okaygo
April 8th, 2008, 04:04
http://i29.tinypic.com/whk4gn.jpg
Expect a functional gameshark in the next release, and a beta one upcoming in the SVN soon.
_Zack_
April 8th, 2008, 04:36
Nice work :)
Out of interest, how does your implementation work? A addition to the menu? (like project64's implementation for instance)
When I get my PC back I am going to start the task of porting all the changes in the current Mupen version back to the last Windows base code, aka Porting it back to Windows :P. (will have to include this in it for sure :D)
If anyone wants to help give me a shout.
I'll post a thread when starting it.
nmn
April 8th, 2008, 04:52
That looks really cool and such... but may I ask why your window decorations... look exactly like Vista Basic? I've seen people copy off of Aero, but never Vista Basic.
okaygo
April 8th, 2008, 04:56
The codes will be read via ini file, and have a GUI interface.
The INI will probably read something like this (however it may very well change due to eben is going to write the gui and file system, I just wrote the 'gameshark'.
:SUPERMARIO64
Jesus Mode Mario
1
<
813817640800
813817660024
810000903C04
810000928034
810000948484
81000096B1E6
810000984484
8100009A3000
810000A04680
810000A23120
810000A44604
810000A6903C
810000AC4500
810000AE0002
810000B44600
810000B62486
810000B8080E
810000BA05DB
810000BCE712
>
NES Sound
0
<
A032C96BDDD4
>
Richard42
April 8th, 2008, 06:02
When I get my PC back I am going to start the task of porting all the changes in the current Mupen version back to the last Windows base code, aka Porting it back to Windows :P. (will have to include this in it for sure :D)
There have been about 400 commits to the SVN repository since Mupen64 v0.5. There is no going back at this point, unless you just want to fork it and only grab a few things here and there. Then you'd give Windows developers a bad name. :) NMN is working on a Win32 port already.
okaygo
April 8th, 2008, 09:17
And with the work of me and nmn, the console based Gameshark is nearing it's completion and will be available shortly in the SVN. Please remember that there might be a few bugs... but its gameshark baby :3
Tillin9
April 8th, 2008, 17:33
Um... after I build mupen from svn it compiles but does not run. I get:
Signal number 11 caught:
errno = 0 (Success)
with any plugins, even dummy audio and video and mupen64 basic input. I'm guessing the cheat work has something to do with this? Also, maybe a branch work be a better idea?
That's not to say I'm not 100% in favor of having it in the emulator. Cheat support is a great way to be able to muck around in ROMs to try to find corner cases the emulator can't handle and make it better. Just try to be considerate and keep things in trunk working.
okaygo
April 8th, 2008, 17:52
It is possible, try redownloading the cheat.c (however I do not believe we updated the makefile to even include cheat.c yet)
That might be the problem too, try updating your makefile to include cheat.c
ebenblues
April 8th, 2008, 18:09
Um... after I build mupen from svn it compiles but does not run. I get:
Signal number 11 caught:
errno = 0 (Success)
with any plugins, even dummy audio and video and mupen64 basic input. I'm guessing the cheat work has something to do with this? Also, maybe a branch work be a better idea?
That's not to say I'm not 100% in favor of having it in the emulator. Cheat support is a great way to be able to muck around in ROMs to try to find corner cases the emulator can't handle and make it better. Just try to be considerate and keep things in trunk working.
Fixed the segfault problem. It segfaults on systems where cheats.gs file doesn't exist. nmn added cheat.c to Makefile in svn last night.
_Zack_
April 8th, 2008, 19:48
There have been about 400 commits to the SVN repository since Mupen64 v0.5. There is no going back at this point, unless you just want to fork it and only grab a few things here and there. Then you'd give Windows developers a bad name. :) NMN is working on a Win32 port already.
