Comments (8)
Cheats are indeed system-specific, but if you have the correct ones for the system you're emulating then it's just a matter of loading the cheat files into RALibretro, and then calling retro_cheat_set
with the cheat codes that the user activates via the UI.
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It's not terribly likely. RALibretro is intended for achievement developers first, not players, and there's a very limited value to cheats for developers who have access to memory edits via the memory inspector.
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Actually as a developer I want to say that it's not that uncommon. Especially if cheats are encrypted I often use a non-RA emulator to use it and then import the save to the RA emulator again to see what memory was changed so I can mark it, doing it directly in the emulator would be great.
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Yeah. I don't need them for cheating/making things easier exactly. I just want them to get decoded so I can see what memory they affect and maybe glean some extra knowledge without necessarily having to go to an external source to do so.
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I can't picture how this would work. Things like Game Genie codes only work on some systems and have to be specifically decoded to be applied. RALibretro is an all-in-one frontend for many systems, so the per-system handling would have to be implemented by the cores, and there's nothing in the libretro API for system-specific cheat code support.
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Cheats are indeed system-specific, but if you have the correct ones for the system you're emulating then it's just a matter of loading the cheat files into RALibretro, and then calling
retro_cheat_set
with the cheat codes that the user activates via the UI.
How do I do the last part? Activate via UI?
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If you want to understand cheats, look online, there's a number of sites that break down the mapping of Game Genie or other systems.
Something like this: https://games.technoplaza.net/ggencoder/ will do the conversion for you. I get not wanting a different source for it, but LibRetro doesn't really have anything to do with Game genie necessarily.
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Cheats are indeed system-specific, but if you have the correct ones for the system you're emulating then it's just a matter of loading the cheat files into RALibretro, and then calling
retro_cheat_set
with the cheat codes that the user activates via the UI.How do I do the last part? Activate via UI?
An UI would have to be implemented, where all cheats for the current game are listed, giving the player a way to activate/deactivate them individually.
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Related Issues (20)
- theres stuttering in NES games HOT 3
- [Feature Request] Add fullscreen command line -f [--fullscreen]
- Xenia support? HOT 1
- Settings HOT 1
- RAHasher 1.7.0 Windows x64 release is linked with debug runtime HOT 1
- [Feature Request] Add ability to slow down emulation speed
- Rewind Integration
- analog trigger issue on RAlibretro (JR DEV here) HOT 1
- Genesis Sonic Sequels Sound Not Working HOT 1
- Dreamcast core not visible in version 1.7.1 HOT 1
- Leaderboards always enabled whether I disable them or not HOT 2
- Can't use keyboard
- Allow for multiple bindings of the same controller button, like RetroArch does?
- RALibretro closes unexpectedly when viewing Recent Games HOT 1
- [Feature Request] RAHasher - Support for RVZ format when hashing Wii/GameCube files
- [Feature Request] Disk/CD Management Hotkeys
- [Feature Request] Windows ARM64 Support
- RALibretro crashes after loading inconsistent Rich Presence HOT 2
- [Bug] PSX Scratchpad memory is messed up HOT 6
- Better N64 Core Settings C-Button Mapping HOT 2
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