2015-04-21 11:51:57 +00:00
|
|
|
CheatEditor::CheatEditor(TabFrame* parent) : TabFrameItem(parent) {
|
2016-01-07 08:14:33 +00:00
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|
|
setIcon(Icon::Edit::Replace);
|
2015-04-21 11:51:57 +00:00
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setText("Cheat Editor");
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layout.setMargin(5);
|
2016-05-04 10:07:13 +00:00
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|
cheatList.append(TableViewHeader().setVisible()
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.append(TableViewColumn().setText("Slot").setForegroundColor({0, 128, 0}).setAlignment(1.0))
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.append(TableViewColumn().setText("Code(s)"))
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.append(TableViewColumn().setText("Description").setExpandable())
|
Update to v094r40 release.
byuu says:
Changelog:
- updated to newest hiro API
- SFC performance profile builds once again
- hiro: Qt port completed
Errata 1: the hiro/Qt target won't run tomoko just yet. Starts by
crashing inside InputSettings because hiro/Qt isn't forcefully selecting
the first item added to a ComboButton just yet. Even with a monkey patch
to get around that, the UI is incredibly unstable. Lots of geometry
calculation bugs, and a crash when you try and access certain folders in
the browser dialog. Lots of work left to be done there, sadly.
Errata 2: the hiro/Windows port has black backgrounds on all ListView
items. It's because I need to test for unassigned colors and grab the
default Windows brush colors in those cases.
Note: alternating row colors on multi-column ListView widgets is gone
now. Not a bug. May add it back later, but I'm not sure. It doesn't
interact nicely with per-cell background colors.
Things left to do:
First, I have to fix the Windows and Qt target bugs.
Next, I need to go through and revise the hiro API even more (nothing
too major.)
Next, I need to update icarus to use the new hiro API, and add support
for the SFC games database.
Next, I have to rewrite my TSV->BML cheat code tool.
Next, I need to post a final WIP of higan+icarus publicly and wait a few
days.
Next, I need to fix any bugs reported from the final WIP that I can.
Finally, I should be able to release v095.
2015-08-18 10:18:00 +00:00
|
|
|
);
|
2015-06-12 13:14:38 +00:00
|
|
|
for(auto slot : range(Slots)) {
|
2016-05-04 10:07:13 +00:00
|
|
|
cheatList.append(TableViewItem()
|
|
|
|
.append(TableViewCell().setCheckable().setText(1 + slot))
|
|
|
|
.append(TableViewCell())
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|
|
|
.append(TableViewCell())
|
2015-06-12 13:14:38 +00:00
|
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|
);
|
|
|
|
}
|
2015-04-21 11:58:59 +00:00
|
|
|
cheatList.onChange([&] { doChangeSelected(); });
|
2016-05-04 10:07:13 +00:00
|
|
|
cheatList.onToggle([&](TableViewCell cell) {
|
Update to v094r40 release.
byuu says:
Changelog:
- updated to newest hiro API
- SFC performance profile builds once again
- hiro: Qt port completed
Errata 1: the hiro/Qt target won't run tomoko just yet. Starts by
crashing inside InputSettings because hiro/Qt isn't forcefully selecting
the first item added to a ComboButton just yet. Even with a monkey patch
to get around that, the UI is incredibly unstable. Lots of geometry
calculation bugs, and a crash when you try and access certain folders in
the browser dialog. Lots of work left to be done there, sadly.
Errata 2: the hiro/Windows port has black backgrounds on all ListView
items. It's because I need to test for unassigned colors and grab the
default Windows brush colors in those cases.
Note: alternating row colors on multi-column ListView widgets is gone
now. Not a bug. May add it back later, but I'm not sure. It doesn't
interact nicely with per-cell background colors.
Things left to do:
First, I have to fix the Windows and Qt target bugs.
Next, I need to go through and revise the hiro API even more (nothing
too major.)
Next, I need to update icarus to use the new hiro API, and add support
for the SFC games database.
Next, I have to rewrite my TSV->BML cheat code tool.
Next, I need to post a final WIP of higan+icarus publicly and wait a few
days.
Next, I need to fix any bugs reported from the final WIP that I can.
