Outside of optimizing and improving redream itself, patches have been upstreamed to Mesa to grind out more performance on the Pi and patches have been pushed to SDL to expand on its KMS driver. These patches serve to not just improve redream, but any OpenGL applications running on the Raspberry Pi.
An example of this are the changes upstreamed to Mesa. Our renderer had been through the wringer for weeks and performance still wasn't where it needed to be on the Pi. Rather than claim the hardware was too slow or put a few features behind options, another 10 percent was instead squeezed out of the driver. To date, the only accuracy related option available in redream is the per-pixel polygon sorting. This is because requiring it would, at this time at least, exclude a double digit percentage of the user base due to its performance impact.
These results were gathered by running the first 10,000 frames of each game's attract mode using redream's --runframes argument with a retail BIOS. When this argument is used frame skip is disabled (so all frames are fully rendered) as is vsync and the results are printed out to the log at the end of the run.
While I hadn't used these devices, I'd seen cheats such as 011EC4B4 0000173E (which for Crazy Taxi gives you an infinite amount of game time) but what did this cheat actually do? As it turns out, there are many good resources scattered around the internet to help answer this question, and for most devices the cheats break down similarly:
So that's cool, these cheat codes are their own little programming language, but how should the code be ran to actually apply the cheat? Manually applying a few cheats while a game was running worked fine, but some would apply and quickly stop. These devices weren't just applying cheats once at startup, they must be applying them periodically.
After some digging around, I read about master codes which made the process somewhat click - they were somehow modifying games to call into their own code which would apply the cheats. However, master codes are rare and game specific, so there must be some generic way they do this as a default. I couldn't think of a way to generically patch the games, but was reminded of how some of the release groups modified the BIOS system calls to bypass security cheecks. After remembering that and adding some checks to monitor writes to the system calls I found my answer - they were patching one of the frequently used GD-ROM system calls to jump to their own code which would apply the cheats.
With the actual implementation of decoding and applying cheats sorted, a large number of publically available cheats were imported which show up automatically for GDIs in the Manage cheats menu. Support for adding custom cheats isn't available yet, but a menu for editing them will be added during the next round of cheats work.
Building on the cheat support mentioned above, we also rounded up and manually verified the widescreen cheats created by the members of the AssemblerGames forums (Espirral, yzb37859365, Radaron, ELOTROLADO.NE, Joel, S4pph4rad and VIRGIN).
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My interior decorator has issues when completing a gig. I can see the interface all during the gig, but when it is complete it still shows my Sim "at work" the job is listed as complete and the rewards are earned. I think, it is hard to tell without the "gig complete" window. the career advances so I am assuming that the rewards are given. My Sim just can't go home the normal way. I have to "travel" with them. I removed all my mods and repaired the game and started a new game. At first I thought it was because I was doing a scenario, but deleted the save file and started again fresh, no mods, no cheats, and no scenario. It still doesn't work correctly. Does anyone know of a possible fix?
I've been having this issue, too. No matter what I do, scenario/no scenario, no mods, no cheats, fresh install, no High School Years install, nothing I do has changed anything. There is no pop-up upon completion of a gig. And it show my sim "at work." I have to manually travel my sim to get them home and I can't tell if they got a bonus on the job or not.
Features like our HLE bios and automatic controller configuration make it painless to get up and running through the controller-navigable UI in a few clicks. For command line users life is even easier, no clicks necessary - just `./redream /path/to/game`.
We're also working on fleshing out our internal game database to expand on providing more than just box art - namely per-game configuration options and cheats. If you browse through our UI you'll see there aren't that many options - I'm a fan of things just working. These configuration options will include things like disabling bilinear filtering for pixel-art games like Bangai-O and the cheats will be for features such as enabling true 16:9 widescreen on older games.
Flycast has widescreen support available via hack that creates widescreen automatically with HUD supports or cheats, use only one of those.Redream has widescreen support available in the Manage cheats menu.
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