Hi all, Some of you may know me from my work with Phantasy Star Online on the Dreamcast, and now I've started trying to break the GameCube version, too. I've hit a roadblock with making a particular patch, so I'm hoping somebody here has experience with GC assembly and Dolphin's debugger, as that's probably the best way to figure out what GC games are doing. In short, I'm trying to increase the activation cap for freeze weapons in the Ultimate difficulty, because the success rate is capped at 20%, thus making your success rate so bad that it isn't even worth trying to freeze enemies this way. I've found the specific float that controls the cap, but there's a problem: Sega's compiler allowed multiple things to read this specific float in their calculations, so if I modify the float to fix the cap on freeze weapons, I break at least two other formulas in the game. My guess is that in order to fix this, I would need to run the game in Dolphin's debugger to look at the various places this address is called, determine which call is for the freeze activation check, and then modify that call to look at a different address, so I can make the game load a different float of my choosing. Unfortunately, I don't know much about PPC assembly, so I'm hoping somebody here has experience with modifying GC games and would be willing to help me out. There are several people in the PSO scene who are good at these kinds of patches, but they are only familiar with x86 assembly and thus can't do much for the GC version. I figured this would be the place to look for somebody who's familiar with GC modding.
I would contact Ralf at gc-forever, maybe he could help not sure http://www.gc-forever.com/forums/viewtopic.php?f=38&t=2050&p=36497&hilit=phantasy#p36497 http://www.gc-forever.com/forums/viewtopic.php?f=38&t=2170&p=36496&hilit=phantasy#p36496
No kidding. Not only did he fix the cap yesterday, but he noticed a bug in Sega's code today and fixed that, too. XD