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Salv-E
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Post subject: Cheat support for Daedalus  Posted: Fri Apr 15, 2011 2:39 pm |
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Joined: Tue Nov 04, 2008 5:07 pm Posts: 2906
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Since we haven't posted any developer news here in a while, and since we been working mostly in private, many ppl can think this project is dead, but not really, Beta 3 Update is around the corner and comes with several bug fixes and improvements, one of them is cheat code support. Since is been one of the most requested features here, I decided to give it a shot and after 2 evenings of coding and several hrs of debugging (mostly a mem leak caused most of the spent on debugging), cheat codes are working nicely in Daedalus. Abit of background info how this feature is working and what is expected: 1 - Uses PJ64 format for cheat codes, is the most well known and used format, so I decided to go with it (you'll just need to do afew modifications to the cheats, but nothing out of context)
2 - Is based off 1964 architecture (most tidy and best commented method I found, compared to mupen and pj64)
3 - All cheat codes are read from the daedalus.cht file (like pj64 and 1964 does it). Will be preloaded with several cheats too, and for sure we'll add more if anybody wants to share /add cheats in the forum.
4 - At the moment, there's zero interface with the gui, all cheats are applied using a dummy variable I have.
For the GUi I have planned (Note : I'm not a GUI guru, most of this might not make it for B3 Update). 1 - Have a separate screen for cheats, like is done with advance options.
2 - Options will follow : First option : Enable Cheats, Second option : How to apply cheat codes (*fast or slow method), and finally the list of cheats available for that rom.
* Apply cheat code option will consist of "Only at Boot Time"(fast) and "Every VI Update" (slow). A quick pic using some cheats in Majora's Mask  
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<Salvy>WTF Kirby is invisible on latest rev?! <Dougamer>Hmmm <Dougamer>I'll "aquire" kirby and check... 20 minutes later... <Salvy>Kirby looks ok on default settings Dougamer? <Dougamer>still... "aquiring" it Salvy...
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canoonooman
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Post subject: Re: Cheat support for Daedalus  Posted: Sat Apr 16, 2011 8:32 pm |
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Joined: Sat Mar 26, 2011 12:16 pm Posts: 15
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Great, I lovd the levitate cheat! Attachment:
File comment: This picture is just for your enjoyment.(Its Jaimy from mythbusters)
tumblr_le7z8bIXp91qfdp9do1_500.jpg [ 90.16 KiB | Viewed 3242 times ]
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MasterChief
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Post subject: Re: Cheat support for Daedalus  Posted: Mon Apr 18, 2011 12:10 am |
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Joined: Tue Aug 31, 2010 10:34 pm Posts: 34
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canoonooman wrote: Great, I lovd the levitate cheat! Attachment: tumblr_le7z8bIXp91qfdp9do1_500.jpg Its Jamy! YAY Anyway, can't wait for this. It'll be cool and all that stuff.
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Salv-E
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Post subject: Re: Cheat support for Daedalus  Posted: Mon Apr 18, 2011 5:54 pm |
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Joined: Tue Nov 04, 2008 5:07 pm Posts: 2906
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Good news, I got the cheat list generator working perfectly (pheew), and plugged the last bug I could find on the frontend for the cheat menu. Now just three renaming blockers before is ready: 1-Check country id of the cheat codes (cheat codes of different regions need to be modified abit). I would like to get Daedalus doing all the hard work for it, to avoid users having to add cheat codes for each region of the ROM.
2-Cheat codes can be enable and disable perfectly even individually, but since we write to the memory to apply the cheatcodes, the cheat still remains in memory even if is not being applied aka disabled. Need to figure out a way to undo the cheat code(s).
3-Add option to only apply cheat codes at boot time (this allows cheat codes to be about free, since writing mem is really expensive when done several times per frame), at the cost of being more limited than the regular way to apply cheats. ** Note : Not sure if this will make it for B3.
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<Salvy>WTF Kirby is invisible on latest rev?! <Dougamer>Hmmm <Dougamer>I'll "aquire" kirby and check... 20 minutes later... <Salvy>Kirby looks ok on default settings Dougamer? <Dougamer>still... "aquiring" it Salvy...
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Salv-E
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Post subject: Re: Cheat support for Daedalus  Posted: Mon Apr 18, 2011 8:21 pm |
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Joined: Tue Nov 04, 2008 5:07 pm Posts: 2906
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Kreationz wrote: #1. No idea, till I look at the code. #2. Set-up up a place to save the original value and restore it when the cheat is turned off #3. Expensive? How expensive? (AKA Approx percent drop when enabled?) Also will have to look at code for that. 1- Just fixed that one, if the cheatcode doesn't match the country id of the selected ROM, it'll be skipped, I might show a msg or something to the user later on, but is good now. (atleast to avoid ppl using wrong cheat codes  _) 2- Ha, sounds like a good idea, I'll give it a try! 3- I haven't profile it yet (been using debug build), but the max of fps it should take could be ~1, since we loop depending the number of cheat codes enabled, the more cheat codes enabled, more time will be spent (that's why I limit that number to 6).
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<Salvy>WTF Kirby is invisible on latest rev?! <Dougamer>Hmmm <Dougamer>I'll "aquire" kirby and check... 20 minutes later... <Salvy>Kirby looks ok on default settings Dougamer? <Dougamer>still... "aquiring" it Salvy...
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