Porting Switch Cheats to Emulators: A Guide for Enthusiasts
If you’re an emulator user looking to port cheats originally designed for the Nintendo Switch, you might need to put in a bit of effort—especially when dealing with dynamic ASM (assembly) cheats. These cheats modify a game’s code after it has started running, which can pose challenges depending on your emulator. Below, I’ll explain the problem and walk you through a solution with clear, practical steps.Understanding the Challenge
Dynamic ASM cheats work by altering the game’s code in memory after the game launches. On the Switch, this is often straightforward, but some emulators may not allow changes to the game’s code space once the game is running. This restriction isn’t universal—some emulators might support dynamic ASM (though I haven’t verified this claim, so proceed with caution). If your emulator doesn’t permit these modifications, you’ll need to adapt the cheat to avoid directly changing the code mid-execution. Instead, you can use a memory flag to control the code’s behavior indirectly.The Solution: Using a Memory Flag
Rather than hacking the game code directly, you can set up a memory address to act as a “flag.” This flag will determine which version of the cheat’s behavior executes. You’ll then expand the code in a “code cave”—a safe, unused section of memory— to include all possible variants of the code, checking the flag to decide which one runs. Here’s how to do it, step by step:Step-by-Step Instructions
- Find a Suitable Memory Location for the Flag
- Identify an unused or safe memory address in the game’s memory space to use as your flag.
- This location must be accessible and not overwritten by the game during normal operation.
- Tip: Use an emulator’s memory viewer or debugger to scout for a stable spot.
- Initialize the Flag
- Write an initial value to this memory address (e.g., 0 for “off” or 1 for “on”).
- This sets the default state of your cheat before it starts influencing the game.
- Modify the Cheat Code to Use the Flag
- Adjust the cheat so it reads the flag’s value during execution.
- Based on this value, the code will branch to different paths (e.g., enable or disable the cheat effect).
- Example: If the flag is 1, activate infinite health; if 0, leave health unchanged.
- Expand the Code Cave with All Variants
- Locate or create a code cave—a block of unused memory where you can inject your custom code.
- Write all possible versions of the cheat’s behavior into this space.
- Include logic to check the flag and jump to the appropriate code variant.
- Example: Store both “save height” and “restore height” code, then use the flag to decide which runs.
Why This Works
By using a flag, you avoid modifying the game’s original code space after startup, sidestepping emulator restrictions. The code cave houses all the logic, and the flag acts like a switch to toggle between outcomes. This approach keeps the cheat flexible and compatible with emulators that don’t support dynamic ASM.A Simple Analogy
Think of the flag as a traffic light:- Green (1): The code takes the “cheat on” road.
- Red (0): It follows the “cheat off” path.
The code cave is the intersection, holding all the roads you might take.
Tips for Success
- Test Thoroughly: After implementing the cheat, test it in your emulator to ensure the flag works as expected.
- Research Your Emulator: Check its documentation or community forums to confirm whether it supports dynamic ASM. If it does, you might not need this workaround!
- Keep It Simple: Start with a basic flag (e.g., 0 or 1) before experimenting with more complex values.
Summary
Porting Switch cheats to an emulator is tedious but not hard if dynamic ASM isn’t supported. By using a memory flag and a code cave, you can rewrite these cheats to work within emulator limitations. Find a memory spot, set up your flag, tweak the code to check it, and expand the code space with all variants. With a little effort, you’ll have those Switch-exclusive cheats running smoothly on your emulator!Here is an example
"hp tp full ZL+ZR kill enemy"
[Main+R0+0x0000410184]= ldr x22, [x0, #0x200] <= original game code
[Main+R0+0x0000410184]= b #0x4b26b70 <= branch to code cave
[Main+R0+0x0004B26B70]= ldr x22, [x0, #0x200]
[Main+R0+0x0004B26B74]= ldr w20, #0x4b26b9c
[Main+R0+0x0004B26B78]= ldrh w19, [sp, #0x38]
[Main+R0+0x0004B26B7C]= cmp w20, w19 <= check friend or foe
[Main+R0+0x0004B26B80]= b.ne #0x4b26b94
[Main+R0+0x0004B26B84]= str w20, [x22, #0x268] <= write a big number to tp
[Main+R0+0x0004B26B88]= ldr w20, [x22, #0x254] <= load hp max
[Main+R0+0x0004B26B8C]= str w20, [x22, #0x250] <= write hp max to hp
[Main+R0+0x0004B26B90]= b #0x410188
[Main+R0+0x0004B26B94]= ldr w20, [x22, #0x250] <= reading enemy hp don't actually do anything, this is just place holder
[Main+R0+0x0004B26B98]= b #0x410188
[Main+R0+0x0004B26B9C]=dec:40304
If keyheld ZL+ZR
.[Main+R0+0x0004B26B94]= str wzr, [x22, #0x250] <= this here changes the behavior from doing nothing to killing enemy
Endif
This cheat would do nothing after the game starts if dynamic asm isn't supported. But if you have already enabled the cheat before the game starts it would have been executed once before the game starts which means the behavior without the keypress is the one that you always get.
Last edited by TomSwitch,










