts for infolib.dat is on bypassing error code, C4 77 00 00, 30 09 00 00 , EC FB 00 00 , We Patch 01 00 00 00 0C 04 00 00 with FFs , FF FF FF FF FF FF FF FF8. Now to get the rest of arm7 offsets we do a search for EC FB 00 00 in the full infolib.dat file open the full infolib.dat with a Hex-editor and find EC FB 00 00
9. The rest of Arm7 offsets I have highlighted in blue this is the offsets we need from EC FB 00 0010. So the pick and mix of the offsets is in this image
11. Now how to get the main loading offsets for the part highlighted in blue ?, Hear is how to.12. The first offset used for extinfo.dat is how, In reverse mode + 0C on the first offset!, Are + 09 for certian games
13. You see the first offset is 02 01 0B 10, we don’t count 02 in infolib.dat offsets, we reverse this offset 10 0B 01 02 , then we use 10 and + 0C in hex calculator = 1C14. This make the loading offset to be 1C 0B 01 00 <- not 02 as shown in this image!
(Note) With TTdT.exe just save the file as is, "Do Not" save as are it may corrupt the file15. And congratulations this is how it’s done!(Note) extinfo.dat second needed offset idea0x023806b804 19 00 EB 04 10 A0 E10x0238077891 0D 00 EB 04 10 A0 E10x0238066850 00 00 EB 00 40 A0 E1Correct Address 4 bytes befour 04 10 A0 E1 or 00 40 A0 E1i found these differnt codes in retros files0x02380614 00 00 A0 E1 RAM = CE0E00EB ROM 55550x02380664 00 00 A0 E1 RAM = 4E0000EB ROM 5185
0x02380694 00 00 A0 E1 RAM = 500000EB ROM 4799
0x02380710 00 00 A0 E1 RAM = 981900EB ROM 4763
0x02380768 00 00 A0 E1 RAM = 2B1B00EB ROM 5577
0x02380778 00 00 A0 E1 RAM = 8F0D00EB ROM 5265
Spoiler: Part 2: Example infolib match from uncompressed ARM9
First how to dump uncompressed ARM9 using CrystalTile2, From NDS ROMDownload CrystalTile2 from hear http://loda.jp/dsm/?id=4731. Run CT2, File, and Open, locate your ROM and Open it!2. Go to Tools , NDS File System – open if FSI.CT/arm9.bin has a LZ on it then ARM9 is compressed , Right click on it and Extract(U), Save ARM9 to desktop, then you ARM9 will be uncompressed
Example5423 - Ghost Trick - Phantom Detective (EUR), Dump ARM9 though CT2 uncompressedTTdT.exe opened infolib.dat a match with ARM9 uncompressedCompare data ? <- a match for most games with errcode=-5 the second byte is always slightly changed – second within the byte is the sameIn the blue where ROM is the text-string area to find the location of where the offset is around about, are where ROM is we search for
Not all games are a spot on match but very close indeadTake FIFA11You will see the second byte is slight different in infolib 29 ARM9 uncompressed is 69
We do this by 30 69 0E – 4000 = 30 29 0E , (Note) 02 is not counted in infolib.dat just 00
That’s the only diffrents
Example5423 - Ghost Trick - Phantom Detective (EUR), Dump ARM9 though CT2 uncompressedTTdT.exe opened infolib.dat a match with ARM9 uncompressedCompare data ? <- a match for most games with errcode=-5 the second byte is always slightly changed – second within the byte is the sameIn the blue where ROM is the text-string area to find the location of where the offset is around about, are where ROM is we search for
Not all games are a spot on match but very close indeadTake FIFA11You will see the second byte is slight different in infolib 29 ARM9 uncompressed is 69We do this by 30 69 0E – 4000 = 30 29 0E , (Note) 02 is not counted in infolib.dat just 00
That’s the only diffrents

Spoiler: Part 3: Anti Piracy Fixing
Latest class decoding breaking search
Such code is basic no brain can find out! We also use a ROM to explain, the ROM is 5596-Sports Collection (e) (En,Fr,De,It).
