Hacking VitaCheat/FinalCheat Database

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@Roah : But.....but.....but........yeah......fine. But I like this Game :cry:
Anyway, yeah, Im thinking it depends on the Game, and needs the right Instruction. Plus there are TONS of Highlighted Paths. Going to take forever to go through them all. I get one that looks like it might be the one, then it stops. Wish it was not so complicated. Now I understand why I was told the Game is complicated. Game makes you want to throw the Device around in protest. LOL. Is there any way of determining if a Game would work doing this? Im thinking a earlier Game, that is not that Complicated in design.
 
@Roah : I understand vitacheats limitations, heck I was slightly annoyed when I decided to try and make Demon Gaze 1 and 2 permanent codes on my own, I don't piss anyone in asking for codes over and over again. Still haven't manage it as I am still learning but fun. It has a few merits though, it's nice to have codes on the fly, especially when you can't access PC or Laptop.

--------------------- MERGED ---------------------------

I think I've seen the FFX save editor awhile ago but from what I remember reading, it seems like a lot of extra work with stuff like unpacking and repacking compared to just using Vitacheats. Unless I read and older version or something.




For the AP code I've tried removing the last line and the game would freeze and crash so I tried again removing the line before the last(the 7th line) and the same thing would happen. So it kind of does sound like Seymour wasn't added on purpose. I'm wondering if it has anything to do with not having your full party of 7, since I'm still very early in the game(Just left Luca) and the code is somehow rolling over.

Yup definitely looks like it. You have I believe a slot left for another. It means Seymours Id would either be replaced, shifts down or removed when you get the last one.
 
Hmm really? I was under the impression, based on your previous comments that you didnt knowp it existed.

Good point, thanks for pointing out.also its 255 not 99.

As a thanks, your compressed code for all keys adds a null key at the last slot. You should only compress 4 bytes.
Code:
_V0 Have All Keys
$4001 8262AD2C 000000FF
$0004 00000001 00000000
$0000 8262AD30 000000FB
$0000 8262AD31 000000FF
$0000 8262AD32 0000000F
If you look at my code identifier, its one byte ($4001).

I'm not overly experienced in all of things hex related, I just like doing it and can't stop trying til the game defeats me lol, I've figured out a few things from just messing around and that's that
$0000 8262A96C 00000063 will give 99 of first inventory item but if I put it as $0100 it gives 99
of first item and removes the second, turns out that $0000 is one byte per address line and $0100
allows 2 bytes and finally $0200 allows 4 bytes per line, I dunno if i've made sense with this but I know when I need to use each, the $4001 confuses me but I know when it needs used to some degree.
 
I'm not overly experienced in all of things hex related, I just like doing it and can't stop trying til the game defeats me lol, I've figured out a few things from just messing around and that's that
$0000 8262A96C 00000063 will give 99 of first inventory item but if I put it as $0100 it gives 99
of first item and removes the second, turns out that $0000 is one byte per address line and $0100
allows 2 bytes and finally $0200 allows 4 bytes per line, I dunno if i've made sense with this but I know when I need to use each, the $4001 confuses me but I know when it needs used to some degree.

Wait, it is? I always thought that $xxyy is where xx = lines/bytes starting to the address to it's succesive lines/memory like say slot 1 to slot specified by xx and yy is the one that dictates if the code is applied to those same succeeding lines. I think I need to ask long time code makers to know the truth.
 
Wait, it is? I always thought that $xxyy is where xx = lines/bytes starting to the address to it's succesive lines/memory like say slot 1 to slot specified by xx and yy is the one that dictates if the code is applied to those same succeeding lines. I think I need to ask long time code makers to know the truth.


basically this
$0000 8262A96C 0000FFFF but only this will apply 000000FF unless set as $0100

$0000 = 000000xx
$0100 = 0000xxxx
$0200 = xxxxxxxx

that's what seems to be the case for me anyways, but I ain't no expert and its just my attemps tht have lead me to this conclusion

Edit: I think that's why some codes are like this

$0200 address / xxxxxxxx
$0200 address / xxxxxxxx
$0200 address / xxxxxxxx
$0100 address / 0000xxxx

as if that last line was $0200 it would add 0000 to address bytes that might not be zeros thus changing them
 
Last edited by Udaius,
Dunno if this prob has already been discussed.

Running on 3.68+h-Encore and VitaCheats won't load the file in the database.

I can access the VC menu with R + -> and manually enter the codes but, even when exported, on every restart all the code i entered got deleted and the cheat menu is empty
 
Dunno if this prob has already been discussed.

Running on 3.68+h-Encore and VitaCheats won't load the file in the database.

