Hacking INAZUMA ELEVEN: Victory Road

  • Thread starter Thread starter LaMano
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Seriously? So there's a video or some way for me to start learning?
I was trying to look for some, but I think I ended up even more confused.
 
Same as the other answer here above... Maybe not exactly sure which item you are meaning right now.. I didn't play online maybe I don't have the item neighter to help other than the cheats we already have
Victory Stones are these. I asked about them too a couple days ago because the items cheat works for Victory Stars (even if you have 0) but not for Stones, but no one answered.
 

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Seriously? So there's a video or some way for me to start learning?
I was trying to look for some, but I think I ended up even more confused.

As a starting point here

But yeah, I think Ressources for learning are available but also difficult for me to start or wished it has more a better stuff


https://github.com/tomvita/Breeze-Beta

Or here are good tutorials for Breeze also on this channel
https://youtube.com/@optantic
Post automatically merged:

But you can try to tackle one search for example one specific item here and describe how you search and we or I can help you guide in the right direction... Start with an item you have bunch of and you can easily spend for example this small experience item
Post automatically merged:

2 steps... first search for the value you want to change and then you can change it in your game... second if you want go further, make a cheat out of it (ASM cheat or pointer cheat are two concepts here)
Post automatically merged:

Victory Stones are these. I asked about them too a couple days ago because the items cheat works for Victory Stars (even if you have 0) but not for Stones, but no one answered.

I don't have this item... I have only 2 out of all 5 items with this V
Is this an item from chronical mode - I am in match 4 or 5 right now. Or is it one obtained in online matches... When it is not changed with the other items then the item is changed in other code places we have to figure it out
 
Last edited by LaMano,
WHAT ABOUT v1.4.0 update ?

I have not updated the next 30 GB... next week the next update will come right? But on 20 or 22nd the important next one is coming... maybe we are better waiting for this.
At the moment I try to get a interesting cheat for the player universe/star constellation running... Maybe I use it later to show you have I tackled the cheat and show you my templates what I did at the end... Idea behind: I maybe figured out how we can add new heroes to our spirit Inventar and do not have to rely on changing the first one (as I did in the previous cheats)
Therefore I am busy with this cheat and not so much into updating my game or updating the cheats...
 
I don't have this item... I have only 2 out of all 5 items with this V
Is this an item from chronical mode - I am in match 4 or 5 right now. Or is it one obtained in online matches... When it is not changed with the other items then the item is changed in other code places we have to figure it out
People around the web say they are either free play CPU matches rewards or online matches rewards and it's a bit confusing, but at this point I think they are indeed the latter.
 
Okay after hours I succeeded... Was so stupid to not understand the concept at first. I can now add the rarer hero spirit cards to your inventory (we don't have to rely on changing existing ids anymore).
So stupid because it is not enough to only add a new hero to your data structure at the end... The missing part was also to change the length of this data structure (size of array) accordingly. Let's say you have 10 heroes so the length is 10. When you add one more hero spirit card the length should also be set to 11 (This length is used like in other programming languages to determine how many elements/iterations the code has to do to collect all of them to show for example in the inventory). With that in mind here is the cheat at first and after that I explain how I tackled it with the help of AI otherwise I would be also lost in the ASM jungle.

Do not activate other cheats from the table because we have used the same code cave then other cheats are using BUT you have to do this only once to get all heroes and then you do not need this cheat anymore.

Both templates together implement a safe, reusable “auto‑add Hero Spirit when hovering” system on Switch, using a shared struct pointer captured once in the Spirit menu and then reused in the Player Universe code cave. The core idea is:
  • Hook 1 runs once when the Spirit inventory is opened and captures the pointer to the Hero‑Spirit struct.
  • Hook 2 runs whenever the cursor hovers a star constellation picture in the player universe and adding the rarest heroes to your hero inventory with the amount of 2 only if you do not have this hero spirit yet.
Cheat is only for version 1.3.0 and I don't know if I will update this in the future to other versions - only if Auto updater will do the most part of it correctly

[Capture Hero struct pointer (Spirit menu)]
04000000 00992A50 F9400288
04000000 00992A50 142A70FC
04000000 0142EE40 A9376BF9
04000000 0142EE44 F001AAB9
04000000 0142EE48 F900D734
04000000 0142EE4C F9400288
04000000 0142EE50 A9776BF9
04000000 0142EE54 17D58F00

