![]() The advantages to using RetroArch for netplay over Gens or ZSNES are numerous. Since RetroArch is a frontend for multiple emulator cores, setting up netplay for any core is very simple (as long as it supports it!), and is the same procedure.įor Genesis, we are using the Genesis Plus GX core for netplay.įor SNES, we are using the Snes9x core for netplay.įor installing RetroArch, please check out this page on - Getting Started I’m not sure if this support could be added to RA and if it would involve work on the core, if the core is not involved in the implementation I think this could be added as an improvement, but I guess there must be a reason why no emulator has ever implemented such feature and may be futile to expect it to be done for a single system.Īnother mention of an emu that allows Sega CD RAM search is Bizhawk, haven’t tried the functionality though.Netplay with RetroArch is very simple. Artmoney, which seems to have special emulator support with configuration specific to emulators and systems, Sega CD appearing with a memory mapping that looks something likes this: | Description | Emu. Looking a little further into it, it seems that Sega CD does indeed have a special RAM mapping that is outside the scope of RA’s built-in cheat engine (r/w). It’s actually not as simple as creating a cheat that uses the Genesis RAM either since the game could be using PRG RAM (or Word RAM) for such things which I believe Lunar Eternal Blue is an example of. I believe lee4 has a signature link to a tutorial on using ArtMoney to cheat with Sega CD games. To use PRG RAM cheats you’d probably have to use something like Cheat Engine or ArtMoney with an emulator to get them working. A good example of this is Sonic CD, thus some emulators like Genesis Plus GX and the MegaSD flash cart support them. The FF-style RAM cheats work because some CD games use “Genesis” RAM for things. Simply put, those are Sega CD RAM (or PRG RAM) cheats, which (as far as I know) no emulator supports. Here’s a quote from a forum post I found which leads to this reasoning: And the reason why I was lucky with * Flashback - The Quest For Identity (USA)* is because that game may be borrowing the Genesis part of the RAM and there the cheat engine can see and touch properly. I have a theory from some reading I did, the theory goes that the Sega CD (and its emulation) uses a special type of RAM that the cheat engine cannot access (or is scrambled somehow, don’t know). So, the question is, what is different about the SegaCD or some of its games that the built-in cheat engine does not find anything usable for a particular game like Mickey Mania - The Timeless Adventures of Mickey Mouse (USA)? ![]() What is more puzzling is that I went as far as doing 32-bit searches by approximation (equal, not equal) and even then I cannot find any address that holds a value as simple as the number of lives. With the Sega CD version this approach does not yield any result. ![]() I will find a match at this point and it works fine. Game starts with 4 lives, on the Genesis I would start with a 4-bit search for the value 4, then lose a life and search for the value 3, and so on. I have little doubt that I am doing things correctly because I even did a few cheats for the exact same game for the Genesis, but something isn’t quite right with this one. I’ve already made a working cheat for Flashback - The Quest For Identity (USA), and now I attempted to do one for Mickey Mania - The Timeless Adventures of Mickey Mouse (USA), but it simply does not work. Now I wanted to do a few for the Sega CD / Mega CD, but it appears that something is different with the games or that ties with RetroArch’s cheat engine. I’m manually making some cheats for a few games I have, I’ve done quite a few already for NES, SNES, Genesis. ![]()
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