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Nintendo SWITCH Cheat Codes Download
Nintendo SWITCH Cheat Codes Download

Breeze beta100+ Unity and UE aware cheat making

  • Thread starter Thread starter TomSwitch
  • Start date Start date
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  • Replies Replies 270
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you mean the deamon has memory leak between toggle? It could also be breeze has memory leak. It has never been running for that long before. Maybe need to exit to hbmenu once in a while
That is a good recommendation... Will try out to exit to hbmenu when I see the searches goes longer than I expected... I will see how this goes and if this solves it!
Thanks!! And yes most probably a background service or deamon... Have also tried out now with only a minimum of the sysmodules etc.
Post automatically merged:

I like this feature a lot and it is so smooth to instantly change the mode between Breeze and game! Love it

Stupid question... When my game is crashing I instantly are back in Breeze... When I exit out normally then I am in the hbmenu but how can I come back to the main or home screen to start the game again?^^ I think a very stupid question and at the moment I restart the Switch to do so :D
 
Last edited by LaMano,
Stupid question... When my game is crashing I instantly are back in Breeze... When I exit out normally then I am in the hbmenu but how can I come back to the main or home screen to start the game again?^^ I think a very stupid question and at the moment I restart the Switch to do so :D
You exit breeze then press home will get you back to home menu
Post automatically merged:

@LaMano you may want to try this
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use it with 103.5a.
When you install this you boot into breeze. Every time you press home you re-start breeze. It is slightly slower but faster than before qlaunch is taken over. To get the no restart behavior use the goto game button.
To start a game you exit breeze, which will bring up hbmenu, then you use something that support game launch, for example sphaira or DBI
View attachment WIN_20260411_00_34_13_Pro.mp4
1775839086183.png
You can tell if breeze restarts by the speed (small delay but it is there). You can also tell by moving the cursor, if it restart the cursor position will reset
1775839173880.png
You will loose access to SwitchU home menu.
 
Last edited by TomSwitch,
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You exit breeze then press home will get you back to home menu
To your first suggestion... It works the normal way but when the game is crashing because I messed up the registers in an ASM cheat it is not working and the home button is doing nothing in the hbmenu (maybe the crashing game is hanging in the background)
-> Okay Workaround here is to open for example DBI and exit it with B and then it returns to the home screen...

The second suggestion is also worth a try, nice 👍
 
Last edited by LaMano,
To your first suggestion... It works the normal way but when the game is crashing because I messed up the registers in an ASM cheat it is not working and the home button is doing nothing in the hbmenu (maybe the crashing game is hanging in the background)
-> Okay Workaround here is to open for example DBI and exit it with B and then it returns to the home screen...

The second suggestion is also worth a try, nice 👍
I have added
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. Currently there is no time out on the request for application to exit, this one has. You can test if this one works when you game crash. If you rename the included file in config to "launch_eshop" you get back SwitchU home menu.
 
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@dsrules I made a change to the jumpback algorithm. The idea is pointers, the good ones is expected to be pointing to offset 0 of a Klass instance. To access the fields you get the pointer to offset 0 and you apply the offset to access the fields. When that theory holds then we only want offset to be 1 and range to be as big as can be. This has one problem. To get back to main and a B8 type offset we need it to be 2. So I change the algorithm so that 1 can complete the journey. Try it and let me know if my theory holds to your real world cases.


View attachment WIN_20260412_22_02_56_Pro.mp4
 
Last edited by TomSwitch,
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@dsrules I made a change to the jumpback algorithm. The idea is pointers, the good ones is expected to be pointing to offset 0 of a Klass instance. To access the fields you get the pointer to offset 0 and you apply the offset to access the fields. When that theory holds then we only want offset to be 1 and range to be as big as can be. This has one problem. To get back to main and a B8 type offset we need it to be 2. So I change the algorithm so that 1 can complete the journey. Try it and let me know if my theory holds to your real world cases.


View attachment 567808
by Offset = 1, do you mean num_offsets = 1? if yes, then I am not seeing any difference on 1.0.3 and 1.0.4 between the number of Targets (173) and BM (24) when using only next depth, or do B8 scan after depth 2 on a depth 4 cheat
 
by Offset = 1, do you mean num_offsets = 1? if yes, then I am not seeing any difference on 1.0.3 and 1.0.4 between the number of Targets (173) and BM (24) when using only next depth, or do B8 scan after depth 2 on a depth 4 cheat
I mean, try using num_offset = 1 up to depth 4. Don’t perform any B8 scan. See if you can find it.

The issue with B8 scanning is that you need to know the right moment to use it. Being able to set num_offset = 1 lets you explore a larger range more effectively.

Although a larger range still stresses memory during the pointer collection phase, moving backward with fewer nodes allows you to go further and ultimately results in fewer bad bookmarks. This assumes that valid pointer chains come from the nearest offsets (i.e., num_offset = 1 is sufficient until the final phase).

In the final phase, B8 becomes relevant and requires num_offset = 2, which this new version now always allows—at least 2—for bookmark validation checks.
 