[Player Universe Hero auto‑adder]
04000000 007886D8 394012A1
04000000 007886D8 143299E0
04000000 0142EE58 A9376BF9
04000000 0142EE5C A93953F3
04000000 0142EE60 A93B5BF5
04000000 0142EE64 A93D63F7
04000000 0142EE68 A93F73FB
04000000 0142EE6C AA0003F3
04000000 0142EE70 AA0103F4
04000000 0142EE74 394012A1
04000000 0142EE78 7100143F
04000000 0142EE7C 5400072B
04000000 0142EE80 B94002B8
04000000 0142EE84 F001AAB9
04000000 0142EE88 F940D735
04000000 0142EE8C B40006B5
04000000 0142EE90 B94012BA
04000000 0142EE94 3400021A
04000000 0142EE98 5280001B
04000000 0142EE9C 6B1A037F
04000000 0142EEA0 540001AA
04000000 0142EEA4 2A1B03FC
04000000 0142EEA8 D2800217
04000000 0142EEAC 1B177F9C
04000000 0142EEB0 8B1C02B7
04000000 0142EEB4 910082F7
04000000 0142EEB8 F94002F6
04000000 0142EEBC B4000096
04000000 0142EEC0 B9400ADC
04000000 0142EEC4 6B18039F
04000000 0142EEC8 540004C0
04000000 0142EECC 1100077B
04000000 0142EED0 17FFFFF3
04000000 0142EED4 B94012BA
04000000 0142EED8 2A1A03FC
04000000 0142EEDC D2800217
04000000 0142EEE0 1B177F9C
04000000 0142EEE4 8B1C02B7
04000000 0142EEE8 910082F7
04000000 0142EEEC F94002F6
04000000 0142EEF0 B4000396
04000000 0142EEF4 7100035F
04000000 0142EEF8 54000200
04000000 0142EEFC 5100075B
04000000 0142EF00 2A1B03FC
04000000 0142EF04 D2800217
04000000 0142EF08 1B177F9C
04000000 0142EF0C 8B1C02B7
04000000 0142EF10 910082F7
04000000 0142EF14 F94002F7
04000000 0142EF18 B4000117
04000000 0142EF1C B94002FC
04000000 0142EF20 1100079C
04000000 0142EF24 B90002DC
04000000 0142EF28 B94006FC
04000000 0142EF2C 1100079C
04000000 0142EF30 B90006DC
04000000 0142EF34 14000004
04000000 0142EF38 5280003C
04000000 0142EF3C B90002DC
04000000 0142EF40 B90006DC
04000000 0142EF44 B9000AD8
04000000 0142EF48 5280005C
04000000 0142EF4C B9000EDC
04000000 0142EF50 5280003C
04000000 0142EF54 B90012DC
04000000 0142EF58 1100075A
04000000 0142EF5C B90012BA
04000000 0142EF60 AA1303E0
04000000 0142EF64 AA1403E1
04000000 0142EF68 A97F73FB
04000000 0142EF6C A97D63F7
04000000 0142EF70 A97B5BF5
04000000 0142EF74 A97953F3
04000000 0142EF78 F9400288
04000000 0142EF7C A9776BF9
04000000 0142EF80 17CD65D7

Now the concept and templates I used or AI have generated me and after hours of ping pong and error handling here we go:

  • Hook 1 (Spirit menu): Runs once when the Spirit inventory UI is opened. It hooks the ldr w8,[x20] that reads from the Hero‑Spirit struct and saves the struct pointer (x20) into a known scratch address (data_save = 0x049851A8). This gives a stable runtime pointer to the Hero‑struct without hard‑coding any heap offsets.
  • Hook 2 (Player Universe): Runs whenever you hover a Spirit in the Player Universe. It:
    • Reads the rarity from [x21+4] and exits if rarity < 5 (so only Heroes are considered).
    • Loads the Hero Spirit ID from [x21+0] into W24 and keeps it there.
    • Loads the stored struct pointer from data_save into X21.
    • Reads the current length at [struct+0x10].
    • Walks the pointer array at struct+0x20 + i*0x10 and compares the heroSpiritId at [entry_ptr+0x08] with the hovered ID. If a match is found, it does nothing.
    • If the ID is not found, it uses the slot at struct+0x20 + length*0x10 to get the pointer for a new entry, copies the numbering from the last existing entry (sequence and pull index +1) or initializes both to 1 if this is the first entry, writes the Hero ID, quantity 2, and new‑flag 1, and finally increments the length in the struct.