I can access the VC menu with R + -> and manually enter the codes but, even when exported, on every restart all the code i entered got deleted and the cheat menu is empty

Put the psv files on the right folder, when you save cbeats it will go there automatically. Try browsing your folders using vitashell. I am serious, you have to manually add downloaded ones to the right folder. Plus your problem is you say export, its only for saves. To save cheatlist tilt left analog upwards in cheat list menu, it would ask if you want to save it in the bottom part of screen, press circle for yes.

--------------------- MERGED ---------------------------

basically this
$0000 8262A96C 0000FFFF but only this will apply 000000FF unless set as $0100

$0000 = 000000xx
$0100 = 0000xxxx
$0200 = xxxxxxxx

that's what seems to be the case for me anyways, but I ain't no expert and its just my attemps tht have lead me to this conclusion

Edit: I think that's why some codes are like this

$0200 address / xxxxxxxx
$0200 address / xxxxxxxx
$0200 address / xxxxxxxx
$0100 address / 0000xxxx

as if that last line was $0200 it would add 0000 to address bytes that might not be zeros thus changing them

Thanks, I'll remember ths bit now plus screenshot it to remind myself.
 
I'm not overly experienced in all of things hex related, I just like doing it and can't stop trying til the game defeats me lol, I've figured out a few things from just messing around and that's that
$0000 8262A96C 00000063 will give 99 of first inventory item but if I put it as $0100 it gives 99
of first item and removes the second, turns out that $0000 is one byte per address line and $0100
allows 2 bytes and finally $0200 allows 4 bytes per line, I dunno if i've made sense with this but I know when I need to use each, the $4001 confuses me but I know when it needs used to some degree.

Wait, it is? I always thought that $xxyy is where xx = lines/bytes starting to the address to it's succesive lines/memory like say slot 1 to slot specified by xx and yy is the one that dictates if the code is applied to those same succeeding lines. I think I need to ask long time code makers to know the truth.

basically this
$0000 8262A96C 0000FFFF but only this will apply 000000FF unless set as $0100

$0000 = 000000xx
$0100 = 0000xxxx
$0200 = xxxxxxxx

that's what seems to be the case for me anyways, but I ain't no expert and its just my attemps tht have lead me to this conclusion

Edit: I think that's why some codes are like this

$0200 address / xxxxxxxx
$0200 address / xxxxxxxx
$0200 address / xxxxxxxx
$0100 address / 0000xxxx

as if that last line was $0200 it would add 0000 to address bytes that might not be zeros thus changing them
Wait, wait, wait.
Everyone stop.
Go to the first page of this thread and download the PSV file manual.
Like right now.
It's got the supported codetypes in it, which will help you immensely. You're basically trying to find a needle in a haystack if you're not using the manuals for VitaCheat.
 
Wait, wait, wait.
Everyone stop.
Go to the first page of this thread and download the PSV file manual.
Like right now.
It's got the supported codetypes in it, which will help you immensely. You're basically trying to find a needle in a haystack if you're not using the manuals for VitaCheat.
Wait, wait, wait.
Everyone stop.
Go to the first page of this thread and download the PSV file manual.
Like right now.
It's got the supported codetypes in it, which will help you immensely. You're basically trying to find a needle in a haystack if you're not using the manuals for VitaCheat.

I didn't know that was there but looking at has certainly made it more confusing for putting a code together, however I wasn't wrong about what I learned from trial and error so i'm still happy lol.

I will still refer to it to see if I can make anything inside it stick in my brain lol
 
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Wait, wait, wait.
Everyone stop.
Go to the first page of this thread and download the PSV file manual.
Like right now.
It's got the supported codetypes in it, which will help you immensely. You're basically trying to find a needle in a haystack if you're not using the manuals for VitaCheat.

Thanks and sorry for that. I just downloaded it now, also so embarassed right now. I assumed it's like Cheat Engine without Pointer search. Anyways time to study those codetypes. Silly little me, why didn't I thought of looking for a manual and went to straight searching ways to cheat in DT2. Curse my OCD to ignore manuals even if I need to.
 
Thanks and sorry for that. I just downloaded it now, also so embarassed right now. I assumed it's like Cheat Engine without Pointer search. Anyways time to study those codetypes. Silly little me, why didn't I thought of looking for a manual and went to straight searching ways to cheat in DT2. Curse my OCD to ignore manuals even if I need to.

Trial and error has its fun learning, especially when you do get something to work xD
 
I honestly don't think its possible to make an unlimited overdrive code from within vitacheat itself,
likely need to make memory dumps and use a PC to figure out the pointer for it ah well

Edit: been using vitacheat and didn't know I could do a fuzzy search omg /facepalm
 
Last edited by Udaius,
I honestly don't think its possible to make an unlimited overdrive code from within vitacheat itself,
likely need to make memory dumps and use a PC to figure out the pointer for it ah well
Yes, not with vitacheat alone. You'll need tempar and memory dumps.

