Switch Edizon Code Crafting basics

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Im just gonna post it here as a general but if this is in a wrong thread please move it mods. thanks in advanced.

as the title suggest, i wanna know how exactly an edizon cheats is made. ive worked on many cheat programs before, particularly on emulations and seeing as im starting to fully use the cheating capability of switch through edizon(and its overlay) ive come to realize that ram searching is not enough anymore and want to make my own codes from my own experience. but seeing edizon is wholly different on how it deals with its cheats all i wanna know is the basic syntax, the codes needed for each type of cheats(short integer, long integer, patch code, pointers, etc) and how it gets translated as edizon cheat. looking tokyo mirage session as my example, i wanna target the stage level because i have a previous code on cemu for the same game that lets me modify the character skills en-masse. using an exsisting code as entry point, all i need is how does the edizon engine interpret this code

021F0000 794A305C 0000270F.

whats the first 8 byte? whats the 2nd? im assuming the 3rd 8 byte is the value. but for now ill try and grasp that the 1st 8 byte was the code identifyer which tells edizon its either a short integer or a long integer and the 2nd 8 byte was the address.

in that light, why does some code looks like this?

[Items 20X deactivate after episode 5 starts and activate Items 0x to avoid crashing story mode ]
300E0000 000012C0
01100000 794AC3AE 00000014
78000000 00000002
310E0000
20000000

the first line only has 2 8 byte codes which without knowing what those do in data im not sure what they are of, and on the 2nd line, i can see a standard code set with the type, address and value. the 3rd line also has 2 codes only and the last 2 line only has one...
 

binkinator

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Im just gonna post it here as a general but if this is in a wrong thread please move it mods. thanks in advanced.

as the title suggest, i wanna know how exactly an edizon cheats is made. ive worked on many cheat programs before, particularly on emulations and seeing as im starting to fully use the cheating capability of switch through edizon(and its overlay) ive come to realize that ram searching is not enough anymore and want to make my own codes from my own experience. but seeing edizon is wholly different on how it deals with its cheats all i wanna know is the basic syntax, the codes needed for each type of cheats(short integer, long integer, patch code, pointers, etc) and how it gets translated as edizon cheat. looking tokyo mirage session as my example, i wanna target the stage level because i have a previous code on cemu for the same game that lets me modify the character skills en-masse. using an exsisting code as entry point, all i need is how does the edizon engine interpret this code

021F0000 794A305C 0000270F.

whats the first 8 byte? whats the 2nd? im assuming the 3rd 8 byte is the value. but for now ill try and grasp that the 1st 8 byte was the code identifyer which tells edizon its either a short integer or a long integer and the 2nd 8 byte was the address.

in that light, why does some code looks like this?

[Items 20X deactivate after episode 5 starts and activate Items 0x to avoid crashing story mode ]
300E0000 000012C0
01100000 794AC3AE 00000014
78000000 00000002
310E0000
20000000

the first line only has 2 8 byte codes which without knowing what those do in data im not sure what they are of, and on the 2nd line, i can see a standard code set with the type, address and value. the 3rd line also has 2 codes only and the last 2 line only has one...

Have you perused @TomSwitch ’s group?

https://gbatemp.net/group/tomvitas-tools.22/info

Tons of detailed information there.

https://github.com/tomvita/Breeze-Beta/wiki
https://github.com/Atmosphere-NX/Atmosphere/blob/master/docs/features/cheats.md
 
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l7777

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Im just gonna post it here as a general but if this is in a wrong thread please move it mods. thanks in advanced.

as the title suggest, i wanna know how exactly an edizon cheats is made. ive worked on many cheat programs before, particularly on emulations and seeing as im starting to fully use the cheating capability of switch through edizon(and its overlay) ive come to realize that ram searching is not enough anymore and want to make my own codes from my own experience. but seeing edizon is wholly different on how it deals with its cheats all i wanna know is the basic syntax, the codes needed for each type of cheats(short integer, long integer, patch code, pointers, etc) and how it gets translated as edizon cheat. looking tokyo mirage session as my example, i wanna target the stage level because i have a previous code on cemu for the same game that lets me modify the character skills en-masse. using an exsisting code as entry point, all i need is how does the edizon engine interpret this code

021F0000 794A305C 0000270F.

whats the first 8 byte? whats the 2nd? im assuming the 3rd 8 byte is the value. but for now ill try and grasp that the 1st 8 byte was the code identifyer which tells edizon its either a short integer or a long integer and the 2nd 8 byte was the address.

in that light, why does some code looks like this?

[Items 20X deactivate after episode 5 starts and activate Items 0x to avoid crashing story mode ]
300E0000 000012C0
01100000 794AC3AE 00000014
78000000 00000002
310E0000
20000000

the first line only has 2 8 byte codes which without knowing what those do in data im not sure what they are of, and on the 2nd line, i can see a standard code set with the type, address and value. the 3rd line also has 2 codes only and the last 2 line only has one...
Start with the atmosphere doc on cheats. Each line is essentially an instruction to AMS.

https://github.com/Atmosphere-NX/Atmosphere/blob/master/docs/features/cheats.md
 

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