Finally, I should be able to release v095.
2015-08-18 10:18:00 +00:00
|
|
|
cheats[cell.parent().offset()].enabled = cell.checked();
|
2015-04-21 11:58:59 +00:00
|
|
|
synchronizeCodes();
|
|
|
|
});
|
2015-04-21 11:51:57 +00:00
|
|
|
codeLabel.setText("Code(s):");
|
|
|
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codeValue.onChange([&] { doModify(); });
|
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|
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descriptionLabel.setText("Description:");
|
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descriptionValue.onChange([&] { doModify(); });
|
|
|
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findCodesButton.setText("Find Codes ...").onActivate([&] { cheatDatabase->findCodes(); });
|
|
|
|
resetButton.setText("Reset").onActivate([&] { doReset(); });
|
|
|
|
eraseButton.setText("Erase").onActivate([&] { doErase(); });
|
|
|
|
}
|
|
|
|
|
2015-04-21 11:58:59 +00:00
|
|
|
auto CheatEditor::doChangeSelected() -> void {
|
2015-04-21 11:51:57 +00:00
|
|
|
if(auto item = cheatList.selected()) {
|
2015-06-18 10:48:53 +00:00
|
|
|
auto& cheat = cheats[item.offset()];
|
2015-04-21 11:58:59 +00:00
|
|
|
codeValue.setEnabled(true).setText(cheat.code);
|
|
|
|
descriptionValue.setEnabled(true).setText(cheat.description);
|
2015-04-21 11:51:57 +00:00
|
|
|
eraseButton.setEnabled(true);
|
|
|
|
} else {
|
|
|
|
codeValue.setEnabled(false).setText("");
|
|
|
|
descriptionValue.setEnabled(false).setText("");
|
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|
|
eraseButton.setEnabled(false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
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auto CheatEditor::doModify() -> void {
|
|
|
|
if(auto item = cheatList.selected()) {
|
2015-06-18 10:48:53 +00:00
|
|
|
auto& cheat = cheats[item.offset()];
|
2015-04-21 11:58:59 +00:00
|
|
|
cheat.code = codeValue.text();
|
|
|
|
cheat.description = descriptionValue.text();
|
2015-04-21 11:51:57 +00:00
|
|
|
doRefresh();
|
|
|
|
synchronizeCodes();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
auto CheatEditor::doRefresh() -> void {
|
|
|
|
for(auto slot : range(Slots)) {
|
2015-04-21 11:58:59 +00:00
|
|
|
auto& cheat = cheats[slot];
|
|
|
|
if(cheat.code || cheat.description) {
|
2016-07-01 11:58:12 +00:00
|
|
|
auto codes = cheat.code.split("+");
|
2015-04-21 11:51:57 +00:00
|
|
|
if(codes.size() > 1) codes[0].append("+...");
|
Update to v094r40 release.
byuu says:
Changelog:
- updated to newest hiro API
- SFC performance profile builds once again
- hiro: Qt port completed
Errata 1: the hiro/Qt target won't run tomoko just yet. Starts by
crashing inside InputSettings because hiro/Qt isn't forcefully selecting
the first item added to a ComboButton just yet. Even with a monkey patch
to get around that, the UI is incredibly unstable. Lots of geometry
calculation bugs, and a crash when you try and access certain folders in
the browser dialog. Lots of work left to be done there, sadly.
Errata 2: the hiro/Windows port has black backgrounds on all ListView
items. It's because I need to test for unassigned colors and grab the
default Windows brush colors in those cases.
Note: alternating row colors on multi-column ListView widgets is gone
now. Not a bug. May add it back later, but I'm not sure. It doesn't
interact nicely with per-cell background colors.
Things left to do:
First, I have to fix the Windows and Qt target bugs.
Next, I need to go through and revise the hiro API even more (nothing
too major.)
Next, I need to update icarus to use the new hiro API, and add support
for the SFC games database.
Next, I have to rewrite my TSV->BML cheat code tool.
Next, I need to post a final WIP of higan+icarus publicly and wait a few
days.
Next, I need to fix any bugs reported from the final WIP that I can.
