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Releases: Yohoki/TempAR-Vita

TempAR - Vita Edition v5.1

29 Sep 06:16
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The previous version added a lot of good features, specifically highlighting rooted pointers. Unfortunately, it also highlighted a few issues,,, pun intended...

Cheats added to VitaCheat before making a dump would show up in TempAR as valid pointers, and if the code lead to a segment at some point, it would highlight it, making it seem like a good option, when in fact, that's just your game's DB file loaded into RAM. Not really a reliable source for pointers. So this version aim to change that.

Changes:

  • Added Seg1 Address and Size Textboxes for VitaCheat
    If you want to use the newest feature, fill out VitaCheat's info on the top. Make sure to use Seg1, not Seg0. Any pointers that get displayed while within Seg0 will now be highlighted black, and their font color will be removed. This should make it easy to see that they shouldn't be used, unless you know what you're doing with them.

  • Added "Ignore VitaCheat DB Files"
    This option will delete any pointers found in VitaCheat's Seg1 locations, instead of highlighting them. Since MOST people will not be needing them, this option is On by default. If you would like those codes displayed and highlighted instead, uncheck this box. Most users won't care and won't notice the missing pointers. They aren't useful for normal codes.
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TempAR - Vita Edition v5.0

26 Sep 09:19
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This update provides updates to the Pointer Searcher Tab. A plugin was made several years ago called noASLR. This plugin disables the Address-Space Layout Randomization, making it much easier to find pointers in more static locations. Disabling the ASLR security means that pointer searchers can now make use of Seg0/Seg1 memory regions while searching, and so I've added these features in.

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Changes:

  • Added Segment address and size textboxes to Pointer Searcher Tab

Vitacheat z05+ makes a txt file when making dumps. This text file has a starting location (vaddr) and size (memsz) for both segments of each module. Plugging those in will allow TempAR to make use of them. If you are not using the noASLR plugin, I recommend only searching with one dump at a time, as the segments will change each time you restart the game. If you are using noASLR, search as normal but use the segment options at the top.

  • Rooted Pointer Highlights

The segment options at the top have multiple new functions. One of them is highlighting pointers that are located within them. If the pointer is located within the static Seg0/Seg1 area, it will highlight the pointer a light blue color. These pointers should be especially useful with the b200 code type.

  • Automatic $B200 Generation

If you've filled out the Seg0/Seg1 areas, there's also an option now to automatically create a B200 code. It does it automatically, and is enabled by default. If a code is not able to be made into a B200 code, it won't generate the B200 text. You don't have to do anything new to have this feature work, and you can turn it off by either unticking the box, or not filling out the segment boxes. Codes created using the B200 format will likely work regardless of the user having noASLR installed or not and should be the golden standard for codes.

  • BugFix: Include Labels now works as intended and is on by default

"Include Labels", previously known as "Raw Code" just disables some of the text in the autogenerated code area. Things like the "_v0 Generated Code" line, etc. With it turned off, it should just give the address and values, no extra stuff. It WAS doing the opposite before, and it was also broken on some of the legacy console versions. It now works as intended and is on by default.

  • BugFix: Some colors slightly changed.

Pink and Gold were pretty hard to see on a white background. So, They've been changed to slightly darker colors. Pretty minor, but that's been bugging me for years.

TempAR - Vita Edition v4.0

31 Oct 14:58
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This update provides updates to the VitaCheat tab. The contributions to this version were made by @Yohoki and @vaass95 (Yohoki and NightWinter on GBATemp)

The Chinese translation is "TempAR_CN.exe" and is not required for English speakers.

  • There is currently no Chinese Translation for this update. I'll have to make a new .exe and I'll add an easier way to make them soon.

Changes:

  • Added new Code Types to the VitaCheat tab

ARM, ButtonPad/Joker, Conditional and B200 added.
Only ARM is available to be generated on it's own like normal.
The others have been added to the Code Types box so that you can read the instructions and view the Wiki link.

  • Added new Optional Code Types area

ButtonPad, Conditional and B200 have been added to a new "Optional Codes" area. These codes can be added alongside ANY of the other code types, and will automatically make a valid code to your specifications. Want you Pointer+Compress code to only activate when you press L+Square? You can do that now, and much more.

  • New 0x Icon
    A new icon has been submitted by Nightwinter
    0x is the term used to show that a number is written in Hexidecimal. A fitting icon for a pointer searcher that deals with Hexidecimal dumps.

TempAR - Vita Edition v3.5.1

19 Oct 16:36
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This update provides some minor Quality of Life changes and a small change to Pointer+Compression

The Chinese translation is "TempAR_CN.exe" and is not required for English speakers.

  • There is currently no Chinese Translation for this update. I'll have to make a new .exe and I'll add an easier way to make them soon.

Changes since 3.5:

  • Changed the VitaCheat Tab's Instructions box from TextBox to RichTextBox.
    This allows hyperlinks and a few other things.
  • Added the link to r0ah's github wiki for each of the code types available.
    If my description isn't good enough, the wiki is now linked with more details.
  • Changed the size and location of the code output box and Instructions box.
    Less scroll-y, more read-y
  • Changed Pointer+Compress's minimum Compression Level to 0 instead of 1.
    This allows you to change the BASE address by an amount, instead of the first pointer's address. It's probably not used often, so default will remain 1, but the option is now available.

TempAR - Vita Edition v3.5

13 Jan 08:08
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This update provides some much needed organization to the code and a Chinese translation, both provided by Wangtao03.

