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Nintendo DS News is a News and downloads site for All Nintendo Handhelds and Consoles including the Gameboy, NES, N64, Snes, Gamecube, Wii, WiiU, NDS, 3DS, GBA and Snes, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
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June 21st, 2008, 22:10 Posted By: wraggster
News/release from teknecal:
Matching Cards is another simple game for the Nintendo Wii. Pair up all the cards before the time runs out to proceed to the next level. There are 3 difficulties (easy, normal, hard) and 7 levels.
History
14 June 2008 (v0.2)
Added difficulty setting
Now uses Wiimote IR
No more multiple JPEG card files
11 June 2008 (v0.1)
Initial Release
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June 21st, 2008, 21:56 Posted By: wraggster
News/release from Cortes48:
My first homebrew wii.Un little rudimentair but catchy.
History:
08/06/08
Launch of version 0.1a, which presents the concept seulemnt
How to use:
Chario the Controller to the aid of PAD gamecube order to avoid the bullets.
Other information:
For the moment the games works only with the pad gamecube with arrows.
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June 21st, 2008, 21:48 Posted By: wraggster
News/release from pho:
So far only a demo, but I will try to make a kind of library, to add the keyboard to any app = 3
Missing for implementing the shift, numbers, nature. esp., a cursor most beautiful xD ...
Salu2 = 3
Bugs:
The key Bckspace clears two characters
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June 21st, 2008, 21:42 Posted By: wraggster
News/release from BG
Use two Wiimotes and an infrared pointer to make an interactive whiteboard. This is a port of Johnny Chung Lee's Low-Cost Multi-point Interactive Whiteboards Using the Wiimote to the Nintendo Wii.
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June 21st, 2008, 21:38 Posted By: wraggster
News/release from Scognito:
Scogger for Wii is a porting I made of the “famous” Nintendo DS and PSP game Scogger I wrote a months ago.
The game is almost identical to the original, with same levels (10 random out of 100 avaiable, so each new game you get different levels!), except here you cannot use the stylus for obvious reasons, but it can take advantage of the wiimote!
Download & Installing
Download the package from here, and unpack it. There are 2 versions: gamecube and wii.
The Wii version is ready for use with the homebrew channel. Just put the scoggerwii-0.2 (you can rename it) directory in the apps directory of your SD card, otherwise boot it with the Twilight Hack or other boot methods.
The Gamecube dol can be booted it using SDLoad or other boot methods.
How to Play
The goal of the game is to make the frog jump over all the tree trunks.
You can use the Gamecube pad, the Wiimote, or the Wiimote d-pad.
The only avaiable direction the frog can move are forward, left and right (no diagonals), with no jump distance limit!
Remember that the frog cannot jump backward, and pressing B on the Wiimote (or A in the Gamecube pad) to restart the level!
Clean the stage to go to the next level (they are 10) or press (+) or START to go to the next one.
This trick is only avaiable if you make the so called “konami trick” (you know what is that, don’t you?) at the titlescreen, (with the exception “B” and “A” button are mapped to (-) and (+) on the Wiimote).
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June 21st, 2008, 21:38 Posted By: wraggster
News/release from Scognito:
Scogger for Wii is a porting I made of the “famous” Nintendo DS and PSP game Scogger I wrote a months ago.
The game is almost identical to the original, with same levels (10 random out of 100 avaiable, so each new game you get different levels!), except here you cannot use the stylus for obvious reasons, but it can take advantage of the wiimote!
Download & Installing
Download the package from here, and unpack it. There are 2 versions: gamecube and wii.
The Wii version is ready for use with the homebrew channel. Just put the scoggerwii-0.2 (you can rename it) directory in the apps directory of your SD card, otherwise boot it with the Twilight Hack or other boot methods.
The Gamecube dol can be booted it using SDLoad or other boot methods.
How to Play
The goal of the game is to make the frog jump over all the tree trunks.
You can use the Gamecube pad, the Wiimote, or the Wiimote d-pad.
The only avaiable direction the frog can move are forward, left and right (no diagonals), with no jump distance limit!