16 Opens the binary editor ROM File, find data: 37 B4 AA E0
Modify the value as follows:
B4 → B3
E0 → 36
This is to modify the good result.
Next, continue to search for data 6A E1 AA E0
Modify the value as follows:
E1 → E0
E0 → 36Renderings:
In this way, we'll give that ROM To modify the good! The next step is testing, testing done after patches sth Of course, but also to modify the code to write out:
000F9E4E:B4 → B3
000F9E50:E0 → 36
000F9EED:E1 → E0
000F9EEF:E0 → 36ROM to RAM AP fixingROMAA E0 A2 -> A9 39 A2
BF AA E0 -> BE AA 36RAM1C 00 9F E5 00 10 90 E5 18 20 9F E5 02 00 51 E1
14 10 9F 05 08 10 80 05 10 10 9F 05 B4 10 80 05
1E FF 2F E1 XX XX XX 02 F0 95 5F E1 56 A7 A9 39
3E BE AA 36Look out for F0 95 5F E1 in RAM memory as reverse search E1 5F 95 F0XX XX XX 02 is the offset is at 02 XX XX XX in RAM view memory---------------------ROM8F AA E0 -> 8E AA 36
45 AA E0 -> 44 AA 36
1A AA E0 -> 19 AA 36
9C AA E0 -> 9B AA 36RAM2C 00 9F E5 00 10 90 E5 28 20 9F E5 02 00 51 E1
24 10 9F 05 08 10 80 05 20 10 9F 05 A8 10 80 05
1C 10 9F 05 48 11 80 05 18 10 9F 05 E8 11 80 05
1E FF 2F E1 XX XX XX 02 D3 4E 5F E1 FD 8E AA 36
15 44 AA 36 B8 19 AA 36 60 9B AA 36Look out for D3 4E 5F E1 in RAM memory as reverse search E1 5F 4E D3XX XX XX 02 is the offset is at 02 XX XX XX in RAM view memory----------------------ROMB4 AA E0 -> B3 AA 36
E1 AA E0 -> E0 AA 36RAM24 00 9F E5 00 10 90 E5 20 20 9F E5 02 00 51 E1
1C 10 9F 05 08 10 80 05 48 11 80 05 14 10 9F 05
A8 10 80 05 E8 11 80 05 1E FF 2F E1 XX XX XX 02
4F 03 5F E1 37 B3 AA 36 6A E0 AA 36Look out for 4F 03 5F E1 in RAM memory as reverse search E1 5F 03 4FXX XX XX 02 is the offset it's at 02 XX XX XX in RAM memoryAP fixing images




Such code is basic no brain can find out! We also use a ROM to explain, the ROM is 5596-Sports Collection (e) (En,Fr,De,It).
