@Mr. Mysterio I have an idea of bringing the
Pause button back to the debugger:
We need to find a value that is ALWAYS executed in the 0xA0 range. Then pressing the pause button will load the value and save it in a variable. Then it gets overwritten by a branch instruction (
b 0xFFFFFC or b 0xAddress-4 (0x48FFFFFC)) that lets the executing going back by 0x4 bytes. The executing will be stuck there until you press the
Run button. The
Run button will send the original value out of the variable back to the Wii U and the game will run again
Dumping the RAM, poking cheats and stuff works fine while the game is being paused like this!
pausing the game with the branch works fine for me + no beep noise. the music just plays fine. but for some odd reason it took over a minute for the executing to continue o.O
EDIT: found a way to instantly unfreeze the game: Just need to dump the memory range from 10200000 - 10300000 after the original instruction was sent back
btw, how many times per seconds do the auto-poke and cheat manager send data to the Wii U?
My worry is that the RAM write could have short interrupts like we know it with Dolphin Emu
Can't wait for the release btw