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When codes are supposed being disabled

 
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Erevan
Secret Agent
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Joined: 04 Feb 2006
Posts: 336
Location: Saguenay, Canada

 PostPosted: Tue May 23, 2006 2:17 pm    Post subject: When codes are supposed being disabled Reply with quote Back to top

Did you notice some codes when you play a game with your GS, but you didn't enabled?

As I mean, you disable a code and you play your favorite game with GS but once you play, you're noticing that code when you've disabled still active. That code is not supposed being in the game.

But I sought some causes, I checked a code(pressed Z) and the default were ON when I didn't highlighted a code, and vice versa. How it's possible?
 
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Kastro187420
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Joined: 12 May 2006
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Location: Oregon

 PostPosted: Tue May 23, 2006 2:54 pm    Post subject: Reply with quote Back to top

If its not a code you put in it, then they have alot of codes automatically set to ON as default by the programmers. Your just gonna have to switch them all to OFF if you want to do it like that.
 
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Wreck
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Joined: 14 Dec 2005
Posts: 7198
Location: Ontario, Canada

 PostPosted: Tue May 23, 2006 4:11 pm    Post subject: Reply with quote Back to top

Whenever I activate or deactivate a code in my list, I make sure to change the default on/off to the proper one. Otherwise, a code I've turned on may not actually register, or the one shut off might still work. Just remember to set the default when making changes to your code list. Smile
 
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zoinkity
007
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Joined: 24 Nov 2005
Posts: 1687

 PostPosted: Thu Jun 01, 2006 7:03 am    Post subject: Reply with quote Back to top

The code list is a bite. There are a few flaws in the way it works.
It doesn't necessarily deactivate codes properly, so always manually check.
If you upload a code list, it doesn't necessarily highlight the headings that are selected, so either deselect everything manually or (sigh) turn all the codes off before you start. They aren't done the same way.

Also, the way it denotes if something is selected can seriously screw around with the number of codes. The number of codes in each heading is a signed number (-64->63) The sign tells it if it is active or inactive. So, if you write a code or upload one with more than 63 lines, you not only automatically activate it, you only activate #-63 codes. This sucks to fix.

The GS normally only saves changes to the codelist and resets the keycodes if you start the game on top of it.

The most hilarious error though has to do with the N64. It doesn't blank memory when it runs, so if you turn it off and then back on it may still "remember" data that was there originally. If you've ever gone though the gs code at runtime you'll realize they wrote this stuff for crap, and so it can do any number of terrible things. So, if you turn it off, wait maybe half a minute to be sure everything is out of ram.
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Erevan
Secret Agent
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Joined: 04 Feb 2006
Posts: 336
Location: Saguenay, Canada

 PostPosted: Thu Jun 01, 2006 11:52 am    Post subject: Reply with quote Back to top

zoinkity wrote:
If you've ever gone though the gs code at runtime you'll realize they wrote this stuff for crap, and so it can do any number of terrible things. So, if you turn it off, wait maybe half a minute to be sure everything is out of ram.


Is it possible that is the cause why a gameshark dosen't start often? If yes, you found the cause Zoinkity.
 
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