The Chinese translation is "TempAR_CN.exe" and is not required for English speakers.

Changes since 3.1:

  • Added Chinese localization - Wangtao03
  • Added Utils.cs for separating some basic functions (open/save files, convert .db files) - Wangtao03
  • Changed colors of Mem Dump and Address boxes to better show their effect on Pointer Searching - Wangtao03
  • Changed some text to better explain their functions (Optimal pointers and RAW Addresses) - Yohoki

TempAR - Vita Edition v3.1

17 Nov 09:06
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This update mainly fixes a couple errors I noticed from previous versions. ( Issue #9 )

I didn't quite understand the Pointer+Compress Code Type, and had not implemented it's full potential. Before, If you used a pointer+Compress code with 2 or more levels, it would compress the lowest level. For instance, a level 3 pointer would always be compressed on the 3rd offset. Some games need that level to be midway through, such as a pointer to a character's pointer and then to HP. If you wanted to make an Inf HP code for each character, it's now possible to set the specific pointer level desired to compress.

Pointer+MOV type codes also had an issue with pointers of level 2+. They should have been using a $8X00 identifier for the second address, but were using a $3X00 identifier. It's almost as if some dumbass just cut and pasted code from the normal Pointer coding. (My bad)

Changes since v3.01p:

  • Pointer+Mov now correctly uses the $8X00 Bit-type instead of $3X00.
  • Pointer+Compress now has a "Level" box in the compression tab.

TempAR - Vita Edition Pre-Release v3.01

19 May 22:41
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Pre-release

I've changed the Legend in the pointer searcher to actually count each color of address that is found. as soon as you do a pointer search, it will now let you know how many of each color of address is found. It will also update this when you double-click/Spacebar on any address, so you know right away if you have found a useful pointer without having to scroll through and look at every single one.

This is a Pre-Release, and with all pre-releases, expect to find bugs. This pre-release only has slight changes, so the bugs are very minor and don't effect the main functions. It's mainly counting issues.

  • Double clicking on an address repeatedly keeps adding the pointers to the count multiple times.
  • The addresses are totaled up INCLUDING negatives. Even if "Include Negatives" is turned off.
  • The address count may also include non-optimal paths, even if "Only display optimal paths" is turned off.
    - I have no intention of fixing the last 2, because the mismatched numbers is a good sign that maybe you should try searching with those turned on.

TempAR - Vita Edition v3.0

18 May 10:01
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High Accuracy pointer searching is now fully implemented. The issues I had with the pre-release have been fixed and the feature has been used to successfully find pointers for games I was having trouble with (Binding of Isaac: Rebirth). Since this feature has been vetted and functions as intended, I've made a bar that acts as a legend, showing which color is weaker or more accurate.

Colors Remain the same and follow a basic color wheel, from green to blue to red. Black is default color for non-matches.

  • Black - Probably not a pointer (Appears in 1 memory dump)
  • Green - Low Accuracy (Appears in 2 memory dumps)
  • Blue - Medium Accuracy (Appears in 3 dumps)
  • Purple - High Accuracy (4 dumps)
  • Red - Extreme Accuracy (5 dumps)
  • Orange - Very high likelihood that this is the pointer you need (This pointer appears in all 6 dumps.)

By using more dumps, you will see more colored addresses and less black ones. This means if you are using 3+ memory dumps, you may find that you can ignore the green results, as there are more accurate pointers you could try instead.

Changes since v2.5p

  • Added a legend to "Pointer Searcher" tab to indicate how confident the program is in each address.
  • Tidied up code to reduce lag and make my job easier.
  • Disabled all Memory Dump fields that are not ready to be used, to ensure the colors get "upgraded" correctly.

Changes since v2.0:

  • Added 4 more Memory dump boxes to allow for more accurate searching.
  • Added new colors to the pointer list based on accuracy: Black, Green, Blue, Purple, Red, Orange.
  • Added an "Instructions" box that displays instructions about the code type you are making in the "VitaCheat" tab

TempAR - Vita Edition Pre-Release v2.5

14 May 08:54
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Added 4 more Memory Dump slots. Adding more Memory Dumps increases accuracy (at least it should! Testing needed!). Addresses Are now "upgraded" in color as more and more Memory Dumps are used. They now have 6 colors that they can be:

  • Black - Probably not a pointer (Appears in 1 memory dump)
  • Green - Low Accuracy (Appears in 2 memory dumps)
  • Blue - Medium Accuracy (Appears in 3 dumps)
  • Purple - High Accuracy (4 dumps)
  • Red - Extreme Accuracy (5 dumps)
  • Orange - Very high likelihood that this is the pointer you need (This pointer appears in all 6 dumps.)

By using more dumps, you will see more colored addresses and less black ones. This means if you are using 3+ memory dumps, you may find that you can ignore the green results, as there are more accurate pointers you could try instead.

Changes:

  • Added 4 more Memory dump boxes to allow for more accurate searching.
  • Added new colors to the pointer list based on accuracy: Black, Green, Blue, Purple, Red, Orange.
  • Added an "Instructions" box that displays instructions about the code type you are making in the "VitaCheat" tab

TempAR - Vita Edition v2.01

12 May 07:01
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Minor update to get the releases up-to-date.

Changes:

  • Fixed bug with original TempAR's codes when pasting Unix-based codes on converter tab. Fixes issue #5 .
  • "Convert File" area now matches the new size of the windows.
  • Removed some comments left over from dotPeek to save some filesize... although it's really minuscule.
  • Removed some testing code that was left in the last build.