rychem wrote:
Thanks for the NES cheat file with all the xml's in it. Is there a simple way of creating all xml's for a set cheat file?
For MAME I create the XML files for every release by converting the cheat.dat file again. I find it much easier to have one cheat file that can be easily edited in a text editor. The bare NES XML cheat files I created in the same way, I wrote a simple tool that converts a MESS hash file into a bare cheat.dat format file like this:-
Code:
## START OF MAIN CHEATS
; [ '89 Dennou Kyuusei Uranai (J) {ba58ed29} ]
:ba58ed29:60000000:0000:00000000:00000000:-= '89 Dennou Kyuusei Uranai (J) {ba58ed29.xml} =-
:ba58ed29:60000000:0000:00000000:00000000:This game currently has NO cheats (
; [ '89 Dennou Kyuusei Uranai (J) [a1] {2ffd1a46} ]
:2ffd1a46:60000000:0000:00000000:00000000:-= '89 Dennou Kyuusei Uranai (J) [a1] {2ffd1a46.xml} =-
:2ffd1a46:60000000:0000:00000000:00000000:This game currently has NO cheats
; [ '89 Dennou Kyuusei Uranai (J) [a1] {3674ffdb} ]
:3674ffdb:60000000:0000:00000000:00000000:-= '89 Dennou Kyuusei Uranai (J) [a1] {3674ffdb.xml} =-
:3674ffdb:60000000:0000:00000000:00000000:This game currently has NO cheats
; [ 10-Yard Fight (J) {836c4fa7} ]
:836c4fa7:60000000:0000:00000000:00000000:-= 10-Yard Fight (J) {836c4fa7.xml} =-
:836c4fa7:60000000:0000:00000000:00000000:This game currently has NO cheats
; [ 10-Yard Fight (J) {0b379df8} ]
:0b379df8:60000000:0000:00000000:00000000:-= 10-Yard Fight (J) {0b379df8.xml} =-
:0b379df8:60000000:0000:00000000:00000000:This game currently has NO cheats
I then run it through my MAME XML tool and the xmls pop out the other end.
Quote:
As far as the NES cheat files go I have begun taking PAR codes and implementing these into the MESS cheat format. So far I have completed Megaman 1-6, Super Mario 1-3 and Castlevania. (I have found a cheat site that carries quite the array of PAR codes).
I did give a NES cheat file some consideration, I would have created a new MESS specific tool that could handle GG/PAR codes in the cheat.dat file and convert them correctly. I envisaged PAR codes being handled in cheat.dat file in this sort of format (with * defining it as a PAR code and all the fields being colon separated) :
Code:
; [ 8 Eyes (J) {059fd10f} ]
:059fd10f:60000000:0000:00000000:00000000:-= 8 Eyes (J) {059fd10f.xml} =-
:059fd10f:60000000:0000:00000000:00000000:This game currently has NO cheats
*000594:4F:Infinite Health for Orin::Code by Whipon
*000596:4F:Infinite Item Ammo::Code by Whipon
; [ 8 Eyes (J) {f8d53171} ]
:f8d53171:60000000:0000:00000000:00000000:-= 8 Eyes (J) {f8d53171.xml} =-
:f8d53171:60000000:0000:00000000:00000000:This game currently has NO cheats
*000594:4F:Infinite Health for Orin::Code by Whipon
*000596:4F:Infinite Item Ammo::Code by Whipon
; [ 8 Eyes (U) {326ab3b6} ]
:326ab3b6:60000000:0000:00000000:00000000:-= 8 Eyes (U) {326ab3b6.xml} =-
:326ab3b6:60000000:0000:00000000:00000000:This game currently has NO cheats
*000594:4F:Infinite Health for Orin::Code by Whipon
*000596:4F:Infinite Item Ammo::Code by Whipon
Quote:
I will populate the cheat_nes file and repost if anyone is interested.
That could be a major undertaking, I can provide the bare cheat_nes.dat file if required and do any dat->xml conversions in the short term to help you - whilst a NES specific tool could be hammered out.