The struct layout used:

  • At struct_ptr + 0x10: u32 length (number of Hero entries).
  • At struct_ptr + 0x20 + i*0x10: entry_ptr for entry i (array of pointers).
  • Each entry_ptr points to a 0x14‑byte record:
    • +0x00: u32 sequenceId
    • +0x04: u32 pullSequence
    • +0x08: u32 heroSpiritId
    • +0x0C: u32 quantity
    • +0x10: u32 newFlag
Registers are explicitly saved/restored so the game state is not corrupted when returning from the cave.



Template 1 – Capture Hero struct pointer (Spirit menu)​

Hook at the instruction that loads from the struct (your found ldr w8, [x20]).

// Template 1: Capture hero-struct pointer once in Spirit menu
// Hook at: ldr w8, [x20]

STP X25, X26, [SP,#-0x90]

// original instruction (must be preserved)
ldr w8, [x20]

// save struct pointer (x20) into data_save scratch
data_save = 0x049851A8
adrp x25, (data_save & 0xFFFFFFFF000)
str x20, [x25, (data_save & 0xFFF)]

return:
LDP X25, X26, [SP,#-0x90]
b code1+4

This runs once when you enter the Spirit menu and leaves the runtime struct_ptr available at data_save for the second hook to reuse.



Template 2 – Player Universe Hero auto‑adder (with full logic)​

Hook at the ldrb w1, [x21, #4] in the Player Universe (where rarity is read for the hovered spirit).

// Template 2: Player Universe – auto-add Hero Spirit if not owned
// Hook at: ldrb w1, [x21, #4]

STP X25, X26, [SP,#-0x90]
STP X19, X20, [SP,#-0x70]
STP X21, X22, [SP,#-0x50]
STP X23, X24, [SP,#-0x30]
STP X27, X28, [SP,#-0x10]

// save caller-saved registers we will touch
MOV X19, X0
MOV X20, X1

// original rarity load
ldrb w1, [x21, #4]
cmp w1, #5 // rarity < 5 → not a Hero
b.lt return

// get current Hero Spirit ID from [x21 + 0]
// keep it in W24 for the whole function
LDR W24, [x21, #0]

// load hero-struct pointer from scratch area
data_save = 0x049851A8
adrp x25, (data_save & 0xFFFFFFFF000)
ldr x21, [x25, (data_save & 0xFFF)] // X21 = struct_ptr
CBZ X21, return // safety: pointer not initialized

// read current length at [struct + 0x10]
LDR W26, [X21, #0x10] // W26 = length
CBZ W26, add_new // length == 0 → no entries yet

// ---------- search loop: if ID already exists, do nothing ----------

MOV W27, #0 // W27 = index i

loop_check:
CMP W27, W26
B.GE add_new // i >= length → not found

// slot_addr = struct + 0x20 + i * 0x10
MOV W28, W27
MOV X23, #0x10
MUL W28, W28, W23 // W28 = i * 0x10
ADD X23, X21, X28
ADD X23, X23, #0x20 // X23 = address of pointer slot i

LDR X22, [X23] // X22 = entry_ptr
CBZ X22, loop_next // null pointer → skip

LDR W28, [X22, #0x08] // W28 = entry heroSpiritId
CMP W28, W24 // compare with target Hero ID
B.EQ return // already owned → nothing to do

loop_next:
ADD W27, W27, #1
B loop_check

// ---------- append a new entry at the end ----------

add_new:
// reload length in case it changed
LDR W26, [X21, #0x10]

// compute slot for new entry pointer: struct + 0x20 + length * 0x10
MOV W28, W26
MOV X23, #0x10
MUL W28, W28, W23
ADD X23, X21, X28
ADD X23, X23, #0x20 // X23 = slot_addr_new

LDR X22, [X23] // X22 = entry_ptr for new entry
CBZ X22, return // safety: no valid entry block

// if there are existing entries, base numbering on the last one
CMP W26, #0
BEQ first_entry // no previous entries

