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<blockquote data-quote="Nic87" data-source="post: 10057243" data-attributes="member: 570744"><p>I would have to see the code to tell you.</p><p></p><p>I'm probably not the best person to explain it but I will try...</p><p></p><p>Master code in general - A code that is required for other codes to work. </p><p></p><p>For the Nintendo Switch - Mostly it's just a label. You can throw any code in curly brackets { } and call it a Master Code. It just means that the code will always be on and you can't turn it off.</p><p></p><p>However that doesn't mean that it is doing something right away. It is usually dependent on another code but not always.</p><p></p><p>If it looks like assembly codes, it is most likely storing the code caves into empty space but won't be activated until you turn on the cheat or cheats that branch to them. I have also seen "off" codes stored in a master code.</p><p></p><p>Same thing if it looks like pointer codes, it is most likely storing pointers into registers. Still dependent on another code to use them. </p><p></p><p>I have put writes in empty space, checks and even taken static codes and turn them into pointer codes with a master. New update comes out. If it's an easy rebase, I only have to touch the master code and not each individual code.</p><p></p><p>I have seen very few non emulated switch games that actually "need" a master code.</p><p></p><p>But this is the preferred way (In my opinion). Makes it easier to read ,organize and shortens the amount of lines the codes use.</p></blockquote><p></p>
[QUOTE="Nic87, post: 10057243, member: 570744"] I would have to see the code to tell you. I'm probably not the best person to explain it but I will try... Master code in general - A code that is required for other codes to work. For the Nintendo Switch - Mostly it's just a label. You can throw any code in curly brackets { } and call it a Master Code. It just means that the code will always be on and you can't turn it off. However that doesn't mean that it is doing something right away. It is usually dependent on another code but not always. If it looks like assembly codes, it is most likely storing the code caves into empty space but won't be activated until you turn on the cheat or cheats that branch to them. I have also seen "off" codes stored in a master code. Same thing if it looks like pointer codes, it is most likely storing pointers into registers. Still dependent on another code to use them. I have put writes in empty space, checks and even taken static codes and turn them into pointer codes with a master. New update comes out. If it's an easy rebase, I only have to touch the master code and not each individual code. I have seen very few non emulated switch games that actually "need" a master code. But this is the preferred way (In my opinion). Makes it easier to read ,organize and shortens the amount of lines the codes use. [/QUOTE]
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