06-17-2022, 12:25 PM
I tested this code, and it works different than you wish.
It forces the VR/BR that you will have after the VR/BR change, so if you e.g. set it to 0xA, you will have 10 VR/BR after the Change.
But I know this adress aswell, we have the instruction "add r0, r0, r4" here. I think r0 helds the VR/BR of each player and r4 the VR/BR Change. The final VR/BR of the player is stored back to r0.
I would recommend to modify r4, that will maybe have the effect you are looking for, like this:
PAL
C252D274 00000002
3880XXXX 7C002214
60000000 00000000
Source:
li r4, XXXX # Load VR/BR Change into r4
add r0, r0, r4 # Default Instruction, add the Change to the VR/BR of the player and store back in r0
Maybe this is the effect you are looking for.
It forces the VR/BR that you will have after the VR/BR change, so if you e.g. set it to 0xA, you will have 10 VR/BR after the Change.
But I know this adress aswell, we have the instruction "add r0, r0, r4" here. I think r0 helds the VR/BR of each player and r4 the VR/BR Change. The final VR/BR of the player is stored back to r0.
I would recommend to modify r4, that will maybe have the effect you are looking for, like this:
PAL
C252D274 00000002
3880XXXX 7C002214
60000000 00000000
Source:
li r4, XXXX # Load VR/BR Change into r4
add r0, r0, r4 # Default Instruction, add the Change to the VR/BR of the player and store back in r0
Maybe this is the effect you are looking for.