SUB W27, W26, #1 // last_index = length - 1

// slot for last entry pointer: struct + 0x20 + last_index * 0x10
MOV W28, W27
MOV X23, #0x10
MUL W28, W28, W23
ADD X23, X21, X28
ADD X23, X23, #0x20 // X23 = slot_addr_last

LDR X23, [X23] // X23 = last_entry_ptr
CBZ X23, first_entry // defensive: fall back if null

// Sequence ID = last_seq + 1
LDR W28, [X23, #0x00]
ADD W28, W28, #1
STR W28, [X22, #0x00]

// Pull Sequence = last_pull + 1
LDR W28, [X23, #0x04]
ADD W28, W28, #1
STR W28, [X22, #0x04]
B write_rest

first_entry:
// first ever entry: start numbering at 1
MOV W28, #1
STR W28, [X22, #0x00] // sequenceId = 1
STR W28, [X22, #0x04] // pullSequence = 1

write_rest:
// Hero Spirit ID (target ID from W24)
STR W24, [X22, #0x08]

// Quantity = 2 (one summon + one card kept)
MOV W28, #2
STR W28, [X22, #0x0C]

// New-flag = 1 (to show “NEW” in UI)
MOV W28, #1
STR W28, [X22, #0x10]

// increment length and write back to struct
ADD W26, W26, #1
STR W26, [X21, #0x10]

// ---------- restore and return ----------

return:
MOV X0, X19
MOV X1, X20

LDP X27, X28, [SP,#-0x10]
LDP X23, X24, [SP,#-0x30]
LDP X21, X22, [SP,#-0x50]
LDP X19, X20, [SP,#-0x70]

ldr x8, [x20] // original instruction after hook
LDP X25, X26, [SP,#-0x90]
b code1+4

If something unclear then do not hesitate to ask and I will try to explain... The concept was clear for me or my idea but all this ASM or all the implementation I got help from AI (Perplexity). But man, so much register overwrites at the beginning until I found each error and not saved away/restored all registers so the game kept crashing so often until the cheat was created successfully... Not sure if the time consumption was worth it...
 
Last edited by LaMano,
Here a few codes... Will be lazy to update the main post... Will do so the next days or latest when I am going to update for the next version 1.4.0

For this cheat I teamed up with the creator of the PC cheat version so credits to the fearlessrevolution forum with their users!
All in front lilki who created sensational codes there!

[Deactivate Hero Limitation]
04000000 00B21EC4 B9401100
04000000 00B21EC4 1506EBD5
04000000 04CDCE18 B9401100
04000000 04CDCE1C 7100141F
04000000 04CDCE20 5400004B
04000000 04CDCE24 52800080
04000000 04CDCE28 16F91428
04000000 00B4CA54 71002C1F

And here a first try to obtain a few special heroes from star constellation game... BUT you have to sacrify your first obtained hero from the star constellation for doing so (thought if I should backup your first obtained hero away and when you are done you can restore it for the ones who are emotionally attached to this spirit card but it is only the spirit card and not the summoned player so I decided against it) because I was not able to add new heroes to your obtained ones. So what I do is I change your first obtained hero from the gatcha system with one of the following spirit cards - IMPORTANT... You need at least one hero card you obtained in the past... It doesn't matter if you summoned it and it now seems that you don't have it in your inventory anymore because it is saved with the quantity 0 and this is enough that the code works...

How it works?
You enable one hero spirit card let's say Zanark pink and your first obtained hero card from star constellation will be changed in Zanark and you can activate the quantity set to 20 so you can summon him... After that you deactivate the Zanark hero cheat and activate the next and ingame you change the map with R or is it ZR and back so that the visual updates and you summon the next hero and so on.
Every time I only change the first hero card... You can filter with plus and only choose that heroes should show up for better overview here...
When we know more IDs I can add them here but that is all I know so far... If you have other heroes you can send me your save file and I can have a look at it.

