i have a problem (pls link me to right place if its not allowed here to ask). i reformatted my vita..set up enso..and storagemgr with my sd2vita.....but everytime i boot my vita up it loads like almost 2 mins (the sd led flashes wholetime during the enso logo) then it boots up but it dont reconize my storage..i resetup the sd like 5 times...still same
i have a problem (pls link me to right place if its not allowed here to ask). i reformatted my vita..set up enso..and storagemgr with my sd2vita.....but everytime i boot my vita up it loads like almost 2 mins (the sd led flashes wholetime during the enso logo) then it boots up but it dont reconize my storage..i resetup the sd like 5 times...still same
I think he means the GameCart slot's light... I think he's got an sd2vita inserted, that's why he says SD Card. I don't remember the setup well enough to guide him, though... I think he's got the wrong config for SD2Vita, probably... isn't there like 4 or 5 config files depending on which PSVita Version he has? I can't remember.
i have a problem (pls link me to right place if its not allowed here to ask). i reformatted my vita..set up enso..and storagemgr with my sd2vita.....but everytime i boot my vita up it loads like almost 2 mins (the sd led flashes wholetime during the enso logo) then it boots up but it dont reconize my storage..i resetup the sd like 5 times...still same
thanks but i managed it (i had to deinstall storage manager REBOOT and then re install it) now it works xD because before i removed it with autoplugin and then reinstalled it without reboot...that was problem.
I think he means the GameCart slot's light... I think he's got an sd2vita inserted, that's why he says SD Card. I don't remember the setup well enough to guide him, though... I think he's got the wrong config for SD2Vita, probably... isn't there like 4 or 5 config files depending on which PSVita Version he has? I can't remember.
thanks but i managed it (i had to deinstall storage manager REBOOT and then re install it) now it works xD because before i removed it with autoplugin and then reinstalled it without reboot...that was problem.
If you have any further problems with the modding of a Vita i recommend this site, https://psvitamod.com/ It has easy to follow guides and even has one about restoring Vitashell. Perhaps you are using this site already?
Can anyone go into more detail on ARM code types to me? Its the only code types I haven't learned yet from the github. I'm not sure if its typo's on the github or what but I don't quite understand the examples its giving me.
Like where is it getting some of these addresses like 0x75F012BE from? There's also a lot a terms likes NOP and GBD/LLBD I'm not sure what those mean. All this seems like another programing language.
Can anyone go into more detail on ARM code types to me? Its the only code types I haven't learned yet from the github. I'm not sure if its typo's on the github or what but I don't quite understand the examples its giving me.
Like where is it getting some of these addresses like 0x75F012BE from? There's also a lot a terms likes NOP and GBD/LLBD I'm not sure what those mean. All this seems like another programing language.
The reason why it SEEMS like another programming language is because it IS another programming language.
Here's a sample of code written in C language that generates a Fibonacci number.
Code:
unsigned fib(unsigned n) {
if (!n)
return 0;
else if (n <= 2)
return 1;
else {
unsigned a, c;
for (a = c = 1; ; --n) {
c += a;
if (n <= 2) return c;
a = c - a;
}
}
}
Programmers (usually these days) use High Level languages to make games. High level languages are like C, Pascal, BASIC, Java, and more. These high level languages are easy to read and understand for humans, and that's why we use them. Computers, however, have no idea what our programming code does... it's just text to them. So, we use a Compiler to build the games. This essentially translates this human-readable code into a language that the computers can read. This machine code is only readable by certain machines, though. For instance, a x86_x64 machine's language is drastically different from an ARM processor.
Here's an example of a Fibonacci number generator in x86 (32Bit assembly) machine code. You'll recognize that it's hexadecimal chunks in 4-byte groups. We're familiar with this, but it all looks like gibberish to most of us.
Vita uses an ARM processor, so it uses an ARM machine code, specifically the ARM Version 7 Thumb (or ARMv7T). The ARM code on Vitacheat is specifically for editing these Machine language instructions to add in changes. But we have no idea what all those numbers mean. So, there is an intermediary language called Low Level Languages, that are still (Somewhat) human readable translations of those machine codes. These are called Assembly.
This is the same example of a Fibonacci number generator, except this time it's been translated into "x86 Assembly Language".
In the example above, you can see that the code has 3 parts: A '_fib', '.fib_loop' and '.fib_done' part. We can recognize a few terms as well... such as Add, MOV, Sub and JMP (jump) but it's still pretty hard to follow. But, at this point, it's at least hackable. Let's pretend this is a code to subtract damage from our healthbar. Somewhere in here is a key to stopping the healthbar from lowering when we are damaged.
One option we could do, is replace everything there with NOPs. NOP means 'no operation' and the CPU will just skip that line and continue running the code. You would probably have to replace a lot of that code with NOPs to get the desired effect.
Option 2 is to try messing with the various maths. Maybe replacing a SUB with an ADD, might have you GAIN health when damaged.
Another option is to skip parts of the code. In the beginning, there's a 'MOVl $1, %eax' that moves some bytes into a register (specific part of the RAM) and then starts the '.fib_Loop' part of code. So, maybe we can get away with that first MOV and then change the next line to skip straight to the end.... Replacing 'cmpl $1, %edi' with 'jmp .fib_done' will skip all the rest of the code (but leave it all there) and jump straight to the '.fib_done' section to run the code 'ret' (return). If this was an HP code, it would now run something like this:
Move current HP to Memory.
Jump to end of code.
Return HP.
It has skipped all the calculations and returned our HP as the same that it was when we took damage.... now we have inf HP.
Welcome. We don't have a disassembler to translate the hex we see in vitacheat to Assembler on vita... but the dumps we take can be loaded into CheatEngine on PC. It DOES have a disassembler but I don't know how well it translates ARMv7T... I'm afraid I just haven't used it much for vita dumps.
Welcome. We don't have a disassembler to translate the hex we see in vitacheat to Assembler on vita... but the dumps we take can be loaded into CheatEngine on PC. It DOES have a disassembler but I don't know how well it translates ARMv7T... I'm afraid I just haven't used it much for vita dumps.
I see also, I did a minor fix to yours and r0ah's codes for Toukiden: Kiwami. It was another reason why I asked about ARM code type kind of, when the ones from speedfly didn't work for me but notice they were $A000 format.
Basically you guy's codes can stop working under certain conditions. When I was playing Toukiden Kiwami I noticed the codes you and r0ah made didn't work for me so I took a look and notice that they were Condition code types similar to Freedom Wars. 1 section of the code was my correct address, the other wasn't. So I looked at the Condition part of the code and it was picking at a certain gameplay mechanic which was the Registered Equipment name.
Both these addresses mess with the name of your registered equipment as you can name your registered equipment, specifically for the first armor slot. By default its called Reg. armor 1 which would look like this in hex 2E676552 which is the value of the Condition code but if you rename the armor slot, the Condition code stops working because the value obviously changed as well.
Since I like to name my equipment, this messed up a lot of the Toukiden codes for me. Though it does offer up some neat ways to activate codes, I took the liberty of trying to move the Condition a bit.
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