![]() ![]() I have to keep the list logical, reasonable, and sensical, otherwise you'll get left with clunky bloat, ending up being a pain in the ass to navigate. I am going to just go on a limb and say the chances of cramming every code for just one of the Pokémon games is likely infeasible due to the limitations and such. Sounds fine on paper if the contents was reworked to match the standards needed, the issue is due to memory limitations and such, it's actually very easy to flood memory with stuff like this and cause issues to occur, most notably game crashes on boot up or during gameplay, some cases graphical bugs will occur as well. The biggest issue that I have to test the waters with is seeing how many codes can be crammed in one list, reason being is because the bigger the list, the longer the load times, and that also means more memory will be used just to retain the information, flash devices, the EZ-Flash Omega and the Definitive Edition variant to be exact, do not retain the same capabilities as a cheat device in terms of engine functions, size capabilities, etc. I already have the layout figured out when it comes to revisions. Pokemon has probably has the potential to require upwards of 2000+ cheats for just the gen 3 games. Other games honestly don't have nearly as many cheats as Pokemon, which is why I was curious. That is, unless you know some sort of shortcut to create those cheats by stripping out data from the ROM to create the codes easily. Ruby/Sapphire should be relatively easy but FR/LG are going to be hell to create cheats for considering 386 Pokemon encounter codes for two separate ROM versions for two separate games is going to take forever. Pokemon alone will become such a massive undertaking as far as compiling/testing cheats that I'm curious as to what your plans are for them. Secondly, what codes will be included? Since Pokemon is such a big ticket item for this, encounter codes will be something people absolutely beg for like specific Pokemon and shiny only cheats, etc. Are you going to do a code list for each game/ROM version as well? ![]() Just thinking about this when I was doing some Pokemon stuff this morning and messing with my actual Action Replay GBX, what are your plans for Pokemon? I know you are likely aware of the v1.0/v1.1 ROM differences for say, FR/LG and I think Emerald has a variant. An entire library of games is going to take some time. ![]() It's a ton of work to do for just 1 cheat and even more for an entire game. He is re-translating, verifying and even adding more cheats for games. Here are the images of some of what he has done with his cheat list. He wants it to be in a confirmed working state in order to ensure that he doesn't release just a garbled mess that's just as shitty as the default Omega cheat list. Of course he's not going to just keep sending out random revisions of an incomplete cheat database for a bunch of impatient plebs. You have no reason to disbelieve he actually is creating the new cheat database and all of the evidence in the world to the contrary. He's shown screenshots of the cheat database on previous posts in this thread, showcasing the new organization and cheat format that he is creating in his cheat database for the Omega. He has demonstrated he definitely knows a lot about how the cheat engine works, much better than almost anyone else on this thread to the point that we can be affirmed to know he's actually capable of creating the cheat list if he wanted to.ģ. He's played a big part in the NDS cheat lists available for R4 cards as well as a few other miscellaneous projects for the NDS.Ģ. DeadSkullz is credited for other projects on the forums. The things we know, simply from this thread confirm that this database is real.ġ. He still has a ton of work to do and is also working on other things as well, I'm sure, so it's going to take a lot of time for this new cheat database to get to a point where he can release it. If you go back through previous posts on this thread, you can see the screenshots he's made of his updated cheat database for the Omega. It's not easy, especially for someone like me who vaguely knows about the process for creating cheats but not actually how to do it.Īs far as trusting DeadSkullz, you can see on the forums that he's credited for quite a bit of other homebrew and cheat projects on GBATemp and the guy is an active contributor for pretty much any project that he takes interest in. Click to expand.You can create your own codes in memory address format and add them to the cheat files of your Omega yourself, the only issue is that you need to either find the right codes for your version of your specific game you want to use them on or you need to use a cheat engine for GBA to figure them out yourself on a PC, then add them to your Omega. ![]()
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