ROM Hack Cheat Codes AMS and Sx Os, Add and Request

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If my memory serves me well, v1.0 cheats still work with v.1.01. Have you tried them before doing anything else?

Update 1.0

Title ID: 010022400be5a000
Build: EF8EE6DED15EC7FA

Update 1.01

TID: 010022400BE5A000
ID: cdc49702ee3df923
 

serenity42

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I have no idea if this is helpful at all but these are the values I found for Dead cells 1.8 for health and gold. Crashed when tried to get cell value. Anyway just wanted to share these in hopes that maybe someone can turn them into codes. Lots of other codes would be nice but for myself I can live with these two.

Dead Cells 1.8 values
0100646009FBE000
e123f86e654ca1ef

Health:
u32 HEAP + 0x00107EC4C0
Gold
u64 HEAP + 0x0029F4E540
 
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Veroniica

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Does the 999999 Money cheat work for you?
I've not tried it as I simply changed the value with the cheat engine in Edizon before any cheats existed for Ashen.. I would advice you to do that as well if the money-cheat doesn't work for you.

I am happy that is was useful for you. Credits for me of course not, only for the one who created the cheats (it was @patjenova the creator) I only modified a value and that is nothing with everything that is really needed and it takes finding a single cheat. But share it with the credits to its creator. Thank you.
Sure, I should have credited @patjenova as well! He does wonderful work and I truly admire that! He probably didn't know that the DLC Riak boss leeches x% of the players health, and the high health value isn't a issue in any other circumstances in the game. Both contributions were extremely helpful and I'm truly thankful for that! :)
 
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arismendy64

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well, i followed your advice, but this is the result, and this is also the tenth same ending result.View attachment 212590
i did try to freeze the not highlighted section. but i still lose after 8000+ pts of damage.
i starting to lose my confidence in finding codes because of this game....
(i haven't completely lost it, just starting to...)
I’m just learning how to do few codes,
Your post and cheat codes are brilliant, and I’m not at the same level as you or other in here ,but I don’t give up on games like that, is not your fault is the resources and tools we have.
 

satelman

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Update 1.0

Title ID: 010022400be5a000
Build: EF8EE6DED15EC7FA

Update 1.01

TID: 010022400BE5A000
ID: cdc49702ee3df923

That's Yu-Gi-Oh! Legacy of the Duelist : Link Evolution. JustinKG is asking about this game:

The Legend of Zelda™: Link's Awakening
TID: 01006BB00C6F0000

v1.0 ID: AE16F71E002AF8CB
v1.01 ID: 909e904af78ac1b8

There are a bunch of codes for Link's awakening in 1.0 that aren't available for 1.01. https://www.cheatslips.com/game/the-legend-of-zelda-link-s-awakening/AE16F71E002AF8CB Upgrade codes and stuff like that. I'll donate for some codes lol.

I can confirm that I have just tried v1.0 cheats in v1.01 and, believe it or not, they still work, which means that v1.01 is such a lesser update that pointers and cheats are not affected. :)
 

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patjenova

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I've not tried it as I simply changed the value with the cheat engine in Edizon before any cheats existed for Ashen.. I would advice you to do that as well if the money-cheat doesn't work for you.


Sure, I should have credited @patjenova as well! He does wonderful work and I truly admire that! He probably didn't know that the DLC Riak boss leeches x% of the players health, and the high health value isn't a issue in any other circumstances in the game. Both contributions were extremely helpful and I'm truly thankful for that! :)
No i did not know that. Normaly i don't play games. only make hacks for them so thank you.
 
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Gobus

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Still no cheats code for Xcom2? What do you care if I understand?
What about the mods, do you think it's going to be possible on Switch?
 

