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Messages - Miral

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Announcements / Re: Spam account purge (lurkers beware!)
« on: 20 February 2020, 23:36:19 »
Well, the spam accounts have gotten so crazy that I've just disabled registrations altogether.   It's not like there's been any legitimate posts in these forums in forever anyway.

In the unlikely event that you're a real human that wants to talk about real human things here, then contact me to create an account manually.

Inno Setup / Re: [ISSI] - put a new wizard page
« on: 18 November 2010, 07:18:46 »
Since ISSI is not one of my Inno scripts or pages, you should be asking this in the official newsgroups instead.

First of all, my apologies for the ridiculously late response.  But things have been really crazy at work recently, as I said.

I've had a look at the .bin file you provided, and it definitely looks like a problem with OmniConvert (assuming that's the program that wrote the .bin in the first place).  One of the bits of extra information stored with each code in the .bin file is the code's region (which is also encoded separately in the code text itself).  It looks like in your case while the code text is correctly claiming to be an NTSC code, that extra information is claiming it as a PAL code; and until you go in and actually edit the code both MCM and ARMAX itself are going to trust that extra header information.

Have you sorted this out in the intervening time?  Does this happen with other codes?  How much of a problem is it?  Have you checked if there's a later version of OmniConvert that fixes the problem?

Announcements / Spam account purge (lurkers beware!)
« on: 02 June 2010, 21:53:17 »
In a couple of weeks' time, I'm planning to delete all accounts that have made 0 posts, in an effort to tidy up after the spambots that register an account but can't seem to figure out how to actually post anything.  (The ones that do manage to post spam get deleted as soon as I spot them.)

So if you're a lurker, and you want to keep your account, now's the time to post something.  Even if it's just a "hello" message over in the General forum. :)

MAX Codelist Manager / Re: Code list wont show up
« on: 10 May 2010, 20:28:22 »
First, you need to make sure that you have downloaded the codelists at least once (if you try to use the Original CD feature or custom codelists alone it won't work).

Next, you need to follow the instructions here, here, and optionally here.

MAX Codelist Manager / Re: Corrupt Data issue
« on: 26 April 2010, 22:46:18 »
Yes, the standard PS2 memory card browser sees the MAX codelist as "corrupt data" because it's not in a standard savegame format.  That's normal and shouldn't cause any issues as long as you don't try to do anything with it from the standard browser.

Try booting up ARMAX without your memory card in, and then insert it just before selecting the MAX Memory option from the menu.  When importing a new codelist, you need to use the MAX Memory option (not the standard PS2 save browser), delete any ActionReplayMaxSettings files, and then copy over the codelist.  Then reboot your PS2.

Warning: MAX Memory (at least in some versions of ARMAX) has a bug where if you try to delete too many files at once (I'm not sure what the limit is, though) it can corrupt the entire card, requiring a reformat.  Make sure you've backed up anything important from your card to your MAX Drive before you go deleting anything on the card.

I did get it, but I haven't had a chance to look at it yet, I'm afraid.  Things are insanely busy at work at the moment.

Can you put an example of one of these codelists (with NTSC codes that appear as PAL codes) somewhere so that I can have a look at it?

MAX Codelist Manager / Re: Problem with Max Drive I need some help!!!
« on: 17 December 2009, 07:16:34 »
This is a bit off topic; I have nothing to do with the Max Drive software.

But: you have to copy the saves from your Max Drive to your memory card before they can be seen by the game.  Additionally, the save files for games like Final Fantasy are typically linked to a particular save "slot", so you may need to scroll up or down to find the specific slot that got overwritten by the save you copied in.

It's usually best if you ensure that the slot is free (by deleting any of your own saves that use the same number) before copying the save across.

MAX Codelist Manager / Re: Request
« on: 09 December 2009, 06:29:00 »
Hmm.  I thought I had already fixed that case.  Although... does this happen when you are adding new codes, or when adding games to custom lists, or when adding games to your favourites?

It's not supposed to let you add two codes with the same id to the same game.  It will let you add two codes with the same id to different games (in recent versions only), since someone reported that this doesn't confuse the ARMAX.

Inno Setup / Re: Inno IKG (Internet Key Generator)
« on: 14 November 2009, 12:25:50 »
This isn't really related to any of the Inno Setup content on my site.  You should take this to the official newsgroups at instead.

Though I will say this: the installer is the wrong place to be doing key management.  You need to protect the application, not the installer.

MAX Codelist Manager / Re: Codelist clash
« on: 11 November 2009, 19:00:26 »
Apologies for the delay -- for some strange reason the email message I normally get to tell me there's a new forum post didn't get through.

So how about I tell you how to do this yourself, so next time you don't need to wait. :)

1. Start up MCM.
2. In the Settings, ensure "enable advanced code editing features" is enabled.
3. Either create a new custom codelist or select an existing custom codelist, and make it active.
4. Click on View Full Combined Codelist.
5. Find the game that you're wanting to modify.
6. Click on Add to Active Codelist.
7. Click on the View button next to your Active Codelist.
8. Double-click on the game you just added.  (You should see all the official codes.)
9. Double-click on the top-most code (the game itself).  (Or click and press Edit Code.)
10. Click Advanced.
11. Make a note of the number that appears in the Code Id box in the top left corner.
12. Click Cancel.
13. Replace the code text in the edit window with the one you want to replace it with.  (Do not click OK.)
14. Click Advanced again.
15. If you've been having the problem you reported with this code, then the Game Id should be the same for both codes but the Code Id will be different.  Change the Code Id to the one that the old code used.
16. Click OK.
17. Click OK.  (The code text will now have changed, and you should not get the error this time.)
18. Add any additional codes you want, as normal.

Inno Setup / MOVED: Problem with activating account
« on: 22 October 2009, 23:35:58 »

MAX Codelist Manager / Re: Advances Code Editor problem
« on: 18 August 2009, 23:52:38 »
Excellent, someone finally found this! :)

I've known about this bug for a long time; while I didn't add it intentionally I did leave it in intentionally, just to see how long it would take before someone noticed.  Apparently the answer is about seven and a half months...

MCM v2.3 is released now.  The bug is fixed in that.  (And, just as a bonus, I fixed another bug while I was there -- one which I didn't know about beforehand.)

MAX Codelist Manager / Re: Suggestions
« on: 12 June 2009, 23:24:52 »
I've used codelists that size before without issues (and of course the full official codelist is much bigger).  So I'm not sure why you'd be having problems with it.

You could maybe try adding subsets of games -- maybe it's one game in particular that's messing up the list when included?

Though unless you've got a 16MB or larger card, using 1MB just for the codelist seems like a waste.  I try to keep mine under 200KB at all times.

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