now if you input full 13 or 8 digit code the control code won't be recalculated.
only if you input partial 12- or 7-digit code without control number it will calculate it.
this is done because some game uses it's own control code calc logic and need to be input as is.
otherwise it will be recalculated and won't be accepted by the game.
1. Added a global switch for all cheats, it is checked by default. Check or uncheck it can quickly tweak all cheats enabled or disabled. It's not game specific and effective to all games.
2. Added a checkmark to check behaviour of automatically load cheats.
3. Fixed a wierd bug in loading names of cheats from file.
iNES Header Editor:
4. Disable iNES header editor menu when currently loaded game is not in iNES format.
Others:
5. Some of the checkbox passed parameter MF_CHECKED, the right one is BST_CHECKED, though they have the same value.
6. Code/Data Logger is created by CreateDialog(), but destroyed by EndDialog()? A non-modal window should be destroy by DestroyWindow(), EndDialog() is for DialogBox(). It seems nobody noticed this bug for years.
7. Detail.
Currently there are some opposite tweaks in the config file for the new feature in cheat console, for example the unchcecked state is 1 in config file, that's for backward compatibility.
The iNES header editor might not quite stable as newly baked from the oven, there might be some improvements to its code.
1. Added a global switch for all cheats, it is checked by default. Check or uncheck it can quickly tweak all cheats enabled or disabled. It's not game specific and effective to all games.
2. Added a checkmark to check behaviour of automatically load cheats.
3. Fixed a wierd bug in loading names of cheats from file.
iNES Header Editor:
4. Disable iNES header editor menu when currently loaded game is not in iNES format.
Others:
5. Some of the checkbox passed parameter MF_CHECKED, the right one is BST_CHECKED, though they have the same value.
6. Code/Data Logger is created by CreateDialog(), but destroyed by EndDialog()? A non-modal window should be destroy by DestroyWindow(), EndDialog() is for DialogBox(). It seems nobody noticed this bug for years.
Currently there are some opposite tweaks in the config file for the new feature in cheat console, for example the unchcecked state is 1 in config file, that's for backward compatibility.
The iNES header editor might not quite stable as newly baked from the oven, there might be some improvements to its code.
2. Fixed an ancient bug of cheat dialog that importing new cheats makes old existing cheats uneffective.
3. Restructured some cheat searching type to macros since the meaning of the mysterious number is unclear. Maybe the switch case was more efficient than if else... or not?
4. Use a temporary variable rather than a global one to indicate whether the null file pointer is cased by user clicking the cancel or close button of the open archive dialog or a loading error.
5. When recording a movie with cheats, show warning to the user and asking for disabling them.
6. Removed some seems like unused variables, hope this didn't break compiling crossing platforms.
* Debugger: allow Frame Advancing when Debugger is in breakpoint state
* Debugger: fixed memory leak and possible heap corruption when deleting breakpoints
* Debugger: highlighting breakpoint item in BPs list when it's triggered
* Taseditor now doesn't update when debugger is in breakpoint state
- loading script does an implicit stop first
- script dying of natural causes triggers a stop, and thus an OnStop event in lua first (for proper cleanup)
also moves the archive function definitions outside out driver.h, because they are being handled platform dependently. Could someone on windows test this out?
- re-enabling some tasedit functionality
- stabilize emu during tasedit by disabling features
- clarify/stabilize some basic tas stuff (interaction with reset/poweron)
- remove a bunch of warnings