Gamerjin

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Your post and cheat codes are brilliant, and I’m not at the same level as you or other in here ,but I don’t give up on games like that, is not your fault is the resources and tools we have.
thanks for the encouragement, sometimes its needed.
so i went back to bioshock 1.
i know its a little old, but i did look into the weapon ammo code and after seeing a pattern, expanded on that to bring this:
Code:
[Pistol - inf]
58020000 02AAF598
58021000 00000060
58021000 000000A0
58021000 00000918
58021000 00000008
78020000 0000064C
64020000 00000000 000000FA

[Machine Gun - inf]
58030000 02AAF598
58031000 00000060
58031000 000000A0
58031000 00000918
58031000 00000010
78030000 0000064C
64030000 00000000 000000FA

[Shotgun - inf]
58040000 02AAF598
58041000 00000060
58041000 000000A0
58041000 00000918
58041000 00000018
78040000 0000064C
64040000 00000000 000000FA

[Inf Film]
58050000 02AAF598
58051000 00000060
58051000 000000A0
58051000 00000918
58051000 00000020
78050000 0000064C
64050000 00000000 00000063

[G.Launcher - inf]
58060000 02AAF598
58061000 00000060
58061000 000000A0
58061000 00000918
58061000 00000028
78060000 0000064C
64060000 00000000 000000FA

[C.Thrower - inf]
58070000 02AAF598
58071000 00000060
58071000 000000A0
58071000 00000918
58071000 00000030
78070000 0000064C
64070000 00000000 000000FA

[Crossbow - inf]
58080000 02AAF598
58081000 00000060
58081000 000000A0
58081000 00000918
58081000 00000038
78080000 0000064C
64080000 00000000 000000FA
it should be noted that i used registers 2-8 to remember which weapon it is for.
also, i cant take credit for expanding someone else's code...
 
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DarkFlare69

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Super Mario Maker 2

TID: 01009b90006dc000
Build ID: e7101fe3bb2c4bac


[Teleport To Goal (X+Y+L+R)]
800000CC
14110000 97A5DE1C 42000000
14130000 97A5DE20 46000000
04100000 78000094 00000069
20000000
20000000
20000000
14150000 78000094 00000069
14150000 97BE9FDC 00000000
04100000 92608E90 42000000
54120000 97A5DE1C
94022100 00000400
A4200410 92608E80
54120000 97A5DE1C
A4200410 A36CAE24
541B0000 97A5DE1C
541A0000 92608F54
941CA0B0
A4C00410 78000098
14150000 78000098 00000000
54120000 97A5DE20
A4200410 92608E84
20000000
14110000 78000098 00001000
54120000 97A5DE20
A4200410 92608E84
20000000
20000000
20000000
14150000 97BE9FDC 00000001
04100000 78000094 00000000
04100000 92608E90 BF400000
20000000
Controls:
X+Y+L+R = Teleport to Goal

This was actually harder than I initially thought it would be to get it to work on all stages. It turns out the flag coordinates are stored in memory as the lowest point on the flag, which is below the activation area on SMB3 style levels with the card as the flagpole. I had to copy the X and the Y of the flag, add 400 to my x coordinate (so i can have have a 0x400 margin of error left and 0xC00 margin of error right for the memory comparisons), and then once my coordinates are in that range, stop copying the Y coordinate and let Moonjump take over and lift you up to the goal. Once you touch the goal, reset gravity back to normal. Pretty hacky, would have been nice to have some kind of assembly support in the codetypes, but it ended up working out. Really just had to do a bunch of simple instructions in the most roundabout way possible to get them to actually work with the AMS codetypes. Let me know if you want me to explain the mid portion of the code and how I compared memory values and branched out accordingly with the codetypes.

