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<blockquote data-quote="Deleted member 319809" data-source="post: 4518342" data-attributes="member: 319809"><p>Yeah, but Snes9x has a function already in it that saves the current state of cheats "in context" from the emulation and it was simple to use, so meh.</p><p> </p><p>It saves the value that was previously at the byte designated by the cheat, and whether or not it was enabled (so whether the byte is the old one or the new one). If you disable a cheat, the old byte needs to be re-applied, otherwise you disable, say, an invincibility cheat (ROM) and you're forever invincible. That byte can do the same cheat in two games (like the byte for invincibility in Super Mario World and one of its plentiful ROM hacks), but the games might not have the same initial value for it.</p><p> </p><p>I didn't feel like implementing writing text files, only reading (from the mightymo cheat pack). But I also didn't want to write over the actual .cht files, because then I'd need to maintain a link to the file that differs from the ROM name - and what if you decide to rearrange your text cheat files into folders, add codes, save some states with cheats enabled or use the same cheat file with a main game and one of its ROM hacks? That was just complicated.</p><p> </p><p>Therefore, .cht is an import function. (A pretty good one, if I may say so, since it saves you the trouble of maintaining the cheat pack converter <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="wink ;)" loading="lazy" data-shortname=";)" /> )</p><p> </p><p>edit: Speaking of the cheat pack converter, could you please add "This converter is not needed if you're using CATSFC 1.11 or later by Nebuleon" to its download on filetrip? 1.11 is because Shadaux's last version was 1.1, and some might think 1.1 is later than 1.09, when really it's 1.07.</p></blockquote><p></p>
[QUOTE="Deleted member 319809, post: 4518342, member: 319809"] Yeah, but Snes9x has a function already in it that saves the current state of cheats "in context" from the emulation and it was simple to use, so meh. It saves the value that was previously at the byte designated by the cheat, and whether or not it was enabled (so whether the byte is the old one or the new one). If you disable a cheat, the old byte needs to be re-applied, otherwise you disable, say, an invincibility cheat (ROM) and you're forever invincible. That byte can do the same cheat in two games (like the byte for invincibility in Super Mario World and one of its plentiful ROM hacks), but the games might not have the same initial value for it. I didn't feel like implementing writing text files, only reading (from the mightymo cheat pack). But I also didn't want to write over the actual .cht files, because then I'd need to maintain a link to the file that differs from the ROM name - and what if you decide to rearrange your text cheat files into folders, add codes, save some states with cheats enabled or use the same cheat file with a main game and one of its ROM hacks? That was just complicated. Therefore, .cht is an import function. (A pretty good one, if I may say so, since it saves you the trouble of maintaining the cheat pack converter ;) ) edit: Speaking of the cheat pack converter, could you please add "This converter is not needed if you're using CATSFC 1.11 or later by Nebuleon" to its download on filetrip? 1.11 is because Shadaux's last version was 1.1, and some might think 1.1 is later than 1.09, when really it's 1.07. [/QUOTE]
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