All it scans for is the value 0x0116120401000000, which if that value exists in terms of the controller input then the memory address it locates that value at + 0x1C bytes is the address for the "joker". However some games are like this not all, so if you find any different values that are relative specifically to the "joker address" please post them up. I am going to compile a list of them for the application to scan for so it will have what is considered "Universal Jokering". Here is what I have so far from your information added:
{ 0000005a 00000000 00000000 0001ffff } -0x1C
{ 0000005a 0000ffff ffff0000 } -0x1C
{ 01161204 01000000 } +0x1C
{ 010a0604 01000000 } +0x1C
{ 0000005a 00000000 00000000 0001ffff } -0x1C
{ 0000005a 0000ffff ffff0000 } -0x1C
{ 01161204 01000000 } +0x1C
{ 010a0604 01000000 } +0x1C

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