This will require the use of a "no clipping" code to work correctly. Here is a no clip code that I made and released:

[No Clip]
04100000 92609EB4 44FA0000
04100000 92609EC4 44FA0000

[Toggle No Clip]
80000200
04100000 78000098 00000001
20000000
80000100
04100000 78000098 00000000
04100000 92609EB4 41D80000
04100000 92609EC4 40800000
20000000
14150000 78000098 00000001
04100000 92609EB4 44FA0000
04100000 92609EC4 44FA0000
20000000
Controls:
ZR = Enable
ZL = Disable

Video of code:
 

patjenova

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Super Mario Maker 2

TID: 01009b90006dc000
Build ID: e7101fe3bb2c4bac


[Teleport To Goal (X+Y+L+R)]
800000CC
14110000 97A5DE1C 42000000
14130000 97A5DE20 46000000
04100000 78000094 00000069
20000000
20000000
20000000
14150000 78000094 00000069
14150000 97BE9FDC 00000000
04100000 92608E90 42000000
54120000 97A5DE1C
94022100 00000400
A4200410 92608E80
54120000 97A5DE1C
A4200410 A36CAE24
541B0000 97A5DE1C
541A0000 92608F54
941CA0B0
A4C00410 78000098
14150000 78000098 00000000
54120000 97A5DE20
A4200410 92608E84
20000000
14110000 78000098 00001000
54120000 97A5DE20
A4200410 92608E84
20000000
20000000
20000000
14150000 97BE9FDC 00000001
04100000 78000094 00000000
04100000 92608E90 BF400000
20000000
Controls:
X+Y+L+R = Teleport to Goal

This was actually harder than I initially thought it would be to get it to work on all stages. It turns out the flag coordinates are stored in memory as the lowest point on the flag, which is below the activation area on SMB3 style levels with the card as the flagpole. I had to copy the X and the Y of the flag, add 400 to my x coordinate (so i can have have a 0x400 margin of error left and 0xC00 margin of error right for the memory comparisons), and then once my coordinates are in that range, stop copying the Y coordinate and let Moonjump take over and lift you up to the goal. Once you touch the goal, reset gravity back to normal. Pretty hacky, would have been nice to have some kind of assembly support in the codetypes, but it ended up working out. Really just had to do a bunch of simple instructions in the most roundabout way possible to get them to actually work with the AMS codetypes. Let me know if you want me to explain the mid portion of the code and how I compared memory values and branched out accordingly with the codetypes.

This will require the use of a "no clipping" code to work correctly. Here is a no clip code that I made and released:

[No Clip]
04100000 92609EB4 44FA0000
04100000 92609EC4 44FA0000

[Toggle No Clip]
80000200
04100000 78000098 00000001
20000000
80000100
04100000 78000098 00000000
04100000 92609EB4 41D80000
04100000 92609EC4 40800000
20000000
14150000 78000098 00000001
04100000 92609EB4 44FA0000
04100000 92609EC4 44FA0000
20000000
Controls:
ZR = Enable
ZL = Disable

Video of code:

wow man you are really focused on one game. nice work.
 

RyDog

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Super Mario Maker 2

TID: 01009b90006dc000
Build ID: e7101fe3bb2c4bac


[Teleport To Goal (X+Y+L+R)]
800000CC
14110000 97A5DE1C 42000000
14130000 97A5DE20 46000000
04100000 78000094 00000069
20000000
20000000
20000000
14150000 78000094 00000069
14150000 97BE9FDC 00000000
04100000 92608E90 42000000
54120000 97A5DE1C
94022100 00000400
A4200410 92608E80
54120000 97A5DE1C
A4200410 A36CAE24
541B0000 97A5DE1C
541A0000 92608F54
941CA0B0
A4C00410 78000098
14150000 78000098 00000000
54120000 97A5DE20
A4200410 92608E84
20000000
14110000 78000098 00001000
54120000 97A5DE20
A4200410 92608E84
20000000
20000000
20000000
14150000 97BE9FDC 00000001
04100000 78000094 00000000
04100000 92608E90 BF400000
20000000
Controls:
X+Y+L+R = Teleport to Goal

This was actually harder than I initially thought it would be to get it to work on all stages. It turns out the flag coordinates are stored in memory as the lowest point on the flag, which is below the activation area on SMB3 style levels with the card as the flagpole. I had to copy the X and the Y of the flag, add 400 to my x coordinate (so i can have have a 0x400 margin of error left and 0xC00 margin of error right for the memory comparisons), and then once my coordinates are in that range, stop copying the Y coordinate and let Moonjump take over and lift you up to the goal. Once you touch the goal, reset gravity back to normal. Pretty hacky, would have been nice to have some kind of assembly support in the codetypes, but it ended up working out. Really just had to do a bunch of simple instructions in the most roundabout way possible to get them to actually work with the AMS codetypes. Let me know if you want me to explain the mid portion of the code and how I compared memory values and branched out accordingly with the codetypes.

