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Salv-E
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Post subject: Re: An idea for the cheat function.  Posted: Mon May 02, 2011 9:02 pm |
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Joined: Tue Nov 04, 2008 5:07 pm Posts: 2899
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That's done in purpose, since writing to the N64 memory is a really expensive process (that's the core within cheats), the more cheats you have active the more time the emulator will spend applying cheats, also the parsing time will be longer (I cache the access time when parsing is done in the latest dev builds, so isn't much of a concern now), and also the more memory is required to allocate, since the allocation is done depending the number of cheats you have regardless if they are enabled or not.
I added an option to make cheats pretty much cheap, that should allow us to have a lot larger number of active cheats and even compressed cheats without affecting the performance of the emulator. Recently I increased the number of cheats to 8 entries per ROM, I'll be increasing it to atleast 16 to the near future, but to be honest that will be the max I'm willing to go, since the PSP isn't as capable as your regular PC.
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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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