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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
  • Views Views 11,105
  • Replies Replies 583
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is it a setting that it could be turned on or off? even if -20 might not be reliable especially on unity games
if JumpbackMatch is different from Jumpback menu then forget that I asked
Regular pointer search is using u16 offset. JumpBackMatch now supports negative offset. Each node on the pointer used for the match can have negative offset to join the chain. JumpBack move back and JumpBackMatch jump forward, the linking offset can be large and negative. I think the use case is normally for a memory region used in emulator so likely the jump back depth would be 0 but the tool will work for any depth.

Anyway just giving you more bookmarks, you don't loose anything that you used to get.

I have to make some change to the bookmark menu code so there is some risk that I introduce bugs that is why I increment the letter to "o".
 
Last edited by TomSwitch,
nvm, I got confused with Jumpback Menu and JumpbackMatch
JumpBackMatch is part of jumpback menu. It is useful if you have a good pointer and think that the one you are looking share some of the nodes.

Let me know if this helps.
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Last edited by TomSwitch,
JumpBackMatch is part of jumpback menu. It is useful if you have a good pointer and think that the one you are looking share some of the nodes.

Let me know if this helps. members only
Used it 1 time and was very helpful.
 
JumpBackMatch is part of jumpback menu. It is useful if you have a good pointer and think that the one you are looking share some of the nodes.

Let me know if this helps.
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Thanks, I was not able to find the JumpBackMatch button before, now found it in the Bookmark menu

@NeoGranzon, you might be able to find the Power Stone 2 hp pointer with this
 
Last edited by dsrules,
@dsrules would you mind testing this one ?
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This has a change in regular pointer search. It will save some memory (I don't know how significant), and it will add to computation (I also don't know how significant). So it may extend the depth you can go at the expense of time. Let me know your results and if you think I should use this for future releases.
 
@dsrules would you mind testing this one ?
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This has a change in regular pointer search. It will save some memory (I don't know how significant), and it will add to computation (I also don't know how significant). So it may extend the depth you can go at the expense of time. Let me know your results and if you think I should use this for future releases.
ok, I will test it later
btw, does 99o ignores the max search range that we set?
for example, when max search range is set to 0xb8 or 0x800, perform next depth then do B8 scan, I am getting results in 5 digits in depth2 b8+xxxxx+xx

update: how should I proceed to test the new version?
tried a pointer search with SE and 99n, both have the same results before throwing a memory limit
 
Last edited by dsrules,
ok, I will test it later
btw, does 99o ignores the max search range that we set?
for example, when max search range is set to 0xb8 or 0x800, perform next depth then do B8 scan, I am getting results in 5 digits in depth2 b8+xxxxx+xx

update: how should I proceed to test the new version?
tried a pointer search with SE and 99n, both have the same results before throwing a memory limit
I set range to 0x40000 for depth 0, used to be 0x800
1758252638621.png

This is new to SE, I check if there is more offset than needed and proceed to delete excess. The check and delete is extra compute and the more that gets deleted the more memory saving. It's going to be dependent on game. If the range is big then there will be more saving in memory and more time spend deleting.
1758252535117.png
If you set range to a big value then there will be more in "sources", can be very much more than num offsets and these extra are discarded when moving the next depth instead of being discarded when we know we don't need it.

You get to see sources when you press "Y" on a node. With SE you will not see anything more than defined in num offsets.
 
Last edited by TomSwitch,
I set range to 0x40000 for depth 0, used to be 0x800
View attachment 528758

This is new to SE, I check if there is more offset than needed and proceed to delete excess. The check and delete is extra compute and the more that gets deleted the more memory saving. It's going to be dependent on game. If the range is big then there will be more saving in memory and more time spend deleting.
View attachment 528757
If you set range to a big value then there will be more in "sources", can be very much more than num offsets and these extra are discarded when moving the next depth instead of being discarded when we know we don't need it.