[Star Constellation Hero Spirit Card]
20000000

[Set First obtained Hero Spirit Quantity 20]
04200008 10B13FBC 00000014

[Change First obtained Hero Spirit to... Kabeyama black]
04200008 10B13FB8 BCDB9644

[Sangoku pink]
04200008 10B13FB8 DCD5DB61

[Sangoku black]
04200008 10B13FB8 F51D6F93

[Alpha pink]
04200008 10B13FB8 1FB2701F

[Alpha black]
04200008 10B13FB8 367AC4ED

[Aphrody red]
04200008 10B13FB8 09532D9F

[Aphrody pink]
04200008 10B13FB8 209B996D

[Toramaru red]
04200008 10B13FB8 771A2BCD

[Kido black]
04200008 10B13FB8 95B07BDE

[Senguji red]
04200008 10B13FB8 E42C1413

[Shuu pink]
04200008 10B13FB8 D234534B

[Shinsuke red]
04200008 10B13FB8 9171AA97

[Shinsuke black]
04200008 10B13FB8 B8B91E65

[Gran black]
04200008 10B13FB8 7BB218B5

[Reze black]
04200008 10B13FB8 65A08128

[Fei pink]
04200008 10B13FB8 28685D70

[Kazemaru black]
04200008 10B13FB8 A5C0A705

[Endo black]
04200008 10B13FB8 8EEDF4C6

[Fudo pink]
04200008 10B13FB8 1376EEC9

[Geno red]
04200008 10B13FB8 A4A1945A

[Ichinose pink]
04200008 10B13FB8 9594520B

[Ichinose black]
04200008 10B13FB8 BC5CE6F9

[Kirino black]
04200008 10B13FB8 EEE3B9E3

[Fubuki red]
04200008 10B13FB8 2D3CA337

[Reze red]
04200008 10B13FB8 4C6835DA

[Goenji pink]
04200008 10B13FB8 BFFC1B42

[Goenji black]
04200008 10B13FB8 9634AFB0

[Tsurugi red]
04200008 10B13FB8 C40C8017

[Dezarm pink]
04200008 10B13FB8 5735BAC2

[Fidio red]
04200008 10B13FB8 FA3ADF9E

[Shindo black]
04200008 10B13FB8 140C5169

[Tenma black]
04200008 10B13FB8 0D176028

[Rococo black]
04200008 10B13FB8 DE973728

[Zanark pink]
04200008 10B13FB8 8EC6A388

[Star Constellation Hero Spirit Card end]
20000001
Post automatically merged:

Credits for the save with nearly all the hero ids you see in this cheat to @Wiss96
Is this a cheat code for version 1.3.0 or 1.4.0?
Post automatically merged:

But Switch only 1.4.0 or is a 1.4.1 also released?
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Here a first try to use the auto updater tool... But ., I am sure some are not working and I will fix the comming days.. Have not updated the game yet and will do so tomorrow or Friday
Post automatically merged:



Maybe you are right and we should wait and not going with all updates they producing... The major ones should be considered as interesting but only for a few bugfixes or speed mode or ending a game and half time, it is the question if you should stay with the major versions longer when it is only a matter of 2-3 weeks
Also, I'm not sure if this file is for version 1.3.0 or 1.4.0.
 
Last edited by weilai,
Wait, that doesn’t seem right. I just checked carefully—there’s one page in the post about the 1.4.0 version, but I’m not 100% sure.

All codes I posted without a file in my posts was for version 1.3.0 because I am still on this version and the 1.4.0 file is sleeping on in the back of my computer ;)

But Switch only 1.4.0 or is a 1.4.1 also released?
Post automatically merged:

Here a first try to use the auto updater tool... But ., I am sure some are not working and I will fix the comming days.. Have not updated the game yet and will do so tomorrow or Friday
Post automatically merged:



Maybe you are right and we should wait and not going with all updates they producing... The major ones should be considered as interesting but only for a few bugfixes or speed mode or ending a game and half time, it is the question if you should stay with the major versions longer when it is only a matter of 2-3 weeks

This here was the only attempt to auto update codes to 1.4.0... There is the txt file attached for the new bid aka 1.4.0 file but some codes are empty because they could not be ported over automatically... I think I would need a few extra hours to update the codes to the new version... Of course - how many codes we have :)

Do you all play on 1.4.0?
I think if the hastle is worth it when the next days the new version with Bugfix is introduced and as we heard on the 20 or 22 december the big interesting one.
Post automatically merged:

And I plan to make a break when Poke DLC is releasing in 2 days
 
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All codes I posted without a file in my posts was for version 1.3.0 because I am still on this version and the 1.4.0 file is sleeping on in the back of my computer ;)



This here was the only attempt to auto update codes to 1.4.0... There is the txt file attached for the new bid aka 1.4.0 file but some codes are empty because they could not be ported over automatically... I think I would need a few extra hours to update the codes to the new version... Of course - how many codes we have :)

Do you all play on 1.4.0?
I think if the hastle is worth it when the next days the new version with Bugfix is introduced and as we heard on the 20 or 22 december the big interesting one.
Post automatically merged:

And I plan to make a break when Poke DLC is releasing in 2 days
I just got back from a business trip and was planning to update to version 1.4.0. But it seems there aren’t any complete cheat codes for 1.4.0 yet, so I haven’t updated for now. If there’s going to be another patch update soon afterward, I’ll just stick with version 1.3.0 for the time being.
 
