Homebrew Using HANS for making an in-game cheat menu?

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Do you think this is possible?

  • Yes

  • No


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On the DS we used to make trainers, here is a very old guide
https://gbatemp.net/up/cr-dstmt.zip
I also have a worked example for a GBA game in my hacking docs.
Both of those examples are more on the direct memory/register/routine fiddling approach than the cheat device approach, which is usually hook into a vblank loop, but there is no great difference here.

If HANS can run a modified binary (exefs to use the 3ds parlance), and you can, then you can use HANS to modify a binary to have a cheat. Working that up to a full in game menu fancy thing would be a pain in the arse but a simple button activated combo, which is functionally the same thing, is a different matter entirely.

As some kind of external cross process fun and games/quasi cheat engine then no, please no. If you could do it then you would have a nice cheat engine if you wanted it to be, however the game specific approach is easier in the short term if you know how things go. I see others mention space issues which could be a thing but a basic activator cheat should be able to be done in less than 20 instructions, if you do not need the activator then it can be done in place (sub from lives value gets noped or changed to an add so very easily).

I do have little guide to all this I am writing but the 3ds is so unappealing to me it is taking me ages to work up the desire to write it all. If you understand the GBA/DS stuff and how HANS works then it is the same logic really.
 

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