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Nintendo SWITCH Cheat Codes Download
Nintendo SWITCH Cheat Codes Download

Breeze beta99

  • Thread starter Thread starter TomSwitch
  • Start date Start date
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@dsrules first of all i don't want to argue with anyone here, lyou always forget that i don't use the PC so i couldn't tell you how many folders i have now in Breeze/cheats because i'm recovering games that i lost with the updates if you will have noticed in the thread and in the group,i humbly apologize if i made you angry.:bow::bow::bow:
check my test results above (post #379), the crash might not be related to total folders or total files
I only had 1 crash out of 6 tests
 
check my test results above (post #379), the crash might not be related to total folders or total files
I only had 1 crash out of 6 tests
@dsrules i saw them,then the Breeze crash happened before the last update and by inserting only the cheats with the .txt files without their own dedicated folders as there are also in Atmosphere/contents/TID/cheats/BID.txt
I hope i was more precise this time.
 
@dsrules i saw them,then the Breeze crash happened before the last update and by inserting only the cheats with the .txt files without their own dedicated folders as there are also in Atmosphere/contents/TID/cheats/BID.txt
I hope i was more precise this time.
if only .txt files and no folders then 250 did not crash, 450 crash
Post automatically merged:

I did it for @NeoGranzon for he has 670 files there. You just need to put the file you want in the game directory to load it.
if the intention was to load an anyname.txt, maybe put it in another folder besides cheats would be better? then it won't interfere with files in the cheats folder
 
Last edited by dsrules,
if the intention was to load an anyname.txt, maybe put it in another folder besides cheats would be better? then it won't interfere with files in the cheats folder
The button is for picking cheats and cheats are always related to game so I think game directory make sense. For each game there should not be many files to choose from. A directory for all files may end up 670 over time.

The left panel items consumes lots of memory, I could change the code to not load everything but then I suppose that 670 use case isn't compelling enough to put in the effort.
 
The button is for picking cheats and cheats are always related to game so I think game directory make sense. For each game there should not be many files to choose from. A directory for all files may end up 670 over time.

The left panel items consumes lots of memory, I could change the code to not load everything but then I suppose that 670 use case isn't compelling enough to put in the effort.
I think you got it pretty good setup before 99s i got a lots of code caves txt in the game folder, some time i just want to load a pointer code in or some sort of code in a test txt and other txt in a test folder simple and easy
this is my opinion
 
I think you got it pretty good setup before 99s i got a lots of code caves txt in the game folder, some time i just want to load a pointer code in or some sort of code in a test txt and other txt in a test folder simple and easy
this is my opinion
The only button that changed is the load any cheat, this has nothing to do with code cave. For code cave you still can load file from cheats directory like always. There are three buttons. Load file is from cheats directory, the other two from game directory

To craft a pointer cheat if you managed to get it from game disassembly you can use edit offset button in memory explorer. Its easier than picking some random pointer code. This is rare but I recently came across one, a long pointer chain is right there in the disassembly.

2026010516021900-CCFA659F4857F96DDA29AFEDB2E166E6.jpg
 
Last edited by TomSwitch,
So let me explain myself well for everyone,i had problems with the SD card and i found myself with all the games(209)with the download symbol above the icon on the home page and where they are all,only those installed on the NAND were saved.
After following the advice of restarting in Maintenance Mode,i reset the Switch leaving only the saves intact,reinstalled the homebrews and some games,instead of copying the Breeze cheats folder i directly copied all the .txt backup(from the smartphone)files of my cheats into Breeze/cheats and then wanting to load a single cheat the app crashed.
So in the end i still haven't understood after 5 months from the incident,whether it is a problem with my Switch or i have some .txt file with errors inside or with too many cheats inside like Labirynyh of Galleria: The Moon Society that is creating the problem,for the rest the app works very well.
 
So let me explain myself well for everyone,i had problems with the SD card and i found myself with all the games(209)with the download symbol above the icon on the home page and where they are all,only those installed on the NAND were saved.
After following the advice of restarting in Maintenance Mode,i reset the Switch leaving only the saves intact,reinstalled the homebrews and some games,instead of copying the Breeze cheats folder i directly copied all the .txt backup(from the smartphone)files of my cheats into Breeze/cheats and then wanting to load a single cheat the app crashed.
So in the end i still haven't understood after 5 months from the incident,whether it is a problem with my Switch or i have some .txt file with errors inside or with too many cheats inside like Labirynyh of Galleria: The Moon Society that is creating the problem,for the rest the app works very well.
Too many cheats is not a problem in it self. The extras simply will be ignored and the pick any cheat was design to help with such large cheat file. In the end I doubt there has been much usage of that feature. Cheat author has to make "useless file" in the first place for Breeze to make useful.
It's actually not that robust. If you like you can make a very large file to crash Breeze and I suppose along goes HOS as it wasn't protected against homebrew crashing bringing it down.
:)
 
Too many cheats is not a problem in it self. The extras simply will be ignored and the pick any cheat was design to help with such large cheat file. In the end I doubt there has been much usage of that feature. Cheat author has to make "useless file" in the first place for Breeze to make useful.
It's actually not that robust. If you like you can make a very large file to crash Breeze and I suppose along goes HOS as it wasn't protected against homebrew crashing bringing it down.
:)
@TomSwitch i mean this
it may be this that is too big?
 
it may be this that is too big?
If too big I think Breeze will show error message. Too big will always be too big, it won't be randomly switch between ok and not ok.

