Hacking NDSSFC/CATSFC revival

What sort of additional hotkeys do you want?


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Rydian

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Oh no, what I meant was how some emulators don't allow importing at all and require you to type them in line-by-line (ZSNES I'm looking at you) or edit the binary files. When BSNES switched to a binary format and MightyMo's pack followed, I stopped updating (until MightyMo started including the old-format pack as well, saving everybody hassle) because I didn't want to re-write the thing when so few people used the converter anyways (as converting by hand was easy enough for one or two games).

And yeah, I'll upload a "new" version (so that the readme is changed as well for people who skip descriptions) to change the version number to "final" or something, since thanks to you, I never need to touch it again.
 

Deleted member 319809

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Oh no, what I meant was how some emulators don't allow importing at all and require you to type them in line-by-line (ZSNES I'm looking at you) or edit the binary files. When BSNES switched to a binary format and MightyMo's pack followed, I stopped updating (until MightyMo started including the old-format pack as well, saving everybody hassle) because I didn't want to re-write the thing when so few people used the converter anyways (as converting by hand was easy enough for one or two games).
Ah. Sounds like ZSNES needs a beating! And I thought the new-format BSNES cheat pack had text in it, just that it was XML or had huge SHA-1 hashes for identifying cartridges or something like that. Still, it's less editable like that.

And yeah, I'll upload a "new" version (so that the readme is changed as well for people who skip descriptions) to change the version number to "final" or something, since thanks to you, I never need to touch it again.
And what about people who skip readmes? :ph34r:
 

Rydian

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Ah. Sounds like ZSNES needs a beating! And I thought the new-format BSNES cheat pack had text in it, just that it was XML or had huge SHA-1 hashes for identifying cartridges or something like that. Still, it's less editable like that.
Oh, so it does! Another change when I wasn't paying attention, I suppose? That'd be a lot easier to manage that binary as I'm just using string manipulation as it is, but whatever, I don't need to touch it anymore.

And what about people who skip readmes? :ph34r:
I'm the top poster on GBAtemp, I've learned to live with their existence... it's the only way to stay sane.
 

Deleted member 319809

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CATSFC 1.19, the Arbitrary Save State Edition, is now released.

Starting with this release, you the player can now choose which state you want to write to, as well as touch it with your stylus in a new row of cells below "create saved state". This means that you can, for example, set aside a few slot numbers for experiments or backtracking, or for game endings to show off to others.

There are also 16 states for you to choose from, instead of 10.

You can also touch the Yes and No buttons in confirmation dialog boxes with your stylus now. Previously you could only press A and B.

I seem to manage the impossible: packing more and more features in, and yet reducing the size of the .plg. Adding this saved state stuff reduced the plugin's size by 4 KB... I must be doing things right in this age of bloated software ;)

IMPORTANT NOTE ABOUT SAVE STATE NUMBER "CHANGES"
The numbers of your saved states from before CATSFC 1.19 may seem to have changed in 1.19, but those numbers are actually what NDSSFC/CATSFC saved them to. These numbers are now used as is, whereas before, they were mapped to slot numbers starting at #1 and remapped in the game config file to their real numbers.

For example:
You loaded a platformer game in CATSFC 1.15 to try out frame skipping. You set it to 0 and liked to play the game really slow and hear the oddly extended powerup sounds, so you started getting into the game, creating saves so you could go back if you died. After 9 saves, you deleted them all, saved to #1 and called it a day. Now, you install 1.19, and see that the state is now #10! That's because #1 was really saved to _10.rts and #1 was mapped to #10 in the game config. 1.19 allows you to choose your number and it doesn't change, so you can load your state and save it to any slot you want.
 
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PJM

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Every time I download this, there is a new version a few hours later! Please don't take this as criticism though; the progress you're making is great!

While I keep downloading with the intentions of testing, I always get distracted. 1.19 is actually the first version I’ll be booting up since you took over, so I’m excited to see everything so far, Including the UI enhancements.
 

Deleted member 319809

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Every time I download this, there is a new version a few hours later! Please don't take this as criticism though; the progress you're making is great!

While I keep downloading with the intentions of testing, I always get distracted. 1.19 is actually the first version I’ll be booting up since you took over, so I’m excited to see everything so far, Including the UI enhancements.
Yay! Happy playing :)
 

Tubby31

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In theSecret of mana 2 the menu-Boxes with the text inside in the upper screen is still Messi and unreadable still in the englisch and Germanen translation. Please fix it.
 

nitendo

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Great effort Nebuleon!

It has been really exiting to follow the development and read about all the new features being added on a near daily basis.

Any problems addressing the message dialogs in sd3 and rudras - Or was that an easy fix?

Again - thanks for the excellent work!

/dACE
 

Deleted member 319809

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Great effort Nebuleon!

It has been really exiting to follow the development and read about all the new features being added on a near daily basis.

Any problems addressing the message dialogs in sd3 and rudras - Or was that an easy fix?

Again - thanks for the excellent work!

/dACE
For Seiken Densetsu 3 and Treasure of the Rudras, I wasn't even aware that it fixed those games until I was told, because I was only testing Secret of Mana. It was not an easy fix, but it ended up fixing 3 games.

Or partially fixing, because of Tubby31's bug report above.
 

Deleted member 319809

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sorry for the last post can Not iPod the picture :-(
You can take a picture of the game inside the emulator.

Touch the Touch Screen, then go into the Tools menu, then choose Screenshots... and finally Save a screenshot.

The picture will be saved in the CATSFC/gamepic folder of your storage card. You can then transfer this file.

Also, if that would not be too much trouble for you, could you try making a German translation for the emulator's menu? It's pretty easy, and you can see how to do that on the GitHub page: http://github.com/ShadauxCat/CATSFC
 

Deleted member 319809

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(Downloaded 3 ROM versions for research purposes: Japanese, English, German.)

In post #95 I noted that the Donkey Kong Country Rareware icon was split into 4-pixel columns. This menu message box problem appears to be caused by the same thing.
sd3-message-box-20130114.png

So I'll take a look at it again for the sake of Seiken Densetsu 3. If it fixes Donkey Kong Country, that'll be a bonus.
 

nl255

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Thanks for all the hard work. I do have a feature request though. Could you add a configurable hotkey (like the DSTwo itself lets you do) to bring up the menu instead of having to use the touch screen?
 

Deleted member 319809

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I want to restart using the timer-interrupt audio first. I think I found the cause of one crash in the main menu when I was using interrupts to feed audio to the DS, and it's not the interrupts. It's the way the main menu is coded.

See CATSFC issue 27 for more information.

On topic: Does anyone have links to some good code analysis tools I could use to find out about use of uninitialised memory?
 

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