New to v2. While it does have a few safeguards, it's still easily possible to create chaos if you're not sufficiently careful. Yes, provided that they are valid MAX codes, and provided that you have the decryption engine installed.
This is the major advance over the v1 series. Note that while MCM does perform basic validation of codes you enter to catch typos and the like , and I've put in a number of sanity checks to discourage making invalid lists, it is still possible to slip a bad codelist through the cracks. Care is warranted.
We will not take any responsibility for corrupted savegames or other weirdness through the use of any codes you've set up through MCM. One proviso: it requires the Microsoft. NET Framework v2. It will not work if you have v1. If you have a later version, it will work fine though if it's too recent the installer might complain a bit -- but will let you install anyway.
If you're not sure whether you have the right version or whether you have the framework at all , then just try running the installer, since it will check this for you. If you need to upgrade the framework, you can get it from Windows Update or failing that, direct from Microsoft [ x86 , x64 ]. Hopefully you won't need it any more, but if you like, the v1. The first thing you should do after running MCM is to hit the Settings button in the lower right hand corner.
Initially this function won't be available, since you will have only just downloaded your first codelist. Once you download a later codelist, though, this button will become available, and if clicked will show you the list of games and codes that have been added or removed between your older list and the newly-downloaded one. This can help you determine if there's an interesting new game to add to your favourites or not.
Note that this will only be available during the session that you downloaded the new list -- once MCM is closed, it will "forget" about the older list and will no longer be able to show you the changes. The core of the program is still your list of favourite games. Only codes for these games will be exported into your personal codelist file. To choose your favourite games, you first need to see what's available.
So click on the "View full combined codelist" button. This button will always show you the largest codelist we have -- the result of combining all the other lists specified in the program. From here, the simplest thing to do is to scroll through the list and tick the boxes next to those games you're interested in, finishing up by clicking the "Update favourite games" button. If you don't click the button, changes to the checkboxes won't affect your favourites -- this is to help prevent accidentally changing your favourites.
Another way to choose your favourites is when you're viewing the codes for a specific game; a button appears at the bottom indicating whether this game is already one of your favourites and provides the opportunity to either add or remove it, as appropriate.
New in MCM v2 is the ability to manage and edit custom codelists, whether built by yourself or downloaded off others. This is what the list on the left side of the main screen is for. Bear in mind that this is an optional feature of the program -- if you just want to use the official codelists, then that's fine. To start out with, you've got two options -- you can either create a new codelist with the New button or import an existing list with the Add button.
Once you've added a codelist to the list, you'll see that it has a checkbox next to it. This determines whether the list is enabled which it is, by default.
An enabled list will be included in the combined codelist; a disabled one won't be. This allows you to "swap in" different perhaps conflicting codelists fairly easily. There are two main functions that a custom codelist can perform. The first, obviously, is containing entirely new games or codes. Note that MCM will not help you actually create these codes -- it's strictly a codelist manager.
You will need to obtain valid codes from elsewhere. The second function is to "tweak" existing codes, especially those from the official codelists. Perhaps you want to rearrange the codes to put the ones you use the most near the top, or perhaps you want to correct a typo or provide additional comments for a given code.
All of that is possible. If you're just starting out using MCM, chances are that you've manually entered some codes into your PS2 at some point. If you follow the normal codelist update strategies which usually involve deleting your old codelist file , these can get lost.
But never fear, MCM now includes the ability to import these as well. Note that you only need to import manually-entered codes if they were obtained from a third-party source -- codes that were in the official CodeJunkies codelist are already available to MCM if you've downloaded them. WARNING : if you import these codes into a custom codelist and then include that in the codelist being exported by MCM, then you should delete the original files arsettings.
This is because any user-entered codes in those files takes precedence over the codelist. Don't forget to take a backup copy of these files before deleting them though, just in case. Only one codelist at a time is editable -- this is called the "active codelist".
You can make any of the custom codelists active simply by clicking the Make Active button when the codelist is selected -- it doesn't even matter if the list is enabled or disabled. Note however that the official and combined codelists cannot be made active and thus cannot be edited directly they can, however, be edited indirectly by overriding their codes.
Once you've made a codelist active, it will appear in the Active List section. From there, click on the View button to see the list of games and codes within just that list. When viewing the active list, a number of additional functions become available, such as the ability to directly Add a new game or code, or Edit an existing code editing a game is achieved by editing its master code. This can be as simple as changing the text associated with a code and in fact, if a valid decryption engine couldn't be found then that's all you'll be able to do , or include changing the actual definition of the code as well -- though again, MCM will not help you with that, except to verify that the code you've entered is a valid one.
There's one other useful ability that appears once you've made a list active: if you view a different list including the combined list , an option to add a given game to the active list appears. Eldrant 13 "Kakashi"? Eldrant F0 "Kakashi"? Eldrant FF "Kakashi"? More topics from this board What's the function of Enhancement?
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