I tried B2 codes but non of them were stable. So my question is to you why many games doesent work with B2 codes and what are the differences between pointers and B2 codes and how does B2 codes works ?
The only one I had an issue with was the one for Mjolnir's Power would sometimes cause the game to freeze. It's basically just a "turn on, turn off immediately" code. Everything else, I have most of the same types of codes. You have some neat ones that I don't, but I've played through the game, along both paths like... several, several times.
B200 codes work great on Volgarr. For me.
Your codes, also, are weird. Quick hint: the values for basically everything are only 8-bit values. The equipment values are all 00 or 01. You've got it or not. Warrior Spirits max out at 20.
Low Stage Time and Low Game Time, as well as Score codes should be 32-bit.
Pretty sure every other one of your codes should be 8-bit.
As far as why B200 codes don't always work is because a lot of the time, the data segments we're modifying are outside of that range. I find B200 codes work a fairly large amount of the time on games that are ported from different systems, but not usually originally with the Vita in mind. Great examples are the Neo Geo games, like Samurai Shodown V Special, or whatever it is, that King of Fighters game, Garou, Metal Slug... All those games use B200 codes. I think some may even go so far as to use pointers AND B200 codes. Which would be a nightmare.
But yeah... some games just put stuff in different areas of memory. Not much we can do about that, unless someone learns how to program. I remember in the PSP days, there were some folks who full-on handmade mods using cheat engines. That's how Speedfly's codes are. They change the actual programming of the game, instead of just values.
As far as why B200 codes DO work, it has to do with, again, where stuff is placed in memory. I dunno shit about programming, however, I know that the Vita used multiple segments of memory that are predefined. Call it a container. So the data inside the segment also stays the same in relation to the segment itself. In the case of working codes, it's basically telling the game "we're working in this container," and a lot of the time, we're lucky because the codes are static, but the location of the container is not.
So... yeah. There ya go. Best I can do.
Hi
@Peoples92, maybe the problem that those 2 codes don't work is the same one that DragonBall Battle of Z USA,if you don't set the English language in the PS Vita, the codes work but not all of them (yohoki's suggestion).
Have you set yours? Mine in English to avoid always changing it if some code doesn't work!
Why,don't use the HP&TP permanent codes if work correctly?
If there's a Japanese voice option, that woulda been the one I used.