Remember that the frog cannot jump backward, and pressing B on the Wiimote (or A in the Gamecube pad) to restart the level!
Clean the stage to go to the next level (they are 10) or press (+) or START to go to the next one.
This trick is only avaiable if you make the so called “konami trick” (you know what is that, don’t you?) at the titlescreen, (with the exception “B” and “A” button are mapped to (-) and (+) on the Wiimote).
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June 21st, 2008, 21:32 Posted By: wraggster
Feesh has released Lua for the Nintendo Wii:
Lua is a small and powerful scripting language that is perfect for use in projects that require changes in logic without the hassle of recompiling the program's source code. Lua can be told to load a file and execute functions from that file to create a dynamic program flow. Being extensible, Lua allows the programmer to define new functions for use in the script files they create.
The source code comes with a functioning example. To use the example, you need to copy the 'test.lua' to the root of your SD card, then run the lua.elf, either from Wiiload, the HBC menu, or (possibly- not tested yet) any other homebrew bootloader.
Reasons To Use Lua
To poke at a few popular uses of Lua; Lua was used in World of Warcraft for the GUI, in Farcry for the console system and all of the programmed user materials in Gmod(the famous retail HL2 sandbox mod) are made with it. It's been used in a bunch of open source game engines because it is simple to use and pretty versatile.
Bugs
FAT system needs to be initialised by the user before calling any file loading functions (such as luaL_dofile(...)).
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June 21st, 2008, 21:28 Posted By: wraggster
WiiPy by tehpola, comex, heres the release info:
Pronounced "weepy".
PyOGC is an OGC wrapper for Python written in Pyrex (a hybrid Python-C language designed for extension development). The author, tehpola, made a working demo, but the demo itself was made in Pyrex, not real Python. I (comex) hacked Python a little so the interpreter as well would run, and you can run .py files.
Aside from Python being an awesome language, I think Python on Wii might eventually make it much easier for GUI applications to be developed on the Wii, or really anything.
Right now, however, it does not have any GUI, and PyOGC itself is incomplete-- this is really just a demo. The finished version might have have a file selector and maybe a GUI and all that fancy stuff.
Usage
To use, download wiipy.elf, run it by the method of your choice, and put a file called "run.py" on your SD card root containing whatever Python code you want to run.
Besides the modules in PyOGC (the documentation for this is nonexistent, but you can look in the source) you have some basic modules (math, sys), and the standard open() function will open files on the SD card. However, notably, time is presently not available, nor is os and maybe other things.
Alpha 2: Network is available, do this:
import net, _socket as socket
net.init()
Then use the socket functions, but there are some bugs:
socket.accept won't actually tell you the IP address which connected
You must receive and send data in small chunks. 1024 works, 8192 doesn't (you get a socket error). This is a limitation of the net functions, but future version will deal with this more smartly (chunk data up for you).
Bugs
For some reason, this app seems to fail in weird and wacky ways when launched over the network from HBC. I've only gotten it to work when launched from the SD card. I haven't tested with any additional loaders or the Twilight Hack. YMMV.
If the script crashes, you will not get a delay before an immediate return to the loader. This is because traceback (which would be required to print the stack trace without exiting python) wants to import os for some reason. This is fixable.
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June 21st, 2008, 21:22 Posted By: wraggster
News/release from foxysofts:
This time I decided to change his platform and I started to conquer the Wii.
It is therefore with the first port to test the beast that I come back and run the court homebrew
For the moment it is a beta that I made a 2-day history of the test kit and my utilities conversion of images.
To install, it is best to go through the chain homebrew, the launch from TP Hack also should work in theory.
In short, it's playing the wiimote, the DPad to move and B to jump.
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June 21st, 2008, 21:20 Posted By: wraggster
Simon by teknecal is now at v0.3:
Simon, everyone's favourite memory game makes it to the Nintendo Wii.