Finally, I should be able to release v095.
2015-08-18 10:18:00 +00:00
|
|
|
cheatList.item(slot).cell(0).setChecked(cheat.enabled);
|
2015-06-18 10:48:53 +00:00
|
|
|
cheatList.item(slot).cell(1).setText(codes[0]);
|
|
|
|
cheatList.item(slot).cell(2).setText(cheat.description).setForegroundColor({0, 0, 0});
|
2015-04-21 11:51:57 +00:00
|
|
|
} else {
|
Update to v094r40 release.
byuu says:
Changelog:
- updated to newest hiro API
- SFC performance profile builds once again
- hiro: Qt port completed
Errata 1: the hiro/Qt target won't run tomoko just yet. Starts by
crashing inside InputSettings because hiro/Qt isn't forcefully selecting
the first item added to a ComboButton just yet. Even with a monkey patch
to get around that, the UI is incredibly unstable. Lots of geometry
calculation bugs, and a crash when you try and access certain folders in
the browser dialog. Lots of work left to be done there, sadly.
Errata 2: the hiro/Windows port has black backgrounds on all ListView
items. It's because I need to test for unassigned colors and grab the
default Windows brush colors in those cases.
Note: alternating row colors on multi-column ListView widgets is gone
now. Not a bug. May add it back later, but I'm not sure. It doesn't
interact nicely with per-cell background colors.
Things left to do:
First, I have to fix the Windows and Qt target bugs.
Next, I need to go through and revise the hiro API even more (nothing
too major.)
Next, I need to update icarus to use the new hiro API, and add support
for the SFC games database.
Next, I have to rewrite my TSV->BML cheat code tool.
Next, I need to post a final WIP of higan+icarus publicly and wait a few
days.
Next, I need to fix any bugs reported from the final WIP that I can.
Finally, I should be able to release v095.
2015-08-18 10:18:00 +00:00
|
|
|
cheatList.item(slot).cell(0).setChecked(false);
|
2015-06-18 10:48:53 +00:00
|
|
|
cheatList.item(slot).cell(1).setText("");
|
|
|
|
cheatList.item(slot).cell(2).setText("(empty)").setForegroundColor({128, 128, 128});
|
2015-04-21 11:51:57 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
cheatList.resizeColumns();
|
|
|
|
}
|
|
|
|
|
2015-04-21 11:58:59 +00:00
|
|
|
auto CheatEditor::doReset(bool force) -> void {
|
Update to v094r23 release.
byuu says:
The library window is gone, and replaced with
hiro::BrowserWindow::openFolder(). This gives navigation capabilities to
game loading, and it also completes our slotted cart selection code. As
an added bonus, it's less code this way, too.
I also set the window size to consistent sizes between all emulated
systems, so that switching between SFC and GB don't cause the window
size to keep changing, and so that the scaling size is consistent (eg at
normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders
in GB/GBA mode, but it doesn't look that bad, and it's not like many
people ever use these modes anyway.
Finally, added the placeholder tabs for video, audio and timing. I don't
intend to add the timing calculator code to v095 (it might be better as
a separate tool), but I'll add the ability to set video/audio rates, at
least.
Glitch 1: despite selecting the first item in the BrowserDialog list, if
you press enter when the window appears, it doesn't activate the item
until you press an arrow key first.
Glitch 2: in Game Boy mode, if you set the 4x window size, it's not
honoring the full requested height because the viewport is smaller than
the window. 8+ years of trying to get GTK+ and Qt to simply set the god
damned window size I ask for, and I still can't get them to do it
reliably.
