Mega man Battle Network Collection convert gameshark codes to switch

vgplayer54

Well-Known Member
Member
Joined
Feb 4, 2010
Messages
555
Trophies
1
XP
1,939
Country
Canada
I doubt this is possible as these games are official switch Ports and not just emulated GBA games. The codes would have to be re-made. I am also sad that it seems no codes are being made for this game...perhaps a lack of interest in the big cheat finders. I've also been able to make simple zenny/bugfrag codes but I cannot figure out how to make the "Have all ________" codes. Would anyone happen to have a tutorial on how to create these type of codes?
 
  • Like
Reactions: AngryCinnabon

FAST6191

Techromancer
Editorial Team
Joined
Nov 21, 2005
Messages
36,798
Trophies
3
XP
28,348
Country
United Kingdom
I did go on another thread but can go here as well.

If it is emulated then chances are there is an area in which the emulated system's memory sits (could be variable/dynamically allocated but that is standard enough for Switch games, emulation tends to benefit from a more static setup so you might even get lucky there).
If that is the case you find where the original cheats landed in memory (cheats have a type indicator, the memory location they aim to twiddle and the thing to actually put there)
https://doc.kodewerx.org/hacking_gba.html if you need such a thing. https://github.com/Atmosphere-NX/Atmosphere/blob/master/docs/features/cheats.md for the Atmosphere Switch equivalent.

Even without that it can be a very good indicator as to the data types and formats in play as I doubt they changed (or changed beyond what compilers might do -- don't know what long, int and short count as for the Switch offhand and if 64 bits strikes again) between versions, same also applies when finding existing codes for another region or v1.1 of the game.

As far as "have all" then that varies between games.
The traditional inventory cheat usually takes one of two forms depending upon the underlying game structure, and both can exist within the same game.
The two forms are
Identifier and amount. That is to say "item 15, 4 of them" "item 17, 2 of them". Can also be useful if individual items (or party members, creatures/robots for pokemon clones...) have stats but that is a different tutorial.
Location. If you imagine a big spreadsheet so you know if you look up cell A2 that has the short swords, A3 has the arming swords (A15 and such then being later and later weapons). Where two things exist in a game this might be used for key items. It is also seen more commonly in simpler adventure games where you pick up set items throughout it. Though rather than a spreadsheet it will instead probably be a long list (or one dimensional array if you want fun terms like those).

Finding them works much the same -- give yourself infinite money ( https://web.archive.org/web/20080309104350/http://etk.scener.org/?op=tutorial if you are unfamiliar with cheat making, the Switch does differ slightly with the dynamic memory which means most things reference a base or have pointers rather than the whole system memory/program memory) and go to a shop. Buy one thing, sell said same thing, all the while doing the usual "has changed" type cheat searches, if the game allows an undo in shops you might have to exit menu to confirm your changes (one of the times all sales are final is good stuff).

Find one and you can probably find the lot, or at least watch the nearby memory locations when you buy/sell other things having found that. This is also how people usually find hidden weapons, debug weapons and other things not available during normal play (or maybe only available for bizarre/super challenging play methods -- https://finalfantasy.fandom.com/wiki/Excalibur_II_(Final_Fantasy_IX) ).

There are some potential tells -- sorting a location based setup is very annoying unless you have a premade schema for it so anything that offers to sort is probably the type-amount, likewise identifier-amount takes memory so if you have a limited inventory, especially on an older system where save memory was expensive, then might be that (though that can just as easily be a dev made gameplay restriction to stop the hoarding murder hobo). Such things are not really as useful as other tells you might look to in other aspects of cheat making. Speaking of restrictions if the base game only supports 10 items, 99 items or something but the value in fact encodes up to 256 then you can add that there and possibly end up with a lot of items as most things tend to be more along the lines of [goes to buy/take item, checks to see if value =9, if yes too many items] where your cheats putting you over the fixed value means you can go rather beyond, and if the game uses a signed value (positive and negative, not always a thing as it can make things complicated) that is one way of getting overflows and fun things there.

Better mention slide codes and loops.
As having potentially hundreds of instances of a simple cheat where the address goes up by one location, maybe the identifier if that is a thing for your chosen format/game/aspect, might not even be possible (some cheat engines start to wobble after about 20 cheats) and at the very least is untidy then cheat engines as time wore on often gained something called slide codes as flooding an area is easy enough in code. This will allow you to flood said area with a given value, something known as a slide code
Maybe with a light bit of maths in the form of a loop such that you write one location, add 1 (or a suitable amount further in memory) to the counter, the next location gets determined (maybe identifier as well) and then on and on until the counter hits its limit. Whether this is in the form of a WHILE loop or FOR/FOR EACH might be academic, https://www.tutorialspoint.com/cprogramming/c_loops.htm if you are unfamiliar with loops. The IF/ELSE loop you might have met before in the form of button activators wherein it checks the location in memory to see if a button combo is pressed and will only then do the cheat aspect, be it for the challenge or as a workaround for a game mechanic (must lose fight in a RPG story beat, health/time drains at the end of battles to determine bonus and basic holds mean the level never ends/you softlock yourself).
If that is annoying then nothing wrong with running the game multiple times with different sets of cheats to make the complete set, likewise if there is a limit this is when you start to see the [replace this with your chosen value from this large list] type guides and cheat generator websites so play it as you will.

On saves then it would not be out of the ordinary for such things to be the original save enclosed in a wrapper (those that have ported saves between Switch and PC versions of the same game might have encountered such a thing already). If this is the case then strip the wrapper to go to a GBA emulator/flash cart or figure out how to replicate it to go to the Switch. It could be something more was done and in that case you are doing much the same things people do to port saves between regions where the basic file replace does not work (figure out the differences, be it location or data type like shiftJIS for Japanese text but 8 bit ASCII for NA region, alter to match what the game expects or at least able to make some cheats to get you most of the way there).
 

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
  • No one is chatting at the moment.
    K3Nv2 @ K3Nv2: https://youtu.be/9kE3Env_2AY?si=Bs6lUZ0ZIlqmYaGT +1