How to Actually Get Cheat Engine Working with Fire Emblem Three Houses on Yuzu
It's not as straightforward as people make it sound. Most tutorials you'll find online assume you already know what you're doing with memory scanning, and when they do explain things, they skip over the parts that actually trip people up. I spent about three hours last month trying to figure this out for myself after a previous setup broke when Yuzu updated. So here's what actually works, without the fluff. You need three things: the game running on Yuzu, Cheat Engine installed on your PC, and a bit of patience. Launch Yuzu first, load up Three Houses, and get into a save file where you can access an enemy to fight or a menu you can open repeatedly. The reason for this is that you need something in the game state that changes predictably so you can find it in memory. If you start scanning blindly, you'll waste an hour. Pick a unit's HP before a battle, note it down, fight, check the HP after, and use those two values to narrow your search. Open Cheat Engine and attach it to the Yuzu process. This is where most people go wrong. You don't just click "open process list" and pick the first Yuzu entry. Sometimes Yuzu spawns multiple child processes during runtime, especially if you're running mods or certain graphical plugins. Look for the one with the highest memory footprint. If you attach to the wrong one, you'll either get nothing when you scan or you'll find values that belong to a different instance entirely and crash the emulator when you try to modify them.
Once you're attached, set the scan type to "Exact Value" and enter the HP number you noted. Set the value type to "4 Bytes" — that's the standard for most numerical values in this game. Click First Scan. You'll probably get somewhere between 50,000 and 200,000 results. That's normal. Change the in-game value by taking damage or healing, then do a New Scan with the updated number. Repeat this two or three more times and you should be down to somewhere between 10 and 50 addresses. From there, freeze one that looks like it sticks, verify it by going back to the menu and checking your gold or proficiency points, and build from there. I ran into a specific problem where my HP address kept drifting after every battle. No matter how many times I re-scanned, the value would shift by a few bytes each time I loaded a new area. What was happening is that Three Houses on Yuzu uses a pointer chain for unit data rather than a static address. The base address changes per save file and sometimes per region within the map. The workaround was to find the unit's struct pointer instead of the raw value. I did this by adding the drifted address to Cheat Engine's pointer scanner, setting the offset to zero, and doing another scan cycle. The pointer path ended up being something like Yuzu.exe plus offsets in the range of 0x2E8, 0x4C, 0x18, and 0x0. It's not consistent across all unit types — character portraits and enemy AI units sometimes sit at different memory layouts — but once I got the correct pointer chain for my main party, it stayed stable across saves and area loads. For gold, which is what most people actually want to cheat with, the process is much simpler. Gold is stored as a single global value rather than per-unit, so you typically find it within two or three scans. The value type is usually 8 Bytes for the current gold amount, not 4. I wasted about twenty minutes scanning as 4 Bytes before realizing the numbers were too large to fit. Once I switched to 8 Bytes, I got down to a handful of results quickly. Freeze it, buy every material in every shop, and you're done.
There are also pre-made .CT files floating around for this combination, and they work fine if you trust whoever made them. The risk is that some of them scan your entire RAM for known value patterns, which takes a long time and can cause Yuzu to stutter or temporarily freeze. A safer approach if you want convenience is to download a .CT file, attach it to Yuzu, and then manually verify a couple of the addresses it found against your own scans. If they match, you're good. If they don't, someone padded the file with garbage entries to make it look more complete than it is. A few things to keep in mind. Cheat Engine's fast scan option can speed things up, but it's less accurate and you'll end up with more false positives. Don't use it on your first scan. Also, if Yuzu crashes after you modify values, it's usually because you froze an address that the game was actively writing to during a battle animation or menu transition. The emulator doesn't handle concurrent writes well. Pause the game, make your change, then unpause. You won't lose progress that way. The biggest limitation of this whole approach is that it only works offline. Any online features, cloud saves, or multiplayer components will flag modified memory states. Three Houses doesn't have much in the way of online play, but if you sync to cloud saves after cheating, Nintendo or Yuzu's save validation can sometimes reject the file. Just keep your cheat saves separate and don't merge them with a clean save.
Get the Full Details
![Editing Motivation with Cheat Engine - Fire Emblem Three Houses [YUZU 294] - YouTube](https://i.ytimg.com/vi/Yz5ZtDJDJkI/maxresdefault.jpg)
For finding the actual addresses, the manual scan method I described above is the most reliable. Third-party pointer databases exist, but they're often outdated after emulator patches change how Yuzu maps memory. When Yuzu releases a new version, old pointer chains tend to break. That's why I always verify my own chains rather than relying on something someone posted six months ago.