Atmosphere won't tell you anything, it will load until error happens and if a cheat is loaded partially then good luck.

Loading cheat will never crash except that insanely big file (malicious one created by doctor evil).
 
If too big I think Breeze will show error message. Too big will always be too big, it won't be randomly switch between ok and not ok.

Atmosphere won't tell you anything, it will load until error happens and if a cheat is loaded partially then good luck.

Loading cheat will never crash except that insanely big file (malicious one created by doctor evil).
@TomSwitch you are the developer of the app Breeze not me,that's why i'm asking for information.
 
Hi all,
I have also one question related the cheat size... I encountered now 2 times that if a cheat is too long it will not load up correctly the remaining cheats of a file. I tried here and there and saw on my example I had 85 lines in some kind of master code -> had to hook up 7 different places functions and wrote also a shared own function in my 1 cheat (so very complex and not the daily task of a cheat creator I know)
My observation was 85 lines seems like the max lines (maybe limitation coming from cheatVM or similar?) that all other cheats was displaying correctly and when I have more lines this cheat was the last cheat which was shown...
I am fine with the limitation I splitted this one cheat in more cheats aka "Please select this cheat part 1" to 5 and all was working.
Only wanted to know where this comes from... And yes writing a own function have only with little logic always 20 lines very easily... As I said only encoutered it 2 times and one time it was my cheat and another time it was a cheat an other person created.

Would it help to write 080 codes instead of 040 cheats here? I did not tried that out -> example is from "Inazuma Eleven" game and with this much of updates I clear every update all code caves and have templates for each code cave to "Add ASM" very fast and the change from 040 to 080 would be most likely a manual step more at the end which I would avoid so I think I will go with the separate cheats but the users often forget to activate all required for this 1 use case^^
 
This Is a example of cheats very long

Yes that is long... Each code is short but you have plenty of them... Also through scrolling up to 60th similar puppet cheats. Reminds me if you would do in Pokemon all encounter cheats for pokemon on its own in a own cheat :)
Post automatically merged:

Of course it is fine... And yes somtimes cheats gets very long... The one with the
Hi all,
I have also one question related the cheat size... I encountered now 2 times that if a cheat is too long it will not load up correctly the remaining cheats of a file. I tried here and there and saw on my example I had 85 lines in some kind of master code -> had to hook up 7 different places functions and wrote also a shared own function in my 1 cheat (so very complex and not the daily task of a cheat creator I know)
My observation was 85 lines seems like the max lines (maybe limitation coming from cheatVM or similar?) that all other cheats was displaying correctly and when I have more lines this cheat was the last cheat which was shown...
I am fine with the limitation I splitted this one cheat in more cheats aka "Please select this cheat part 1" to 5 and all was working.
Only wanted to know where this comes from... And yes writing a own function have only with little logic always 20 lines very easily... As I said only encoutered it 2 times and one time it was my cheat and another time it was a cheat an other person created.

Would it help to write 080 codes instead of 040 cheats here? I did not tried that out -> example is from "Inazuma Eleven" game and with this much of updates I clear every update all code caves and have templates for each code cave to "Add ASM" very fast and the change from 040 to 080 would be most likely a manual step more at the end which I would avoid so I think I will go with the separate cheats but the users often forget to activate all required for this 1 use case^^

The one I am mentioning is this code here... I have it now separated but I tried it in one cheat to eliminate misuse that the shared function is not available by forgetting to select it etc.^^
But as 1 code it is not working because of this 85 lines limit (my assumption)

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This are only 5 cheats but due to formatting of code cave and how Breeze needs it I have intern I think 7 or 8 cheats for that...
 
Last edited by LaMano,
Yes that is long... Each code is short but you have plenty of them... Also through scrolling up to 60th similar puppet cheats. Reminds me if you would do in Pokemon all encounter cheats for pokemon on its own in a own cheat :)
Post automatically merged:

Of course it is fine... And yes somtimes cheats gets very long... The one with the


The one I am mentioning is this code here... I have it now separated but I tried it in one cheat to eliminate misuse that the shared function is not available by forgetting to select it etc.^^
But as 1 code it is not working because of this 85 lines limit (my assumption)

Members only
Codes and spoilers in this group are for members. Join the Nintendo SWITCH Cheat Codes Download group to reveal them. It's free.

