The reason for the long load time is the "massive" zip file containing the xml files.
Unpacking the few files you need into ./cheat makes mame load a lot faster.
Search found 51 matches
- Tue Nov 02, 2010 6:02 pm
- Forum: M.A.M.E. WIP "Arcade" Cheats
- Topic: a way to have mame load cheats after loading a rom?
- Replies: 4
- Views: 3527
- Sun Sep 19, 2010 6:24 pm
- Forum: Cheat Engine Help
- Topic: Settings a byte X-amount of times
- Replies: 7
- Views: 2372
Re: Settings a byte X-amount of times
I'm using a condition-based thingie to reset the variable based on an animation played before the match starts.
I hope i'm doing it right, the syntax is : <action condition="maincpu.pb@011B4720!=00">temp0 =0</action>
right?
I hope i'm doing it right, the syntax is : <action condition="maincpu.pb@011B4720!=00">temp0 =0</action>
right?
- Sun Sep 19, 2010 6:20 pm
- Forum: Cheat Engine Help
- Topic: What will be included in the cheat.xml?
- Replies: 2
- Views: 1479
Re: What will be included in the cheat.xml?
Added some comments - more will follow.
Thank you for the reply.
Thank you for the reply.
- Sun Sep 19, 2010 6:18 pm
- Forum: M.A.M.E. WIP "Arcade" Cheats
- Topic: [wwfmania] - Complete WWFmania.xml
- Replies: 1
- Views: 2286
Re: [wwfmania] - Complete WWFmania.xml
Added tweaks/cheats to royal rumble (number of opponents etc.)
- Sun Sep 19, 2010 5:06 pm
- Forum: Cheat Engine Help
- Topic: Settings a byte X-amount of times
- Replies: 7
- Views: 2372
Re: Settings a byte X-amount of times
I ended up with this - I'll check if it works later. Instead of free addresses to make a latter with x-amount of opponents this ought to replay the latter again, again and again until the variable check tells it not to. The other two addresses that gets set simply changes the on-screen counter to 8 ...
- Sun Sep 19, 2010 5:01 pm
- Forum: Cheat Engine Help
- Topic: Settings a byte X-amount of times
- Replies: 7
- Views: 2372
Re: Settings a byte X-amount of times
I guess i'm not smart then, cause i have actually been fidling around with doing something like you (notagoodname) and resetting the value based on some condition that fits. I'll check your solution out pugsy, and thank you
- Sun Sep 19, 2010 2:06 pm
- Forum: Cheat Engine Help
- Topic: Settings a byte X-amount of times
- Replies: 7
- Views: 2372
Settings a byte X-amount of times
I need something that can: do this: <action condition="maincpu.pb@011B46A0==60">maincpu.pb@011B46A0=20</action> <Param> amount of times. eg. if param=3, then it should only change 60 to 20 three times and after that just let 60 skip to 68. It seems no matter what i do, it just doesn't do i...
- Sun Sep 19, 2010 12:49 pm
- Forum: Cheat Engine Help
- Topic: What will be included in the cheat.xml?
- Replies: 2
- Views: 1479
What will be included in the cheat.xml?
I've asked the question in my cheat REQ post. But since i've found new stuff i would like to know if these will ever be included in a cheat-release. i've managed to change the number of apponents in the royal rumble matches in WWFmania, this is done by setting a latter in an empty address space (eg ...
- Mon Sep 13, 2010 3:52 pm
- Forum: Cheat Engine Help
- Topic: Reload cheats in the debugger
- Replies: 1
- Views: 1688
Re: Reload cheats in the debugger
never tried the "reload all" inside mame - always wondered what that was. Just had my mind on doing it through the debugger.
Sorry, again!
Sorry, again!
- Mon Sep 13, 2010 3:45 pm
- Forum: Cheat Engine Help
- Topic: Reload cheats in the debugger
- Replies: 1
- Views: 1688
Reload cheats in the debugger
When finding cheats i'm having a hard time running several instances of mame to test my cheats fully.
Can i reload the new cheat.xml in my already running session?
Can i reload the new cheat.xml in my already running session?
- Mon Sep 13, 2010 11:07 am
- Forum: M.A.M.E. "Arcade" Cheat Requests
- Topic: [wwfmania] - Sans ring - help
- Replies: 1
- Views: 881
Re: [wwfmania] - Sans ring - help
I've rethought this and come up with a plan to make a game-changing cheat that allows uppercuts to throw people inside/outside the ring. If paired with a cheat to limit camera movement upwards to hide any missing animations this would work perfectly, and add a lot to the game. I've always hated the ...
