Depends on what the pj64 cheats file looks like. Could you upload it or post it in code tags?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?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?
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: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
That is a cool feature. open an issue to track it.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.
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:
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.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)
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:Hmm, this is either a crazy idea or really obvious, but perhaps an import/export option in the cheat gui?
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.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.
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.
~edited out~