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How do I convert raw cheat codes made with Desmume to work on R4 3DS?
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<blockquote data-quote="FAST6191" data-source="post: 4483025" data-attributes="member: 32303"><p>Three main methods as I see it</p><p>You can try a similar thing to what you did already for finding single pointers but with the addresses of the new pointers.</p><p></p><p>You can dump the memory and scan it to see if you can find the location by hand- if you know the location of the pointer to the ammo that run was say 02A00010 then the thing that holds that value will probably be the pointer to the pointer (and hopefully the last one you have to find for that level and maybe even for the whole game although that is not as likely).</p><p></p><p>You can properly debug the game to figure out what is going on. This is surefire but potentially not easy as you will have to mess around with assembly coding.</p><p></p><p>All this will take a bit more effort to make a cheat for as well though as you will probably want to mess around with logic inside the cheat engine.</p><p></p><p>"3 addresses for the same thing"</p><p></p><p>You say you already have pointers which is fine but when I see that (do you mean at any one point in time there can be three separate values all holding say ammo remaining?) I am reminded of an anti cheat method called mirrored values. Usually it would be fairly obvious from a basic cheat finding search (three values all going down by one each time) but there are slight variations on the theme. If the game is actually doing this sort of thing I am now quite curious- for it to happen on a franchise cheap and cheerful handheld cash in type game is quite odd, that said boredom is an interesting situation to be in and a bored programmer leads to odd things like this.</p></blockquote><p></p>
[QUOTE="FAST6191, post: 4483025, member: 32303"] Three main methods as I see it You can try a similar thing to what you did already for finding single pointers but with the addresses of the new pointers. You can dump the memory and scan it to see if you can find the location by hand- if you know the location of the pointer to the ammo that run was say 02A00010 then the thing that holds that value will probably be the pointer to the pointer (and hopefully the last one you have to find for that level and maybe even for the whole game although that is not as likely). You can properly debug the game to figure out what is going on. This is surefire but potentially not easy as you will have to mess around with assembly coding. All this will take a bit more effort to make a cheat for as well though as you will probably want to mess around with logic inside the cheat engine. "3 addresses for the same thing" You say you already have pointers which is fine but when I see that (do you mean at any one point in time there can be three separate values all holding say ammo remaining?) I am reminded of an anti cheat method called mirrored values. Usually it would be fairly obvious from a basic cheat finding search (three values all going down by one each time) but there are slight variations on the theme. If the game is actually doing this sort of thing I am now quite curious- for it to happen on a franchise cheap and cheerful handheld cash in type game is quite odd, that said boredom is an interesting situation to be in and a bored programmer leads to odd things like this. [/QUOTE]
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How do I convert raw cheat codes made with Desmume to work on R4 3DS?
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