Hacking VitaCheat/FinalCheat Database

Yohoki

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In games there is a program processing self-side and enemy-side's HP. So if it worked, we would only need a few lines adding onto the command it will work for all characters.
Ah. I see what you mean. For Ys VIII it's actually easier to do a compression code. The game only has 8 or so characters (I can't remember) and they're all mapped out in RAM very clearly and consistently. A compression code can edit all 8 characters without accidentally giving the enemies infinite HP as well, which is a very common issue with assembly based codes.
@Yohoki ,sorry for O.T:do you who are an expert know how to patch a PS Vita game?
What?
 
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tomberyx

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# Title: The Amazing Spider-Man
# ID: PCSE00333
# Region: US
# Version: 1.00
# Type: NoNpDrm
# Code Author: tomberyx
# PCSE00333

_V0 inf.HP
$B200 00000001 00000000
$0200 002A476C 00020000

_V0 inf.all Upgrade-Points
$B200 00000001 00000000
$0100 0028FD10 00000309
$0200 0028FD0C 0000E420

_V0 [Zero] Upgrade-Points
[Note 1]
$B200 00000001 00000000
$0200 0028FD0C 00000000

_V0 -------------------
$0000 00000000 00000000

_V0
[Note 1] Turn-On to deactivate Upgrade-Hint.
$0000 00000000 00000000

_V0 -------------------
$0000 00000000 00000000
 

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  • PCSE00333.rar
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NeoGranzon

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Ah. I see what you mean. For Ys VIII it's actually easier to do a compression code. The game only has 8 or so characters (I can't remember) and they're all mapped out in RAM very clearly and consistently. A compression code can edit all 8 characters without accidentally giving the enemies infinite HP as well, which is a very common issue with assembly based codes.

What?
@Yohoki ,when install a game from PKGj certain also have the patch to be installed together with the game.
 

tomberyx

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# Title: Nun Attack
# ID: PCSB00264
# Region: EU
# Version: 1.00
# Type: NoNpDrm
# Code Author: tomberyx
# PCSB00264

_V0 inf.HP [all Nuns]
$7204 81606C38 00000048
$0000 00000000 00000008
$0000 00000000 00000098
$0000 00000000 00000150
$7702 00000000 44FA0000
$0004 00000008 00000000

_V0 inf.HP [Only Eva]
$3204 81606C38 00000048
$0000 00000000 00000008
$0000 00000000 00000098
$0000 00000000 00000150
$0000 00000000 44FA0000

_V0 inf.max Money
[Note 1]
$3202 81828184 00000000
$0000 00000000 00000034
$0000 00000000 0076ADF1

_V0 -------------------
$0000 00000000 00000000

_V0
[Note 1] Code only works in Profile 1.
$0000 00000000 00000000
 

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  • PCSB00264.rar
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tomberyx

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You Said
"example, it seg0 is at location 8100000 and your code is at 81001000, just do quick math: 81001000-8100000=00001000
likewise, if seg0 is shifted to 81230000 and code is now at 81231000, same math: 81231000-8123000=00001000"

I have tried this way many times and it worked but the code became unstable after a restart. This method seems to me to be too simple to be true.
I can not go into detail at the moment. Here open more questions than answers I have to go through the whole thing.
Now I also have the question why should I do a B200 when pointer codes also work, there can only be one reason to convert a pointer code to B200 and that is to eliminate XYZ patterns. B200 would not change anything else to the pointers codes (Steam Dig 2), that's just my thought at the moment.

I'll look at the whole thing of course after 1 a week we will certainly have a different point of view.

What would interest me even more is how you made the HP code for Ys8 (B200+) I think this way is the best. I have spent days but have not had success.

# Title: SteamWorld Dig 2
# ID: PCSB01114

I had my doubts when converting pointer codes to B200.
The first time converted it with seg 0 it worked but after a long test i got a crash but pointer codes worked perfect..

