@hendyst ,do you have all the DLCs and the same version installed?
Because with some games my cheats don't work with the base game without updates and all DLCs installed.
@hendyst ,do you have all the DLCs and the same version installed?
Because with some games my cheats don't work with the base game without updates and all DLCs installed.
I'll check it out! Thank you very much for replying.
Edit: Unfortunately it didn't work, My guess is that because I'm using English patch of that game while you were creating the codes using original Japanese game without English patch
Edit #2: There's workaround for the codes to work. First disable / move the two patch folders from their location (patch & repatch). Load the game in original Japanese language. Activate code (preferably EXP code) and do one battle so the character gets boosted Level Up. Then Disable the code, Save the game. Quit the game and re-apply patches and load the save file. The Stats of the characters is now higher than before.
Thank you NeoGranzon sir; you have no idea how your codes helping me out. I have little time to gaming so grinding is really not an option to enjoy RPG like this game.
Curious if anyone ever come across cheat codes for super stardust delta? I did an internet search and couldn’t find any. Great game but I never seem to make it past the 3rd level lol
@Taelsien run a fuzzy search based on the amount of money you have in game. spend it if it doesn't show up or if there are too many until you get about 10-20 codes. Keep playing with these offsets- one of them controls overall levels between the characters and the others and the rest may have to do with money
Note: the offset starts after that 0x(about 8 digits here) and it works in hex FROM 0-F(numbers and alphabets to F).
with rollback you have no input lag on your end, it feels identical to playing offline. if your opponent countered your move before you saw it happen on your end it "rolls back" to that state. eg. lets say you do a jump-in roundhouse you might see them get hit for a split second but then you get dp'd out of the hitting animation cause your opponent actually anti-aired you in that split second you just didn't see it until slightly later when the packets arrived. imo its way better than playing with input latency