16 Opens the binary editor ROM File, find data: 37 B4 AA E0
Modify the value as follows:B4 → B3
E0 → 36
This is to modify the good result.Next, continue to search for data 6A E1 AA E0
Modify the value as follows:E1 → E0
E0 → 36Renderings:
In this way, we'll give that ROM To modify the good! The next step is testing, testing done after patches sth Of course, but also to modify the code to write out:000F9E4E:B4 → B3
000F9E50:E0 → 36
000F9EED:E1 → E0
000F9EEF:E0 → 36ROM to RAM AP fixingROMAA E0 A2 -> A9 39 A2
BF AA E0 -> BE AA 36RAM1C 00 9F E5 00 10 90 E5 18 20 9F E5 02 00 51 E1
14 10 9F 05 08 10 80 05 10 10 9F 05 B4 10 80 05
1E FF 2F E1 XX XX XX 02 F0 95 5F E1 56 A7 A9 39
3E BE AA 36Look out for F0 95 5F E1 in RAM memory as reverse search E1 5F 95 F0XX XX XX 02 is the offset is at 02 XX XX XX in RAM view memory---------------------ROM8F AA E0 -> 8E AA 36
45 AA E0 -> 44 AA 36
1A AA E0 -> 19 AA 36
9C AA E0 -> 9B AA 36RAM2C 00 9F E5 00 10 90 E5 28 20 9F E5 02 00 51 E1
24 10 9F 05 08 10 80 05 20 10 9F 05 A8 10 80 05
1C 10 9F 05 48 11 80 05 18 10 9F 05 E8 11 80 05
1E FF 2F E1 XX XX XX 02 D3 4E 5F E1 FD 8E AA 36
15 44 AA 36 B8 19 AA 36 60 9B AA 36Look out for D3 4E 5F E1 in RAM memory as reverse search E1 5F 4E D3XX XX XX 02 is the offset is at 02 XX XX XX in RAM view memory----------------------ROMB4 AA E0 -> B3 AA 36
E1 AA E0 -> E0 AA 36RAM24 00 9F E5 00 10 90 E5 20 20 9F E5 02 00 51 E1
1C 10 9F 05 08 10 80 05 48 11 80 05 14 10 9F 05
A8 10 80 05 E8 11 80 05 1E FF 2F E1 XX XX XX 02
4F 03 5F E1 37 B3 AA 36 6A E0 AA 36Look out for 4F 03 5F E1 in RAM memory as reverse search E1 5F 03 4FXX XX XX 02 is the offset it's at 02 XX XX XX in RAM memoryAP fixing images





Spoiler: Part 4: Infolib.dat Matching
(Note) At 0x02380000 pause DeSmuME when data is shown - sometimes you have to be very fast.0x0238XXXX<- ARM7 OffsetDeSmuME, Search for this data in RAM search Equal to, 4 bytes , Hexadecimal
Specific Value reverse data/hex worked outFirst set of ?? ?? ?? <- extinfo.dat first offset reverse + 02 is counted as 00Second set of ?? ?? ?? <- Uncompressed ARM9 search for ROM in text-straing area
find it underneath the first set of FF FF FF FF-------------------------------------------------Pause Game very quickly on startupGames with errcode=-59CEE = Reverse search data E59FC010 @ offset 0x0238EE9C
Specific Value reverse data/hex worked outFirst set of ?? ?? ?? <- extinfo.dat first offset reverse + 02 is counted as 00Second set of ?? ?? ?? <- Uncompressed ARM9 search for ROM in text-straing area
find it underneath the first set of FF FF FF FF-------------------------------------------------Pause Game very quickly on startupGames with errcode=-59CEE = Reverse search data E59FC010 @ offset 0x0238EE9C
00 00 00 00 00 00 00 00 9C EE 00 00 00 00 00 00
00 00 00 00 00 00 00 00 F4 EE 00 00 18 F0 00 00
60 EF 00 00 D0 F0 00 00 00 00 00 00 58 F1 00 00