_V0 Hold X to Fly [Pointer Code]
$C201 00000001 00004000
$3201 8163F9B4 00000020
$0000 00000000 C4000000

_V0 Hold X to Fly [Seg 0 Code]
$B200 00000000 00000000
$C201 00000001 00004000
$3201 0063F9B4 00000020
$0000 00000000 C4000000

Now I've used Seg 1 and there is no crash and XYZ must no longer exist because Seg 1 doesn't need the value 811.
Things are getting clearer and clearer.

_V0 Hold X to Fly [Seg 1 Code]
$B200 00000001 00000000
$C201 00000001 00004000
$3201 000579B4 00000020
$0000 00000000 C4000000


Also, I found out that this plugin breaks some pointer codes in games that I put in the database. That can probably mean that the pointers weren't rubbish either...
 
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MNero

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# Title: The Amazing Spider-Man
# ID: PCSE00333
# Region: US
# Version: 1.00
# Type: NoNpDrm
# Code Author: tomberyx
# PCSE00333

_V0 inf.HP
$B200 00000001 00000000
$0200 002A476C 00020000

_V0 inf.all Upgrade-Points
$B200 00000001 00000000
$0100 0028FD10 00000309
$0200 0028FD0C 0000E420

_V0 [Zero] Upgrade-Points
[Note 1]
$B200 00000001 00000000
$0200 0028FD0C 00000000

_V0 -------------------
$0000 00000000 00000000

_V0
[Note 1] Turn-On to deactivate Upgrade-Hint.
$0000 00000000 00000000

_V0 -------------------
$0000 00000000 00000000
thanks! you are great.
 

Yohoki

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@Yohoki ,when install a game from PKGj certain also have the patch to be installed together with the game.
I'm not sure what the question is...
# Title: SteamWorld Dig 2
# ID: PCSB01114

I had my doubts when converting pointer codes to B200.
The first time converted it with seg 0 it worked but after a long test i got a crash but pointer codes worked perfect..

_V0 Hold X to Fly [Pointer Code]
$C201 00000001 00004000
$3201 8163F9B4 00000020
$0000 00000000 C4000000

_V0 Hold X to Fly [Seg 0 Code]
$B200 00000000 00000000
$C201 00000001 00004000
$3201 0063F9B4 00000020
$0000 00000000 C4000000

Now I've used Seg 1 and there is no crash and XYZ must no longer exist because Seg 1 doesn't need the value 811.
Things are getting clearer and clearer.

_V0 Hold X to Fly [Seg 1 Code]
$B200 00000001 00000000
$C201 00000001 00004000
$3201 000579B4 00000020
$0000 00000000 C4000000


Also, I found out that this plugin breaks some pointer codes in games that I put in the database. That can probably mean that the pointers weren't rubbish either...
This is why I am not active here anymore.....

The b200 codes are for cheats based INSIDE one of the segments... If it's not INSIDE the segment, you cannot use a b200 code. That second code looks better, the seg1 code, but I don't know how large the seg1 is. It's probably correct, though.

As for old pointers, they WILL NOT WORK with aslr disabled. But, they also will fail on their own normally anyway. Unless those pointers are converted to a GOOD b200 code (see above) then they will not work. Any old pointers that did use a b200 should still work.

This is why I tried years ago to get people to use b200 codes, but everyone fought against it because it was a small amount of added work.

If you re-enable aslr, check if the old pointers still work. If they do, check if they are inside a segment. If all of that works, convert to b200 and you'll have a code that is now compatible with or without aslr. But it may also work better for other issues (like system languages, different plug in setups, and possibly dlc/version differences if they're minor)
 

Yohoki

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The reason the old pointers don't work is because they needed aslr to work. The game has to load chunks of memory into ram in fully complete chunks. If it can't fit the chunk into a space, it won't split it up. It will just move it a further back chunk and try again.

The old pointers were based on those chunks only being able to fit into certain areas, simply because the larger chunks only left so many free continuous slots. But, because they were dynamic,there was still ALWAYS a chance that the locations would shift to other areas. Could be as simple as you opening the browser and it not getting cleared from ram before running the game. (those kinds of seemingly unrelated things)

With aslr disabled, not only does the kernel not need that extra RAM to perform the swapping and storing functions, but those generic storage slots are not just randomly placed, but are more or less put in one after another... So the randomness that the old style pointers relied on is broken.

