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Cheats Options #339
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It's not terribly likely. RALibretro is intended for achievement developers first, not players, and there's a very limited value to cheats for developers who have access to memory edits via the memory inspector. |
Actually as a developer I want to say that it's not that uncommon. Especially if cheats are encrypted I often use a non-RA emulator to use it and then import the save to the RA emulator again to see what memory was changed so I can mark it, doing it directly in the emulator would be great. |
Yeah. I don't need them for cheating/making things easier exactly. I just want them to get decoded so I can see what memory they affect and maybe glean some extra knowledge without necessarily having to go to an external source to do so. |
I can't picture how this would work. Things like Game Genie codes only work on some systems and have to be specifically decoded to be applied. RALibretro is an all-in-one frontend for many systems, so the per-system handling would have to be implemented by the cores, and there's nothing in the libretro API for system-specific cheat code support. |
Cheats are indeed system-specific, but if you have the correct ones for the system you're emulating then it's just a matter of loading the cheat files into RALibretro, and then calling |
How do I do the last part? Activate via UI? |
If you want to understand cheats, look online, there's a number of sites that break down the mapping of Game Genie or other systems. Something like this: https://games.technoplaza.net/ggencoder/ will do the conversion for you. I get not wanting a different source for it, but LibRetro doesn't really have anything to do with Game genie necessarily. |
An UI would have to be implemented, where all cheats for the current game are listed, giving the player a way to activate/deactivate them individually. |
I was wondering if it's possible to implement a "cheats" option
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