davebaol said:
AFAIK we dare has a new protection and it freezes in different points with different loaders.
Which IOS does the game request again? Wasn't it IOS57?
My 1st guesses would be:
1. Wrong IOS base used
2. Patched the main.dol in any way(remember the Prince of Persia protection)
3. The game detects some cIOS module(also Prince of Persia protection)
4. The game uses BCA protection(like New Super Mario Bros)
Do i have to remember anyone that Prince of Persia and We Dare are both from Ubisoft?
So to get those guesses out of question:
1. Use the correct base IOS.
2. Disable ANY patches that are done to the main.dol, this really means all patches: Video mode patches, region patches, return to channel(old method!), check disc-in-drive(Hermes?), Ocarina and maybe 1 or 2 more i forgot.
3. Could be complicated if this check was updated. The later cIOS from Waninkoko have some protection against this, but i don't know how it works and if it's fxing all possible problems related to this.
4. Get to know how the BCA data is read and how it is put into .isos. Better with a cIOS that uses the BCA data seperately and not actually puts it into "unused" space of the .iso
@Davebaol:
Does the current cIOS have a command to set the BCA data? I saw some BCA read at a fixed offset of the .iso, which i don't like. Oh and if you set the BCA data manually, save it as well for IOS Reloads of course. To me it sounds like a difficult design decision wether to put return NSMB BCA data as default or to return the BCA data from the offset where modchips read it from. I prefer the modchip method as default and a command to pass BCA data manually or set it to the NSMB data. Well i would make it set to NSMB data in NeoGamma all the time, but that's not what the majority wants (i guess).