I'm translating a game, and I'm trying to change text pointers to have more room for text. I dumped the memory from Dolphin and found the pointers and text, which are both always in the same place since they're in one of the very first files the game loads. Since the dump was 0x1800000 bytes long, I figured it corresponded to the Wii's memory. I used the addresses in the dump to make a GCT... and nothing happened. I figured the patch might have been broken, so I tried including a patch to a message that appears right after booting, but then the game just froze with a green screen, so I'm guessing it's not the patch application that's the problem.
Since I don't have a USBGecko, is there any other way to determine whether I have the wrong addresses or whether it's some other problem? Has anyone had any experience with using Dolphin to find addresses?
I don't know whether it matters, but since editing all of the text requires a massive amount of edits (2003 "codes" just for 1/4 of the project) I found a giant blank spot in the memory dump (which stayed blank in 3 different dumps after doing all sorts of things ingame) and set the gameconfig to store the codes there.
For reference, here's (http://i29.tinypic.com/2ivz9f5.jpg) an image of part of the dump and the gct. I edited the text instead of the pointers first to test patching, but you see how that came out.
Might be a code limit?
Translating a while game might require a modified iso instead
I removed the codeliststart/end, clipped the GCT to be within normal limits and it worked fine. When I added the codeliststart, though, it did nothing, even with this short GCT. Am I missing something as to how this works? I've tried various addresses that correspond to big blank spots in the memory dump. None of them work. Is there some sort of secret to using them?
edit: some more messing around reveals that the memory is simply being overwritten. I used a GPF to apply the text to a blank spot of memory, then used a GCT to copy the text to where it should go. The item names turned up all blank. So now the problem is finding a spot of memory that won't be overwritten (when the game loads, at least). Any ideas as to how to go about this?