B200 rooted pointers has been the BEST way to get a static location in ram for years... And now that we can disable aslr, there's no reason not to use them.
 
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tomberyx

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Thanks for the information.

B200 rootet pointers are the best that's for sure unfortunately I haven't made much progress yet.

About pointer codes, if I did everything right then none are in seg1 all outside, that's not good news for me right now.

I am currently trying to find a pointer in Seg1 to jump to an address outside of Seg1.
I have thought of it like this;

Seg 1 81200000- 81300000
Hp code 82300000

Step 1. 822 is in Seg1 I take this value as first pointer then I take the offset from 823-822 = 1

Oh I stop now the whole thing makes my brain broken.

Will do that Tomorrow im sleppy now.
 

Yohoki

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Thanks for the information.

B200 rootet pointers are the best that's for sure unfortunately I haven't made much progress yet.

About pointer codes, if I did everything right then none are in seg1 all outside, that's not good news for me right now.

I am currently trying to find a pointer in Seg1 to jump to an address outside of Seg1.
I have thought of it like this;

Seg 1 81200000- 81300000
Hp code 82300000

Step 1. 822 is in Seg1 I take this value as first pointer then I take the offset from 823-822 = 1

Oh I stop now the whole thing makes my brain broken.

Will do that Tomorrow im sleppy now.
Yes, you need to find a pointer inside seg 1, or 0, to jump outside. You need a reference to the right area.

Only thing is you said seg1 is 812 to 813. 822 is not inside seg1. Seg1 in this case is only 100000 long (about 90 kilobytes). But 822 is about 1000kilobytes from the start of seg1, which is Way outside of the range.
 

monodevil

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b200 codes are not hard. It just needs a little math. You're aiming for a code inside the Seg0 section, once you find that, just take the seg0 out of it.

example, it seg0 is at location 8100000 and your code is at 81001000, just do quick math: 81001000-8100000=00001000
likewise, if seg0 is shifted to 81230000 and code is now at 81231000, same math: 81231000-8123000=00001000

Notice that the answer is now the same for both problems, even though the seg0 location has changed? That's the magic. noASLR will let you pointer search for those offsets, and the b200 code will let you use them. Thankfully, my tempAR code creator section has a b200 option available to make the math easy, since it IS math with hex numbers, not in decimal.
This is why I tried years ago to get people to use b200 codes, but everyone fought against it because it was a small amount of added work.

Yeah I'm remembering all of that now. Its just this newer stuff I didn't grasp yet. I could never get on board with B2 codes because I always had the misfortune of games never having their addresses inside either segment ranges.

From the sounds of everything, we still need to dig for pointers still, that's inside segment ranges for more accurate codes? That's the main reason I haven't been active as much. I really can't stomach pointer searching with TempAR because every game I touch seems like its always going to be a level 3 or higher pointer and I quickly loose interest.
 

XMYDL

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Yes, starting Point is always on 8100000.

I have to do that again to find HP Ys8
I just dindt find out how to find 77D4

$B200 00000001 00000000
$3202 000077D4 00003870
$0000 00000000 00000F04

00. module name :ys8_release_true
path: ux0:/patch/PCSE01103/eboot.bin
vaddr: 0x8106a4f0
memsz: 0x338b30
vaddr: 0x813e0f80 8141CC10
813e0f80-20D00--813C0280

memsz: 0x3bc90
PO 826acf44

_V0 HP new
$0200 8CFBB654 3F8 1065353216

[0x8153E118] + 0xF04
[0x8153E144] + 0xF04
[0x8153F580] + 0xF04
[0x8153F58C] + 0xF04
[0x8153F5A8] + 0xF04
[0x8153F5CC] + 0xF04


the rest was possible for me.
Will try it by time, now time for a beer with chicks,i Promise no cheating...
I've made some ARM codes for JPN ver. YsVIII. Later I may transfer it to EU ver.(after me having meal).
 
