It is currently Tue Sep 16, 2014 8:25 am

All times are UTC - 6 hours [ DST ]




Author Message
 Post subject: Cheat support for Daedalus
PostPosted: Fri Apr 15, 2011 2:39 pm 
Founder
Founder
User avatar

Joined: Tue Nov 04, 2008 5:07 pm
Posts: 3034
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 :P
Image



_________________
Image

<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...
Offline
 Profile  
 
 Post subject: Re: Cheat support for Daedalus
PostPosted: Fri Apr 15, 2011 2:51 pm 
Knight
Knight
User avatar

Joined: Tue Feb 01, 2011 2:39 pm
Posts: 155
Awesome this is going to be so cool thanks for everyones hard work on this!


Offline
 Profile  
 
 Post subject: Re: Cheat support for Daedalus
PostPosted: Fri Apr 15, 2011 2:54 pm 
Tester
Tester
User avatar

Joined: Thu Oct 01, 2009 2:12 pm
Posts: 849
cool now to enable super ultra mega fast mode for f zero x >:D


Offline
 Profile  
 
 Post subject: Re: Cheat support for Daedalus
PostPosted: Fri Apr 15, 2011 4:21 pm 
Slayer
Slayer
User avatar

Joined: Fri Feb 11, 2011 4:37 am
Posts: 601
hmmm what if we could add a speed cheat and have frame limiter on. that would be cool...


Offline
 Profile  
 
 Post subject: Re: Cheat support for Daedalus
PostPosted: Fri Apr 15, 2011 5:44 pm 
Mime
Mime
User avatar

Joined: Mon Jan 17, 2011 6:33 pm
Posts: 22
WoW just WoW ! ;D


Offline
 Profile  
 
 Post subject: Re: Cheat support for Daedalus
PostPosted: Fri Apr 15, 2011 7:09 pm 
Mime
Mime
User avatar

Joined: Wed Feb 16, 2011 7:09 pm
Posts: 20
Location: Hippie Town, Massachusetts
This is so cool! Great jorb!



_________________
Stop questioning whether your glass is half full or half empty and finish your damn drink!
Offline
 Profile  
 
 Post subject: Re: Cheat support for Daedalus
PostPosted: Fri Apr 15, 2011 7:27 pm 
Mad Scientist
Mad Scientist
User avatar

Joined: Thu Oct 16, 2008 2:27 pm
Posts: 3100
Location: Texas, in the middle of nowhere...
Part of the reason for this is to allow hacks and various speed-up cheats found around the net. Have fun! (We have more plans for now, but the basics will be in B3 Update. Thx Salv-E for your work on this.)



_________________
I'm baaack! >:)
Offline
 Profile  
 
 Post subject: Re: Cheat support for Daedalus
PostPosted: Sat Apr 16, 2011 5:50 am 
Slayer
Slayer
User avatar

Joined: Fri Feb 11, 2011 4:37 am
Posts: 601
oh the irony this is gonna make it faster faster! (as in the speed will be fast sooner then expected)


Offline
 Profile  
 
 Post subject: Re: Cheat support for Daedalus
PostPosted: Sat Apr 16, 2011 8:32 pm 
Mime
Mime
User avatar

Joined: Sat Mar 26, 2011 12:16 pm
Posts: 15
Great, I lovd the levitate cheat!
Spoiler: show
Attachment:
File comment: This picture is just for your enjoyment.(Its Jaimy from mythbusters)
tumblr_le7z8bIXp91qfdp9do1_500.jpg
tumblr_le7z8bIXp91qfdp9do1_500.jpg [ 90.16 KiB | Viewed 3908 times ]


Offline
 Profile  
 
 Post subject: Re: Cheat support for Daedalus
PostPosted: Mon Apr 18, 2011 12:10 am 
Wanderer
Wanderer
User avatar

Joined: Tue Aug 31, 2010 10:34 pm
Posts: 34
canoonooman wrote:
Great, I lovd the levitate cheat!
Spoiler: show
Attachment:
tumblr_le7z8bIXp91qfdp9do1_500.jpg

Its Jamy! YAY

Anyway, can't wait for this. It'll be cool and all that stuff.


Offline
 Profile  
 
 Post subject: Re: Cheat support for Daedalus
PostPosted: Mon Apr 18, 2011 3:56 pm 
Founder
Founder
User avatar

Joined: Tue Nov 04, 2008 5:07 pm
Posts: 3034
Update, not much time to code, and the GUI not being my area, but so far the cheat menu and front end is shaping up nicely.
A couple of pics how it works and looks:


Attachments:
frmbuf002.bmp
frmbuf002.bmp [ 382.55 KiB | Viewed 3828 times ]
frmbuf001.bmp
frmbuf001.bmp [ 382.55 KiB | Viewed 3828 times ]

_________________
Image

<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...
Offline
 Profile  
 
 Post subject: Re: Cheat support for Daedalus
PostPosted: Mon Apr 18, 2011 5:54 pm 
Founder
Founder
User avatar

Joined: Tue Nov 04, 2008 5:07 pm
Posts: 3034
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.



_________________
Image

<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...
Offline
 Profile  
 
 Post subject: Re: Cheat support for Daedalus
PostPosted: Mon Apr 18, 2011 6:25 pm 
Slayer
Slayer
User avatar

Joined: Fri Feb 11, 2011 4:37 am
Posts: 601
dude salv-E that is !@#$ awsome!


Offline
 Profile  
 
 Post subject: Re: Cheat support for Daedalus
PostPosted: Mon Apr 18, 2011 6:53 pm 
Mad Scientist
Mad Scientist
User avatar

Joined: Thu Oct 16, 2008 2:27 pm
Posts: 3100
Location: Texas, in the middle of nowhere...
#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.



_________________
I'm baaack! >:)
Offline
 Profile  
 
 Post subject: Re: Cheat support for Daedalus
PostPosted: Mon Apr 18, 2011 8:21 pm 
Founder
Founder
User avatar

Joined: Tue Nov 04, 2008 5:07 pm
Posts: 3034
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 :P_)

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).



_________________
Image

<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...
Offline
 Profile  
 
Display posts from previous:  Sort by  

All times are UTC - 6 hours [ DST ]


Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to: