O.O Damn, you guys got active all of a sudden. XD
That's exactly what I do with these types of games. Any time I make codes for Neo Geo or any arcade ports, I use Pusgy's MAME cheat archive.
Glad someone knew what this was. I was going to recommend it, but I couldn't figure out what it was called. Some of these old games even have the RAM completely mapped out, like Super Mario Bros... That'd make finding codes for ports like this super easy.
Sometimes it is a pain. Thing I dont get is, for the Switch, it is Static. With the Vita, you need a Pointer IF you can find it, or do the B200 method.
........Hhmmmm......I know Speedfly did "Garou-Mark of the Wolves", but I wonder if I can add some if needed. Not to mention, all of Speedfly's Codes are Assembly which is MUCH too Advanced for me.
I consider assembly codes cheating. Like, "I couldn't figure out how to make basic codes, so I hafta reprogram the game."
It makes no sense, but it makes me feel better about myself.
A lot of PC games also use assembler edits when using Cheat Engine. The reason they use it is because it can stop things like HP bars 'bouncing' when hit like normal codes cause. It's also possible to remake certain functions that just weren't possible before. It's much simpler to do on PC, though because the code isn't encrypted. As far as I know, the Speedfly guys use decompilers to do something similar.
I suspect they use PFStools to decrypt the game, which I know works because I did this with Catherine: Full Body for the english patch.
As for decompiling, I've tried Ghidrah, but it's ARM code is.... inconsistent and horrible even when it is working at it's best. I suspect they use IDA, but the free version does not decompile ARM code, and I don't feel like shelling out that much for the Pro version. If I can find a 'Trial' version, maybe I'll give it a go again, just to confirm.
@Yohoki - Is there a way to do a Button Modifier with the Right Joystick or the Right Screen Touch?
Got a Code I want, but if it is Enabled, and you Win the Round, it sticks right there. You cant move on from there. Got to Exit the Game.
EDIT==== Well, if I can, I will be doing 12 Codes for Metal Slug 3 (Speedfly Cheats has 8)
Not that I know of. The buttons are easy, they're digital and always either 1 or 0. But the sticks and Touchpads are arrays, closer to [0,0]-[255,255] . Would take quite a bit of programming to get that working, and I don't know if Finalcheat is going to add in something like that... He'd have to do hotspots with ranges instead of simple on/off checks.
But, you can do multiple buttons. For instance: L+R+Up
L = 100
R = 200
Up= 10
Total = 310
Hi @Yohoki,i've change my system language on the PS Vita from italian to english,but more code continue don't work example: DariusBurst CS,all Super Robot Wars Z3!
We need a bit more info. Dump type (NND, Vitamin, Mai) , Game Version, Region
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So this particular Samurai Shodown game doesn't use pointers? Interesting. Pretty much all of them have since the first.
Unless... maybe the NeoGeo had that similar segmentation thing the Vita does. What makes us need the B#00 codes.
That could explain the appearance of the need to use a double pointer when making codes for previous/different hardware.
I know lee4 back in the PSP days had a kind of write up on such phenomenon, but it had to do with the PSP Neo Geo Station games and the offset (as in, what I would equate with a segment on the Vita) created by the emulator used in each of those games.
Based on my experience hacking codes for those, he may have abandoned his research, since it seemed not to be applicable to all of the Neo Geo Station games. Not all of them had the need for any kind of pointers at all. In fact, I've got codes for several of them on my blog.
That said, say another game requires the B#00 codes but DOES have a pointer... How difficult is that to do?
I wonder if the B200 thing works on The Last Blade 2 and/or the King of Fighters games.
I think all the NeoGeo ports use an emulator. That's why the B200 codes. I think seg0 is the emulator's code, and everything required for emulating the console's hardware, and seg1 is probably the virtual ROM/RAM and everything inside the actual cartridge. Since ROM/RAM is pretty static on these older carts, it's probably pretty static inside the Seg1.
That sounds about like what he's explaining there, at least.