06-12-2013, 10:15 AM
(This post was last modified: 06-12-2013, 10:30 AM by VIRGIN KLM.)
The memory allocation is not working properly so there is nothing you can do about it.
CWCheat implementation needs a major fix/rework.
1. Fix memory ranges that are offeseted wrong.
2. Include extra memory ranges (example: 6XXXXXXX)
3. Change format of CWCheats to match CWcheats database of a real PSP (So "_S", "_G" and "_C0" strings are equal to the current "//" string and "_L" has the same behaviour as if there is nothing infront of a cheat [acts like an active cheat])
As far as we go from the original implementation of CWCheat, the more issues will come up again over and over.
Also if somebody wants to implement a GUI, simmilar to Dolphin's Gecko codes gui, here's a list of what each string does:
_S = The UMD code of the game, serves as identifier for the system, "S" stands for "serial" (example: ULUS-12345)
_G = The name of the game, serves as how it will be displayed to the player, "G" stands for "game" (example: Tekken 6)
_C0 or _C1 = The name of the cheat to follow or a comment, "C" stands for "comment" not "code". 0 stands for deactivated, 1 for activated (example: "Max Money" incase it is a code or "Use the approriate value from the list and replace it with XX" incase it's a comment)
_L = The actual cheat, the adress followed by the value to be applied (example: _L 0x1234567 0x9ABCDEF)
So a fast fix to go as near as possible to the real CWCheat database, from the little to nothing I understand of coding I was thinking something this:
Instead of:
do this:
I know it can get condensed but I did it to get more clear.
and for enabled codes something that simply ignores "_L"
CWCheat implementation needs a major fix/rework.
1. Fix memory ranges that are offeseted wrong.
2. Include extra memory ranges (example: 6XXXXXXX)
3. Change format of CWCheats to match CWcheats database of a real PSP (So "_S", "_G" and "_C0" strings are equal to the current "//" string and "_L" has the same behaviour as if there is nothing infront of a cheat [acts like an active cheat])
As far as we go from the original implementation of CWCheat, the more issues will come up again over and over.
Also if somebody wants to implement a GUI, simmilar to Dolphin's Gecko codes gui, here's a list of what each string does:
_S = The UMD code of the game, serves as identifier for the system, "S" stands for "serial" (example: ULUS-12345)
_G = The name of the game, serves as how it will be displayed to the player, "G" stands for "game" (example: Tekken 6)
_C0 or _C1 = The name of the cheat to follow or a comment, "C" stands for "comment" not "code". 0 stands for deactivated, 1 for activated (example: "Max Money" incase it is a code or "Use the approriate value from the list and replace it with XX" incase it's a comment)
_L = The actual cheat, the adress followed by the value to be applied (example: _L 0x1234567 0x9ABCDEF)
So a fast fix to go as near as possible to the real CWCheat database, from the little to nothing I understand of coding I was thinking something this:
Instead of:
Code:
+ char* skip = "//";do this:
Code:
+ char* skip = "//"; -> So it won't break currently generated cheats
+ char* skip = "_S";
+ char* skip = "_G";
+ char* skip = "_C0";I know it can get condensed but I did it to get more clear.
and for enabled codes something that simply ignores "_L"


