I'm going to add this in there. Make a method in which everyone can find each other online for multiplayer access. Similar to how valve did counter-strike/half life games where you could pick and choose servers available to play. (IE People waiting for players to join)
Much better than this "hey make an appointment in the netplay thread"
Not knocking netplay at all though. Love that yall tried to implement it.
Is it even possible to list all players waiting on the traversal server? Idk if it works that way...
I am having the hardest time with the debugger memory viewer,as its really unstable by causing random read access errors for specific addresses and eventually hangs/crashes after enough window switching to jot down values to test on one address afterward,this crashing means I lose my cheat search listing and have to start all over again.
With the constant refreshing upon scrolling,its very likely that this refresh frequency is the major cause of instability for the errors happening and the embedded part for the random crashes.
For example,on PJ64 its clean without any debugging tools open from the start,it only shows them when I tell it to,so I can have only the memory viewer open with its own window and nothing else.
If an easier memory viewer is done along with an improved cheat search showing a limited amount of results instead of not being shown at all,it would be so much simpler to find great codes.
All it needs is its own window with the previously mentioned address layout for 256 bytes and each single byte being editable in a quick and orderly fashion and a manual refresh button instead of having to type an exact address fully in the search bar then the whole 8-digits just to modify the left side,not to mention,I can't even edit the cheats anymore to add some if I need a value to be forced,none of them show up in the GameSettings ini files (shouldn't of changed that) and I can't find any sort of file (tried looking in both exe area and documents location) that holds cheats which would in itself be cumbersome having to dig through a massive list of codes for every game.
Sorry for this extra post,I don't want this to go unnoticed,because what's the point of me finally being able to run Dolphin to search for new cheats if I have an abysmal time working it and trying to figure out how to avoid issues in the design?
As you can see,there's a lot of distress from missing and changed stuff apart from it being unstable.
The only feature i'd love Dolphin to include, that hasn't been mentioned already, is MayFlash Dolphin Bar support in Linux.

(08-26-2016, 03:07 AM)leolam Wrote: [ -> ]There's already a PR to implement that; if it gets merged, it will probably be in 6.0.
(hint: https://github.com/dolphin-emu/dolphin/pull/4090)
OOOOOOH YEEEEAAAAH!!!!!

Well, i'll certainly be keeping an eye on it. Thanks for the heads-up, leolam.
(08-26-2016, 08:48 PM)Dolphin.GC.Wii Wrote: [ -> ]@retroben
Try some external debugger. Get cheat engine - http://www.cheatengine.org/
It includes a kernel debugger.
That is not a good alternative for a debugger of the emulated software.
@leolam
The PR works beautifully with Dolphin and the MayFlash Dolphin Bar, in Linux. Bossing, bro...bossing.

(08-27-2016, 12:55 AM)Dolphin.GC.Wii Wrote: [ -> ]Or do you want to say that external debuggers are not useful/recommended for emulators?
Yes. You don't want to debug the emulator, you want to debug the emulated software.
(08-27-2016, 01:59 AM)Dolphin.GC.Wii Wrote: [ -> ]I didn't understand. Can you explain me again clearly?
It is not that hard to understand. I think JosJuice was pretty clear. Anyway, it is not useful to write codes for Dolphin itself. The development team can already change and improve everything directly. Instead you want to change the behaviour of games that Dolphin emulates.
Let's say I want to make a code for Super Mario 64 that increases the damage I receive by double. Doing so through the tool Cheat Engine gets me nowhere. It is far more useful to do this within the debugger Dolphin provides itself (or Dolphin's Cheat Manager at the very least). I want to know which memory address changes the value for receiving damage. So if I were to do this through Cheat Engine I would have to modify Dolphin in order to modify Super Mario 64, while it is more practical to modify Super Mario 64 directly itself. It is like editing software to edit another piece of software.
I agree through that the Cheat Manager might receive some improvements. Only being able to see a limited amount of memory addresses is annoying. It might help to introduce newcomers into writing AR Codes.