Fixed the problems of previous version.
https://github.com/snes9x-rr/snes9x/com ... 63073bea13
windows binary http://www.mediafire.com/?cl50ce1aah16wyw
Notes:
- Gold Finger is back.
- New one can read old CHT format. Aside from that, I wrote a tool that converts the old CHT to the new one. It helps you if you want to convert a lot of files at a time. http://www.mediafire.com/?v8yb0yy1czsdyxh
- New CHT format (CSV) doesn't have a field of "saved value".
- I'm afraid I worked on only Windows version. Other ports might need a little modification. (especially when you uses SCheat structure on your port-specific code.) To use the new cheat code on your port, you need to call S9xAddCheat (enable, save_current_value, code, name), instead of S9xAddCheat(enable, save_current_value, address, byte, name)
- win32: I'd be glad if someone made the guide of "Syntax" better. I was bored at writing it.
Probably, I won't update cheat related code so much anymore. I'm not so much interested in it. I just wanted to realize a multi-byte cheat mechanism.
I hope it will be merged to official one in near future. Enjoy.
Cheat Engine
- Camo_Yoshi
- Snes9x Purple belt
- Posts: 922
- Joined: Thu Nov 08, 2007 7:59 pm
Re: Cheat Engine
Just a tip, gocha; I wouldn't trust Mediafire, they have a tendency to spontaneously delete things...
Snes9x FAQs | Forum Rules
What operating system are you using? 32 or 64bit? Version of Snes9x? Is the text at the bottom of the window white when you load the game?
These suggestions are usually the solution to your issue!
What operating system are you using? 32 or 64bit? Version of Snes9x? Is the text at the bottom of the window white when you load the game?
These suggestions are usually the solution to your issue!
Re: Cheat Engine
Fix VS2010 compilation - http://git.io/sSsdaA
I might use more trusted storage if there is a one.Camo_Yoshi wrote:Just a tip, gocha; I wouldn't trust Mediafire, they have a tendency to spontaneously delete things...
- Camo_Yoshi
- Snes9x Purple belt
- Posts: 922
- Joined: Thu Nov 08, 2007 7:59 pm
Re: Cheat Engine
If you'd like I can set up a upload area on my website, if you'd like. Something like http://camoy.sdf.org/~gocha/, etc. You'd upload files via a web interface that's very much like Windows Explorer.
Snes9x FAQs | Forum Rules
What operating system are you using? 32 or 64bit? Version of Snes9x? Is the text at the bottom of the window white when you load the game?
These suggestions are usually the solution to your issue!
What operating system are you using? 32 or 64bit? Version of Snes9x? Is the text at the bottom of the window white when you load the game?
These suggestions are usually the solution to your issue!
Re: Cheat Engine
I have a couple of questions on the new cheat dialog:
Will it support the ability to save values in the future? If the new format doesn't have a field of "Saved Value", can that be put in? That way, I don't have to manually put the value in for each code every time I want to use it. That would be a lot of extra work using the code(s) each time.
If I enable a code, then disable it after making a save state, will the values the code freezes still load up upon reloading the save state? Currently, this is the only way to make a one-time change to a value in memory-by making a save state with the code enabled, then loading that save state after disabling the code. Will this function still work? I sure hope so, because i use this feature a lot.
Being that the cheat dialog is being worked on, it would be nice to have the ability to make a one-time change to values currently in the memory, rather than only being able to freeze them with codes. Is that going to be possible?
Will it support the ability to save values in the future? If the new format doesn't have a field of "Saved Value", can that be put in? That way, I don't have to manually put the value in for each code every time I want to use it. That would be a lot of extra work using the code(s) each time.
If I enable a code, then disable it after making a save state, will the values the code freezes still load up upon reloading the save state? Currently, this is the only way to make a one-time change to a value in memory-by making a save state with the code enabled, then loading that save state after disabling the code. Will this function still work? I sure hope so, because i use this feature a lot.
Being that the cheat dialog is being worked on, it would be nice to have the ability to make a one-time change to values currently in the memory, rather than only being able to freeze them with codes. Is that going to be possible?
Re: Cheat Engine
Whenever I load up a CHT file from Mighty Mo in SNES9X the text is all jumbled in the cheat menu. Does anyone know what's up with that?
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Re: Cheat Engine
*Bump*
Apart from that, I've found a small mistake. Thank you.
https://github.com/snes9x-rr/snes9x/com ... c7693efc2e
windows binary: https://skydrive.live.com/redir?resid=B ... 0B4F82!191
I think I personally don't (laziness), but it is not so hard.pgyrund wrote:Will it support the ability to save values in the future?
That didn't happen to me. I don't understand why.uVSthem wrote:Whenever I load up a CHT file from Mighty Mo in SNES9X the text is all jumbled in the cheat menu. Does anyone know what's up with that?
Apart from that, I've found a small mistake. Thank you.
https://github.com/snes9x-rr/snes9x/com ... c7693efc2e
windows binary: https://skydrive.live.com/redir?resid=B ... 0B4F82!191
Re: Cheat Engine
gocha wrote:*Bump*I think I personally don't (laziness), but it is not so hard.pgyrund wrote:Will it support the ability to save values in the future?
That didn't happen to me. I don't understand why.uVSthem wrote:Whenever I load up a CHT file from Mighty Mo in SNES9X the text is all jumbled in the cheat menu. Does anyone know what's up with that?
Apart from that, I've found a small mistake. Thank you.
https://github.com/snes9x-rr/snes9x/com ... c7693efc2e
windows binary: https://skydrive.live.com/redir?resid=B ... 0B4F82!191
Bumping this as well.
Thanks a lot for your work on improving the cheat system in SNES9X. It works flawlessly. If devs are still reading this and working on SNES9X, I'm hoping this will be implemented in the official builds as well.