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Project Title: PS1 MIPS Assembly / Ghidra Patch for Twisted Metal 2 Mod Description: I am looking for an experienced PS1 reverse engineer and MIPS assembly programmer to fully implement the final boss "Dark Tooth" as two separate, playable characters on the vehicle selection screen in Twisted Metal 2 (US NTSC version, SCUS_943.06). The project builds on "edgbla's" core mod and "TechieSaru's" models. I will provide the modified SCUS_943.06 executable file to the chosen freelancer. Requirements (Strictly MIPS assembly patching, no custom external graphics needed): 1. Two Standalone Menu Slots: Expand the character select screen to create two separate slots using the game's existing portraits: - Slot 1: Dark Tooth Ice Cream Truck (Phase 1) - Slot 2: Dark Tooth Standalone Flying Head (Phase 2) 2. Boss Special Attack for the Truck: Patch the input handler so that triggering the special weapon fires BOTH the standard ice cream cones and launches the giant flaming clown head projectile, exactly like the original Phase 1 boss fight. 3. Boss Special Attack for the Flying Head: When playing as the standalone flying head, its special weapon must fire its authentic boss weapon (the massive homing pink plasma ball / projectile ID 0x15) along with the ice cream cones. 4. End-Level Cleanup Fix: Ensure that when a match ends, the game's memory cleanup does not despawn the head model or break the vehicle state during the victory screen. Budget: My absolute maximum budget for this task is 40 USD. It's a quick MIPS patch job since all 3D assets are already integrated. Please only bid if you have proven experience with the PS1 (R3000A) architecture.
Project ID: 40698892
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34 freelancers are bidding on average $134 USD for this job

Hi, I can analyse and patch the modified SCUS_943.06 executable at the PS1 R3000A MIPS level using Ghidra, debugger/emulator traces, and binary-diff validation. I’ll trace the character-select tables, vehicle initialization, special-input handler, projectile spawning, and end-match cleanup logic. The implementation will create independent truck and flying-head slots, preserve their separate state, trigger the required combined boss attacks, and prevent cleanup from invalidating the head during victory sequences. Testing will cover branch-delay behaviour, register preservation, overlay/address constraints, menu selection, repeated specials, match completion, and emulator/hardware-compatible execution. Delivery can use a PPF/xdelta patch and documented offsets rather than redistributing the copyrighted executable. Three technical questions: 1. Which exact versions of edgbla’s mod and TechieSaru’s integrated models are present? 2. Will you provide the modified executable alone or a complete BIN/CUE test image? 3. Do you have symbol notes, known RAM addresses, or existing patches for the boss entities? Best regards, Houssame
$140 USD in 7 days
5.6
5.6

Hello, Your Dark Tooth expansion is a focused PS1 R3000A/MIPS patching task, and I’m confident the menu-slot, boss-weapon, and cleanup behavior can be traced and implemented directly in the supplied SCUS_943.06 executable. I can work through Ghidra to identify the vehicle-selection flow, input-handler branches, projectile ID 0x15 behavior, and end-level object cleanup while preserving the existing edgbla and TechieSaru integration. I’ll keep the changes strictly within MIPS assembly and validate both playable forms across selection, special attacks, and victory-screen transitions. Once you provide the executable and current patch notes, I can begin immediately and report progress with each verified function. Could you share the current executable, symbol/address notes, and any existing patch source so I can map the integrated models and verify safe code space? Best regards, Sahil
$30 USD in 1 day
5.6
5.6

Hello, After reviewing your project requirements, I understand you need a PS1 reverse engineering patch for **Twisted Metal 2 (US NTSC SCUS_943.06)** using MIPS assembly to add Dark Tooth as two separate playable characters while preserving the original game behavior. I have experience with low-level programming, C/C++, assembly concepts, and game modification workflows. I can work directly with the provided executable and focus on memory patches, input handling, character selection logic, weapon behavior, and cleanup fixes. The main challenge will be correctly identifying and patching the existing MIPS R3000A routines without affecting the original vehicle states or end-level logic. My approach would be to analyze the existing boss implementation, reuse available assets/functions, and create minimal targeted patches for stability. A couple of quick questions: • Do you already have the symbols, notes, or previous research from edgbla’s core mod, or should I analyze the executable from the beginning? • Are you testing through real hardware, emulator (DuckStation/PCSX), or both? I would be glad to review the current modified SCUS_943.06 build and discuss the exact patching approach. Best regards, Carlos.
$30 USD in 7 days
4.3
4.3

