I think I have solution, I don`t know if it will work, it may or not, however, I will try.
I want first of all to know if is there a debugger app for PS Vita, which can trace memory at runtime.
Whenever I was porting UDk for Xbox360, my friend had a Xbox360 devkit (he was an ex-xbox360 developer), so the first build I compiled of UDK Engine on Xbox360, it did not run. So then my friend, on his xbox360 devkit, there is an option to show error log, then he discovered that the executable was calling for an ini file (it displayed the name of the ini file required), and then I discovered that the name of the ini file was wrong, so I just renamed it, so it worked.
Unreal engine games work diferent from other engines in the sense that all the game logic is not stored inside the executable (eboot.bin, default.xex, udkgame.exe), but it is everything inside the ini files and compiled unreal script files.
So i will try to hack one Unreal Engine 3 Game I purchased on PSN Store yesterday (and I was able to download it on my Henkaku Vita). The game is called 2013: Infected Wars. It is not the best PS Vita Game, but is a kind of fun, is a 3rd person shooter against zombies (lol). This game was created using Unreal Engine 3 for PS Vita.
What I want to do is to hack the game`s eboot.bin (the final executable) to load my UDK Engine content files and scripts. In example, the game Gears of War, has the game folder GearGame, and inside it is the content and the ini files, the scripts, everything encrypted in xxx files. So the executable generally calls for GearGame.ini which is inside some of the xxx files, and this ini file calls others, and so on, aswell call the script files.
Suposing that this game 2013 Infected Wars has the game folder called ZombieGame, so then, I would change my ini files and folders to match the same name hierarchy, so in theory, it would load.
Now maybe there are some hashes, like the eboot.bin maybe signed and hashed to the games specific folders and files (but maybe only the folders, not the file size), so I will try to get the same ini files and folders to see.
But for xbox360, there is a tool that removes hashes checking from the game executable, this is how people hack and mod games. But after seing that some people here modded vita games, like the guy who changed the ps vita all stars battle royale intro video, I think that taiHenkaku should be able to load the game even if the hashes get corrupted.
So because this I need a tool that can trace on runtime this game 2013:Infected Wars, so then I can now exactly the names of the files being loaded by this game, so then I can adjust my ini files to match the same files being called by the game`s eboot.bin. I have how to encrypt the files back to xxx format, because this is the format output from UnrealEngineFrontend.exe whenever you compile for both Xbox360 and PS3 (PS3tools.dll). So I have the source code for this dll, so i think will not be so hard to change it to be compiled using PSVita SDK.
Thanks.