Homebrew Discovery Processes For Memory Based Cheats?

AlphaClover

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Hi all!

I am recently getting interested into using programs like Edizon and Noexs to edit memory within games like Pokemon sword and luigi's mansion however I have hit a road block. In videos that show exploitation of using these memory editors they usually use examples of ammo values and how to change them. For games like Pokemon however, you are not given such explicit values. In pokemon at the moment there is cheats for guaranteed shiny, changing den raids and walking through walls. I am curious on how to discover values such as these and if there is a process one has to go through.
 

H1B1Esquire

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Alternatively, when you use Edizon, there's an "about" that teaches you where most values are stored in RAM and how to find them (ammo, health, money, etc,) .
Other codes might require you to look at the RAM and see any changes. You can also look at how some addresses work--check this https://gbatemp.net/threads/sword-shield-v-1-1-codes-deluxe.556368/#post-8921351
to get a comprehensive idea of how codes are usually placed, i.e. check the differences of v.1 and v.1.1, for items and such, then check about encounter tables to see how pokemon are stored (what I mean by this is, there's usually an address that moves with like-items/mon/whatever (dog: 890890890Ac1, cat: 890890890ab1, etc,).

You could probably start by creating a .txt file and make random edits to existing cheats and see if it crashes the game (I do it for fun when I get bored).
 

AlphaClover

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Hi H1B1! You are just bouncing around today!
I didn't know about the edizon 'about' section, that's cool. Another question I have is how differences in software versions impacts the memory. People were saying that since content was added in pokemon that all the memory shifted. Does this change the IDs at all or just the memory hex values that you need to reference?
 

H1B1Esquire

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I'm usually at the right place, at the right time...that's my life.
Differences in versions would have an effect, in some cases, but I think this (Sw/Sh) was planned, so they accounted for memory shifts--as in, they probably had a sector of memory ready to go that skipped values (i.e. 890890890ac3 to 890890890af1).

I think pokes, Masterball, and one other thing are essentially the same, but everything else has changed, they say.
 

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