- Sun Sep 12, 2010 9:03 pm
- Forum: M.A.M.E. "Arcade" Cheat Requests
- Topic: [wwfmania] - Sans ring - help
- Replies: 1
- Views: 881
[wwfmania] - Sans ring - help
Since the "Sans ring" was never implimented in the game, as far as i can see. I've been looking into doing something similar myself. Removing the ring, as the name suggests doesn't do much good - except letting you fight on a black spot instead of the ring. I scrapped that idea pretty fast...
- Sun Sep 12, 2010 8:04 pm
- Forum: Cheat Engine Help
- Topic: Setting a byte based on time
- Replies: 12
- Views: 3438
Re: Setting a byte based on time
You are the best!
- Sun Sep 12, 2010 5:29 pm
- Forum: Cheat Engine Help
- Topic: Setting a byte based on time
- Replies: 12
- Views: 3438
Re: Setting a byte based on time
Is it possible to always add X to anything the cpu sets this value to? That would in this case just make everything during that match more "high-flying".
I can see a thing like this being pretty cpu-intensive - but if you were willing to do anything to add to the fun?
I can see a thing like this being pretty cpu-intensive - but if you were willing to do anything to add to the fun?
- Sat Sep 11, 2010 1:30 pm
- Forum: M.A.M.E. WIP "Arcade" Cheats
- Topic: [wwfmania] - Complete WWFmania.xml
- Replies: 1
- Views: 2286
[wwfmania] - Complete WWFmania.xml
Instead of bouncing the thread to the top of the cheats forum all the time updates go here:
Added. Instant recovery.
Sorry for the mess... I'm bound to stop messing with this game sooner or later.
Added. Instant recovery.
Sorry for the mess... I'm bound to stop messing with this game sooner or later.
- Sat Sep 11, 2010 12:38 pm
- Forum: Cheat Engine Help
- Topic: Setting a byte based on time
- Replies: 12
- Views: 3438
Re: Setting a byte based on time
It does look odd.
The game seems to calculate some hits based on these movements. For instance some turnbuckle jumps fail when moving too fast. (the character just shakes and falls to his back as if he were hit mid-air)
Some type of "Param+9 until Param=0FFF" thing would be ideal.
The game seems to calculate some hits based on these movements. For instance some turnbuckle jumps fail when moving too fast. (the character just shakes and falls to his back as if he were hit mid-air)
Some type of "Param+9 until Param=0FFF" thing would be ideal.
- Sat Sep 11, 2010 12:10 pm
- Forum: Cheat Engine Help
- Topic: Setting a byte based on time
- Replies: 12
- Views: 3438
Re: Setting a byte based on time
Thank you very very much. I just found out that the height is controlled by four bytes, not two. The ones i found was the first two. Meaning that a soft bow would have to be made of thousands of pokes. I was missing the "tens" and "ones", i only found the houndreds. But thanks ag...
- Sat Sep 11, 2010 11:24 am
- Forum: Cheat Engine Help
- Topic: Setting a byte based on time
- Replies: 12
- Views: 3438
Re: Setting a byte based on time
I'm just staring blindly into what you just wrote. I'll figure it out some day :) Followup question, would it be possible to use the frame-parameter to poke +1 multiple times instead of just rocketing the fighters height to 20? example: 01 + 1 + 1 + 1 + 1 - would make a soft bow when flying. 01 + 09...
- Sat Sep 11, 2010 11:00 am
- Forum: Cheat Engine Help
- Topic: Setting a byte based on time
- Replies: 12
- Views: 3438
Re: Setting a byte based on time
<action condition="maincpu.pb@010E85F8==01">maincpu.pb@010E85F8=Param</action> <action condition="maincpu.pb@010E7278==01">maincpu.pb@010E7278=Param</action> <action condition="maincpu.pb@010E9978==01">maincpu.pb@010E9978=Param</action> <action condition="maincpu.p...
- Sat Sep 11, 2010 10:49 am
- Forum: Cheat Engine Help
- Topic: Setting a byte based on time
- Replies: 12
- Views: 3438
Setting a byte based on time
I'm having trouble. I'm changing the vertical height a person is flying when uppercutted or super-piledrivered. I've found the values but an unwanted sideeffect is that when the person is flying to the ground after the hit, the values reaches 01 again, and he's off into the air again. I should've se...