Fair enough :p, Just ordered a new pc, so if Nmn wants a hand he can gimme a shout.
nmn
April 8th, 2008, 21:19
Cool, it is working today. Great job to okaygo and whoever (else?) fixed up my part of the code after I had to leave.
ebenblues
April 8th, 2008, 21:38
Cool, it is working today. Great job to okaygo and whoever (else?) fixed up my part of the code after I had to leave.
fyi, I'm doing a large cleanup of the cheat code and enhancing the frontend/file io part of it, so please don't commit major changes to cheat.[ch] until I've committed my changes. Thanks.
nmn
April 9th, 2008, 06:52
I read this AFTER fixing the conditional system and committing it... Anyways, yes, I had to change the file a bit to get conditionals working properly. Please try to merge it as it's rather important for it to work properly...
ebenblues
April 9th, 2008, 09:40
I read this AFTER fixing the conditional system and committing it... Anyways, yes, I had to change the file a bit to get conditionals working properly. Please try to merge it as it's rather important for it to work properly...
np, I merged in your change and committed mine. Note, my commit changed the name and format of the cheat config file. See the commit log for details. I think the code that handles conditional cheat codes (do_next code) could be written a little more clearly. I'll try to fix that up if I can think of a good way to do it.
Next I'll work on a gui frontend for viewing/editing cheat codes for roms. Also, if we add GameShark button support to the cheat system, I can add the ability to map the GameShark button to a controller button in the hotkeys section of the config dialog. Then we'll have GS button support too. :)
okaygo
April 9th, 2008, 16:44
Example cheats.cfg
{635a2bff 8b022326}
name=SUPER MARIO 64
[Super Mega Jumps]
enabled=1
8133b176 0008
[Jesus Mode Mario]
enabled=1
81381764 0800
81381766 0024
81000090 3c04
81000092 8034
81000094 8484
81000096 b1e6
81000098 4484
8100009a 3000
810000a0 4680
810000a2 3120
810000a4 4604
810000a6 903c
810000ac 4500
810000ae 0002
810000b4 4600
810000b6 2486
810000b8 080e
810000ba 05db
810000bc e712
Also we should start porting the other cheat files from Project64 into Mupen64
This is a long awaited feature and I'm very proud that we got it done.
ebenblues
April 9th, 2008, 17:54
Example cheats.cfg
fyi, for those trying out the new cheat feature, cheats.cfg should go in your ~/.mupen64plus dir.
nmn
April 9th, 2008, 21:34
I was thinking of an INI like format, but decided to just implement Okaygo's original. I'm guessing we switched to INI because all of the other configuration files from mupen64 itself are in INI?
And btw. do_next should be clear enough in my patch. next_cheat was removed in the process of fixing it, making it _MUCH_ cleaner. Still, It could use some cleaning up...
ebenblues
April 22nd, 2008, 09:46
Here's a preview of the edit cheats dialog:
http://i256.photobucket.com/albums/hh171/ebenblues/cheateditor.png
Richard42
April 22nd, 2008, 16:01
Here's a preview of the edit cheats dialog:
Wicked. That's a great feature.
bgn
April 23rd, 2008, 00:12
what needs to be done to import pj64 cheats? if it is not programming related i could try doing it . perhaps the file needs to be rewrite?
ebenblues
April 23rd, 2008, 01:51
what needs to be done to import pj64 cheats? if it is not programming related i could try doing it . perhaps the file needs to be rewrite?
Depends on what the pj64 cheats file looks like. Could you upload it or post it in code tags?
Tillin9
April 23rd, 2008, 02:45
They look very similar to me, address / option combos based on gameshark. Sadly they were new to 1.5 meaning nothing is open source.
http://cheats.pj64.net/cheatfaq.htm
Also, there may be license issues see: http://cheats.pj64.net/downloads/Project64.cht as PJ64 cheat files say they can only be used with Project64.
okaygo
April 23rd, 2008, 03:06
I'll ask for permission to use the files. I'll let the dev. team know what the deal is.
bgn
April 23rd, 2008, 03:45
if the permission is not gpl-compatible then it means nothing because you wont be able to pack it with mupen64plus, perhaps the 1.4 file could be used? anyway i hope they grant permission
ebenblues
April 23rd, 2008, 08:03
if the permission is not gpl-compatible then it means nothing because you wont be able to pack it with mupen64plus, perhaps the 1.4 file could be used? anyway i hope they grant permission
Looking at the file format, it would be trivial to write a script that converted it to our cheat file format. So the only issue really is the licensing issue. Does the license still apply if we change the file to the mupen64plus format? I guess it comes down to whether the pj64 guys came up with those cheat codes or did they get them from some external source? If they're from an external source, then I don't see why we couldn't use them, but we might have to type them in manually. Dammit Jim, I'm a coder, not a lawyer. :borg:
DarkJezter
April 23rd, 2008, 08:39
One thing that the pj64 system supports that we may want to consider are cheats that have subtle variations. A good example would be a cheat to get items in Zelda, instead of each being coded as separate cheats, project64 can give you a drop-down menu to switch between different items.