5 June 2008 (v0.3) - Now uses the Wiimote
3 June 2008 (v0.2) - Added graphics and sound
30 May 2008 (v0.1) - Initial Release
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June 21st, 2008, 21:08 Posted By: wraggster
Cboomf, Felix123 have released a simple web-server for the Wii.
Changelog
alpha v0.4
Front SD html only, loading support XD (finally !!)
alpha v0.31
Favicon added
alpha v0.3
Added wiimote support
Added image support
Added /img image test link
alpha v0.24b
Bug fixes for 0.24a
//a is now back to /a, but //quit is still there for other reasons
alpha v0.24a
Fixed the main page hyperlink to //a
alpha v0.24
Changed /a to //a and /quit to //quit to avoid conflicts
Request parser rewritten, now quicker and more streamlined
alpha v0.23
Now doesn't have to restart the server to serve more than one page (i.e presseing B then A)
Quitting the server is from a server path of "/quit"
alpha v0.22
Handles links
alpha v0.21
Now detects the HTTP/1.x version as requested by the browser
alpha v0.2 - First fully web-page serving release
Now serves a built in test page
No longer needs telnet
Forced use of HTTP/1.1
alpha v0.11
Serves html to telnet (don't know why)
Can accept multiple connections (not at once)
alpha v0.1
Added Gamecube control menu control
Added GRRLIB logo
Added return to loader
Opens port 80
Opens a socket and allows for connection
Accepts connection on open socket at port 80
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June 21st, 2008, 21:00 Posted By: wraggster
SD Explorer by miom is now at v0.9, heres the info:
SD Explorer is an SD card file manager with the following possibilities:
create directories
delete directories recursively
create empty files
delete files
move and rename dirs and files
Info: The selected operation concerns the directory in that you are or the file you selected. Check them always at the bottom screen before you do something. This version does not allow you to undelete files or dirs!
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June 21st, 2008, 20:58 Posted By: wraggster
uschghost has updated his Snake game for the Nintendo Wii:
Snake2 for Wii is a Wii homebrew version of the game snake.
June 19. 08 - v2.1 beta
Added Twoplayer Mode
Added Sound (again)
Added Menu
June 04. 08 - v2.0
Added Wiimote Support
Added New Look And feel
Added Score Displaying while the Game is running
Added eyecandy
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June 21st, 2008, 20:53 Posted By: wraggster
Knight0fDragon has released a new version of the Nes classic for the Nintendo Wii:
Duck Hunt is a clone of the classic NES/Famicom game Duck Hunt where you shoot ducks.
All are welcome to try my first Wii project, good ol' Duck Hunt
I have tried my best to replicate as much as the original that I can. This is my first wii experience, so I hope you all like it, I can be found hanging around #dsdev and #wiidev on the Blitz IRC network. Many thanks to Wintermute and the others there for helping me understand what is going on with the Wii.
The earlier versions of this game were not meant to really be posted to the general public, but whoever did that, thanks, now I have some motivation to fix this game.
I am now up to version 1.8.
With this version, I fixed up some bugs from v1.7 and added some things that are listed below.
For 1.9, I am going to add sound and hopefully fix up the source code for better handling of the controller, and get the levels working
If you notice any bugs, please feel free to let me know, I would like as many bugs squashed for original version by the time I release v2.0
Everything but clayshooting that is.
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June 21st, 2008, 20:50 Posted By: wraggster
Eluan Miranda has released an Hardware accelrated version of Quake for the Nintendo Wii:
Release Notes for version 0.01
To correctly see the transparent water without artifacts, please apply Vispatch to your pak0.pak (and pak1.pak, if you have the full version) file.
This is an early release. I am not currently able to solve the freezing bug until my USBGecko arrives. International mail is SLOW, so please be patient.
Be sure to read the "Installation" section for info regarding the different Wiimote button mappings.
If you notice a split-second freezing, quickly save you progress and quit the game, then reload it. At least it warns before freezing.
General notes
You can freely change button bindings on the Wiimote without affecting the GC pad bindings, except for the D-Pad on both controllers and Start/Plus. These are paired and changing one's binding will change the other
There is still no music support, but expect it for future releases. (Probably you will have to rip your original quake music from your CD.)