Last edited by TomSwitch,
I mean, try using num_offset = 1 up to depth 4. Don’t perform any B8 scan. See if you can find it.

The issue with B8 scanning is that you need to know the right moment to use it. Being able to set num_offset = 1 lets you explore a larger range more effectively.

Although a larger range still stresses memory during the pointer collection phase, moving backward with fewer nodes allows you to go further and ultimately results in fewer bad bookmarks. This assumes that valid pointer chains come from the nearest offsets (i.e., num_offset = 1 is sufficient until the final phase).

In the final phase, B8 becomes relevant and requires num_offset = 2, which this new version now always allows—at least 2—for bookmark validation checks.
num_offset = 1, search_range = 0x8000
next depth to depth 4
beta104
+1a8+40+28
+6640+28+40+28
+6650+28+40+28
+6600+28+40+28
+6610+28+40+28
+b8+10+40+28

beta103
+6640+28+40+28
+6600+28+40+28
 
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If you have experienced Breeze unable to start and you have to press home to try again please check if this solve it.
 
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If you have experienced Breeze unable to start and you have to press home to try again please check if this solve it.

Ah have you included with the button or menu enty "HomeRestart Off" our topic from a few days ago? Or should I go with the qlaunch again to try things out?

Update: Okay I see your description in
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for that option or behaviour, perfect
 
beta104.5 Pre-release
Some bug fixes to type0 map and relocate code cave
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I updated SwitchU fork to work on HOS22+.
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I wrote documentation explaining how the qlaunch takeover works, but I suspect it may still be confusing. Please let me know how you find it—especially if anything is unclear—so I can improve it.
 
Last edited by TomSwitch,
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on Unreal Class field view, after edited the value in Memory Explorer then back, the value doesn't update from the list? working fine on Unity Class field view
 
on Unreal Class field view, after edited the value in Memory Explorer then back, the value doesn't update from the list? working fine on Unity Class field view
Not in pre-release as I have not tested it yet. Once you clear it I will make that a pre-release.
Post automatically merged:

Not in pre-release as I have not tested it yet. Once you clear it I will make that a pre-release.
updated to remove the refresh button which is now not needed. I am not currently working on UE game so I will rely on you to check if I introduce any undesirable effect with auto refresh.
 

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Last edited by TomSwitch,
Not in pre-release as I have not tested it yet. Once you clear it I will make that a pre-release.
Post automatically merged:


updated to remove the refresh button which is now not needed. I am not currently working on UE game so I will rely on you to check if I introduce any undesirable effect with auto refresh.
my bad, I didn't notice there's a Refresh button until you mentioned it
on the old versions, the Refresh button takes you back to the entry # (offset) where you first chose Class field
the new version depends on which entry you edited, for example, I am viewing 30 to 40, after edit 35 the refresh list shows 35 (1st on the list) to 45, 100 to 110 edit 100 refreshes to 90 to 100 (last on the list) or stays the same
in short, the edited entry refreshes to the top or bottom of the viewing page
 
my bad, I didn't notice there's a Refresh button until you mentioned it
on the old versions, the Refresh button takes you back to the entry # (offset) where you first chose Class field
the new version depends on which entry you edited, for example, I am viewing 30 to 40, after edit 35 the refresh list shows 35 (1st on the list) to 45, 100 to 110 edit 100 refreshes to 90 to 100 (last on the list) or stays the same
in short, the edited entry refreshes to the top or bottom of the viewing page
So you get to be focused on the same entry but the scroll may be different? I am a bit surprised that it is not the same view as you left it. (The auto refresh is per frame.) Is it good enough?
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So you get to be focused on the same entry but the scroll may be different? I am a bit surprised that it is not the same view as you left it. (The auto refresh is per frame.) Is it good enough?
Is this better? I did some unusual thing to enable the focus mode ( only remember I did and not the details, so maybe that was causing the behavior ).
 

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Last edited by TomSwitch,
So you get to be focused on the same entry but the scroll may be different? I am a bit surprised that it is not the same view as you left it. (The auto refresh is per frame.) Is it good enough?
Post automatically merged:


Is this better? I did some unusual thing to enable the focus mode ( only remember I did and not the details, so maybe that was causing the behavior ).
kind of same, if edit the top or bottom entry then all stays the same (this part improved, in the old version this could also jumps to the top or bottom), if edit any in between then the edited entry either jumps to the top or bottom of the page

update: tested some more today
editing the entry at the top of the page in memory explorer also has a chance of it appearing at the bottom (entry 40 to 50, edit 40 refreshes to 30 to 40)
, also Edit value refreshes to the same entry where Class field was used on
 
Last edited by dsrules,
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Hey Tom, I’m seeing a navigation bug on beta104.8..

after exiting in the ‘Assembler’ window, under ‘Edit Cheat’ menu, when trying to exit/back to the previous menu (Cheat List) via the 'Save (B)' button, the UI fails to exit/return to ‘Cheat List’ and instead reloads the assembler.
 

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