I just got back from a business trip and was planning to update to version 1.4.0. But it seems there aren’t any complete cheat codes for 1.4.0 yet, so I haven’t updated for now. If there’s going to be another patch update soon afterward, I’ll just stick with version 1.3.0 for the time being.

Yeah better stay at the moment... I would all recommend to do so when you are using cheats! Nice that you are back!!
 
As a starting point here

But yeah, I think Ressources for learning are available but also difficult for me to start or wished it has more a better stuff


https://github.com/tomvita/Breeze-Beta

Or here are good tutorials for Breeze also on this channel
https://youtube.com/@optantic
Post automatically merged:

But you can try to tackle one search for example one specific item here and describe how you search and we or I can help you guide in the right direction... Start with an item you have bunch of and you can easily spend for example this small experience item
Post automatically merged:

2 steps... first search for the value you want to change and then you can change it in your game... second if you want go further, make a cheat out of it (ASM cheat or pointer cheat are two concepts here)
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I don't have this item... I have only 2 out of all 5 items with this V
Is this an item from chronical mode - I am in match 4 or 5 right now. Or is it one obtained in online matches... When it is not changed with the other items then the item is changed in other code places we have to figure it out
Hey, i really did a code, its a basic ones to alter the value of one item but... How can i do something like the cheat code to alter only the selected item into any value?

[selected item 999 off]
04000000 00958D64 B9400416

[item 999 on]
04000000 00958D64 B9400416
04000000 00958D64 150E101D
04000000 04CDCDD8 18000096
04000000 04CDCDDC B9001016
04000000 04CDCDE0 B9400416
04000000 04CDCDE4 16F1EFE1
04000000 04CDCDE8 000003E7

These codes are the ones that you made that i try to recreate.
And thank you again for helping me learn how to create those things.
 
Hey, i really did a code, its a basic ones to alter the value of one item but... How can i do something like the cheat code to alter only the selected item into any value?

[selected item 999 off]
04000000 00958D64 B9400416

[item 999 on]
04000000 00958D64 B9400416
04000000 00958D64 150E101D
04000000 04CDCDD8 18000096
04000000 04CDCDDC B9001016
04000000 04CDCDE0 B9400416
04000000 04CDCDE4 16F1EFE1
04000000 04CDCDE8 000003E7

These codes are the ones that you made that i try to recreate.
And thank you again for helping me learn how to create those things.

Well good progress when you was successful with your first altering code. And when it is only one item... It is one step further.

For the seleted item cheat... After I found one item quantity stored in the memory address (as you also did) I set a read breakpoint in that address so that it gets triggered/protocolled every time the code is accessing this item quantity.
Then I went to my inventar and looked which lines are recorded only when I select this item... So I knew which lines will be passed only when I hover/select over an item.
I did the "Watch instruction" on that code instruction and saw that every time I change the selected item the code gets executed and accesses the item I have selected. Very good finding and all I had to do is bringing this instruction to the cheat table and look at it... There is a ldr (load instruction) which is loading the quantity of the selected item into a register for further processing. All I did is writing to this code place before it gets loaded a store quantity of 999 or 9999... And voila. That is all the magic here.
Post automatically merged:

But I wrote also with the cheat, that maybe not all items will be accessed through this code instruction ldr.
That is because not all items are stored in the same place... It seems that there are more different kind of item categories involved.. Obvious the ones in story mode get merged at the end of story mode but before there are separated with the quantity from the ones in the chonical mode...
And also not all items are stored in the same place - and sometimes there are other code instructions used for other places (could be or could not happen). When another hook is also needed the process would be the same. Finding an item from other category and searching for that quantity in memory and doing also a read breakpoint on it and patching cheating this load instruction also the the required store cheat.
 

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