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Oh, really? I think mine work all the time. I know the codes for slot 1 and 2 do. At least on startup, anyway. I haven't played the game in a bit, so I'm not entirely sure at the moment, but I believe I recall going from playing in slot 1 to slot 2 in-game and having both of their sets of codes work.Why dont we just collaborate with FFX? You post codes here and I'll add it to my repo. Ill add a permalink to each codes and I'll credit you of course. I think that by doing this I can concentrate on other games (and also work on the mahouka koukou no rettousei light novel) while you don't have to fight the pressure of releasing codes early. Not saying that youre being pressured but I can understand if there is. I'll try to do the OD but I don't have much hope with this one. I just know that I'm missing something crucial here. As for the code maybe it can be the permanent version so users have a choice.
I uninstalled the game but I'll try to do Lacrimosa. My problem with Celceta is that I don't read any patterns (to how they allocate references).
I think that you should release your code regardless if someone already did it first. If we are stuck to that mentality I think it's bad for the community. It also discourage new users from submitting their codes. I'm not saying that it's oky to plagiarise other people's codes. It's just that if you worked on getting those references then you should release it.
As for the Bloodstained it doesn't work sometimes. Maybe because im using the compatibility patch or the game itself.
In theory, a pointer should work even if the reference addresses are static. By that I mean, say HP is always at 81678900 for slot 1 and 816789C0 for slot 2. There should be some kind of pointer that tells the game which address to look at when a particular slot is loaded.
In a case like that, where the referenced address is static, you could probably create a conditional code for each slot, rather than using a pointer.
The codes I have for Castlevania: Dracula X Chronicles for PSP are like that.
As far as releasing codes, the only ones I've been comfortable releasing are the ones I made for Xenon Valkyrie+.
I kinda have this hangup about publishing codes that I'm not sure about. The ones for XV+ were tested by me under at least four different conditions: legit PSN EBOOT without update and with update, and NoNPDRM version with and without update.
I just haven't done as much testing on Curse of the Moon because I got distracted with other games.
I'll try and be more open with my findings, though. You're right about it encouraging others to try to make and publish their own codes.
EDIT: @Roah I checked, and yeah, my slot codes seem to work on startup and upon switching slots.
So... I'm gonna maybe take a look at your codes and see if I can add more to my own list. I was never able to get a working infinite HP code, but I did have a code that would refill health upon character switching, which had the odd side effect of none of the characters ever really "dying." Like, if you fell in a pit, you'd still die, but upon respawning, all of your characters would still be available.
Try 8196E14C in the pointer codes, instead of 8196E13C. It'll still have the issues Roah mentioned, but that should be the address for the official PSN EBOOT/NoNPDRM version.Yeah, I have Bloodstained: Curse of the Moon and the codes don't work. I don't use compat pack as I've only tested it on 3.68 (one of my OLED Vitas), but I can try and test it on my PSTV which has 3.65, along with a compat pack to see if this is an issue with the packs themselves.
I'll be posting my non-pointer codes tomorrow.
Sleepy time.
@Roah do you happen to know if compatibility pack versions of games work on 3.68?
Last edited by eighthdayregret,