- At their own risk, this option allows the user to add any cheat from the database to any game that they want, regardless of any potential dangers that may arise from doing so. Use this option responsibly.
- This change is to help avoid misclicks on the button that may instantly wipe out the user's cheat list.
- The new Actions pop-up menu also exists to incorporate some new cheat list operations that will be coming very soon.
- Multiple cheat database files may now be opened simultaneously, each in their own individual windows.
- Cheat database files are now fully browsable.
- Game entries are now searchable by game title, serial, and CRC.
- Cheat entries are now viewed in a hierarchical layout, better representing the FAT format of the database entries.
- All cheats within a directory can now be selected or deselected in just a single click.
- Error handling is now more robust, informative, and nicer looking.
- Cheat database files are no longer assigned in DeSmuME Preferences; they are now opened through the "File > Open Cheat Database File" menu.
- Recent cheat database files are now saved, and can be quickly accessed through the "File > Open Recent Cheat Database File" menu.
- It is now possible to remove all cheats at once from the Cheat Manager's cheat list.
- Fix a bug where loading all database game entries from an encrypted database would result in reading gobbledygook.
- Fix a bug where calling CheatDBFile::LoadGameList() for all database game entries would always return 0 entries rather than the actual number of found entries.
- The file description is no longer limited to 16 characters.
- Folder notes are now included in the description strings of exported cheat items. These can be important for cheats that include operating instructions in their associated folder notes.
- Fix a bug where reading the last game entry of the database file would fail.
- Fix a potential bug where reading a game entry from an encrypted database file would fail if the initial entry data resides very close to a 512-byte boundary.
- Fix a bug where deleting a CHEATSEXPORT object without calling CHEATSEXPORT.close() would result in its associated file remaining open.
- Fix a bug where deleting a CHEATSEXPORT object without calling CHEATSEXPORT.close() would result in CHEATSEXPORT.cheats leaking memory.
- Add the following C++ classes: ClientCheatSearcher, ClientCheatDatabase
- Remove the following Obj-C classes: CocoaDSCheatSearch, CocoaDSCheatSearchParams
- Remove duplicate GUI code from EmuControllerDelegate.mm and preferencesWindowDelegate.mm
- All basic functionality for managing game session cheat items, the cheat database list, and cheat search are now managed through CocoaDSCheatManager.
- Add new ClientCheatList C++ class, further reducing dependence on Objective-C code.
- Making any changes to the cheat list or to any cheat items no longer requires the acquisition of an R/W lock.
- Add new ClientCheatItem C++ class to handle cheat items, greatly reducing dependence on Objective-C code.
- Remove a bunch of methods from CocoaDSCheatItem and CocoaDSCheatManager that were never used and are no longer planned to ever be used in the new code refactor.
- The Cheat Manager window may now be resized.
- The Action Replay code editor now uses Monaco 13 font instead of the system default font.
- The command for "Enable/Disable Cheats" has been renamed to "Enable/Disable Cheat System" to help clarify that the command affects the entire cheat system as a whole, as opposed to enabling/disabling individual cheat items.
- Some minor API changes were made, but only Windows and Cocoa were actually tested. Tried to make sure that Linux ports were updated to the new API, but haven't tested it.
- CommonSettings.GFX3D_TXTHack has been repurposed to switch between fixed-point math and float-based math.
- Fix various rendering bugs that were caused by a loss of Z precision introduced in commit 7751b59.
- In Pokemon Diamond/Pearl, the bug that caused random black dots to appear on the ground has been fixed.
- Also remove the unused NDSVertexf struct. There shall be only one representation of the NDS vertex data, and that shall be the fixed-point values of NDSVertex.