There is a new menu option for adjusting the size of the screen to adjust for your TV's overscan. (Does not work with the GX accelerated version yet.)
Software rendering notes
All of the original dosquake rendering features are supported.
Unfortunately, the original palette is converted from RGB8 to RGB565. The best way to correct this is writing a full 24-bit software renderer, but don't expect it soon.
Framerate may be a bit choppy and there is still no support for going back to the old 320x200 resolution.
Software rendering is only available through svn.
Hardware rendering notes
Full speed, fully implemented GX port of the original glquake, with some new features being added gradually.
Supports all of the original glquake features: dynamic lightmaps, water transparency, and more.
To make the water correctly transparent, you will need water-vised maps.
Download Quake Shareware Version
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June 21st, 2008, 20:47 Posted By: wraggster
Hell Hibou has posted a new release of his Wii Homebrew Launcher:
Following various bug appeared in version 0.5, I just put online version 0.6 of Wii Homebrew Launcher. The problems encountered in version 0.5 is due to mismanagement of memory, I implement a memory manager to manage and use the memory MEM2 of the Wii, leaving a maximum of conventional memory to load homebrews.
In addition, the library LIBOGC was last for days and benefit from the rapid initialization of the wiimote (more pressing need (1) + (2)).
Finally, it is possible to use the lever classic. The new version the ELF, DOL and WAD (string) is available in the Downloads section.
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June 21st, 2008, 20:42 Posted By: wraggster
MAsteroids is a multiplayer asteroids clone. Up to 4 players can play simultaneously in co-op or competitive mode.
2008/06/09 - Version 0.4 is out. Grab it whilst it's hot. New features can be found in the Readme along with a description of control layouts. Main improvements include Nunchuk and Classic Control support!
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June 21st, 2008, 20:10 Posted By: wraggster
Some missed news while i was away from bushing:
Okay, I’ve spent a little bit of time trying to reconstruct the C code used to build the channel from my disassembler. The full IDA Pro output for those funcs is here: http://static.hackmii.com/verifyzelda.html.
Below, you’ll find my C version. I’ve tried to make it function exactly like the one in the new system menu. Hopefully I did a good job, because I’d like to see people try to find bug in this that could lead to an exploit. There are at least two here, which we used in combination; can you find any more?
Don’t worry, I’ll give the answers if nobody gets them
// this helper function gets called during the NAND check
// for the TP hack files
int ipl::utility::ESMisc: eleteSavedata(u32 titleid_h, u32 titleid_l) {
char pathname[0x100];
int deleted_files = 0;
sprintf(pathname, “/title/%08x/%08x/data/”, titleid_hi, titleid_lo);
int num_dir_entries = 0;
int retval = nandReadDir(pathname, 0, &num_dir_entries);
if (retval != 0 || num_dir_entries == 0) {
OSReportError(”iplESMisc.cpp: eleteSavedata: ”
“Could not read1 %s: %d\n”, pathname);
goto done;
}
dirent_t *direntries=malloc(sizeof dirent_t * num_dir_entries);
if (direntries == NULL) {
OSReportError(”iplESMisc.cpp: eleteSavedata:”
“Could not alloc: %d\n”);
goto done;
}
retval = nandReadDir(pathname, num_dir_entries, direntries);
if (retval != 0) {
