Recent Posts

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31
Inno Setup / MOVED: Problem with activating account
« Last post by Miral on 22 October 2009, 23:35:58 »
32
MAX Codelist Manager / Codelist clash
« Last post by Orca239 on 23 September 2009, 08:18:56 »
Hey again... so I've got the same problem as I had before with the .hack codes, this time with Digital Devil Saga 2 codes.  Once again the official codes don't work (they'd be pretty useless anyway), and I've found some custom ones that it won't let me add because of a different master code or ID or something.

Here's the list I'm trying to use:
http://www.ultimate-cheatz.de/codebase/daten.php?system=ps2&act=detail1&id=3188

Here's the official master code:
3G97-1HNB-JBTJP
4G0N-JXZN-8HQBP

Sorry to be asking about this again, but I don't want to enter them one at a time using the virtual keyboard thing in the PS2 and don't know what else to try.   x_x;  Thanks for any help.
33
MAX Codelist Manager / Re: Advances Code Editor problem
« Last post by CKaiser on 21 August 2009, 21:21:35 »
Hi,

Thanks for the update ! It works perfectly for me. I like to create or customize my codes but since Datel Action Replay use alpha-num codes instead of direct hexadecimal address values it becomes impossible to edit ;) I was looking for a tool making that and MCM is the perfect tool ;)


Thank you so much and very nice work :)


See ya
34
MAX Codelist Manager / Re: Advances Code Editor problem
« Last post by Miral 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.)
35
MAX Codelist Manager / Advances Code Editor problem
« Last post by CKaiser on 17 August 2009, 00:58:57 »
Hello,

First of all, congratulations for this great application.

Here's my problem, that's simple: I want to edit a code with the advanced code generator so I open it for the code I want to edit. Here I see something more familiarly to me: hexa values instead of AR strange alphanum codes :) I want to change the value (change the famous 0x63 value usually used for infinite item, but not always an appropriate value!). So i click on the "Edit" button, but the application crash (Just-in-Time debugger. I try all other buttons ('add', 'insert' or 'edit') and  the application crash every times. There's only the 'delete' button that works.

So the 'Advanced Code Editor' function is useless for me... :( Is there something that I forgot to install or to set befor using it?

For now I just need to edit one code, so if somebody could give me the modified code it would be great too:

The code is :
CP8M-5F4R-P967T
3TQP-WU20-Y38BN

In hexa, it seems to correspond to :
Address          Value
0x00341220     0x00000063

I want to modify the value to 0x0000000A (10 in decimal)



Like I said, for now, I just need to edit this value, so it would be nice if somebody could give me the new code, but for later, I think this tool will be useful for me, so how to solve my problem. I join the exception stack log :

Code: [Select]
System.NullReferenceException: Object reference not set to an instance of an object.
   at x4c5768933ca951f6.xd5ba7129f9995ffc.xe014cc494bbbb1d4(x99267918b6c5b337 x52f95ad09cfc1b16, Int32 x515bc6733b8fc95e, Boolean x85b37b2500a7163a, Int32 x5bf22067353b9e1c, Int32 xc1d66aac15ff18ea)
   at x4c5768933ca951f6.xd5ba7129f9995ffc.x270717148d5a4f3d()
   at x4c5768933ca951f6.xd5ba7129f9995ffc.x0d123529a0f62b33()
   at x4c5768933ca951f6.xd5ba7129f9995ffc..ctor(xf370fda13822d1f9 xfd6dd6e53b1a26d5)
   at x4c5768933ca951f6.x1e80b3bb288f59a1.xb7cc93b3ff2fbe1b(Object xe0292b9ed559da7d, EventArgs xfbf34718e704c6bc)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(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)


Thanks for your help :)

36
MAX Codelist Manager / Re: Suggestions
« Last post by DeltaBladeX on 13 June 2009, 08:45:22 »
Yeah, I know ARMax loads bigger files.  Hence why I thought maybe the program to customize the codelist can't handle creating a large file.  I actually keep the file on a USB drive since I can load it from that and just use this program to trim down the codelist co I'm only dealing with games I have in the codelist.  I'll check to see if its a particular game since the problem only showed up when I added my 3 newest games to the list. 
37
MAX Codelist Manager / Re: Suggestions
« Last post by Miral 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.
38
MAX Codelist Manager / Re: Suggestions
« Last post by DeltaBladeX on 12 June 2009, 18:40:05 »
Support for large amounts of games in custom files.  I add all games I own that ARMax supports to my list (currently at 173 titles / 1006kb) and no codes load from it.  Smaller files work fine.  Granted, I could just remove some games but would prefer not too.  Never know when I might want to play a game. 
39
basic mode is where you just stick the disk in and it auto-recognises the game and puts the cheats up on screen... isnt it? its got that functionality aswell.
Ah.  No, earlier versions had a different mode (can't remember what it was actually called; think it might have actually been "quick mode") that presented the codes differently, as a bunch of icons and sliders.  It was pretty useless though, which is probably why they took it out again.

If you do have the EVO edition then you should just be able to leave the codelist.bin file on the root of your MAX drive.  As long as you delete all ActionReplayMaxSettings files from both memory cards and leave the MAX drive in the whole time, it ought to work.

Hmm... there's one other possibility.  In some of the latest versions, codes can also be stored in MaxSettings\arsettings.dat.  You could try deleting this file off your USB stick and see if that makes it load properly.  (If you have manually added codes to your ARMAX with the drive in, then you can import the file into MCM first to avoid losing them, if they're not already part of the standard list.  Same with the ActionReplayMaxSettings files, if you've added codes without the USB drive in.)

i know the codelist is large, but i tbh i couldnt be bothered scrolling through the entire list ticking off which ones i did and didnt want. lol lazy me.
It goes a bit faster when you realise that you can type-to-search the list, although sometimes the game names aren't quite what you were expecting and it might take a couple of tries to find the one you're after.

does the size of it matter in terms of it working properly?
It shouldn't (after all, the official codelist is that big and people who don't use MCM have to load the whole thing).  Although the MCM codelist will be larger than the official list, if you've selected all games, as it'll splice in the ones from the CD as well.  It might be worthwhile trying it with just a few games and see if that works any better.  You can always add more later if it works :)

Anyway, long story short, the procedure for getting the MCM'd codelist to work is exactly the same as getting the official codelist to work, so if you're not having any luck with the official one then I'm not surprised you're having trouble with the MCM one.  Have a look on the CodeJunkies site for the FAQ and instructions for importing the codelist, and if you're still having trouble, you could try contacting Datel support directly.
40
not sure which version of armax ive got other than it being evo and having the usb drive with it and having max memory integrated.
integrated as in it being on the menu next to the Expert mode button.
basic mode is where you just stick the disk in and it auto-recognises the game and puts the cheats up on screen... isnt it? its got that functionality aswell.

the codelist only shows as AR MAX codelist v2472 when i view it from the usb drive. if i copy it to the memory card then it only gets displayed as AR MAX Settings @ approx 3.4meg or so.

i know the codelist is large, but i tbh i couldnt be bothered scrolling through the entire list ticking off which ones i did and didnt want. lol lazy me.
does the size of it matter in terms of it working properly?

it is the PAL/EU codelist that im using. settings is set to PAL so i guess the generated codelist is PAL??

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