@@DarkFlarehonestly if you’re down for it and want to, how to search for the pointers in the new Pokémon games would be epic, I know it’s an odd and specific request but something, at least I personally, would be interested in
Hey someone recently linked me to your videos, and they're great! If I pickup development on it again, I'll make sure to take your videos into account (fixing single threaded searching, I could have sworn I had a multi-threaded build at one point). If you have any suggestions lmk! Also I'm not sure if I ever released a build or not, but the latest version of the client made a few changes for the watchlist. Namely it lets you put pointer expressions in the address section, and iirc I had it so it could let you save/load watchlists.
I've had some issues with this approach. Many games have too many pointer levels and it becomes impractical to do the search as the runtime growth exponentially (AFAIK, many games have pointers of more than 10 levels). Instead, modifying the functions might be a better and safer option when dealing with complex memory structure. However, I haven't figured out a way to find the targeting function binaries in the MAIN section as there is no tool to set break points. Do you have any ideas?
Hi, can you help me? I'm trying to find hidden/unknown values or adresses using Edizon SE and my switch often crash and the game corrupt, do you know what can I do? there's any way to find these things using noexs or something like this?
By "permanent" you mean constantly writing? A normal memory write via cheat code will be able to do that. If you need it to be truly permanent, it will require assembly (prevent the address from updating it's value by nopping it and then write your chosen value once)
Nah nvm I got it right. I moved on to an other problem. Making a teleportation code but the coords are all pointer based. I'm still trying to get all the coding around storing are loading values from registers and using unused addresses.
Not using this exact code, that would require the internal function that limits the output to 110 to be bypassed. The code is useless for the most part, it is just for an example
@@DarkFlare that sucks, i remember when the render distance use to be higher like 32 or was it 64 chunks but for some reason they lowered the max setting
@@Lechuga2x Oh, I thought you meant if we could increase our FOV past the maximum. I actually have not tried increasing the render distance, but I could try that and see how it works. Currently the max on the Switch is 14
@@Lechuga2x I think no, because I tried DarkFlare FOV and going above the limit will act like 110, however, when running it doesn't seem to change from normal. The text is changed though
Awesome guide! Was curious about how those cheat codes were created. Now I know, and have created a couple myself, thanks to your detailed guide. :D
Its great how you take your time for explaining. I hope you create more tutorial videos like this for creating codes for another game 👍
Thanks, i appreciate it. I might make some more soon, trying to think of ideas for game modding videos that would be most useful
@@DarkFlarehonestly if you’re down for it and want to, how to search for the pointers in the new Pokémon games would be epic, I know it’s an odd and specific request but something, at least I personally, would be interested in
Excellent!!! More videos like this to find others cheats invincible, Moon jump, etc
Thanks.
Thanks! I might make one on using atmosphere codetypes soon, so using various codetypes to make codes such as moonjump or other things
Hey someone recently linked me to your videos, and they're great! If I pickup development on it again, I'll make sure to take your videos into account (fixing single threaded searching, I could have sworn I had a multi-threaded build at one point). If you have any suggestions lmk!
Also I'm not sure if I ever released a build or not, but the latest version of the client made a few changes for the watchlist. Namely it lets you put pointer expressions in the address section, and iirc I had it so it could let you save/load watchlists.
Thanks man! This helped me a lot! Finally created some working pointer codes!
This is an amazing tutorial, thank you so much!
You my friend are a computer genius
Congrats on 10K
Thanks
I need help on the last line of code… how do you get that value?
Amazing, even that I don't do hacks for switch it still very intersting!
Thanks, i appreciate it!
I've had some issues with this approach. Many games have too many pointer levels and it becomes impractical to do the search as the runtime growth exponentially (AFAIK, many games have pointers of more than 10 levels). Instead, modifying the functions might be a better and safer option when dealing with complex memory structure. However, I haven't figured out a way to find the targeting function binaries in the MAIN section as there is no tool to set break points. Do you have any ideas?
Hi, can you help me? I'm trying to find hidden/unknown values or adresses using Edizon SE and my switch often crash and the game corrupt, do you know what can I do? there's any way to find these things using noexs or something like this?
Can we write permanent values in addresses? Because I'm trying to write a code that needs that specificity.
By "permanent" you mean constantly writing? A normal memory write via cheat code will be able to do that. If you need it to be truly permanent, it will require assembly (prevent the address from updating it's value by nopping it and then write your chosen value once)
Nah nvm I got it right. I moved on to an other problem. Making a teleportation code but the coords are all pointer based.
I'm still trying to get all the coding around storing are loading values from registers and using unused addresses.
Please, teach how to update old codes to new version. Thanks!
Does this mean we can finally increase our render distance past the highest settings?
Not using this exact code, that would require the internal function that limits the output to 110 to be bypassed. The code is useless for the most part, it is just for an example
@@DarkFlare that sucks, i remember when the render distance use to be higher like 32 or was it 64 chunks but for some reason they lowered the max setting
@@Lechuga2x Oh, I thought you meant if we could increase our FOV past the maximum. I actually have not tried increasing the render distance, but I could try that and see how it works. Currently the max on the Switch is 14
@@DarkFlare that would be awesome because it use to be a lot higher that 14 on the switch
@@Lechuga2x I think no, because I tried DarkFlare FOV and going above the limit will act like 110, however, when running it doesn't seem to change from normal. The text is changed though
legendary video
Zooooom. Good job
Ty
give us a face reveal its 10K
Listen we only want to leech off your codes nobody wants to make them
sad face
how... would I format this? it''s an integer for coins in Paper mario NSO
[[[[main+579F38]+210]+288]+22520]+5DEC
This should work
[Coins Modifier]
580F0000 00579F38
580F1000 00000210
580F1000 00000288
580F1000 00022520
780F0000 00005DEC
640F0000 00000000 XXXXXXXX