90 F2 00 00 84 F3 00 00 ?? ?? ?? 00 FF FF FF FF
?? ?? ?? 00 FF FF FF FF FF FF FF FF FF FF FF FF
00 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF
4CEE = Reverse search data E59FC010 @ offset 0x0238EE4CThen infolib is
00 00 00 00 00 00 00 00 4C EE 00 00 00 00 00 00
00 00 00 00 00 00 00 00 A4 EE 00 00 C8 EF 00 00
10 EF 00 00 80 F0 00 00 00 00 00 00 08 F1 00 00
40 F2 00 00 34 F3 00 00 ?? ?? ?? 00 FF FF FF FF
?? ?? ?? 00 FF FF FF FF FF FF FF FF FF FF FF FF
F0 09 00 00 EC 13 01 00 FF FF FF FF FF FF FF FF
59BD = Reverse search data E58B8008 @ offset 0x0238BD58 + 1 = 59Then infolib is
00 00 00 00 00 00 00 00 59 BD 00 00 00 00 00 00
00 00 00 00 00 00 00 00 91 BD 00 00 55 BE 00 00
D5 BD 00 00 D5 BE 00 00 00 00 00 00 31 BF 00 00
F1 BF 00 00 00 00 00 00 ?? ?? ?? 00 FF FF FF FF
?? ?? ?? 00 FF FF FF FF FF FF FF FF FF FF FF FF
F0 09 00 00 00 00 00 00 FF FF FF FF FF FF FF FF
E8ED = Reverse Search data E59FC010 @ offset 0x0238EDE8Then infolib is
00 00 00 00 00 00 00 00 E8 ED 00 00 00 00 00 00
00 00 00 00 00 00 00 00 40 EE 00 00 64 EF 00 00
AC EE 00 00 1C F0 00 00 00 00 00 00 A4 F0 00 00
DC F1 00 00 D0 F2 00 00 ?? ?? ?? 00 FF FF FF FF
?? ?? ?? 00 FF FF FF FF FF FF FF FF FF FF FF FF
F0 09 00 00 D4 12 01 00 FF FF FF FF FF FF FF FF
-------------------------------------------------Pause Game very quickly on startupGames with errrcode=-440E3 = Reverse search data E35200FF @ offset 0x0238E340Then infolib is
00 00 00 00 00 00 00 00 40 E3 00 00 00 00 00 00
00 00 00 00 00 00 00 00 98 E3 00 00 BC E4 00 00
04 E4 00 00 74 E5 00 00 00 00 00 00 FC E5 00 00
34 E7 00 00 28 E8 00 00 ?? ?? ?? 00 FF FF FF FF
?? ?? ?? 00 FF FF FF FF FF FF FF FF FF FF FF FF
30 09 00 00 E0 FB 00 00 FF FF FF FF FF FF FF FF
44E3 = Reverse search data E35200FF @ offset 0x0238E344Then infolib is
00 00 00 00 00 00 00 00 44 E3 00 00 00 00 00 00
00 00 00 00 00 00 00 00 9C E3 00 00 C0 E4 00 00
08 E4 00 00 78 E5 00 00 00 00 00 00 00 E6 00 00
38 E7 00 00 2C E8 00 00 ?? ?? ?? 00 FF FF FF FF
?? ?? ?? 00 FF FF FF FF FF FF FF FF FF FF FF FF
30 09 00 00 88 FB 00 00 FF FF FF FF FF FF FF FF
48EB = Reverse search data E1A02004 @ offset 0x0238EB48Then infolib is
00 00 00 00 00 00 00 00 48 EB 00 00 00 00 00 00
00 00 00 00 00 00 00 00 A0 EB 00 00 C4 EC 00 00
0C EC 00 00 7C ED 00 00 00 00 00 00 0C EE 00 00
44 EF 00 00 38 F0 00 00 ?? ?? ?? 00 FF FF FF FF
?? ?? ?? 00 FF FF FF FF FF FF FF FF FF FF FF FF
30 09 00 00 D8 03 01 00 FF FF FF FF FF FF FF FF
39C0 = Reverse search data F0001B64 @ offset 0X0238C038 + 1 = 39Then infolib is
00 00 00 00 00 00 00 00 39 C0 00 00 00 00 00 00
00 00 00 00 00 00 00 00 71 C0 00 00 35 C1 00 00
B5 C0 00 00 B5 C1 00 00 00 00 00 00 11 C2 00 00
D1 C2 00 00 00 00 00 00 ?? ?? ?? 00 FF FF FF FF
?? ?? ?? 00 FF FF FF FF FF FF FF FF FF FF FF FF
00 00 00 00 E4 D2 00 00 FF FF FF FF FF FF FF FF
3CE3 = Reverse search data E35200FF @ offset 0x0238E33CThen infolib is
