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  1. Yohoki

    Hacking VitaCheat/FinalCheat Database

    Since the source code is not public, I can only speculate... I assume it's because VitaCheat is maybe using a debug feature to pause games, and in certain games that debug setting may be disabled. For games that don't allow vitacheat to be displayed, I wonder if it's similar to the issue where...
  2. Yohoki

    Hacking VitaCheat/FinalCheat Database

    Yes, the stable codes should always be within the Seg ranges. Unfortunately, the pointers can point to areas outside that range. It would be fine if the pointers were only 1 level deep, but if they are 2 levels deep, that first code could be well outside 81-82. It wouldn't show up in the list at...
  3. Yohoki

    Hacking VitaCheat/FinalCheat Database

    Try it and let us know. I beleive that normal users don't need noASLR to use the codes if they're made right. But it's hard to test for sure, since we only have our own vitas. If the code works, Great! That's good news... If it doesn't work, try noASLR and see if that fixes it. Either way, we'd...
  4. Yohoki

    Hacking VitaCheat/FinalCheat Database

    I'll bite. Change your system Language to Spanish/Japanese/English/German and test the codes. Install a DLC that adds content and test the codes. Install a DLC that is only an unlocker (100KB DLC) and test. Give your codes to another person with a different Vita and test. Give your codes to a...
  5. Yohoki

    Hacking VitaCheat/FinalCheat Database

    Are you saying you don't use TempAR? If that is your reasoning, then yes.... of course your codes wouldn't work with DLC installed..... Because you aren't using pointers.... There's a reason we search for them. Pointers or B200 codes are the only way to guarantee a static location in memory. If...
  6. Yohoki

    Hacking VitaCheat/FinalCheat Database

    The DLC for that game are all 100KB.... They are unlockers and don't actually add the content to the game. The content is already IN the base game (see my Dragon Ball Z codes that unlock Region locked characters on base game for proof). Since they're already in the base game, and don't add...
  7. Yohoki

    Hacking VitaCheat/FinalCheat Database

    I would have to look into that, I'm not actually sure.... I don't actually use the open menu, myself..... I click and drag the bin files onto the textboxes.
  8. Yohoki

    Hacking VitaCheat/FinalCheat Database

    If you're copy/pasting ALL the pointers, you're doing it wrong. The whole point of all the updates I've done to TempAR is to be able to say "That pointer won't work" without even putting it in the vita. So, I will not be adding a function like that.... Most of the pointers you see in TempAR are...
  9. Yohoki

    Hacking VitaCheat/FinalCheat Database

    The b200 codes will make your codes work, even if the user doesn't have noASLR installed. Since you're in the game code, it should be static. So there's no reason NOT to use it.
  10. Yohoki

    Hacking VitaCheat/FinalCheat Database

    why not make them b200 codes? b200 works with ARM, so long as they're inside a segment. If your editing the game code, i assume they are.
  11. Yohoki

    Hacking VitaCheat/FinalCheat Database

    It has support for AR (Action Replay) for NintendoDS and CWCheat for PSP. It's able to convert some of these codes, but I've no idea how useful or capable the conversion tab is. That was all in the app before I took over. It should do just fine with making pointers, though. I don't see why it...
  12. Yohoki

    Hacking VitaCheat/FinalCheat Database

    I think what he means by filling/stopping is a buffer. For games that let you see the HP bar slowly fill/shrink when HP changes, a buffer is used. That way the code can see the Current HP and what it was before the change, and slowly change the buffer until it matches the current HP. Gives the...
  13. Yohoki

    Hacking VitaCheat/FinalCheat Database

    I see the issue. You've got the locations for HP down. You know where the HP is stored for friendly/enemy players. But you have no way of telling friendlies apart from enemies in the ARM code. Usually games will use a bit for "Team1/Team0" and you're having trouble finding this bit to use it in...
  14. Yohoki

    Hacking VitaCheat/FinalCheat Database

    It's definitely possible. I'm not familiar with PSP codes, though. The code is open source, however, and anyone is able to make a contribution.
  15. Yohoki

    Hacking VitaCheat/FinalCheat Database

    Money can be tricky sometimes. For starters, if you found the value and can be hacked, but in shops it doesn't let you buy, then the game probably has 2 values for money. For the first one, it is the value that the menus use to display how much money you have, and the other value is where the...
  16. Yohoki

    Hacking VitaCheat/FinalCheat Database

    Ah. Ya, that kind of typo would also break them. I haven't checked if our new method would fix that issue as well. :)
  17. Yohoki

    Hacking VitaCheat/FinalCheat Database

    The Vita uses a security feature called Address-Space Layout Randomization (ASLR) that causes this issue. We've recently uncovered ways to bypass this and get proper, working codes, but almost all the older codes have either tried to work around it, or ignored it completely. A quick solution is...
  18. Yohoki

    Hacking VitaCheat/FinalCheat Database

    Oh, lol. I thought you needed the first 2 pointers as well. lol Well, good thing we noticed the extras. XD There's a few in there like that.
  19. Yohoki

    Hacking VitaCheat/FinalCheat Database

    just fyi... Some of those codes can be shortened. You only need the b200 once per code, unless you change segments. It will continue using the selected segment until otherwise told not to, or until a new _v0. ie _V0 inf.max Skill-Points [all Players] $B200 00000001 00000000 $3101 000081F0...
  20. Yohoki

    Hacking VitaCheat/FinalCheat Database

    seg0/seg1 difference is a per-game thing. It just depends on how the programmers decided to use the space they're allowed to use. I believe the traditional use of these segments is to have code stored in the first segment, and data in the second. You can see this in the 'emulator' games, where...
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