You get to see sources when you press "Y" on a node. With SE you will not see anything more than defined in num offsets.
I am not sure if I tested it correctly or not
kept doing next depth until memory limit reached, both normal and SE versions got the same results on 3 games
5 100% 12282 bm 11619
7 100% 72963 bm 6058
8 0% 16861 bm 43126
didn't noticed any difference in speed
 
I am not sure if I tested it correctly or not
kept doing next depth until memory limit reached, both normal and SE versions got the same results on 3 games
5 100% 12282 bm 11619
7 100% 72963 bm 6058
8 0% 16861 bm 43126
didn't noticed any difference in speed
did you use big range?

If it is no worst maybe I will just make this default. I see no harm doing it if there is no performance penalty.

For unity game I normally need to reduce range to smaller than 800, I often use 200 or even 100, is that still the same? I don't do pointer search much so off hand don't have any game to test that theory.
 
Last edited by TomSwitch,
did you use big range?

If it is no worst maybe I will just make this default. I see no harm doing it if there is no performance penalty.

For unity game I normally need to reduce range to smaller than 800, I often use 200 or even 100, is that still the same? I don't do pointer search much so off hand don't have any game to test that theory.
the bottom 2 games are unity games, I used search search range b8, num 2, nodes 1000
I will try a large range to see if there are any difference between the two versions
Post automatically merged:

@TomSwitch, larger range could have a big difference depending on the game
max range 0x1000, max nodes 1000, num offset 2
game1
old 5 100% 51618 bm 11262, new 5 100% 51618 bm 12209

game2
old 6 100% 54687 bm 3598, new 7 3% 155000 bm 6728
 
Last edited by dsrules,
You mean double branch for asm cheat? Have no idea how gen2saveDB can possibly be related. Are you able to repeat the problem?
in 99o when add asm for double branch alt asm=1 first time is good, but if change alt asm=0 add asm will make it branch straight to the to it like photo 1. then even i change it alt asm=1 will like photo 2. but when i go back to 99n delete gen2saveDB then everything work normal even i accidently change the wrong alt asm= 0 or 1 it fix itself
Edit:
Got to delete all the code then go back to do add asm will fix it, all good

And please can you look into gen2 menu when i expend (ZR R) sometime i do stack come pair and need the expend to see the value after press X on a line then exit back out the the gen2 menu go back to original size wasn't stay expend like other revision. i note it also in 99n

Thanks Tom
 
@dsrules i'm busy updating my cheats for Super Robot Wars Y 1.0.4&Sonic Wing Reunion 1.0.3.
try this when you have time and see it works or not
1. add Street Fighter Zero 3 Upper hp cheat to Bookmark
2. find Power Stone 2 hp address
3. view hp address in Memory Explorer
4. choose Jumpback, change max search range to 0x50000
5. goto Bookmark menu
6. choose the Street Fighter Zero 3 Upper hp bookmark
7. choose JumpBackMatch
8. if it works then Power Stone 2 hp pointer will be added to bookmark
 
in 99o when add asm for double branch alt asm=1 first time is good, but if change alt asm=0 add asm will make it branch straight to the to it like photo 1. then even i change it alt asm=1 will like photo 2. but when i go back to 99n delete gen2saveDB then everything work normal even i accidently change the wrong alt asm= 0 or 1 it fix itself
Edit:
Got to delete all the code then go back to do add asm will fix it, all good

And please can you look into gen2 menu when i expend (ZR R) sometime i do stack come pair and need the expend to see the value after press X on a line then exit back out the the gen2 menu go back to original size wasn't stay expend like other revision. i note it also in 99n

Thanks Tom
When there is an existing cheat Breeze will reuse the code cave. So after clearing the assembled code are you able to add asm twice without error? If the second time always gives error then I did not cater for double branch case on the reuse of code cave.

I made some changes to the UI code, currently it reload on return and expended is not a state that is saved so reload will revert to default.
 
Last edited by TomSwitch,
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@TomSwitch i have a problem with Breeze beta 99o when i try to create a cheat with Gen2 i can't proceed,i leave you the screenshots below am i doing something wrong?
2025092119550500-DB1426D1DFD034027CECDE9C2DD914B8.jpg
2025092119551500-DB1426D1DFD034027CECDE9C2DD914B8.jpg2025092119564200-DB1426D1DFD034027CECDE9C2DD914B8.jpg
2025092119565300-DB1426D1DFD034027CECDE9C2DD914B8.jpg
 

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