which is rather surprising, as one of the first batch of games on the Switch you would think the cheats for those games would be easier to make, without having to deal with dynamic addresses like we are having troubles with making cheats for games like AC3
I do have all the cheats and pointers for Hyrule Warriors so far but Im not willing to post them until I get them to work completely.
They were actually pretty easy to port over from the Wii U and 3DS versions with few exceptions like the HP value being slightly different, but there is one major difference in the Switch version that makes it a little trickier. (You might have noticed I mentioned it a few pages back.) With the Wii U its a non-issue because you cannot change characters, but unlike the 3DS version of the game the address (or more specifically the final offset) changes every time you change characters (this is for values like: HP, magic, special, bomb upgrade, etc...) so I have codes for all those cheats that work 100% of the time, just as long as you never change characters.
I know the base pointer, I know the block of addresses it will write to but I have no way of knowing which random selection of addresses it will chose from next, (and it is indeed random)
Fortunately, the game doesnt care about overhealing so the issue with characters having different amounts of HP isnt a problem if I wanted to write one value for everybody but the only option I could think of would be to write a code that freezes literally every available spot and hope it doesnt crash. I havent tested a code like that but it wouldnt be too hard, I just resort to running JNoexs in the background and manually going in and re editing the new address because it usually isn't too far from the previous address and I dont run the risk of crashing.
Im more than glad to share my notes with anybody on it though. I have a detailed list of the pointers, and values for each character. Id love to get some help if somebody knows something I dont know, but if you were wondering why you were waiting, that's why.