The file cheat.dat file would be a text file something like this (it's obviously not a real game):
Code: Select all
XX:Doom 3 Trainer:
YY:Trained by Whoever:
This has several benefits, as the file offset (location from start of the file) will be unencoded people can add cheats to a game by just editing the text file. The prg file will be the same for all games just the cheat.dat will differ so no need to recompile for every game. As I would use the cheat machine source it would work for many versions of the same game as long as the prg doesn't have a trainer compiled in by the crack group (if it does though the offsets could be recalculated and more trainer options could be added). It would also work with filed originals (too many issues to get it to do bootsector loading games...and I never could get my head around them). For originals the trainer & cheat file could be on the HD/Drive B and it could just run the game straight off Drive A. As long as GBST runs the trainer instead of the game.prg off the disc/hd then this would appear just as a normal trainer to the end user with the advantage that people could add cheats without having to mess about with DevPac or having to unpack the prg/tos file as it will deal with most packers (and recursively).
I've got some other projects to finish off first (like the MAME cheat file update) and some GB64 Stuff + I've got to relearn 68000 assembly enough to program in it rather than just make cheats and try to understand my own source code, but is this worth doing/considering any further?