00 00 00 00 00 00 00 00 3C E3 00 00 00 00 00 00
00 00 00 00 00 00 00 00 94 E3 00 00 B8 E4 00 00
00 E4 00 00 70 E5 00 00 00 00 00 00 F8 E5 00 00
30 E7 00 00 24 E8 00 00 ?? ?? ?? 00 FF FF FF FF
?? ?? ?? 00 FF FF FF FF FF FF FF FF FF FF FF FF
30 09 00 00 D8 FA 00 00 FF FF FF FF FF FF FF FF
3CEC = Reverse search data E1A02004 @ offset 0X0238EC3CThen infolib is
00 00 00 00 00 00 00 00 3C EC 00 00 00 00 00 00
00 00 00 00 00 00 00 00 94 EC 00 00 B8 ED 00 00
00 ED 00 00 70 EE 00 00 00 00 00 00 F4 EE 00 00
2C F0 00 00 20 F1 00 00 ?? ?? ?? 00 ?? ?? ?? 00
?? ?? ?? 00 FF FF FF FF FF FF FF FF FF FF FF FF
30 09 00 00 0C 0F 01 00 FF FF FF FF FF FF FF FF
88EC = Reverse search data E1A02004 @ offset 0x0238EC88Then infolib is
00 00 00 00 00 00 00 00 88 EC 00 00 00 00 00 00
00 00 00 00 00 00 00 00 E0 EC 00 00 04 EE 00 00
4C ED 00 00 BC EE 00 00 00 00 00 00 44 EF 00 00
7C F0 00 00 70 F1 00 00 ?? ?? ?? 00 FF FF FF FF
?? ?? ?? 00 FF FF FF FF FF FF FF FF FF FF FF FF
30 09 00 00 58 10 01 00 FF FF FF FF FF FF FF FF
3CEC = Reverse search data E1A02004 @ offset 0X0238EC3CThen infolib is
00 00 00 00 00 00 00 00 3C EC 00 00 00 00 00 00
00 00 00 00 00 00 00 00 94 EC 00 00 B8 ED 00 00
00 ED 00 00 70 EE 00 00 00 00 00 00 F4 EE 00 00
2C F0 00 00 20 F1 00 00 XX XX XX 00 FF FF FF FF
XX XX XX 00 FF FF FF FF FF FF FF FF FF FF FF FF
30 09 00 00 0C 0F 01 00 FF FF FF FF FF FF FF FF
3DC0 = Reverse search data F0001B64 @ offset 0x0238C03C + 1Then infolib is
00 00 00 00 00 00 00 00 3D C0 00 00 00 00 00 00
00 00 00 00 00 00 00 00 75 C0 00 00 39 C1 00 00
B9 C0 00 00 B9 C1 00 00 00 00 00 00 15 C2 00 00
D5 C2 00 00 00 00 00 00 XX XX XX 00 FF FF FF FF
XX XX XX 00 FF FF FF FF FF FF FF FF FF FF FF FF
30 09 00 00 84 D2 00 00 FF FF FF FF FF FF FF FF
90 EC = Reverse search data E1A02004 @ offset 0238EC90Then infolib is
00 00 00 00 00 00 00 00 90 EC 00 00 00 00 00 00
00 00 00 00 00 00 00 00 E8 EC 00 00 0C EE 00 00
54 ED 00 00 C4 EE 00 00 00 00 00 00 4C EF 00 00
84 F0 00 00 78 F1 00 00 XX XX XX 00 FF FF FF FF
XX XX XX 00 FF FF FF FF FF FF FF FF FF FF FF FF
30 09 00 00 AC 12 01 00 FF FF FF FF FF FF FF FF
A0 C8 = Reverse search data E5920000 @ offset 0238C8A0(NOTE) First offset can cause white screens, so use seciond offsetThen infolib is
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 A0 C8 00 00 C4 C9 00 00
0C C9 00 00 7C CA 00 00 00 00 00 00 04 CB 00 00
XX XX XX 00 30 CD 00 00 XX XX XX 00 FF FF FF FF
64 EE 00 00 FF FF FF FF FF FF FF FF FF FF FF FF
30 09 00 00 74 E6 00 00 FF FF FF FF FF FF FF FF
Spoiler: Part 5: Entry Address
Indeed its 00 26 00 02 or 00 66 00 02 , But turn them around and you will get this:02002600 ndsgame arm entry adres 02000800 with 1e00 = 02002600
02006600 dsi game arm entry adres 02004800 with 1e00 = 02006600 (games that have id VXXX , or dsi )some strange ones are 10 66 00 02 and 40 26 00 02 but both JAPbut 0000B177 is the best shot to find the 2 offset that are neededthen the other ofset is00004EA4: 1E FF 2F E1 - 9B FE FF EA eu/us
