This is where the fun part begins. To disable the Ironman Achievements, I simply have to look up the address some ~1,000,000 times. Then, I set the breakpoint on the start code where the game first accesses that instruction. Then, I alter the instruction to read the 101st memory address instead.
Though I could have used a simpler method to disable the Ironman mode, I am tempted to suggest that those with a bit of programming knowledge could use the memory access point to set multiple "jumps" to different memory addresses, such that the next breakpoint would be at the second address when Ironman mode is enabled, and the third address when it's ticked off. Set it so that the game reaches the first breakpoint when the Ironman mode is disabled and the second one when the mode is ticked on, and so on.
I've already implemented a similar process for the Mandate challenge. However, the method is limited to modifying only a handful of characters. For larger games, this method is superior because it doesn't involve any new code, only a few steps to modify a small number of instructions. It also leaves you with the ability to enable the entire achievements system. d2c66b5586