Hi, I am a game programmer with 8 years of rich experience in software development, with a background in reverse engineering, low level programming, game systems, assembly, and debugging complex game code. I am familiar with MIPS assembly, PS1 R3000A architecture, C, C++, reverse engineering, game programming, executable patching, memory handling, and game logic modification. For this Twisted Metal 2 mod, I can work directly with the provided SCUS_943.06 executable and patch the character selection logic, input handlers, boss weapon behavior, and end level cleanup. I can implement the two Dark Tooth slots, trigger the appropriate projectiles for each form, and trace the vehicle and memory state during the victory sequence to prevent the head model from being incorrectly despawned. I'm an individual freelancer and can work on any time zone you want. Please contact me with the best time for you to have a quick chat. Looking forward to discussing more details. Thanks. Emile.
$250 USD in 7 days
3.9
3.9

Dear Client, I’m an experienced software developer with 10+ years of experience in low-level programming, debugging, reverse engineering, and game-related development. I can work directly with your provided SCUS_943.06 executable and implement the required MIPS patches. I understand you need two standalone Dark Tooth menu slots, authentic Phase 1/Phase 2 special attacks, projectile behavior, input-handler changes, and reliable end-level memory cleanup without external graphics. I am skilled in assembly, C/C++, debugging, binary patching, and system-level development. Can you provide the current patched executable and any existing Ghidra project/symbol information? Best regards, Md Ruhul.
$80 USD in 3 days
4.8
4.8

Hey, Just finished a similar PS1 MIPS patch for a classic game, adding new boss mechanics without extra assets—exactly what you need. I’m the perfect fit: I specialize in PS1 reverse engineering, R3000A assembly, and memory‑cleaning patches. I’ll add two Dark Tooth slots to the vehicle selection, hook both special attacks to fire the original ice‑cream cones and the boss projectiles, and fix the end‑level cleanup so the head model stays alive for victory screens. Multiple 5‑star reviews on complex PS1 patches and Ghidra work attest to my precision and speed. I can complete this patch for under $40, staying within your budget. Let’s schedule a quick call; at worst, you’ll get a free consultation with solid suggestions. Chris | Lead Developer | Novatech
$250 USD in 7 days
4.2
4.2

Hello, I can handle this Twisted Metal 2 patch directly at the PS1 executable level using Ghidra and MIPS/R3000A assembly, while keeping the existing assets and current mod structure intact. I’m a software developer with experience in C/C++, low-level debugging, binary analysis, reverse engineering, memory/state handling, and game logic patching. I understand the required work clearly: • Add two independent character-select slots for Dark Tooth Phase 1 and Phase 2 • Patch the truck special to fire both the ice cream cones and giant flaming head projectile • Patch the flying head to fire projectile ID 0x15 together with the cones • Fix the end-level cleanup logic so the head model and vehicle state remain valid during victory scenes • Test the patched SCUS_943.06 executable in emulator and document all modified offsets/functions I will make the smallest possible assembly-level changes and avoid unnecessary rebuilding. I can work within your $40 maximum budget and start immediately. Please send the modified SCUS_943.06 executable plus any existing notes, offsets, or patches from edgbla/TechieSaru. Best regards, David
$250 USD in 7 days
3.0
3.0

Analyze the provided SCUS_943.06 binary in Ghidra and trace the vehicle-selection tables, character IDs, input handler, weapon dispatch, and cleanup/state routines. Add two independent selection entries for Dark Tooth Truck and the standalone Flying Head, reusing the existing portrait/model references and preserving the original menu flow. Patch the Truck special-weapon handler so one activation produces the normal ice-cream cones plus the giant flaming clown-head projectile, matching the original Phase 1 boss behavior. Patch the Flying Head special to spawn projectile ID 0x15 (massive homing pink plasma ball) together with the ice-cream cones, while preserving targeting and cooldown logic. Trace the match-end
$200 USD in 7 days
2.7
2.7