Remaining issues:
- finish configuration panels (video, audio, timing)
- fix ruby driver compilation on Windows
- add DIP switch selection window (NSS) [I may end up punting this one
to v096]
2015-05-30 11:39:09 +00:00
|
|
|
if(force || MessageDialog().setParent(*toolsManager).setText("Permanently erase all slots?").question() == "Yes") {
|
2015-04-21 11:51:57 +00:00
|
|
|
for(auto& cheat : cheats) {
|
2015-04-21 11:58:59 +00:00
|
|
|
cheat.enabled = false;
|
2015-04-21 11:51:57 +00:00
|
|
|
cheat.code = "";
|
|
|
|
cheat.description = "";
|
|
|
|
}
|
Update to v094r40 release.
byuu says:
Changelog:
- updated to newest hiro API
- SFC performance profile builds once again
- hiro: Qt port completed
Errata 1: the hiro/Qt target won't run tomoko just yet. Starts by
crashing inside InputSettings because hiro/Qt isn't forcefully selecting
the first item added to a ComboButton just yet. Even with a monkey patch
to get around that, the UI is incredibly unstable. Lots of geometry
calculation bugs, and a crash when you try and access certain folders in
the browser dialog. Lots of work left to be done there, sadly.
Errata 2: the hiro/Windows port has black backgrounds on all ListView
items. It's because I need to test for unassigned colors and grab the
default Windows brush colors in those cases.
Note: alternating row colors on multi-column ListView widgets is gone
now. Not a bug. May add it back later, but I'm not sure. It doesn't
interact nicely with per-cell background colors.
Things left to do:
First, I have to fix the Windows and Qt target bugs.
Next, I need to go through and revise the hiro API even more (nothing
too major.)
Next, I need to update icarus to use the new hiro API, and add support
for the SFC games database.
Next, I have to rewrite my TSV->BML cheat code tool.
Next, I need to post a final WIP of higan+icarus publicly and wait a few
days.
Next, I need to fix any bugs reported from the final WIP that I can.
Finally, I should be able to release v095.
2015-08-18 10:18:00 +00:00
|
|
|
for(auto& item : cheatList.items()) {
|
|
|
|
item.cell(0).setChecked(false);
|
|
|
|
}
|
2015-04-21 11:58:59 +00:00
|
|
|
doChangeSelected();
|
2015-04-21 11:51:57 +00:00
|
|
|
doRefresh();
|
|
|
|
synchronizeCodes();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
auto CheatEditor::doErase() -> void {
|
|
|
|
if(auto item = cheatList.selected()) {
|
2015-06-18 10:48:53 +00:00
|
|
|
auto& cheat = cheats[item.offset()];
|
2015-04-21 11:58:59 +00:00
|
|
|
cheat.enabled = false;
|
|
|
|
cheat.code = "";
|
|
|
|
cheat.description = "";
|
2015-04-21 11:51:57 +00:00
|
|
|
codeValue.setText("");
|
|
|
|
descriptionValue.setText("");
|
|
|
|
doRefresh();
|
|
|
|
synchronizeCodes();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
auto CheatEditor::synchronizeCodes() -> void {
|
|
|
|
if(!emulator) return;
|
|
|
|
|
2016-07-01 11:58:12 +00:00
|
|
|
string_vector codes;
|
2015-04-21 11:58:59 +00:00
|
|
|
for(auto& cheat : cheats) {
|
|
|
|
if(!cheat.enabled || !cheat.code) continue;
|
|
|
|
codes.append(cheat.code);
|
2015-04-21 11:51:57 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
emulator->cheatSet(codes);
|
|
|
|
}
|
|
|
|
|
|
|
|
//returns true if code was added
|
|
|
|
//returns false if there are no more free slots for additional codes
|
2015-04-21 11:58:59 +00:00
|
|
|
auto CheatEditor::addCode(const string& code, const string& description, bool enabled) -> bool {
|
2015-04-21 11:51:57 +00:00
|
|
|
for(auto& cheat : cheats) {
|
|
|
|
if(cheat.code || cheat.description) continue;
|
2015-04-21 11:58:59 +00:00
|
|
|
cheat.enabled = enabled;
|
2015-04-21 11:51:57 +00:00
|
|
|
cheat.code = code;
|
|
|
|
cheat.description = description;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
2015-04-21 11:58:59 +00:00
|
|
|
|
|
|
|
auto CheatEditor::loadCheats() -> void {
|
|
|
|
doReset(true);
|
Update to v099r08 release.
byuu says:
Changelog:
- nall/vfs work 100% completed; even SGB games load now
- emulation cores now call load() for the base cartridges as well
- updated port/device handling; portmask is gone; device ID bug should
be resolved now
- SNES controller port 1 multitap option was removed
- added support for 128KiB SNES PPU VRAM (for now, edit sfc/ppu/ppu.hpp
VRAM::size=0x10000; to enable)
Overall, nall/vfs was a huge success!! We've substantially reduced
the amount of boilerplate code everywhere, while still allowing (even
easier than before) support for RAM-based game loading/saving. All of
nall/stream is dead and buried.
