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#1 2025-07-04 06:30:39

cymv1899
Member
Registered: 2025-07-04
Posts: 2

About the readpoint that reacted

I'm currently creating a cheat code to avoid being attacked in Yoshi's Island. To do this, I want to identify the address of a coordinate, set a watch point there, and find a watch point that will react when an enemy attack overlaps with my coordinates. However, if I set the address of a coordinate as the read point, it will always react, making it very difficult to identify which address is the target address. Please tell me the appropriate method in this case. I wish there was a way to see a list of addresses that reacted before I was attacked.

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#2 2025-07-06 04:44:55

zeromus
Radical Ninja
Registered: 2009-01-05
Posts: 6,260

Re: About the readpoint that reacted

there would be millions of addresses being read. you can easily modify the emulator to print something whenever an address is read. debugging the _emulator_ is a great way to debug a game.

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#3 2025-07-07 07:44:58

cymv1899
Member
Registered: 2025-07-04
Posts: 2

Re: About the readpoint that reacted

Please be more specific. I don't quite understand your explanation.

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#4 2025-07-07 15:45:45

zeromus
Radical Ninja
Registered: 2009-01-05
Posts: 6,260

Re: About the readpoint that reacted

YOU be more specific. I can hardly understand you and had to guess a lot.

uint32 ARM9_ReadWord(u32 address) {
//insert above normal processing:
if(address == cymv_interested_in_it) {
   if(it's_a_good_time_baseD_on_other_conditions) {
     printf("put a breakpoint here.")
   }
}
//normal processing goes here...
//switch(addr) { case REG_GPU_THIS: return 22; case REG_SPI_THAT: return 109; }

}

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