CwCheat Support
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06-12-2013, 10:15 AM
(This post was last modified: 06-12-2013 10:30 AM by VIRGIN KLM.)
Post: #66
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RE: CwCheat Support
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: Code: + char* skip = "//"; do this: Code: + char* skip = "//"; -> So it won't break currently generated cheats I know it can get condensed but I did it to get more clear. and for enabled codes something that simply ignores "_L" |
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