I am considering removing Emulator::Interface::Medium::id and/or
bootable flag. Or at least, doing something different with it. The
values for the non-bootable GB/BS/ST entries duplicate the ID that is
supposed to be unique. They are for GB/GBC and WS/WSC. Maybe I'll use
this as the hardware revision selection ID, and then gut non-bootable
options. There's really no reason for that to be there. I think at one
point I was using it to generate library tabs for non-bootable systems,
but we don't do that anymore anyway.
Emulator::Interface::load() may not need the required flag anymore ... it
doesn't really do anything right now anyway.
I have a few reasons for having the cores load the base cartridge. Most
importantly, it is going to enable a special mode for the WonderSwan /
WonderSwan Color in the future. If we ever get the IPLROMs dumped ... it's
possible to boot these systems with no games inserted to set user profile
information and such. There are also other systems that may accept being
booted without a cartridge. To reach this state, you would load a game and
then cancel the load dialog. Right now, this results in games not loading.
The second reason is this prevents nasty crashes when loading fails. So
if you're missing a required manifest, the emulator won't die a violent
death anymore. It's able to back out at any point.
The third reason is consistency: loading the base cartridge works the
same as the slot cartridges.
The fourth reason is Emulator::Interface::open(uint pathID)
values. Before, the GB, SB, GBC modes were IDs 1,2,3 respectively. This
complicated things because you had to pass the correct ID. But now
instead, Emulator::Interface::load() returns maybe<uint> that is nothing
when no game is selected, and a pathID for a valid game. And now open()
can take this ID to access this game's folder contents.
The downside, which is temporary, is that command-line loading is
currently broken. But I do intend on restoring it. In fact, I want to do
better than before and allow multi-cart booting from the command-line by
specifying the base cartridge and then slot cartridges. The idea should
be pretty simple: keep a queue of pending filenames that we fill from
the command-line and/or drag-and-drop operations on the main window,
and then empty out the queue or prompt for load dialogs from the UI
when booting a system. This also might be a bit more unorthodox compared
to the traditional emulator design of "loadGame(filename)", but ... oh
well. It's easy enough still.
The port/device changes are fun. We simplified things quite a bit. The
portmask stuff is gone entirely. While ports and devices keep IDs,
this is really just sugar-coating so UIs can use for(auto& port :
emulator->ports) and access port.id; rather than having to use for(auto
n : range(emulator->ports)) { auto& port = emulator->ports[n]; ... };
but they should otherwise generally be identical to the order they appear
in their respective ranges. Still, don't rely on that.
Input::id is gone. There was no point since we also got rid of the nasty
Input::order vector. Since I was in here, I went ahead and caved on the
pedantics and renamed Input::guid to Input::userData.
I removed the SNES controller port 1 multitap option. Basically, the only
game that uses this is N-warp Daisakusen and, no offense to d4s, it's
not really a good game anyway. It's just a quick demo to show 8-players
on the SNES. But in the UI, all it does is confuse people into wasting
time mapping a controller they're never going to use, and they're going
to wonder which port to use. If more compelling use cases for 8-players
comes about, we can reconsider this. I left all the code to support this
in place, so all you have to do is uncomment one line to enable it again.
We now have dsnes emulation! :D
If you change PPU::VRAM::size to 0x10000 (words), then you should now
have 128KiB of VRAM. Even better, it serializes the used-VRAM size,
so your save states shouldn't crash on you if you swap between the two
(though if you try this, you're nuts.)
Note that this option does break commercial software. Yoshi's Island in
particular. This game is setting A15 on some PPU register writes, but
not on others. The end result of this is things break horribly in-game.
