brink182 / cfg-loader

Configurable USB Loader
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Cheats #171

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
Could you please increase the amount of cheats that CFG can handle along with 
the maximum cheats also the number of notes and the length of the notes need to 
be increased 

When i came across one game which i could not set cheats for because it 
exceeded the 256 limit i was bummed but ok now i have come across some 20+ 
games in the last few weeks that have cheat files that are much larger than the 
limit

this is increasing as more people add new codes and better comments to cheats 
along with more editable cheats that need detailed notes and have many options 
more and more games cannot use cheats in CFG lately its pointless making a list 
more than one person has complained about this already, i have posted some 
statistics on a trend analyss i did on some 200 cheat text files below

You could also instead of using chunks of pre allocated memory for the strings 
in a cheat file just allocate the strings as needed so you are not wasting so 
much space guessing at the average numbers of cheats and line lengths of 
strings is wasting approximately 35% of the space you allocated which if you 
dynamically allocated the strings would allow for some 400 cheats without using 
more memory than is used now

I dont want to use a different cheat manager to launch my games whats the point 
in using CFG if i need to use a cheat manager to run the game id rather CFG 
just handle cheats in a better fashion

Additionally some cheat text files contain blocks of just notes with no code 
section that explain some editable parts 

Some note lines are up to 400 characters long and there are sometimes between 
10 and 200 lines of notes for some of the editable cheats that have a lot to 
explain

i cannot find how to edit the editable cheats in CFG it shows up as an (E) but 
is the inactive text color

Also code lines that have comments after the code line should probably have 
that comment pushed into a note rather than cut off and discarded

There seem to be equally long notes with lots of lines and short notes with few 
lines after much research reading some 200 cheat text files i have done some 
trend analysis which averages the following

code lines average around two graph points 2-6 code lines and 10-16 code lines 
with extremes at both 0 code lines where it is just a note  block with no code 
lines at all and 277 code lines

note lines average around two graph points 1-3 note lines and 28-41 note lines 
with extremes at between 0 note lines and 468 note lines

cheats or code and note blocks average around two graph points 3-21 blocks and 
60-320 blocks with extremes at 1 block and at 916 blocks 

the number of lines in the files was between around 200 and 4800 lines of text 

there was a mix of \n and \r\n new lines across all cheat files with no common 
trend

If indeed CFG cannot handle editable cheats maybe this is something you can add 
in it should not be too hard to let people enter XX or XXXX or some other 
combinations of hex characters you already have macros and methods to check 

i see you guys resisting fleshing out this feature and making it better or even 
helping the people who want to use the cheat files that have 300 cheats in them 
and who dont care about the bad layouts of notes or the console paging system 
for cheats and notes that needs to be improved 

but me

i want CFG to be the best and stay the best so please listen to my requests and 
ideas and everything in this report will improve CFG and make it more popular 
and more complete as well as more powerful and more useful and closer to being 
if not staying the best most complete loader there is

Original issue reported on code.google.com by andi.ire...@gmail.com on 20 Jul 2011 at 11:58

GoogleCodeExporter commented 9 years ago
Just to help you see some games and some text files with the large numbers of 
cheats and notes here are a handful to test with note how most of the ones with 
large amounts of codes ARE the most popular games hence they are most likely to 
have a lot of people wanting support for them

Monster Hunter 3 ( US 33543 codes ) ( PAL 2932 codes )
Fire Emblem Radiant Dawn ( US 910 codes )
Legend of Zelda : Twilight Princess ( US 415 codes ) 4200+ lines of txt in file
Animal Crossing : City Folk (US 700 codes)
Call of Duty : Black Ops ( US 272 codes )
How To Train Your Dragon ( 210 codes ) doesn't work in CFG even though its less 
than the limit probably because of large numbers of comments and editable cheats
Mario Kart Wii (  201 codes ) doesn't work in CFG even though its less than the 
limit probably because of large numbers of comments and editable cheats
Rune Factory : Frontier ( US 755 codes ) ( PAL 715 codes )
Shiren The Wanderer ( 485 codes )
Super Smash Bros. Brawl ( US 415 codes ) ( PAL 211 codes )