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tomberyx

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I'm fighting my way into unfamiliar territory. I'm looking for the value of Money HEX-2B67 DEC-11111

I don't find it somehow, a serach function would be good

edit. i found the Value but now what schould i do next??
im not sure how to do the first pointer the second pointer is D4740....{ Hope this is the only entry 11111]


# Title: SteamWorld Dig 2 (noaslr.skprx)
# ID: PCSB01114
# Region: EU
# Version: 1.01

vaddr: 0x81000000 - 815E35B7 seg0
memsz: 0x5e35b7
vaddr: 0x815e8000 - 815F3764 seg1
memsz: 0xb764

_V0 Money HEX-2B67 DEC-11111 <---Amount
$0200 8409BC6C 00002B67
------------------------------------------------------------------------------------
8156FF8C-84091799start (8156FF8C-815e8000 = -78074)
(8409BC6C-84091799 = A4D3)

second popinter ?? 815E35B7 + D4740 (11111)

78074
A4D3
D4740

[815E35B7 Starting List ]
$B200 00000001 00000000
$3202 00078074 0000A4D3
$0000 00000000 000D4740
$0000 00000000 00000001

not working!!!! , shit and hole....
------------------------------------------------------------------------------------
Last Work below

this Part ??? is not my business....im lost.

[8100000 Starting List ]
$B200 00000001 00000000
$3202 000????? 0014464C
$0000 00000000 00000000
$0000 00000000 00000001
---------------------------------------------------

Edit:
here are just the Money Location:

815E8000+1AAAB4 = 81792AB4
815E8000+16138c = 8174938C
815E8000+146C9c = 8172EC9C
815E8000+145FD8 = 8172DFD8
815E8000+144650 = 8172C650
815E8000+145314 = 8172D314
815E8000+145310+0 = 8409BC6C
815E8000+14464C+0 = 8409BC6C



nip.jpg
gg.jpg
po.jpg
pp.jpg

-
 
Last edited by tomberyx,

Yohoki

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Yeah I'm remembering all of that now. Its just this newer stuff I didn't grasp yet. I could never get on board with B2 codes because I always had the misfortune of games never having their addresses inside either segment ranges.

From the sounds of everything, we still need to dig for pointers still, that's inside segment ranges for more accurate codes? That's the main reason I haven't been active as much. I really can't stomach pointer searching with TempAR because every game I touch seems like its always going to be a level 3 or higher pointer and I quickly loose interest.
I think the reason tempAR and other searchers couldn't find pointers inside the segments is because the segments themselves were moving. They would need to be static to work with pointer searchers.

TempAR is still going to be a pain, because of opening multiple layers of codes. Use the "universal pointer searcher" by bullywiiplaza (I think) or cheat engine. I like cheat engine a lot more, but it's a bit more complicated working with only 1 dump at a time.
 

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@tomberyx did u figure out the speedtrap record for nfs mw 2012 pcse00089?

@Yohoki you seem proficient at this stuff, could you perhaps look into it? (Nfs mw 2012 pcse00089) Basically just want to modify the personal best on the recorded speedtraps.

It's proving to be quite the challenge. I've been testing for over 2 weeks and I'm going crazy.

Thanks all.
 

tomberyx

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Take a pic from this Speedlist or trap i have to know what do you mean. i have to say its not a childs-Play to find this Value because its Static .
@tomberyx did u figure out the speedtrap record for nfs mw 2012 pcse00089?

@Yohoki you seem proficient at this stuff, could you perhaps look into it? (Nfs mw 2012 pcse00089) Basically just want to modify the personal best on the recorded speedtraps.

It's proving to be quite the challenge. I've been testing for over 2 weeks and I'm going crazy.

Thanks all.
 