OSReportError(”iplESMisc.cpp: eleteSavedata: ”
“Could not read2 %s: %d\n”, pathname);
goto done;
}
int i;
for (i=0; i < num_dir_entries; i++) {
char buf[0x100];
strcpy(buf, pathname);
strcat(buf, direntries[i].filename);
retval = NANDPrivateDelete(buf);
if (retval != 0) {
OSReportError(”iplESMisc.cpp: eleteSavedata: Failed to delete %s: %d\n”, buf);
goto done;
}
deleted_files = 1;
}
done:
if (direntries != NULL) free(direntries);
return deleted_files;
}
// this function is called upon boot or something
ipl::utility::ESMisc::VerifySavedataZD(u32 titleid_hi, u32 titleid_lo) {
int savegame_bad = 1;
char pathname[0x100];
sprintf(pathname, “/title/%08x/%08x/data/%s”, titleid_hi, titleid_lo, “zeldaTp.dat”);
if(ipl::utility::ESMisc::ChangeUid(titleid_hi, titleid_lo)==0) goto done;
int retval = nandPrivateOpen(pathname, &fd, O_RDWR);
if (retval == -ENOENT) {
OSReportError(”iplESMisc.cpp::VerifySavedataZD: Does not exist %s: %d\n”, pathname);
goto done;
}
if (retval == 0) {
OSReportError(”iplESMisc.cpp::VerifySavedataZD:O pen save data file failed: %d\n”);
goto done;
}
u32 file_length;
retval = NANDGetLength(fd, &file_length);
if (retval != 0) {
OSReportError(”iplESMisc.cpp::VerifySavedataZD:G et file length failed: %d\n”);
goto done;
}
char *buf = malloc(file_length);
if (buf == NULL) {
OSReportError(”iplESMisc.cpp::VerifySavedataZD: Alloc failed: %d\n”);
goto done;
}
int bytes_read;
bytes_read = NANDRead(fd, buf, _align_size(file_length, 32));
if (bytes_read != _align_size(file_length, 32)) {
OSReportError(”iplESMisc.cpp::VerifySavedataZD: Read file failed: %d\n”);
goto done;
}
if (WADCheckSavedataZD(buf) == 0) {
OSReport(”iplESMisc.cpp::VerifySavedataZD: Verify failed for %016llx\n”,
titleid_hi << 32 | titleid_lo);
NAND_Close(fd);
fd = 0;
ipl::utility::ESMisc: eleteSavedata(titleid_h, titleid_l);
}
savegame_bad = 0;
done:
if (buf) free(buf);
if (fd) NANDClose(fd);
ipl::utility::ESMisc::ChangeUid(1,2);
return savegame_bad;
}
int _align_size(int value, int alignment) {
// round up value to next highest multiple of alignment
// e.g align_size(40, 32) = 64
return value + (alignment-1) & ~alignment;
}
int _check_strlen(char *string, int max) {
int i;
for (i=0; i< max; i++) if (string[i]==’\0′) return 1;
return 0;
}
int _check_save(char *buf) {
if (!_check_strlen(buf + 0×56, 8)) return 0; // random strings
if (!_check_strlen(buf + 0×60, 8)) return 0; // inside savegame
if (!_check_strlen(buf + 0×7A, 8)) return 0;
if (!_check_strlen(buf + 0×96, 8)) return 0;
if (!_check_strlen(buf + 0×1BC, 17)) return 0; // player name
if (!_check_strlen(buf + 0×1CD, 17)) return 0; // horse name
return 1;
}
int WADCheckSavedataZD(char *buf) {
int i;
// check 3 primary saveslots
for (i=0; i<3; i++) if (!_check_save(buf + i*0xA94)) return 0;
// check 3 backup saveslots
for (i=0; i< 3; i++) if (!_check_save(buf + 0×2008 + i*0xA94)) return 0;
return 1;
}
// this function is called when any savegame WAD is being
// installed (copied from SD)
int _wad_check_for_twilight_hack(WAD *wadfile) {
int i;
for (i=0; i < wadfile.numfiles; i++) {
// skip any leading directory names
char *p = strrchr(wadfile.filename[i], ‘/’);
if (p == NULL) p = wadfile.filename[i];
else p++;
if (strcmp(wadfile.filename[i], “zeldaTp.dat”)==0) {
return WADCheckSavedataZD(wadfile.filedata[i]);
}
}
}
http://hackmii.com/2008/06/wii-menu-...ller-analysis/
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June 21st, 2008, 20:08 Posted By: wraggster
Some missed news while i was away from bushing:
Breaking news (har har har)! Check back for updates.
