One code I would like to create is for
My Nintendo Picross: The Legend of Zelda: Twilight Princess. They changed the controls from previous
Picross games to where, instead of holding the D-pad or circle pad up to fill, or down to place an X when you tap a square, you need to press up or down once to toggle to filling or X'ing mode (respectively) then once more to return to doing nothing when tapping a square.
A lot of people were upset when this game came out and it didn't even have an option for the old style of controls. As a
Picross expert, I know that it has slowed down my times by about 25% and it just feels awful.
I did some exploring with CTR-PF to try to find the addresses and values we'd need to make an AR code for this. It should be pretty simple if we can find the address/value that determines which mode it's in (fill, X, or neither) and the address(es) that correspond to whether the D-pad is help Up or Down. Found some candidate addresses, but not much more. I used to make codes on the N64 GameShark but I'm a lot less familiar with navigating CTR-PF, as well as the common variable types used on 3DS, so I can't easily alter my searches between Boolean / integer / floating-point values, for instance. Is the "mode" just one address with 3 or more possible values? Or two or three addresses of 0 or 1? I do not know and failed to figure it out.
Another thing worth mentioning is that this AR code should only be active when the in-game control mode is set to Stylus, rather than Buttons, otherwise things could mess up. There's probably also code in the game that checks the control pad's Y value to determine if it's held sufficiently Up or Down; finding that would help toward making the code circle pad compatible.