Open GoogleCodeExporter opened 8 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
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
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
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
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
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
Original issue reported on code.google.com by
andi.ire...@gmail.com
on 20 Jul 2011 at 11:58