Gameshark Code Generator (in progress)

WaylonMercysHands

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I'm working on a web application that would allow people to create Gameshark codes visually.

You could either start a code from scratch or paste and upload an existing code. To add a line of code, you would select descriptions of the address and value from drop-down lists. It would also have a "Create for Other Players" button that would take everything you've entered so far and duplicate it for all combinations of players.

I have it working locally on my own computer, and I'm hoping to upload it to a server and make it available. Right now, it only has information about a small number of addresses and it needs some minor improvements for user-friendliness, but it works.

Screenshots would explain this a lot better, but I'm kind of a noob with this and don't know how to include images in a post. Can someone tell me how to do that?
 

John360

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You are awesome buddy :) I will show you the whole process on how to upload a image to your post.

1. First of all you would have to upload your image to Photobucket or any other image uploading site(I would personally recommend you to use Photobucket) As you can see in the above photo it says "Photo successfully uploaded to your bucket"

T1_zps7a96493d.png


2.Now,left click on the image you uploaded and you will see "Copy image URL" in my case i have uploaded the image of my Randy orton mod.

T2_zps81f0751d.png


3. Now go to your post in OSR and you will see the Image button,click on it and you will be directed to "Enter the complete URL for the Image" paste the URL of your image and now the image would appear in your post.

T3_zps9307ef41.png


One important note:

You would first have to register to photobucket,before you start uploading your images,its completely free.

I hope this all was helpful,if you encounter any problem in uploading your image,feel free to ask me,i would be more than happy to help you :)
 

WaylonMercysHands

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Thanks, John360!

Here are some screenshots with explanations:

1. Each code is represented as a series of "code segments", each of which has one assignment line (i.e., a line beginning with 80 or 81) and zero or more condition lines (i.e., lines beginning with D0, D1, D2, or D3). When you're finished, you click the "Generate Text" button to open a new window with the actual Gameshark code (I didn't include a screenshot of that. It's just a plain window with a Gameshark code in it). One helpful feature is the "Create for Other Players" button, which will take what you have created so far and duplicate it for all combinations of players.
GSGen-buildcodepage_zps087a2dee.jpg


2. This is the input form for an assignment line (a 80/81 line). The form for a condition line will look identical, but with an additional Equals/Not Equals drop-down list. The input form pops up when you click on "Add Condition" or "Add Assignment" on the main page. ("Add Assignment" appears in the "Then" section of a code segment if that section is empty.)
GSGen-codeinputpage_zpsb025a79e.jpg


3. You can also paste an existing code into a text area, and then upload and edit it. Here's an example (using one of WldbFb's codes).
GSGen-uploadcodepage_zpse98aae24.jpg


4. The last screenshot shows part of the results of the above upload. If it recognizes an address, it will include a description of it; otherwise, it will just call it "Address xxxxxx".
GSGen-uploadcoderesultpage_zpsee1fb569.jpg

 

AKI Man

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This would be perfect for attire hacking. I am looking forward to the release of this. I will certainly use it!!
 

CalvTheHedgehog

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I assume this will be open source for when people discover new condition lines and stuff, right? Nobody expects you to learn ALL of it, but if this became a community project I know it could easily be the greatest thing to hit No Mercy since texture modding.

Bottom line, you're an innovator. Thank you.
 

CalvTheHedgehog

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Just realized, even if you don't wanna use the program, it's still a nice archive of different codes and values if you need to find them. Dope.
 

WaylonMercysHands

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The application would use comma-delimited text files to get the address and value info. Yes, I will need other people to help populate the files with addresses and values, and anyone who has addresses and values documented already and/or is good with Excel could do this more efficiently than I could.


There are five files (three with address info and two with value info):

The value information will be stored in two files:
1. Value Set: This has two columns: One with a name for the set of values (e.g., Master Move Values) and the other with the number of digits per value (2 or 4).

2. Values: There will be three columns: the name of the value set, the description of the value, and the four-character hex value.


The address information will be stored in three files:
1. Category: a single column with the name of a category of addresses

2. Player-specific addresses: groups of addresses for which there is a separate address for each of the four players.
This has seven columns:
-the category name
-a description of the address,
-the value set used (this must be in the value set file; if the address doesn't have a set of options, but instead has a literal value, as with health or spirit, then the value set column would just have "2" or "4" depending on whether it uses 2 or 4 digit values)
-the four addresses, minus the two digit prefix (80/81)

3. Non-player-specific addresses: This is for all other addresses. It's the same as the player-specific file, except that there is only one address instead of four.




 

CalvTheHedgehog

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I love it. If you have a screencapture software, try walking us through a simple code or a single splice movehack or something of the sort as a sort of test run!
 

WaylonMercysHands

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Here are the files that I mentioned earlier. All of the address and value information used in the Gameshark generator comes from these files.

As Cal'lex said, this will be a community project. So far, only a small number of the addresses and address values from No Mercy are included, so I'll need all of your help in adding to them. I'm not sure how we want to do this. Maybe people could upload similar files with other address/value info, and we'll merge them together? How do you guys think we should do this?



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Natethesnake

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<blockquote class='quote\\_blockquote'><dl><dt>undertaker fan</dt><dd>Dec 14 2013, 04:47:29 PM</dd></dl><div>Nice![/quote]why do you have to comment on evrey post and make an usless comment? we know u don't understand english u are kinda annoying
on topic i think i will try to archive every code i can find and give it to you nice tool man nice tool.
 

WaylonMercysHands

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Cool, thanks, but maybe we should coordinate this with other people first and figure out which people should do what, so that we don't have multiple people documenting the same addys and values. Someone might have a lot of stuff documented in spreadsheet form already, or might be really good with Excel and could get a lot of it into spreadsheets quickly.

Have people tried this out? Does anyone have any feedback?
I'm working on improving this so that it can more easily use other kinds of addresses (e.g., attire and moveset addresses). The problem with the current version is that each individual address has to be included in the configuration files, even though some addresses could really be determined from a base address and an offset.
 
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