I've been working on a trainer for The Legend of Zelda: Twilight Princess HD running on Cemu, and I'm releasing the first public version today.
The project started as a research effort to document the game's memory structures and has grown into a trainer focused on save progression, inventory management, collectibles, and quest items.
Current Features
Inventory & Equipment
Inventory editor
Equipment editor
Bottle editor
Ammo and upgrade editing
Wallet, quiver, bomb bag, and capacity controls
Progression
Hidden Skills editor
Quest item editor
Golden Bug editor
Poe Soul editor
Heart Piece progress tracking
Dungeon Tools
Current dungeon Map editor
Compass editor
Boss/Large Key editor
Small Key editor
Goron Mines key shard completion support
Research Features
Developer Mode for memory research
Live capture tools
Snapshot comparison tools
Candidate testing tools
Notes
Designed for Twilight Princess HD on Cemu
Always back up your save before editing
Some game systems are still being researched and may expand in future releases
Additional quest items and progression tracking are planned
I can't help but notice that this tool was made through the research efforts or others and fed into an AI though.
At least give credit where credit is due to the people who spent a lot time researching the game.
Anyway hope that you can get this tool to a point that your satisfied with. Cheat Engine's interface is not very... desirable. And I know as I've spent a lot of time trying to make it more user friendly without having to mess with its forms editor which is a nightmare haha! It makes sense to have a tool that is easier to navigate and use.
Do you have any plans to implement some of the scripts (Moon Jump for example)? To be fair it doesn't need to be an assembly edit like I did. It can just be a continuous memory poke of the Y velocity on Link.
Does this only look at what's in save slot 1? I get a message saying "Player data found. This save appears to be before TPHD begins honoring ownership edits." If I want to edit a save in say, slot 3, should I copy it and rename the copy ZPT00.dat? And to get around the error message, will simply re-saving it in the latest version of CEMU fix that?
I can't help but notice that this tool was made through the research efforts or others and fed into an AI though.
At least give credit where credit is due to the people who spent a lot time researching the game.
Anyway hope that you can get this tool to a point that your satisfied with. Cheat Engine's interface is not very... desirable. And I know as I've spent a lot of time trying to make it more user friendly without having to mess with its forms editor which is a nightmare haha! It makes sense to have a tool that is easier to navigate and use.
Do you have any plans to implement some of the scripts (Moon Jump for example)? To be fair it doesn't need to be an assembly edit like I did. It can just be a continuous memory poke of the Y velocity on Link.
Thanks! I appreciate you taking the time to have a look and for the feedback.
You're absolutely right that there has been a lot of community research into TPHD over the years, and I don't want to take credit for discoveries that were made by others. I only used a couple of publicly available Cheat Engine tables as a starting point, and even those were incomplete. From there, a lot of the work has been manually researching memory, testing values in-game, verifying existing information, and documenting anything new I find.
AI has been a development tool for me, helping build the application itself and speeding up parts of the coding process, but it hasn't replaced the research and testing. Every feature that's gone into the trainer has been verified before being added, and quite a few things have changed as a result of that process.
I'll definitely look at adding a proper credits section to acknowledge the community research that helped provide those starting points, as that's a fair suggestion.
As for Moon Jump, yes, runtime features are something I'd like to explore once the editor side is in a good place. A continuous memory write is probably the direction I'd take rather than an assembly injection, as keeping the trainer simple and easy to use is one of the main goals.
Thanks again for the feedback—it's genuinely appreciated.
Does this only look at what's in save slot 1? I get a message saying "Player data found. This save appears to be before TPHD begins honoring ownership edits." If I want to edit a save in say, slot 3, should I copy it and rename the copy ZPT00.dat? And to get around the error message, will simply re-saving it in the latest version of CEMU fix that?
It actually supports all three save slots, so there's no need to rename anything.
That message isn't related to the save slot either. It's just letting you know the save doesn't contain the newer ownership data, so those particular edits won't apply.
Out of curiosity, what version of the game/Cemu is the save from? I'd like to look into why that message is showing up.
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