Yohoki

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I'm fighting my way into unfamiliar territory. I'm looking for the value of Money HEX-2B67 DEC-11111

I don't find it somehow, a serach function would be good

edit. i found the Value but now what schould i do next??
im not sure how to do the first pointer the second pointer is D4740....{ Hope this is the only entry 11111]


# Title: SteamWorld Dig 2 (noaslr.skprx)
# ID: PCSB01114
# Region: EU
# Version: 1.01

vaddr: 0x81000000 - 815E35B7 seg0
memsz: 0x5e35b7
vaddr: 0x815e8000 - 815F3764 seg1
memsz: 0xb764

_V0 Money HEX-2B67 DEC-11111 <---Amount
$0200 8409BC6C 00002B67
------------------------------------------------------------------------------------
8156FF8C-84091799start (8156FF8C-815e8000 = -78074)
(8409BC6C-84091799 = A4D3)

second popinter ?? 815E35B7 + D4740 (11111)

78074
A4D3
D4740

[815E35B7 Starting List ]
$B200 00000001 00000000
$3202 00078074 0000A4D3
$0000 00000000 000D4740
$0000 00000000 00000001

not working!!!! , shit and hole....
------------------------------------------------------------------------------------
Last Work below

this Part ??? is not my business....im lost.

[8100000 Starting List ]
$B200 00000001 00000000
$3202 000????? 0014464C
$0000 00000000 00000000
$0000 00000000 00000001
---------------------------------------------------

Edit:
here are just the Money Location:

815E8000+1AAAB4 = 81792AB4
815E8000+16138c = 8174938C
815E8000+146C9c = 8172EC9C
815E8000+145FD8 = 8172DFD8
815E8000+144650 = 8172C650
815E8000+145314 = 8172D314
815E8000+145310+0 = 8409BC6C
815E8000+14464C+0 = 8409BC6C



View attachment 327883View attachment 327886View attachment 327889View attachment 327890
-
I'll look at this in a bit when I can sit at my pc.

Edit:
Actually.... There's a string above your location that you're trying to use.... That string is the same text from your psv file..... That's not your money, that's your psv file you're hacking. XD

This picture, you have here a bit of vitacheat's ram, not the game's portion of ram.pp.jpg
@tomberyx did u figure out the speedtrap record for nfs mw 2012 pcse00089?

@Yohoki you seem proficient at this stuff, could you perhaps look into it? (Nfs mw 2012 pcse00089) Basically just want to modify the personal best on the recorded speedtraps.

It's proving to be quite the challenge. I've been testing for over 2 weeks and I'm going crazy.

Thanks all.
Take a pic from this Speedlist or trap i have to know what do you mean. i have to say its not a childs-Play to find this Value because its Static .
He's wanting to cheat the leaderboard, is what it sounds like. The highscore list, basically. My answer is no. Times are not easy, nor are they interesting to hack. I do not have fun doing them and I do this as a hobby. So I won't help you with that. Look on YouTube for tutorials on how to find time based values in cheat engine. It's similar enough that you can translate it over to vitacheat.
 
Last edited by Yohoki,

tomberyx

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I'll look at this in a bit when I can sit at my pc.

Edit:
Actually.... There's a string above your location that you're trying to use.... That string is the same text from your psv file..... That's not your money, that's your psv file you're hacking. XD

This picture, you have here a bit of vitacheat's ram, not the game's portion of ram.View attachment 327931


He's wanting to cheat the leaderboard, is what it sounds like. The highscore list, basically. My answer is no. Times are not easy, nor are they interesting to hack. I do not have fun doing them and I do this as a hobby. So I won't help you with that. Look on YouTube for tutorials on how to find time based values in cheat engine. It's similar enough that you can translate it over to vitacheat.
Now I've done it after over 7 hours of searching and experimenting .
I have the correct B200 code.

What I have done;
I went to the basement and got the hammer and hit stable codes out of the Vita.
Sometimes it can be so easy if you know how.
Unfortunately, I could not write down the money code....
 

monodevil

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Well I made something for Natural Doctrine US. Not sure what to call it yet since this was done with noaslr.skprx so I have no clue if this will work with those without noaslr.skprx. For testing purposes I made an Infinite HP code for my current party as this game can be a bit strange. I'm still every early into the game and don't know how it does parties as you have characters coming in and out of your party and there's no pattern in the addresses to tell who's in what slot so I'm just using character names until I learn more about the game.

