Gaming VBA .clt files???

nikeymikey

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Does anyone know where i can find a full or as close to full set of .clt files for VBA? Or a converter to convert .cht files to .clt?
I have the advanscene named full romset if that helps....
I have searched google but no luck
thanx in advance
 

Tac 21

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no.. if you want to cheat so badly, gamesharks website is your best bet- make your own with those.
 

noabody

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Necro-bump. I read this post while looking for a way to create VisualBoyAdvance .clt files and wanted to share what I've learned from manipulating .clt files created by two emulators; Android GBA.emu and VisualBoyAdvance-m.


There are 2 primary sections of a VBA .clt file, one 12 byte global heading and 84 bytes for each individual code. The codes are broken down into four sections; a code heading, little endian code, ascii code as a name, and the code title name.

Global heading, 12 bytes:
  • 01 00 00 00 represents the cheat list version
  • 01 00 00 00 represents the cheat list type
  • XX XX 00 00 where "XX XX" is the little endian hex number for the total number of codes
Code, 84 bytes:
  • heading = 16 bytes, Gameshark is:
    • 4 byte code descriptor 00 02 00 00
    • 4 byte code type based on 1st number of code
    • 00 00 00 00
    • 1 byte code enable status; "00" is off, "01" is on
    • 00 00 00
  • little endian code = 16 bytes, Gameshark (8 4) format is:
    • 4 byte little endian code
    • 4 byte little endian code with 1st digit set to "0"
    • remaining 2 byte little endian code
    • 00 00 00 00 00 00
  • ascii code as a name = 20 bytes, Gameshark (8 4) format is:
    • 8 characters space 4 characters = 13 bytes
    • 00 00 00 00 00 00 00
  • ascii code title name = 31 characters max, padded with byte "00" to 32 bytes
Gameshark codes have a translation table of sorts where the first hex digit of the code correlates to an 8 byte code type in the code heading. I input bogus codes to get this table.

0xxxxxxx FF FF FF FF 1xxxxxxx 70 00 00 00 2xxxxxxx 21 00 00 00 3xxxxxxx 00 00 00 00 4xxxxxxx 09 00 00 00 5xxxxxxx 24 00 00 00 6xxxxxxx 0B 00 00 00 7xxxxxxx 08 00 00 00 8xxxxxxx 01 00 00 00 9xxxxxxx FF FF FF FF Axxxxxxx 0A 00 00 00 Bxxxxxxx 23 00 00 00 Cxxxxxxx 22 00 00 00 Exxxxxxx 20 00 00 00 Fxxxxxxx 32 00 00 00

I wrote a text reformatter, for Bash in Linux, to convert RetroArch style .cht file to VBAM .clt hex format and vice versa. It currently handles Gameshark style codes only. You can find it on my Github.
 
Last edited by noabody,

noabody

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I never found a complete archive of .clt files. There are a few hosted at zophar .net. I wasn't completely happy with the Gamehacking .org VisualBoy Advance converter either, so I wrote my own Linux Bash Script. The first iteration was useless but it's about 90% accurate now. Codes seem to work okay.

It will reformat a RetroArch format .cht file to VBA/VBA-M 80/84 byte .clt file. The rub is that we need (8 4) type GameShark SP Advance style codes. Gamehacking .org has a format called "My Boy!" which seems to always output this type of code. So..., you need to download a "My Boy!" .cht and use my mybro script to reformat it into a RetroArch style .cht file. Then use my vbaro script to reformat from RetroArch .cht to VBA/VBA-M .clt.

I spent a lot of time looking at the hex output from older VBA/80 byte codes and newer VBA-M/84 byte codes. All of the information I gained is contained, as a note, within the vbaro script.
 

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