HP/MP pointer code:
Code:
81E161DC
Just keep on looking. Once OD is found, assuming it's in the same area of HP/MP, simply calculate the pointer code's value and the OD for the distance. Otherwise, use tempar again.
 
Last edited by Roah,
Yes, not with vitacheat alone. You'll need tempar and memory dumps.

HP/MP pointer code:
Code:
81E161DC
Just keep on looking. Once OD is found, assuming it's in the same area of HP/MP, simply calculate the pointer code's value and the OD for the distance. Otherwise, use tempar again.

Interesting as I change tht address but kept 5D0 and it still works, as for tempar, what is that?
 
Interesting as I change tht address but kept 5D0 and it still works, as for tempar, what is that?
It works? Maybe because the game is in battle? After battle the address resets without pointer.

The PSP tool to look for pointers.
 
It works? Maybe because the game is in battle? After battle the address resets without pointer.

The PSP tool to look for pointers.

I was in battle when I changed the address so probably wouldn't work after entering another battle upon changing it, how can psp tempar work on vita saves?
 
I was in battle when I changed the address so probably wouldn't work after entering another battle upon changing it, how can psp tempar work on vita saves?
No, not save. It reads the memory dump made by vitacheat. I'll just quote @eighthdayregret.
I would look up some tutorials for PSP pointer codes as a way to start out. That's where all my code creation started.
A dude named raing3 made a really useful pointer searcher that works for Vita memory dumps, so it can potentially make things a bit easier.
Pointer searching is kind of universal, as most types of software have instances of such things. You're going to want to use Google search terms like "find pointer" and "DMA."
[...]
 
Last edited by Roah,
No, not save. It reads the memory dump made by vitacheat. I'll just quote @eighthdayregret.

If only there was an android app to do this with lol, by the I have found 2 different values for overdrives.
The ones at a specific address have 64 in hex representing a full overdrive but the other address has it as 9B for full, dunno if that can be useful or a hindrance tho

Edit: The problem with the 9B one is that it doesn't actually take effect when I force it as 9B, just cause a glitch on screen between the original value and the forced one, I just know that 9B means full at that address location
 
Last edited by Udaius,
@Roah and @eighthdayregret : So I am now working on LEGO Games......
LEGO Batman 2 (US) NND PCSE00061
Old Code I either saw, or came up with myself. Forgot all about it. But it works on different Levels.
99999999 Studs
$0200 811B1B30 05F5E0FF

Now onto the fun part. I think the creators of the MarvelSH and Hobbit used the TempAR Trick, but they have a Additional Line which I am curious about
From LEGO Marvel Super Heroes
_V0 P1 Inf HP
$D002 8126E74B 00000083 <----- ????????
$3201 8126E744 00000158 <------ the Offset
$3300 00000000 3C0000C8 <------- Value

LEGO Hobbit
_V0 P1 Inf HP
$D002 81305683 00000081 <----??????
$3201 8130567C 00000170
$3300 00000000 3C0000C8

My Code for LEGO Batman 2
$3201 8117FC24 00000114
$3300 00000000 3C0000C8

Code seems to be working fine, but just in case..........
 
@Roah and @eighthdayregret : So I am now working on LEGO Games......
LEGO Batman 2 (US) NND PCSE00061
Old Code I either saw, or came up with myself. Forgot all about it. But it works on different Levels.
99999999 Studs
$0200 811B1B30 05F5E0FF

Now onto the fun part. I think the creators of the MarvelSH and Hobbit used the TempAR Trick, but they have a Additional Line which I am curious about
From LEGO Marvel Super Heroes
_V0 P1 Inf HP
$D002 8126E74B 00000083 <----- ????????
$3201 8126E744 00000158 <------ the Offset
$3300 00000000 3C0000C8 <------- Value

LEGO Hobbit
_V0 P1 Inf HP
$D002 81305683 00000081 <----??????
$3201 8130567C 00000170
$3300 00000000 3C0000C8

My Code for LEGO Batman 2
$3201 8117FC24 00000114
$3300 00000000 3C0000C8

Code seems to be working fine, but just in case..........
Aha! They've forgotten to include the TempAR in their user's manual.

According to the cheatfile manual (conditional statement section), if 0x8126E74B's value is 0x83, execute following 1 line of code which in this case is:
Code:
$3201 8126E744 00000158   <------ the Offset
$3300 00000000 3C0000C8  <------- Value
 
Last edited by Roah,
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