I know that combo-cheats are specially coded in the project64 file format.
ebenblues
April 23rd, 2008, 08:51
One thing that the pj64 system supports that we may want to consider are cheats that have subtle variations. A good example would be a cheat to get items in Zelda, instead of each being coded as separate cheats, project64 can give you a drop-down menu to switch between different items.
I know that combo-cheats are specially coded in the project64 file format.
That is a cool feature. open an issue to track it.
okaygo
April 23rd, 2008, 10:28
Looking at the file format, it would be trivial to write a script that converted it to our cheat file format. So the only issue really is the licensing issue. Does the license still apply if we change the file to the mupen64plus format? I guess it comes down to whether the pj64 guys came up with those cheat codes or did they get them from some external source? If they're from an external source, then I don't see why we couldn't use them, but we might have to type them in manually. Dammit Jim, I'm a coder, not a lawyer. :borg:
There would be no legal issues if we wrote a script to change the format, and no they didn't come up with all those cheats thereself. Gent is the maintainer of the list, and he put a lot of time into it. It would kind of be a slap in the face to rip the package as Zilmar is my buddy... I emailed Gent, and hopefully he will respond to me.
okaygo
April 23rd, 2008, 20:01
Ok I got permission from Gent to use his cheats from Project64, so now we just have task of writing a script to convert them into our format and credit him for the work. (This means we can use the 1.6 package)
MasterPhW
April 23rd, 2008, 20:20
Ok I got permission from Gent to use his cheats from Project64, so now we just have task of writing a script to convert them into our format and credit him for the work. (This means we can use the 1.6 package)
Really great, but could you also try to write a converter for 1964 native cheat files aswell. Because PJ64 has some cheats 1964 hasn't etc.
And 1964 is GPL so it shouldn't be a problem.
DarkJezter
April 23rd, 2008, 20:24
Hmm, this is either a crazy idea or really obvious, but perhaps an import/export option in the cheat gui?
ebenblues
April 23rd, 2008, 21:52
Hmm, this is either a crazy idea or really obvious, but perhaps an import/export option in the cheat gui?
Yeah, I think an import function for PJ64/1964 cheat file formats would be good. As for export...they're already written to the cheats.cfg file in ~/.mupen64plus. So either users could just grab that file or we could create a save as dialog so users could specify their own filename. I'm ok with either, but since we already have the cheats in a file, export would be low priority. I opened issue 78 for adding import support:
http://code.google.com/p/mupen64plus/issues/detail?id=78
bgn
April 23rd, 2008, 22:13
the pj64 1.7 version has more cheats, i know it has not been released but you can find it running on the web, perhaps that file could be used?. regretfully i dont know how to write a script so good luck doing it.
MasterPhW
April 23rd, 2008, 22:48
the pj64 1.7 version has more cheats, i know it has not been released but you can find it running on the web, perhaps that file could be used?. regretfully i dont know how to write a script so good luck doing it.
PJ64 1.7 has a new cheat system with unique cheats, decrypted, to prevent stealing, because they all were found by Gent and the PJ64 cheat team.
Gent
April 23rd, 2008, 23:13
There would be no legal issues if we wrote a script to change the format, and no they didn't come up with all those cheats thereself. Gent is the maintainer of the list, and he put a lot of time into it. It would kind of be a slap in the face to rip the package as Zilmar is my buddy... I emailed Gent, and hopefully he will respond to me.
Actually most of those codes i did actually make myself for pj64 :P but as i already said you are more then welcome to use them for this great project.
Also once you are ready to go let me know and i will give you the latest 1.7 cheat version that include a lot more cheat support :) of course it is upto you if you want to use the XP64 Format we use on 1.7 or you would prefer the standard GS/AR Format!
All The Best
Gent
okaygo
April 23rd, 2008, 23:13
~edited out~
Gent
April 23rd, 2008, 23:17
~edited out~
Witten and myself did give Hacks permission and the XP64 code for when or if he wanted to use the system :) upto to you really if you want to use the 1.7 XP64 method or standard really. XP64 Method was introduced as a counter measure really.
Edit: and stop Editing okaygo :P
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