I think I kindof understand... Now all I need to figure out is how to store that data with cafe code

I was looking at
@CosmoCortney's Cafe Codetype documentation and I saw some stuff regarding storing/loading data with said codetypes, maybe that could mean something? Or do you still need assembly to make such a thing possible with Cafe code?
Also, I tested my theory about restoring an objects ability to be frozen/unfrozen by restoring it's value in place of "FFFFFFFF", and it worked! I was able to hit it again, build up momentum, and release it just like it was before. Slowly but surely making progress xP
That's really cool! Thanks for making it

I've been playing around with it for a while and I haven't experienced any crashes.
Also, I think i'll take you up on that idea's thing >: D
I've been brainstorming ideas for cheats all day and i put all of them in a list
- Magnesis from any distance
- Unlimited Octorok balloon time
- Enemy attack speed multiplier (for harder enemies >

)
- Swing two handed weapons as one handed weapons
- Armor dye color modifier
- Remote bomb quantity (can place more than two remote bombs at a time)
- Remote bomb explosion radius modifier (maybe bomb size radius modifier would have the same effect?)
- Press specified button to stasis object while magnesis-ing it
- Magnesis any object (enemies, etc)
- Weapon throw distance modifier
- Register anything at stables
Sorry for throwing all of these at you at once xD
I was trying to do the first idea all day today, but I couldn't find the addresses for magnesis. I searched for hours and hours and got really frustrated lol
Searching for values in the range of 10000000 - 15000000 and 15000000 - 3000000, and so on would always throw the error "javascript heap out of memory" or something like that. and searching would take around ~10 minutes for each. Are there any more-efficient ways of searching for unknown values other than "search > refine > search > refine > etc"? How do YOU search for addresses and manage to find the right ones? Sorry again for throwing all these questions at you, I just want to be successful at making my own codes so I wont have to bother other people
okay well, where do i start.
ill go through your suggestions and tell you what i think about them all in order:
- finding magnesis's size would be impossible to locate unless you found something else about magnesis and looked around in that area, based on the fact that i found a pointer to the object you're stasis-ing, theres a very high chance that there'll be a pointer to the object you're pointing to with magnesis.
- ive already found the octorok balloon time, the problem is, since its an object, it can be loaded anywhere within a memory range, meaning its impossible (or at least beyond my knowledge) as to how to narrow it down to which addresses will contain the octorok timer. Pointers cant even narrow it down.
- well i technically tried to do this idea already, but didnt have any luck, so i dont know how else this could be accomplished.
- I could maybe do this... im not sure, id need a pointer to link's current weapon.
- armour colour could maybe be done, but tbh i dont really feel like trying it, since you probably wont be able to change the colour beyond the given colours anyways, and why bother if you can just go change it in game then

- Bomb quantity wouldnt be possible, at best you may be able to trick the game into letting you pull out another bomb, but who knows if it'd let you detonate them all at once.
- explosion radius would be easiest to find if you did a search before and after upgrading the bombs, which is too late for me... so i wouldnt really know where to look.
- if/when i find the pointer to the object you're magnesis-ing, i could do this easily, i have already made a "Stasis Multiple Things" Code.. i just havent released it yet.
- I dont know if magnesis-ing anything would be possible.. if it is, it'd be very hard. you'd have to look at a bunch of enemy and object structures to determine what makes an object magnesis-able
- Throw distance could be found with a pointer to your current weapon, which again, i dont think i have the correct type of weapon pointer to do this.
- this would be a lot of work considering someone already made a "replace your horse" sorta code, where you can replace one of your currently owned horses for another.. effectively allowing you to take out any horse, stable any horse.
I definitely wont have time to do hardly any requests you've made (lots of them require lots of work lol.)
and regarding your last questions,
Ill give you a hint.. all of the physics and stuff is around the 11000000 - 20000000 area,
20000000 - 39000000 is useless and is a waste of time to search through.
around 3C000000 - 40140000 is stuff sorta to do i guess with your Save game, and externally monitored data i guess.. (ie, some amiibo data, saved arrows rupees and inventory values, bloodmoon status etc)
42200000-42400000 contains lots of pointers to various things (thats because this is the area that the "Actor Create" thread is running in)
42430000 - 42500000 contains some stuff related to links progress, i believe your max hearts and max stamina values are located in this area, as well as other things like the master sword being powered up or not.
43800000 - 43E00000 contains more stuff related to links inventory and status.
44000000 - 49000000 contains all of the object data, every single objects structure is in this area somewhere.
when you're getting the java heap error message, that means you've used up all of your RAM and therefore jgecko couldnt continue. basically you need to search smaller regions to avoid that happening.
as a rule of thumb, to help with that, the smaller the data size (ie 8bit) that you search for, the more ram you use up on your computer.
also make sure the "aligned" checkbox is always ticked unless youre doing string searches, or searches larger than 32bits.
overall, my general process would be to take a guess at which area of the game the thing im looking for would likely be in.
i wouldnt recommend searching much in the 45000000-49000000 area (or at least be careful) since everything in this area changes very frequently.
Also, its always better to do "specific" searches if you have any clue as to what the value youre looking for might look like.
soooooo for example, if i was looking for an enemies Y coordinates, i know that it will be stored as a floating point and there's a 99.9999% chance its bigger than 1.0
so id start my first search as "specific" "greater than" "3f800000" and ive eliminated tonnes of results just by knowing that anything that isnt a full 32bits long is not what im looking for.
if you absolutely have to do an unknown search because you have no clue what the value you're looking for might be. Then start with your initial unknown search, and then ALWAYS (or at least like 95% of the time) you should make the value change and search for a changed value. This is because when you run your initial search, you're likely going to have tonnes of addresses that are totally empty and only have 0000's in them.. and if you search for an unchanged value, you keep all of those useless empty addresses in your next search, and itll take a much longer time.
ummmm what else can i say...... i guess, in an unknown search also, a cool trick is to leave the value unchanged, searched for unchanged values. then change the value in game, but then immediately change it back to what it just was before you changed it. then you can run another unchanged search, and youll eliminate any junk addresses that change to a different number every time that have nothing to do with what youre looking for.
i know probably like at least 50% of this post sounds like nonsense, but ultimately, just practise, and you'll pick up your own techniques as you go along. Then maybe some of the things i attempted to say will make more sense. This stuff isnt always easy, but you probably already learned that.
if you have any other questions feel free to ask