CwCheat Support
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11-06-2013, 11:31 AM
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RE: CwCheat Support
(11-06-2013 07:44 AM)LunaMoo Wrote: Lack of this code type isn't soo bad as we could think actually, because even if it gets implemented we'll actually still have to edit it from many of our codes. That's right, and in the meantime it should be possible to implement gamepad sensing codes using the other conditional codes to test the variable words used by each game engine to hold the gamepad bits received from system calls. I used to do this a lot with various PS2 cheat engines which lacked generic joker codes. The tricky bit is of course to find the address where a game stores that info, which unfortunately is individual per game. Quote:The one you posted as example is rather simple variable change, so it would probably work properly, but most other key activated codes wouldn't as they're mostly used for more advanced codes that patch assembly. I agree. I've implemented many such codes myself (again primarily on PS2), and for such cases it's also often important to include codes for gamepad combos to allow switching back and forth between the patched and the original code states. Because in many cases a patch can cause problems when used in a part of the game where it's inappropriate. (eg: A patch to modify item drops from enemies is inappropriate whenever you're supposed to receive a 'key' item as such a drop.) Quote:Now that's a problem, because the emulator uses JIT to be soo fast as it is and patched game code isn't actually compiled hence not being seen by the game. A workaround for that we have in cheat menu, leaving which clears JIT so it get's recompiled with new code and works properly as result. It'll rather never work exactly as on the console without slowing down emulation, so we want it or not we have to get used to toggle most cheats from menus(and edit them to work like that for those that require it;p) even after that type of code get's implemented someday. This is all true, but another simple workaround could be implemented to allow it to work almost as on a real console, without any slowdown at all. We could just define a new controller function, mappable to a gamepad button or keyboard key, just like the other controller functions. And whenever that button/key is pressed it should force a JIT recompilation, just as if we had gone to the cheat menu and exited to the game again, without having to do any of that. This would have no effect at all on normal emulation speed as the extra work is only performed each time the user requests it. Best regards: dlanor |
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