Nice. Thanks for sharing!
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You're more than welcome.
But man, it was maddening trying to figure it out. I Google'd the crap out anything and everything but all I found were vague references with no actual documentation on how the cheats were supposed to be formatted.
I looked at GBB's source code where he made recent changes to support unzipping cheats and couldn't see where the cheat filename convention was documented out except for it having to be a txt file ("%s/%s.txt") but then I noticed that on the same line in the source code where the filename is defined is the "CdromId" variable so I gambled on the cheat file name needing the same ID number (SLUS######.txt).
Further digging found two different methods of formatting the codes inside the file itself:
(where # is the actual code with the only difference being how the code's section name is formatted.)
Going back and looking at the source code again I saw this line:
if (*buf == '#')
that defines the cheat name in how ePSXe cheat codes are formatted from what I downloaded from PS Center.
Another area in the source showed how it's all straight down, with no line breaks in the file between #cheat names and their corresponding "D007F43E F5FF" code values which is exactly how ePSXe cheat files are formatted.
So I took one file from that zip download and renamed it to the game ID for the game I wanted to test it on and bingo - it worked.
At least now it's documented for everyone to find when they search for it and it's tossed up on archive along with instructions inside the file to make it easy for anyone to implement on their own copy of PCSX4ALL.
Hopefully others copy the file and host it themselves as well for backup.
Who knows, maybe GBB can roll them up into a future release so no one will have to copy them over by hand...but 5,375 cheat files compressed would add 586KB to the OPK not to mention the extra time just sitting there copying them over to the cheats directory upon initial install.
But then again, I'm a hack not a developer.