So far the segments seem to always be

seg0:81000000-8138F688 seg1:81400000-817213B8

Code:
# PCSE00460
# TITLE: Natural Doctrine
# REGION: US

_V0 Geoff Infinite HP
$8202 8105637C FFFD4C4B
$8200 00000000 FFFE5E28
$8800 00000000 00000000
$8602 8105637C FFFD4C4B
$8600 00000000 FFFE5E2C
$8900 00000000 00000000

_V0 Anka Infinite HP
$8202 8105637C FFFD4C4B
$8200 00000000 FFFB1AE8
$8800 00000000 00000000
$8602 8105637C FFFD4C4B
$8600 00000000 FFFB1AEC
$8900 00000000 00000000

_V0 Nebula Infinite HP
$8202 810422C8 FFF94A4C
$8200 00000000 FFF7FF88
$8800 00000000 00000000
$8602 810422C8 FFF94A4C
$8600 00000000 FFF7FF8C
$8900 00000000 00000000

_V0 Zekelinde Infinite HP
$8202 810422C8 FFF94A4C
$8200 00000000 FFF1CB38
$8800 00000000 00000000
$8602 810422C8 FFF94A4C
$8600 00000000 FFF1CB3C
$8900 00000000 00000000

_V0 Tatyana Infinite HP
$8202 810422C8 FFF94A4C
$8200 00000000 FFF4E1B8
$8800 00000000 00000000
$8602 810422C8 FFF94A4C
$8600 00000000 FFF4E1BC
$8900 00000000 00000000


The pointers seem to work from what I can tell, as you can see they are MOV pointers. I still don't know how you guys are converting pointers to B2. Do you just convert the addresses only or do you also convert the offsets(the far right address) as well?


TempAR is still going to be a pain, because of opening multiple layers of codes. Use the "universal pointer searcher" by bullywiiplaza (I think) or cheat engine. I like cheat engine a lot more, but it's a bit more complicated working with only 1 dump at a time.
I've never been able to get the universal pointer searcher to work. I don't know if there is some kind of settings I'm missing but whenever I tried to use it it immediately stops and says search is finish giving me 0 results.
 

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    So MJ no longer wants to play with it?
  • K3Nv2 @ K3Nv2:
    He put it down when the 3ds came out
  • SylverReZ @ SylverReZ:
    @K3Nv2, RIP Felix does great videos on the PS3 yellow-light-of-death.
  • Jayro @ Jayro:
    Eventhough the New 3DS XL is more powerful, I still feel like the DS Lite was a more polished system. It's a real shame that it never got an XL variant keeping the GBA slot. You'd have to go on AliExpress and buy an ML shell to give a DS phat the unofficial "DS Lite" treatment, and that's the best we'll ever get I'm afraid.
    +1
  • Jayro @ Jayro:
    The phat model had amazingly loud speakers tho.
    +1
  • SylverReZ @ SylverReZ:
    @Jayro, I don't see whats so special about the DS ML, its just a DS lite in a phat shell. At least the phat model had louder speakers, whereas the lite has a much better screen.
    +1
  • SylverReZ @ SylverReZ:
    They probably said "Hey, why not we combine the two together and make a 'new' DS to sell".
  • Veho @ Veho:
    It's a DS Lite in a slightly bigger DS Lite shell.
    +1
  • Veho @ Veho:
    It's not a Nintendo / iQue official product, it's a 3rd party custom.
    +1
  • Veho @ Veho:
    Nothing special about it other than it's more comfortable than the Lite
    for people with beefy hands.
    +1
  • Jayro @ Jayro:
    I have yaoi anime hands, very lorge but slender.
  • Jayro @ Jayro:
    I'm Slenderman.
  • Veho @ Veho:
    I have hands.
    Veho @ Veho: +1