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Post by Ultima on Dec 17, 2006 21:12:00 GMT -5
If worse comes to worst, and I end up being useless, you can always bug pSX Author about how he parses commandline arguments ;D
I'd actually learned some basic GNU C, not C++, but I'm fairly sure that the argument count and argument array parameters are still relevant.
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Post by Gamesoul Master on Dec 17, 2006 21:21:48 GMT -5
C++ implements C, so I'm sure they're there. Possibly even a few more.
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Post by londonontguy on Dec 31, 2006 20:22:58 GMT -5
I chose cheat support. Perhaps built in GameShark support like with the GBA, SNES etc emuz.
Although that might not be legal to do so because technically you'd be supplying an iso of some type of the Gameshark CD.
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Post by Ultima on Dec 31, 2006 22:46:00 GMT -5
Eh? pSX Author wouldn't need to include any type of ISO, he'd just need to be able to decode the codes and apply them properly to the correct memory addresses.
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Alan
New Member
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Post by Alan on Jan 23, 2007 9:37:03 GMT -5
i vote for cheats 
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Post by seiferalmasy on Jan 23, 2007 9:42:12 GMT -5
netplay is by far most important in my opinion. Cheats can wait and I don't like them anyway:)
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Post by Ultima on Jan 23, 2007 10:56:47 GMT -5
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Post by Gamesoul Master on Jan 23, 2007 11:27:22 GMT -5
Well... if nothing else, you could simply integrate an open source utility that decodes cheats into the frontend. Or just find a public license one that you could make calls to from your frontend, one that you could freely/legally distribute with the frontend.
And integrating a hex-editor would be a quick solution to actually implementing the cheats. Or something along those lines. Sometimes... you can't do all the work yourself to start with. Take the easier solutions for now, and then perfect your own code with all the time you could want.
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Post by Ultima on Jan 23, 2007 11:32:33 GMT -5
Yep, I'd considered all that, but couldn't find any utility/application that could actually be used with the frontend. In the end, all of them would require the same thing: I'd still need to figure out how to translate the codes into usable memory addresses, action, and values. Also, I'd have to find out how to search for the base memory address myself, and all that fun stuff... It doesn't help that I'm inexperienced with memory editing either 
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Post by Gamesoul Master on Jan 23, 2007 11:40:04 GMT -5
Well... what kind of requirements would the utility need? I figured all it'd really require to work is sufficient commandline options to work with, since output wouldn't be any kind of problem to handle. Base address... yeah, I could see how that would cause a problem. Memory editing is not my strength either, but I'll take a look into it tonight and see if I can find anything helpful for use with AutoIt.
And you wouldn't have to figure out how to translate the codes in any way if you had a utility that decoded the codes, since decoding them turns them into address locations... it's all really just a matter of having that base address.
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Post by Ultima on Jan 23, 2007 12:24:57 GMT -5
TBH, I'm not sure what exactly it is that I need, but from cursory glances over the memory editing functions that w0uter created, it seems like it's (mostly) sufficient, with the only possible lack being memory searching. All I need is to be able to handle the GS codes, and finding the base address (which would require memory searching). And yeah, I was referring to translate as in decode. A good hour or two of searching for translators/decoders (yes, I did use a variety of keywords, including those two) a few days ago found me only results for PS2's Action Replay Max and stuff -- not too helpful.
Thanks for the help, just don't let anything I say discourage you from making your own memory editor (I highly doubt I can get this working anyhow).
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pugsy
New Member
Posts: 4
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Post by pugsy on Feb 27, 2007 13:08:05 GMT -5
All I need is to be able to handle the GS codes, and finding the base address (which would require memory searching). And yeah, I was referring to translate as in decode. A good hour or two of searching for translators/decoders (yes, I did use a variety of keywords, including those two) a few days ago found me only results for PS2's Action Replay Max and stuff -- not too helpful. The PSX cheat code encoding is very straightforward when compared with the encoding of cheats on some other consoles. Would be nice to see a cheat engine in pSX (+ possibly a trace to file function in the debugger) but this maybe of assistance in the short term:- www.gshi.org/?s=faqs
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Post by Ultima on Feb 27, 2007 19:04:35 GMT -5
Mm... thanks for the link. After making that post, I realized that finding the base address would be equally difficult with AutoIt, if not more-so. Aside from that, memory editing is way over my head at the moment, as I've never actually... messed with memory editing. I'll keep the link in mind though 
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Post by kinghanco on Feb 27, 2007 19:36:26 GMT -5
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Post by Heihachi_73 on Mar 21, 2007 23:17:11 GMT -5
I suppose it doesn't matter bumping a thread if it's still on the first page...
I vote for an external cheat format similar to cheat.dat in MAME or MESS. You don't really need netplay in everything; it's already in ePSXe and the like.
For the cheat's game ID you could use the CRC32 of the SxxS-00000 file, which is of course different for all games. You could also use the SYSTEM.CNF file for the CRC32 checksum. For the old games running off PSX.EXE it could use that file for the checksum.
As we all know, a game with PSX.EXE can't be cheated at all using [pec].
A trainer it isn't as easy to maintain, especially if it's hard coded or limited to simple pokes and one-shot values. I'm not a fan of the GameShark format due to its limits.
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