Hi, I am Samyak. I worked on reverse engineering some applications and able to deliver it as per requirements. I can deliver the solution but I want to discuss about current project and files u have. I am expert in automation and having 5.1 years of experience as a Automation engineer. Thanks
$40 USD in 1 day
1.6
1.6

==== Hi - Truong here ==== "PS1 MIPS ASSEMBLY PATCH FOR DARK TOOTH" — you need the two boss phases selectable without disturbing the existing assets or game-state cleanup. I’d patch the existing SCUS_943.06 executable at the input/character-selection and end-match paths, keeping the implementation strictly within the PS1 R3000A/MIPS constraints. The important edge case is the victory transition: the flying-head object must remain valid until the game has finished using its vehicle state. Can you provide the modified SCUS_943.06 binary plus the current Ghidra project or symbol/address notes from edgbla’s mod? Looking forward to work with you.
$30 USD in 1 day
1.6
1.6

Hi there, I reviewed your project requirements and I am interested in working with you. I have extensive experience delivering Game Design, C++ Programming, Game Development, C Programming, Assembly, Game Programming and Reverse Engineering. I focus on understanding the requirements clearly, providing a practical solution, and delivering accurate, well-documented work on schedule. I am available to begin immediately and would be glad to discuss the scope, timeline, and budget. Best regards, Elijah M.
$200 USD in 3 days
0.0
0.0

Hi, I've worked with PS1 MIPS assembly and Ghidra before, so I know that modifying the character select screen and input handlers requires precise patching—especially when you're injecting custom special weapon logic that fires multiple projectiles (cones + head or plasma) while keeping the original boss AI behavior isolated. The real risk is the end-level cleanup despawn, which likely depends on a vehicle type flag that the game checks when unloading entities. I've seen similar issues where the victory screen resets the wrong pointers. My main question: do you have a memory map or any symbol names from edgbla's mod that show where the special weapon function and the cleanup routine are located, or will I need to trace them from scratch using the executable you provide? For the approach, I would locate the menu slot count and pointer table to add the two new entries, patch the special ability function to check which character ID is active and fire the corresponding projectiles, and modify the cleanup routine to skip despawning the head model when the match ends. I would test each patch incrementally using an emulator with a debugger to confirm the changes don't crash or break other vehicles. Happy to review the details and discuss the best way to implement the solution.
$30 USD in 7 days
0.0
0.0

Hi, I understand this is a focused MIPS patching job rather than a 3D asset task. The key is correctly tracing the character selection, special weapon input, projectile spawning, and end of match cleanup paths in the modified SCUS_943.06 executable, then patching the R3000A code without disturbing the existing integrations. I have 13+ years of low level software development, debugging and reverse engineering experience and can work directly with Ghidra and MIPS assembly. I can review the provided executable first and confirm feasibility before making the patches. Let's connect and get started soon. Best regards, Binaya T.
$140 USD in 1 day
0.0
0.0

Hi, The tricky part here is not the 3D assets but correctly tracing the existing R3000A menu, input, weapon dispatch, and cleanup routines so the two Dark Tooth variants behave as native selectable characters without disturbing the original boss logic. I would work directly from the provided SCUS_943.06 executable in Ghidra, identify the relevant handlers and patch the MIPS branches/calls while preserving the existing memory layout and calling conventions. For the weapons, I would trace the original Phase 1 and Phase 2 boss attack paths and reuse their projectile spawning logic rather than recreating behavior. The end-level issue would likewise be traced through the vehicle/model cleanup path so the head remains valid through the victory sequence. Do you already have the relevant Ghidra function addresses or symbols from edgbla's patch, or should I locate the required routines from the executable? Happy to review the executable and patch scope before starting. Nicolas
$100 USD in 7 days
0.0
0.0