Several pieces of Nintendo system software have been updated:
====== Titles Changed ======
SystemMenu
Title ID: 00000001-00000002
Version: 0x 161
Size: 23511040
Contents: 9 (of which 6 are shared)
IOS30
Title ID: 00000001-0000001e
Version: 0x a10
Size: 1933312
Contents: 15 (of which 14 are shared)
IOS31
Title ID: 00000001-0000001f
Version: 0x a10
Size: 1933312
Contents: 15 (of which 14 are shared)
bc
Title ID: 00000001-00000100
Version: 0x 4
Size: 98304
Contents: 2 (of which 0 are shared)
mios
Title ID: 00000001-00000101
Version: 0x 8
Size: 262144
Contents: 2 (of which 0 are shared)
Channel 'HACA'
Title ID: 00010002-48414341
Version: 0x 5
Size: 8290304
Contents: 7 (of which 3 are shared)I’m currently disassembling these to see what has changed. Please do not pester me about this or ask what our response will be; this isn’t exactly easy or quick. Comments will be enabled once i’ve completed my analysis.
Update 1: IOS30 and IOS31 have been changed — specifically, the kernel. The old timestamps read:
$IOSVersion: FFS: 06/08/07 18:10:10 64M $
$IOSVersion: ES: 07/10/07 18:11:26 64M $
$IOSVersion: IOSP: 06/25/07 14:17:16 64M $The new timestamps read
$IOSVersion: FFS: 06/08/07 18:10:10 64M $
$IOSVersion: ES: 07/10/07 18:11:26 64M $
$IOSVersion: IOSP: 04/03/08 19:37:33 64M $It’s interesting that Nintendo bothered to update the IOSP timestamp, because the only change I see in IOSP is that the version reported changed (there’s a variable that stores the value “040308″). They’re trying to be clever; the actual bug fix was in ES, where the encryption code lives.
The strncmp signing bug has been fixed in IOS30, which is what the system menu uses. (The new signature-checking code is identical to that in IOS37.) This probably means that it will no longer boot Trucha-signed discs, but I have not yet tried it. Early reports on IRC indicate that the Homebrew Channel still works; this is consistent with my understanding that the system menu does not verify the content of already-installed content.
I don’t know why IOS31 was patched.
Update 2: Okay, now this is just silly. Three functions have been added to the system menu. Guess what they do:
ipl::utility::ESMisc: eleteSavedata((unsigned long long, EGG::Heap*))
ipl::utility::ESMisc::VerifySavedataZD((unsigned long long, EGG::Heap*))
WADCheckSavedataZD
We Are Not Impressed.
Update 3: They wrote a special-purpose function to try to check for the exact exploit we used — specifically, if a savegame is for Zelda, it checks the length of 6 strings inside the savefile (two of which are the player name and horse name). It repeats this check for all 3 saveslots, and then another three times for all 3 backup slots.
No, we do not have a response to this yet; we will probably take a few days to formulate one. I predicted Nintendo would *not* do this; I’m disappointed. This was the first bug we found, in the first game we tried. We’ll find others, and they’ll have to try to catch up to each.
I’ll open up comments, but please only post if you have something constructive to say.
Update 4: It’s interesting to look at the timestamps here. The System Menu has a build marker of “systemmenu.rvl.0803060727″ – yes, that’s March 6, 2008, 07:27. This update to the menu only accomplished one thing, as far as I can tell — the blocking of the TP hack. (I guess we can count the IOS30 patch together with it.) They spent 3 months testing it — this isn’t actually that surprising, when you consider the potential financial damage if they roll an update out that bricks Wiis.
Congrats to tmbinc and tehpola for finding a combination of two bugs in the code that Nintendo added that — when combined — allow us to fool their check into ignoring the TP hack. More info will be forthcoming — I still wouldn’t rush to update my system, anyway.
This still leaves the issue of how to deal with IOS30; there are several different ways to deal with this — some of which have already been released by people — and we’ll need to take some time to decide on the best one to use and test it thoroughly. There’s no urgency here, no need to rush into something.
http://hackmii.com/2008/06/june-16-wii-update/
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