Recent Posts

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21
MAX Codelist Manager / Re: Issues with Importing an ARMAX Codelist
« Last post by Miral on 29 March 2010, 08:04:34 »
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?
22
MAX Codelist Manager / Issues with Importing an ARMAX Codelist
« Last post by steelvulture on 29 March 2010, 06:58:28 »
I have been doing mass conversions of codes from other systems (i.e. Gameshark) into ARMAX.  In order to get all of the codes into MCM as quickly as possible, I have been outputting the converted codes into an ARMAX codelist file from the conversion program (Omniconvert).  In the “Other Codelists” section, I select “Add…” and let it save as an MCM codelist file when prompted.  When I open the codelist, the game is listed as PAL.  However, the codes are in fact NTSC (initial codes that are being converted are for NTSC).  I don’t know if it is an issue with Omniconvert when creating the codelist file (Omnicovert settings are all set for NTSC), but when I go to edit the code and just click OK without changing anything, the code is then recognized as an NTSC code.  I have to do this for every code in order to get the entire game recognized as an NTSC game, but this can be very tiresome (the game I converted had over 200 codes).  I am using the latest version of MCM (v2.3).  Any thoughts on this?
23
MAX Codelist Manager / Re: Problem with Max Drive I need some help!!!
« Last post by Miral 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.
24
MAX Codelist Manager / Problem with Max Drive I need some help!!!
« Last post by Danny21 on 16 December 2009, 22:11:26 »
I have just installed Max Drive. I can the saves which I want to have on the Memory Card with the Max Drive Software.
But when I am starting Final Fantasy 10 and want to start the new saves there are only the old saves of mine.

Who can help me, please.
25
MAX Codelist Manager / Re: Request
« Last post by Miral 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.
26
MAX Codelist Manager / Request
« Last post by awsdert on 08 December 2009, 10:45:52 »
In the next version can you make so the program automatically turns any codes that have conflicting IDs (the same id as each other) red so as to indicate they won't be included when it's exported to the codelist.bin until the id conflict has been resolved.
Or maybe make it so you can access a text version of the codelist where you can find and correct the error then click change to change that games codelist to what's in the text version.
Reason for this is because I accidentilly added the same code twice and now I can't see the rest of my codelist until I get rid of that code which I cannot even access.

Edit: I thought you might have an easier time with this if I gave you the bug report that shows up before I enter the games codelist.
Code: [Select]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentException: An item with the same key has already been added.
   at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
   at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
   at System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value)
   at x4c5768933ca951f6.x70c0f08fb6e896c2.x72be6f2957b1e0ca(xfd5dc9a89edfa955 x9035cf16181332fc)
   at x4c5768933ca951f6.x70c0f08fb6e896c2.x3cd69f5448118938()
   at x4c5768933ca951f6.xfddbe928036d80d4.x64ab53689bd4a83f()
   at x4c5768933ca951f6.xfddbe928036d80d4.OnLoad(EventArgs xfbf34718e704c6bc)
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
MaxCodeManager
    Assembly Version: 2.3.0.0
    Win32 Version: 2.3
    CodeBase: file:///C:/Apps/Utilities/MAX%20Codelist%20Manager/MaxCodeManager.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Configuration
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
xxpffr41
    Assembly Version: 2.3.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


27
Inno Setup / Re: Inno IKG (Internet Key Generator)
« Last post by Miral 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 jrsoftware.org 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.
28
Inno Setup / Inno IKG (Internet Key Generator)
« Last post by brinypete on 13 November 2009, 00:20:09 »
I just joined this site & don't see anything posted re:Inno. Hope there are some members interested in this topic.

My situation:
I have developed & distributed several software applications but have never had enough experience to implement IKG. I want to use this feature to serialize my products before distribution. If there is anyone out there using IKG, I would appreciate sharing (and learning) from their experiences. Technical expertice on this end is lacking.

Thanks in advance for responding.
29
MAX Codelist Manager / Re: Codelist clash
« Last post by Orca239 on 11 November 2009, 23:29:07 »
Ah, thanks much!  I would've just asked for the way to do it if I would have known it was something like that. =P  Thanks again!
30
MAX Codelist Manager / Re: Codelist clash
« Last post by Miral 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.
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