This are only 5 cheats but due to formatting of code cave and how Breeze needs it I have intern I think 7 or 8 cheats for that...
A tip to create a section with cheats inside just do Auto Hero adder 20000000 without repeating the name 20000001 at the end of the cheats so you avoid 2 useless lines,i always do it with the collections like this
 
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Hi all,
I have also one question related the cheat size... I encountered now 2 times that if a cheat is too long it will not load up correctly the remaining cheats of a file. I tried here and there and saw on my example I had 85 lines in some kind of master code -> had to hook up 7 different places functions and wrote also a shared own function in my 1 cheat (so very complex and not the daily task of a cheat creator I know)
My observation was 85 lines seems like the max lines (maybe limitation coming from cheatVM or similar?) that all other cheats was displaying correctly and when I have more lines this cheat was the last cheat which was shown...
I am fine with the limitation I splitted this one cheat in more cheats aka "Please select this cheat part 1" to 5 and all was working.
Only wanted to know where this comes from... And yes writing a own function have only with little logic always 20 lines very easily... As I said only encoutered it 2 times and one time it was my cheat and another time it was a cheat an other person created.

Would it help to write 080 codes instead of 040 cheats here? I did not tried that out -> example is from "Inazuma Eleven" game and with this much of updates I clear every update all code caves and have templates for each code cave to "Add ASM" very fast and the change from 040 to 080 would be most likely a manual step more at the end which I would avoid so I think I will go with the separate cheats but the users often forget to activate all required for this 1 use case^^
It's documented in breeze wiki
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It's not lines, its how many opcodes. If each line is 3 opcode then 85 lines is 255 opcodes. You can reduce the cost of each ASM code by using 08 instead of 04. 4 opcode per line and 2 ASM instead of 3 opcode per line and only 1 ASM.
 
Last edited by TomSwitch,
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It's documented in breeze wiki
Members-only download
This download link is for members of the Nintendo SWITCH Cheat Codes Download group. Join the group to see it. It's free.

It's not lines, its how many opcodes. If each line is 3 opcode then 85 lines is 255 opcodes.

This morning I go through the most part of your wiki to see what was added the last weeks... But didn't find this page, thanks for mentioning.

One more question which maybe I overread... This button for Relocate Code Caves, I see only it mentioned in your Commander App but what is it doing in the cheat file exactly? Can it solve my problem that one code cave in between I have to adjust because of a bugfix and can I reallocate all other in one go or do I have to go to each individually?

Right now because I do a up to bottom approach I know that each code cave after the cheat I had to correct or made it longer therefore -> I have to adjust all other further down the line... So I delete all code caves again (could try next time with the filling up with zeros I read earlier) and save and restart the whole game. Then I activate all cheats with code caves I already have in the list, so that the code caves in sequence getting written and then I adding for all the upcoming code caves each manually. Visually check that they not write in each other until the end but don't have to do this check because normally it works quite well.
With only 5 cheats it would be easy but maybe I miss something I could do better or faster :) I have 64 code caves or template files in my game dir for doing all cheats in that one game... yeah I am going crazy in this one game I know ;)
 
This morning I go through the most part of your wiki to see what was added the last weeks... But didn't find this page, thanks for mentioning.

One more question which maybe I overread... This button for Relocate Code Caves, I see only it mentioned in your Commander App but what is it doing in the cheat file exactly? Can it solve my problem that one code cave in between I have to adjust because of a bugfix and can I reallocate all other in one go or do I have to go to each individually?

Right now because I do a up to bottom approach I know that each code cave after the cheat I had to correct or made it longer therefore -> I have to adjust all other further down the line... So I delete all code caves again (could try next time with the filling up with zeros I read earlier) and save and restart the whole game. Then I activate all cheats with code caves I already have in the list, so that the code caves in sequence getting written and then I adding for all the upcoming code caves each manually. Visually check that they not write in each other until the end but don't have to do this check because normally it works quite well.
With only 5 cheats it would be easy but maybe I miss something I could do better or faster :) I have 64 code caves or template files in my game dir for doing all cheats in that one game... yeah I am going crazy in this one game I know ;)
relocated in one go, there is a crashing bug on Switch that I don't know the reproduction steps yet, so be aware so crashing is not more painful than it should be. Use the PC version there is no problem. The algorithm look for the smallest address then pack each cheat one after the other

if you want to save opcode you can use type 0 compress button but you have to expand it before relocate. Sort ASM needs to be enable if asm isn't already sorted in ascending order of address. Using the type 0 compress button will also sort it.
 
Last edited by TomSwitch,
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relocated in one go, there is a crashing bug that I don't know the reproduction steps yet, so be aware so crashing is not more painful than it should be. The algorithm look for the smallest address then pack each cheat one after the other

if you want to save opcode you can use type 0 compress button but you have to expand it before relocate

Will try out thanks... And yeah, not so big of a deal when it crashes... Better than going through 64 code caves at worst on my own ;)
 

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