Oops. I typed it wrong in notepad, but it's close enough that you can understand. I don't think yours will work, anyway. The offset isn't usually a 0. I'll use it as an example, though.
Code:
$3202 81D68238 0000E880
$3200 00000000 00000000
$3300 00000000 00000018
View attachment 165597
Basically, you use normal pointer rules.
$3T0L AAAAAAAA BBBBBBBBB
--3 = Pointer code
--T = Bit type. 0(8bit) 1(16bit) 2(32bit)
--L = Pointer Levels. You have a 2nd level pointer, so 2.
--A = Address. This is the address of the first pointer's location. Use the one further into the nested pointers, not the one you expanded.
--B = Offset. Use the furthest in offset as well.
$3200 00000000 BBBBBBBBB
--$3200 = Pointer level. Must be set like this to continue the pointer chain.
--000... = Must be blank. The first line of the code will fill this in automatically.
-- B = 2nd Offset. Work your way backwards through the nested options.
-You'll do this line for each level of pointer. skip if it's level 1.
$3300 00000000 VVVVVVVV
--$3300 = Pointer End. This code tells what to do at the final destination of the pointer chain.
--000... = Must be blank again. The previous lines will take care of this.
-- V = Value. This is where you tell it what number you want it to be in-game.
You also don't need to fill out the "Value" field in TempAR. It is only used in generating the code. Since no one has made a version of TempAR that generates Vita codes, it can just be left blank.