000049F8: 1E FF 2F E1 - C6 FE FF EA eu
000049F8: 1E FF 2F E1 - C6 FE FF EA jap
000049F8: 1E FF 2F E1 - D6 FE FF EA japmost dsi games will begin with the letter Vxxxalso found out why 10 26 00 20 is the fix is then also at an adres that starts at 00004510 in rom
40 26 00 02 start at 00004540 in rom
00 66 00 02 start at 00004500 in rom (DSI)
so that has only to do with the startadres when you put it in rom
02006600 dsi game arm entry adres 02004800 with 1e00 = 02006600 (games that have id VXXX , or dsi )some strange ones are 10 66 00 02 and 40 26 00 02 but both JAPbut 0000B177 is the best shot to find the 2 offset that are neededthen the other ofset is00004EA4: 1E FF 2F E1 - 9B FE FF EA eu/us
000049F8: 1E FF 2F E1 - C6 FE FF EA eu
000049F8: 1E FF 2F E1 - C6 FE FF EA jap
000049F8: 1E FF 2F E1 - D6 FE FF EA japmost dsi games will begin with the letter Vxxxalso found out why 10 26 00 20 is the fix is then also at an adres that starts at 00004510 in rom
40 26 00 02 start at 00004540 in rom
00 66 00 02 start at 00004500 in rom (DSI)
so that has only to do with the startadres when you put it in rom
Spoiler: Part 6: Infolib.dat idea and Grid

Part 7: The End Happy learning :)Spoiler: Part 8: How to identify if a Game Has AP the easy way
CrystalTile2: http://www.mediafire.com/?ku6uoby9dq693u61. We use CrystalTile2 - If the Game shows this then they is no known AP in the ROM
2. If the game shows it has a FSI.CT/overlay9_xxxx.bin layer's then the Game is most likely to have AP, (Note) xxxx is numbers <, See a bove topic for AP fixing- the RAM Adderss can tell you where the the AP is in RAM, Normaly the last FSI.CT/overlay9_xxxx.bin should be where are close to the AP that needs fixing, If not close then check each FSI.CT/overlay9_xxxx.bin untill you find the AP match from ROM Address to RAM Address
2. If the game shows it has a FSI.CT/overlay9_xxxx.bin layer's then the Game is most likely to have AP, (Note) xxxx is numbers <, See a bove topic for AP fixing- the RAM Adderss can tell you where the the AP is in RAM, Normaly the last FSI.CT/overlay9_xxxx.bin should be where are close to the AP that needs fixing, If not close then check each FSI.CT/overlay9_xxxx.bin untill you find the AP match from ROM Address to RAM Address
Spoiler: Part 9: How to locate the infolib offset in Red
Open the ROM using CT2 uncompressed the ARM9 - open it with hex-editorSearch for data ARM9 uncompressed in Blue -> 01 00 A1 B8 FC FF FF BA 1E FF 2F E1 10 40 2D E9Start from 10 40 2D E9 then use the offset in arm9 in RED in reverse for infolib.dat offset(Note) Check DeSmuME memory if the same data in visible then use for infolib.dat , If don't exists then defalt the offset in RED for infolib.dat with FF FF FF FFAlso Note in RAM we use x02 and ROM 0x00