Also, this option is causing a very tiny speed hit for obvious reasons
with the variable masking value (I'm even using size-1 for now.) Given
how niche this is, I may just leave it a compile-time constant to avoid
the overhead cost. Otherwise, if we keep the option, then it'll go into
Super Famicom.sys/manifest.bml ... I'll flesh that out in the near-future.
----
Finally, some fun for my OCD ... my monitor suddenly cut out on me
in the middle of working on this WIP, about six hours in of non-stop
work. Had to hit a bunch of ctrl+alt+fN commands (among other things)
and trying to log in headless on another TTY to do issue commands,
trying to recover the display. Finally power cycled the monitor and it
came back up. So all my typing ended up going to who knows where.
Usually this sort of thing terrifies me enough that I scrap a WIP and
start over to ensure I didn't screw anything up during the crashed screen
when hitting keys randomly.
Obviously, everything compiles and appears to work fine. And I know
it's extremely paranoid, but OCD isn't logical, so ... I'm going
to go over every line of the 100KiB r07->r08 diff looking for any
corruption/errors/whatever.
----
Review finished.
r08 diff review notes:
- fc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- gb/cartridge/cartridge.hpp:
remove redundant uint _pathID; (in Information::pathID already)
- gb/cartridge/cartridge.hpp:
pull sha256 inside Information
- sfc/cartridge/load/cpp:
add " - Slot (A,B)" to interface->load("Sufami Turbo"); to be more
descriptive
- sfc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- sfc/interface/interface.cpp:
remove n variable from the Multitap device input generation loop
(now unused)
- sfc/interface/interface.hpp:
put struct Port above struct Device like the other classes
- ui-tomoko:
cheats.bml is reading from/writing to mediumPaths(0) [system folder
instead of game folder]
- ui-tomoko:
instead of mediumPaths(1) - call emulator->metadataPathID() or something
like that
2016-06-24 12:16:53 +00:00
|
|
|
auto contents = string::read({program->mediumPaths(1), "cheats.bml"});
|
Update to v094r17 release.
byuu says:
This updates higan to use the new Markup::Node changes. This is a really
big change, and one slight typo anywhere could break certain classes of
games from playing.
I don't have ananke hooked up again yet, so I don't have the ability to
test this much. If anyone with some v094 game folders wouldn't mind
testing, I'd help out a great deal.
I'm most concerned about testing one of each SNES special chip game.
Most notably, systems like the SA-1, HitachiDSP and NEC-DSP were using
the fancier lookups, eg node["rom[0]/name"], which I had to convert to
a rather ugly node["rom"].at(0)["name"], which I'm fairly confident
won't work. I'm going to blame that on the fumes from the shelves I just
stained >.> Might work with node.find("rom[0]/name")(0) though ...? But
so ugly ... ugh.
That aside, this WIP adds the accuracy-PPU inlining, so the accuracy
profile should run around 7.5% faster than before.
2015-05-02 13:05:46 +00:00
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auto document = BML::unserialize(contents);
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for(auto cheat : document["cartridge"].find("cheat")) {
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if(!addCode(cheat["code"].text(), cheat["description"].text(), (bool)cheat["enabled"])) break;
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2015-04-21 11:58:59 +00:00
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}
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doRefresh();
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synchronizeCodes();
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}
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auto CheatEditor::saveCheats() -> void {
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if(!emulator) return;
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string document = {"cartridge sha256:", emulator->sha256(), "\n"};
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2015-12-21 09:16:47 +00:00
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uint count = 0;
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2015-04-21 11:58:59 +00:00
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for(auto& cheat : cheats) {
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if(!cheat.code && !cheat.description) continue;
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document.append(" cheat", cheat.enabled ? " enabled" : "", "\n");
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document.append(" description:", cheat.description, "\n");
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document.append(" code:", cheat.code, "\n");
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count++;
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}
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if(count) {
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2016-06-25 08:53:11 +00:00
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file::write({program->mediumPaths(1), "cheats.bml"}, document);
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2015-04-21 11:58:59 +00:00
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} else {
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2016-06-25 08:53:11 +00:00
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file::remove({program->mediumPaths(1), "cheats.bml"});
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2015-04-21 11:58:59 +00:00
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}
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doReset(true);
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}
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