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08-20-2016, 04:34 AM
#1
rclong Offline
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In 'Contra: Rebirth', is there a way to pass this cheat "Unlimited Lives - 004615CF 00000063" from this website, http://geckocodes.org/?c=WKTP ,using "[OnLoad]" in the WKT.ini game setting file?

Moreover, I got the 'Mortal Kombat: Deadly Alliance' cutscenes to work by adding the right line to the game setting .ini, I read the support game ini thread and the "Config template's documentation" and didn't find how a cheat might be loaded in the game setting file.

Any help would be appreciated.
-and *still lovin' it* (=
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08-20-2016, 11:17 AM (This post was last modified: 08-20-2016, 08:29 PM by retroben.)
#2
retroben Offline
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First if not already known,make the "GameSettings" folder in the dolphin-emu directory and create an ini file matching the game's 6-digit ID which is easily spotted by being listed in Geckocodes[DOT]org or even easier via the gametdb site. (I quickly found it with Google using the name and the sitename together)

For onframe codes you need these... (speedhack code as an example)

[OnFrame]
$Hyrule Field Speed Hack
0x8003D50C:dword:0x60000000
0x8003D528:dword:0x60000000
0x8003D540:dword:0x60000000
0x8003D55C:dword:0x60000000
0x8003D5B8:dword:0x60000000
0x8003D5D4:dword:0x60000000
0x8003D5EC:dword:0x60000000
0x8003D608:dword:0x60000000
[OnFrame_Enabled]
$Hyrule Field Speed Hack

So if your code is not using 80 as the first numbers on the left,then you'd use regular codes.

As for actual Gecko codes and Action Replay codes,you need to get codehandler.bin and totaldb.dsy and place them in the dolphin-emu directory.

Here is an example of how to make it work with Gecko codes...

[Gecko]
$Codename
00000000 00000000

[Gecko_Enabled]
$Codename

And then Action Replay is basically the same way.

[ActionReplay]
$Codename
00000000 00000000

[ActionReplay_Enabled]
$Codename

Hope this helps.
Some codes can stop working outright for no reason supposedly,but it seems the creditor lines after the names of codes can cause them to be less reliable,so I suggest that any codes you use should all have clean names with no extra symbols and even no spaces if that makes them work even better.

The "$" at the first of every code is required though for it to function correctly.
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08-20-2016, 06:00 PM
#3
JosJuice Offline
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(08-20-2016, 11:17 AM)retroben Wrote: make the "GameSettings" folder in the dolphin-emu directory and create an ini file matching the game's 4-digit ID

The IDs are supposed to be either 6 digits or 3 digits.
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08-20-2016, 06:32 PM (This post was last modified: 08-20-2016, 06:33 PM by Admentus.)
#4
Admentus Offline
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The first three digits is the game itself. The last three digits should be the region of the game, which often is P, E or J followed by 01 (P01 for PAL, E01 for NTSC-U, J01 for NTSC-J, there are more regions through).

There are quite few exceptions for the last three digits through. There are a few games that just ignore the E01, P01 or J01 parts of the game ID (such as Little King's Story uses R03EXJ for NTSC-U and R03P99 for PAL, it still uses R03 for each region through). I really don't why there are some games that try to break free from Game ID naming conventions.

For a long time in Dolphin texture packs (codes most likely too?) required the full game ID, thus limiting each texture pack folder to only one game region version at a time. At some point during Dolphin 4.0.2 this was changed to only require the first three digits (at least for texture packs, I don't really know if game ini files were structured the same way back at that time). So if you have Dolphin 5.0 or newer this feature addition is already present for you. Quite handy for texture pack creators, so they don't have to offer support how to change the texture pack region or upload the texture pack for different regions (or create a batch file to rename all textures, even longer ago textures files were named after the game ID and not the tex format).

Uhh... I am not completely off-topic here right? It is more or less the same use of the Game ID right?
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08-20-2016, 06:56 PM
#5
JosJuice Offline
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(08-20-2016, 06:32 PM)Admentus Wrote: The first three digits is the game itself. The last three digits should be the region of the game, which often is P, E or J followed by 01 (P01 for PAL, E01 for NTSC-U, J01 for NTSC-J, there are more regions through).

There are quite few exceptions for the last three digits through. There are a few games that just ignore the E01, P01 or J01 parts of the game ID (such as Little King's Story uses R03EXJ for NTSC-U and R03P99 for PAL, it still uses R03 for each region through). I really don't why there are some games that try to break free from Game ID naming conventions.

Only the fourth character is the region. The fifth and sixth characters are the publisher ID (01 means Nintendo). They're usually the same across regions, but they can be different if different companies handled publishing in different parts of the world.

(08-20-2016, 06:32 PM)Admentus Wrote: For a long time in Dolphin texture packs (codes most likely too?) required the full game ID, thus limiting each texture pack folder to only one game region version at a time. At some point during Dolphin 4.0.2 this was changed to only require the first three digits (at least for texture packs, I don't really know if game ini files were structured the same way back at that time). So if you have Dolphin 5.0 or newer this feature addition is already present for you. Quite handy for texture pack creators, so they don't have to offer support how to change the texture pack region or upload the texture pack for different regions (or create a batch file to rename all textures, even longer ago textures files were named after the game ID and not the tex format).

Uhh... I am not completely off-topic here right? It is more or less the same use of the Game ID right?

That's right. Both game INIs and texture packs used to require six-character IDs, but between 4.0 and 5.0, they started to also support IDs that were shortened to three characters. This happened earlier for game INIs than for texture packs.
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08-20-2016, 08:27 PM
#6
retroben Offline
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My bad,I meant six,so much editing made me mess up.

RSBE01= 123456

Okay then. Smile
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08-23-2016, 10:57 PM
#7
rclong Offline
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Seems easy enough... I'll give it a shot. thx, all.
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08-25-2016, 04:29 AM
#8
rclong Offline
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With some trial and error, I got the cheat to work and beat the game unlocking a new character...
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08-25-2016, 09:06 AM
#9
retroben Offline
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I suggest mentioning what the trial and error was then saying what you did to get it working,that way it can greatly help others by preventing problems from ever happening. Big Grin
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08-25-2016, 10:29 PM
#10
rclong Offline
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ya see, the code on gecko is a 4 digit, the codes in the original file weren't the right one... you gotta make sure, for cheats, that you have an ini file with the right 6 digit code... for Contra: Rebirth, the E version wasn't linked I think in the 3 letter code.ini cuzz it wasn't listed at the top with the 6 digit codes.
WKT.ini had "WKTJA4, WKTPA4 - CONTRA REBIRTH" listed but I needed "WKTEA4.ini" so I made that and add this-

[Core]
EnableCheats = True

[Gecko]
$Lives1
0046166F 00000064

$Lives2
004616AF 00000064

[Gecko_Enabled]
$Lives1
$Lives2

-That's it I suppose.
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