This will require the use of a "no clipping" code to work correctly. Here is a no clip code that I made and released:

[No Clip]
04100000 92609EB4 44FA0000
04100000 92609EC4 44FA0000

[Toggle No Clip]
80000200
04100000 78000098 00000001
20000000
80000100
04100000 78000098 00000000
04100000 92609EB4 41D80000
04100000 92609EC4 40800000
20000000
14150000 78000098 00000001
04100000 92609EB4 44FA0000
04100000 92609EC4 44FA0000
20000000
Controls:
ZR = Enable
ZL = Disable

Video of code:

Nice work! ;)
 
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M00N

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latest edizon overlay makes that error

--------------------- MERGED ---------------------------



thank you. these are helping because materials pick up x8 also makes key itemx8 :rofl2:. now i need cheat code "key item can be discarded". it exists on wii cheat codes

I would kindly request a code for Xenoblade Chronicles Definitive Edition, that "key item can be discarded" too. Preferably for 1.0.0 if that is possible.

Thank you.

best regards a newbie
 

toro00

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As you say.
In the Wii era, there were tools that allowed you to set breakpoints.
If a tool that can do the same with Switch is announced, I will publish the code on ASM.
very good friend zit wanted to ask you something I have been testing your code that you list for the game this for him
resident Evil
Title ID: 010050f00bc1a000
Build: 6bec9b23b09df46c
and as it puts in your code you have to do this Walk Through Walls (ON: - and Y, OFF: - and B) because I am pressing the key - and the Y key at the same time and there is no way that it would attract anything or You seem neither the dining room nor anything else I have been trying to see if it works and seems not to be activated? could you review it please and in passing what you want you could about the missing code for the game that of ONE HIT KILL without this game would be complete with all the cheats only that please friend and many thanks is missing I hope your answer.
 

Khalyus

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thanks for the encouragement, sometimes its needed.
so i went back to bioshock 1.
i know its a little old, but i did look into the weapon ammo code and after seeing a pattern, expanded on that to bring this:
Code:
[Pistol - inf]
58020000 02AAF598
58021000 00000060
58021000 000000A0
58021000 00000918
58021000 00000008
78020000 0000064C
64020000 00000000 000000FA

[Machine Gun - inf]
58030000 02AAF598
58031000 00000060
58031000 000000A0
58031000 00000918
58031000 00000010
78030000 0000064C
64030000 00000000 000000FA

[Shotgun - inf]
58040000 02AAF598
58041000 00000060
58041000 000000A0
58041000 00000918
58041000 00000018
78040000 0000064C
64040000 00000000 000000FA

[Inf Film]
58050000 02AAF598
58051000 00000060
58051000 000000A0
58051000 00000918
58051000 00000020
78050000 0000064C
64050000 00000000 00000063

[G.Launcher - inf]
58060000 02AAF598
58061000 00000060
58061000 000000A0
58061000 00000918
58061000 00000028
78060000 0000064C
64060000 00000000 000000FA

[C.Thrower - inf]
58070000 02AAF598
58071000 00000060
58071000 000000A0
58071000 00000918
58071000 00000030
78070000 0000064C
64070000 00000000 000000FA

[Crossbow - inf]
58080000 02AAF598
58081000 00000060
58081000 000000A0
58081000 00000918
58081000 00000038
78080000 0000064C
64080000 00000000 000000FA
it should be noted that i used registers 2-8 to remember which weapon it is for.
also, i cant take credit for expanding someone else's code...
Dude you are great, helped the community a Lot and the FE thread is only alive cuz u keep helping.
 
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