Make us happy make CFG support all cheats for all games :)

Original comment by andi.ire...@gmail.com on 21 Jul 2011 at 12:30

GoogleCodeExporter commented 9 years ago
Been playing with my own version of CFG that supports more cheats and only 
statically allocates string pointers so there is potential for a lot more 
cheats being loaded without using more memory than the original code does

also it is supporting the category and page enhancements that gecko codes 
supports where a line which starts with a space is a page and a line which is 
on its own with a newline above and below it but has no space at the start is 
kind of a category or sub page 

 Page

Category

Cheats
Cheats
Cheats

Category

Cheats

Also it supports more notes and splices out the author or developer of the 
cheat from the title of the cheat so that can be on a seperate line im hoping 
this allows a better layout of navigating cheats with up and down and notes 
with left and right or something

i am trying to implement editale cheats also that support so many edits per 
code and edits that can be between X and XXXXXXXX as i have found cheats that 
can be anywhere in the middle even though XXXX is more common

would you be interested in a highly tested patch that adds these features and a 
weel documented define block that configures memory usage of cheats editor

its only the layout / gui side im not keen on working on

Original comment by andi.ire...@gmail.com on 1 Aug 2011 at 3:39

GoogleCodeExporter commented 9 years ago
Additionally i had to increase the maximum length of game title strings

Tales of Monkey Island: Chapter Four - The Trial and Execution of Guybrush 
Threepwood

as an example and also i seperated out different path / url / title string 
limits to seperate defines to have more granular control over memory consumption

Original comment by andi.ire...@gmail.com on 1 Aug 2011 at 3:55

GoogleCodeExporter commented 9 years ago
Another Addition

increasing the maximum synopsis upto 4096 covers all the games with the nice 
juicy long synopsi, since there seems to be no reason we cannot display it all 
when it uses such a small amount of memory to do so

Original comment by andi.ire...@gmail.com on 4 Aug 2011 at 11:39

GoogleCodeExporter commented 9 years ago
Just a few comments...

First and most important: PLEASE, when entering the "manage cheats" menu, have 
it read the .gct file so that whatever cheats you had selected are still 
flagged. It's quite stupid having all cheats shown as unselected each & every 
time you enter the menu. I've got cheats where there are dozens out of hundreds 
selected, and sometime I need to toggle just ONE of them off. I DON'T want to 
have to remember and reselect, AGAIN, every cheat I want, every single time. 

Second, the menu needs some improving. Menu options like downloading the .txt 
or saving the .gct should be independently accessible from the cheat selection, 
not limited to being accessible only when you are at the bottom or top of the 
cheat file. It's a royal pain when you have hundreds of the cheats in a file.

Third, and somewhat on par with what the OP said. Fix the number of cheats 
allowed. Many MANY games have cheat files that exceed 256 codes. Seriously, as 
a programmer myself, I fail to understand why so many wii programers insist on 
breaking their apps right out of the box by using a single 8bit variable for 
data handling. Even way back in the old 8bit Commodore Vic20 and Atari 400, we 
didn't use 8bit variables because even in those primitive times, we knew only 
being able to count from 0-255 wasn't enough! 30+ years later, programming on 
64bit machines, and now all of a sudden everyone is hellbent on using 8bit 
variables? Makers of AnyTitleDeleter, among others, need to take heed of this 
point as well. 

It's a great loader that does almost everything better then all the others, but 
it's very sad to see that the whole cheat handling bit appears to have been 
rushed and is more frustrating than functional. Personally, I've given up even 
bothering to try and use it anymore, and just use WiiFlow when I want cheats. :(

Original comment by robert.k...@comcast.net on 21 Jan 2012 at 8:48

GoogleCodeExporter commented 9 years ago
all i care about is being able to edit the hex code "XXXXX". that other stuff 
would b great also.

Original comment by danielhe...@yahoo.com on 10 Nov 2012 at 6:02