Hello! I can help modify SCUS_943.06 to cleanly implement both Dark Tooth menu slots and patch their respective special attacks into the main input loops. Expanding the array offsets gets tricky because hardcoded UI bounds can trigger memory shifts but I rewrite the selection limits and hijack the weapon spawn routines without corrupting adjacent tables. One thing I'd like to confirm before starting is whether you want me using specific open stack regions for the extra MIPS code. Recently I have designed similar MIPS assembly patches for PS1 executables in Ghidra, successfully injecting dynamic vehicle profiles and fixing end-of-stage heap cleanup calls without breaking game states. Handling memory teardown for multi-part models is right up my alley so keeping the standalone head intact across round transitions won't be an issue. I am ready to jump into the executable and knock this out quickly for you. Best, Quantum Code Solution
$140 USD in 7 days
0.0
0.0

IF YOU'RE NOT HAPPY, YOU DON'T PAY. I recently completed a similar project where I successfully implemented a new character in a classic game, resulting in enhanced gameplay and user satisfaction. I understand you're looking for a skilled MIPS assembly programmer to add Dark Tooth as two playable characters in Twisted Metal 2. I will ensure the character select screen is expanded efficiently while maintaining the game's original aesthetics. My focus will be on implementing the special attack mechanics accurately, ensuring a seamless and authentic experience for players. I focus on good planning, clean and maintainable code, clear communication, on-time delivery, and reliable long-term solutions. I am confident in my ability to deliver the desired results within your budget and timeline. If this aligns with your project, feel free to reach out to discuss scope and pricing. WORST CASE SCENARIO YOU WALK AWAY WITH A FREE CONSULTATION Regards Ridwaan M
$100 USD in 7 days
0.0
0.0

I am a perfect fit for your project. I can patch the SCUS_943.06 executable using MIPS assembly to add two character select slots for Dark Tooth while ensuring accurate special attacks and memory cleanup for seamless functionality. While I am new to Freelancer, I have strong experience and have delivered similar solutions outside the platform. I specialize in PS1 reverse engineering, Ghidra, and MIPS assembly patching. I offer a free consultation to review the setup and provide the best technical approach. I would love to chat more about your project! Regards, Sonny Dube
$140 USD in 7 days
0.0
0.0

hello, thanks for checking my proposal. I can handle the PS1 MIPS patching in Ghidra and work directly with the modified SCUS_943.06 executable. I’ll add the two Dark Tooth menu slots, patch the special-attack logic for both forms, and fix the end-level cleanup so the flying head stays stable through the victory sequence. I’ll keep the work limited to the executable patch, test the changes in an emulator, and provide the patched file plus notes on the addresses/functions changed.
$40 USD in 2 days
0.0
0.0

Welcome! I’m here to help you solve problems, achieve your goals, and turn your ideas into digital solutions that deliver real value for your business. I have extensive experience with PS1 reverse engineering and MIPS assembly programming, making me well-suited for your Twisted Metal 2 mod project. Implementing Dark Tooth as two playable characters is an exciting challenge, and I can ensure that both character slots function seamlessly with the game’s existing mechanics. My approach focuses on clear communication, ensuring you’re informed at every step. I will deliver a patch that meets your requirements, including the special attacks and memory cleanup fix, all within your budget. Your goals come first. Let’s build something that moves your business forward. I look forward to collaborating on this unique project!
$150 USD in 7 days
0.0
0.0

I’ve read through your project and I’m confident I can help you get this done properly. With extensive experience in PS1 reverse engineering and MIPS assembly programming, I can effectively implement the Dark Tooth expansion in Twisted Metal 2. My approach includes creating the two standalone menu slots, integrating the special attacks, and ensuring proper memory cleanup for a seamless gameplay experience. I understand the importance of maintaining the game's original mechanics while enhancing the character selection. I’m ready to dive into the specifics and discuss how I can best meet your needs. Send me a message and I’ll quickly walk you through my approach and the next steps. Regards, TrystonSA.
$100 USD in 7 days
0.0
0.0

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