Author Topic: Release - Alt64 with stable, fully functional GameShark  (Read 67590 times)

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Offline Modman

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Release - Alt64 with stable, fully functional GameShark
« on: August 26, 2014, 09:34 PM »
At this point, we believe it's stable enough for an initial release.

Download: https://s3.amazonaws.com/alt64-builds/alt64-0.1.8.6-cheat.zip
Source code: https://github.com/parasyte/alt64

Nothing has changed in the user interface. Same steps to enable cheats. The biggest difference is that you must convert your cheat-files to YAML. We've included a lot of example YAML cheat files that you can use as a template for formatting.

Happy cheating!

The only known issue so far is Banjo Tooie, but we believe that to be related to the patch that makes the game run, and not the code engine. The game loads with cheats enabled, but no cheats take effect.

For those who aren't familiar with the YAML cheat files, you will need to use an editor like Notepad++ to edit the cheat files. Regular notepad will not work.

It is also worth noting that GameShark codes made in an emulator may *not* work properly on the actual hardware.

rimsky82 from gamehacking.org here...

I added yaml as an export on our site.  That means you can find your game, select the codes you want, and download them as a yaml file for use with this cheat engine.  I have an ED64v2 myself, and tested it.  Quick and easy.

http://gamehacking.org
http://gamehacking.org/?sys=n64
« Last Edit: September 30, 2014, 02:59 AM by Modman »

Offline Kerr Avon

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #1 on: August 26, 2014, 09:57 PM »
Why does all the good stuff come out when I'm away from home without my N64?  >:( >:( >:(

Modman, is it possible to make it a standalone program, loaded from the ED64's menu like any other .z64 file, so that when loaded it allows you to choose which cheats to use (say from a .txt or YAML file with the same name as the game's .z64 file), and then it loads the game from the SD card? Saturnuu's OS is great, but I prefer the original one somehow.

Anyway, even though I can't yet try this (HATE working away from home) congratulations on doing so much, and in so little time too.

Offline Modman

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #2 on: August 26, 2014, 10:01 PM »
The source code location is included in the release, so if Krikzz wants to, he can add it to his menu as well. You might just have to use Alt64 until that happens, if you prefer the other menu. :)

Parasyte definitely did most of the heavy lifting on this project, but it was great to be a part of it!

Offline Kodewerx

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #3 on: August 26, 2014, 10:37 PM »
You can also just rename the OS64.v64 file and start that from the original EverDrive menu. (For the record, I also prefer the original menu.) It needs an empty MEMPAK directory at the root of the SD card, but everything else should be fine.

Offline Kyle

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #4 on: August 26, 2014, 10:49 PM »
This is amazingly cool. Holding out on the EDV3 but really happy to see this implemented.

Offline saturnu

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #5 on: August 26, 2014, 11:28 PM »
chainload the os should result in broken savegames atm, 'cause the underlaying os tries to set the savetype and filename for alt64. :>
in respect of that even a standalone app might be a bit tricky. ^^
you will have to figure out how krikzz is saving with these bin files in /ED64. :D

Offline lee4

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #6 on: August 27, 2014, 12:39 AM »
The only known issue so far is Banjo Tooie, but we believe that to be related to the patch that makes the game run, and not the code engine. The game loads with cheats enabled, but no cheats take effect.
You need correct master code to make codes to work.

It is also worth noting that GameShark codes made in an emulator may *not* work properly on the actual hardware.
because those "emulator made" codes are improper and misaligned.
ED64 v2.0, 3.0 & X7 | EDMD v3 | MEGAED X7 M15 v2.01 & PRO rev B | TED v2.4 | EDN8 v1.2N & Pro M19 N1 | SED v2.1 | SD2SNES rev E1 & PRO rev.B | EDGB v1.1 & X7 M17 rev B | EDGBA X5 M16 rev A & Mini M19 Rev B
RetroUSB AVS | Super NT | Mega SG | Super Retro Advance |  16bitPocket GBC | PCE+SSD3

Offline Modman

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #7 on: August 27, 2014, 12:46 AM »
What enable code are you using? Do you have a working one?

Offline Kodewerx

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #8 on: August 27, 2014, 06:43 AM »
Banjo Tooie never had a master code. ;D

The biggest difference between GameShark Pro v3.30+Banjo Tooie and alt64+Banjo Tooie-cracked is that the crack contains a lot of mysterious code in the form of a cracktro and patches to the embedded encryption by LaC. The game itself doesn't intentionally disable cheat devices; it attempts to protect itself from piracy. Even with this apples-to-oranges comparison, we can deduce that the problem with this game most likely lies somewhere within the patch.

Offline Kodewerx

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #9 on: August 27, 2014, 06:47 AM »
chainload the os should result in broken savegames atm, 'cause the underlaying os tries to set the savetype and filename for alt64. :>
in respect of that even a standalone app might be a bit tricky. ^^
you will have to figure out how krikzz is saving with these bin files in /ED64. :D

You mean to tell me the save type setting cannot be reset in some way? That evd_unlock() function looks like a good place to start.

Offline saturnu

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #10 on: August 27, 2014, 09:50 AM »
no the save setting isn't the problem at all ^^

i'm pretty sure it's possible, but i don't know how the org. os is storing the information to what rom/save filename to write after reset.
this should be an important information beside the save setting, too. :D

ORG-OS -> ALT64 -> reset -> ORG-OS

-> ORG-OS: sets save type in fpga and stores romname where?
-> ALT64 overrides save type in fpga, stores romname in "/ED64/LASTROM.CFG"
-> ORG-OS reads save setting from fpga and romname from somewhere.
-> ORG-OS saves to the filename of the ALT64 rom.

so you have to find the place where the original os stores the rom filename and alter it in your cheating app, too.
« Last Edit: August 27, 2014, 03:10 PM by saturnu »

Offline Kerr Avon

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #11 on: August 27, 2014, 04:35 PM »
You can also just rename the OS64.v64 file and start that from the original EverDrive menu. (For the record, I also prefer the original menu.) It needs an empty MEMPAK directory at the root of the SD card, but everything else should be fine.

Wow! It just sounds better and better! Kodewerx, when I (eventually  :() get home, if I just rename os64.v64 to, say , cheat.z64, then if I load cheat.z64 then I can then load a game from the cheat.z64's menu, and the Gameshark codes will work (providing, of course, that the Gameshark codes are genuine, i.e. they work on a real Gameshark and real N64)?

Can you enable/disable cheats from the menu, or do the .yml files have to be edited (on a PC)?


Offline Modman

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #12 on: August 27, 2014, 07:22 PM »
I can't speak to how effective chain loading would be at this time, but as to your question about cheats:

At this time, individual cheats can't be enabled/disabled in the menu. The whole code list is either on or off. The individual cheats are set on or off through an editor on a PC when the code list is constructed.

Offline KRIKzz

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #13 on: August 28, 2014, 12:56 AM »
The source code location is included in the release, so if Krikzz wants to, he can add it to his menu as well. You might just have to use Alt64 until that happens, if you prefer the other menu. :)

Parasyte definitely did most of the heavy lifting on this project, but it was great to be a part of it!

Thanks a lot of yours work! I will definitely include this improvements in my OS

Offline Modman

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Re: Release - Alt64 with stable, fully functional GameShark
« Reply #14 on: August 28, 2014, 01:10 AM »
On behalf of Parasyte and myself, you are very welcome! :) and I'm glad to hear the cheat engine will be included in future menu releases :)