Yep, I'm not too knowledgeable on Wii stuff but I used to crack "back in the day" and know a fair bit of assembler on various systems so I've got a little insight into this stuff which meant I could at least understand the crack a little after some fevered GooglingWiiPower said:In more detail about the patch. I heard that it patches the error function in the game, where it already knows that something is "wrong", to just continue the game instead of throwing the error message. The game is not an IOS Reloading game! It really looks like nintendo did not see that this would make playing backups at least more difficult.
And about future patching. We could even be lucky that the same patch code that is implemented in the most recent loaders would work on new games.(if it would try to do them, NeoGamma checks for the disc id) Even if not, if it's the same protection, there will always be somebody finding how to patch it the same way as NSMB and all loader teams will be able to put that patch in within 10 minutes.
The hex edit basically injects a "BLR" instruction ("4e 80 00 20" in hex) into the code at an offset of 0x1ab750 in the main.dol file. A BLR is a Branch to Link Register in PPC assembler (I think). Basically, it modifies a instruction so that when the code branches to the error routine, the BLR means it jumps straight back to the code that called the error routine in the first place (the address that called the routine is stored in the Link Register).
Basically, a good old-fashioned patch and EXACTLY the same shit that's been cracking games since the 1980s and almost as common as a "NOP"










