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January 31st, 2008, 19:47 Posted By: Shrygue
via Computer and Video Games
Mario man Shigeru Miyamoto has delved into Nintendo's past to discuss where the company might be going in the future.
Frank and honest in his answers, Miyamoto criticised the GameCube controller and how his ambivalence towards it made him consider the problems in the gaming industry in general.
"We made it as a culmination of everything leading up to it, but it really underwhelmed. This line of thinking doesn't give us anything else to shoot for, does it?
"The GameCube controller is a product of us feeling that, without this or that, people wouldn't be able to play the games we make.
"But then we realised that was a problem, that we were thinking based on that controller as the premise."
Miyamoto went on to explain the two main ideas behind the DS. "The first was something Mom won't hate," he said.
"It had always been that if your Mom caught you playing Mario she would frown, but if she walked in while you were watching a Disney movie she'd be all smiles".
"The other theme was 'making it so you could bring the system to school.' Why can't a game system help out at school, right?
"I wanted to make titles like [the Japanese/kanji dictionary released only in Japan] even if they didn't sell. If we could succeed in getting them out there and take that next step, people might be able to take their DS's out into public or to school."
Miyamoto also tackled questions about the Wii Fit peripheral, saying, "If it continues to gain popularity overseas, that's something I look forward to, since it means more Wii Balance Board titles might come out."
Finally, he hinted at where he sees the DS going in the future. "Once people can use it in a wide range of public places, we could probably set up servers and create a good environment that links together play at home and play on the go-then work game technology into that.
"When you take your DS out on the town, you'll be able to do all kinds of fun things with it in public spaces. This year we plan to challenge ourselves with that kind of system."
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January 31st, 2008, 19:30 Posted By: VampDude
Via: worthplaying.com
Posted on Thursday, January 31 @ 09:07:47 PST
Developed by the creative team behind PaRappa the Rapper Masaya Matsuura and New York artist Rodney Alan Greenblat, Major Minor’s Majestic March turns the Wiimote into a “special” baton that the bandleader, Major Minor, uses to keep tempo, recruit new band members and pick up valuable items.
Major Minor’s Majestic March turns the Wii Remote into a “special” baton that the bandleader, Major Minor, uses to keep tempo, recruit new band members and pick up valuable items. While marching through eight whimsical locations that contain various hair-raising events, Major Minor strives to create the most impressive parade ever. Players can add up to 15 different instruments to their dynamic procession—including brass, woodwinds, and percussion—to alter its composition and resulting performance. Players are scored on how well their band maintains its rhythm and manages obstacles that could otherwise throw the procession into disarray. The band keeps tempo to more than 25 popular marching band songs from around the world, composed into original medleys for each stage.
In a town where marching bands are prevalent and everyone is looking to be the best, Major Mike Minor is fairly ambivalent towards marches despite hailing from a long line of illustrious Drum Majors. After his parents present him with a “special” baton that magically attracts band members to fall into rhythm behind the leader, will Major Minor finally fulfill his potential and share the joy of marching with the world?
“There’s something magical about marching bands that truly captures the imagination. The concept of leading a virtual band that’s reliant on your musicianship is a perfect fit for the interactive capabilities of Wii,” said John Merchant, Marketing Manager, Majesco Europe. “The combined musical and artistic superiority of Matsuura and Greenblat make them a natural choice to deliver this innovative title exclusively to the Wii audience.”
Features
* Major Minor’s Majestic March marks the return of the creative team behind the renowned PaRappa the Rapper franchise-legendary game designer and multimedia musician Masaya Matsuura and famed New York artist Rodney Alan Greenblat.
* Your Wii Remote is Major Minor’s “special” bandleader baton, used to keep tempo, recruit new band members and pick-up valuable items. If your rhythm is unstable confusion will result; band members will drop out and you could ultimately fail the stage.
* March in 8 different whimsical locations that contain various hair-raising events. Use your best efforts to create the most impressive parade ever whilst nimbly avoiding obstacles.
Add 15 different instruments to your procession, from brass to woodwinds to percussion.
* As the makeup of the band changes, so does the performance; it all depends on which members you select! Try different combinations each time you play.
* Numerous modes of play.
* March and keep tempo to more than 30 well-known marching band tunes from around the world, composed into original medleys for each unique stage.
* Dazzle the crowd with your incredible baton-twirling displays during brief intermissions.
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January 31st, 2008, 19:12 Posted By: MrTyzik
My team Moose At Play has released build 0.3.1 of Laser Hockey DS. Details can be found at http://moose-at-play.blogspot.com.
We have added DS-DS wireless connecting. We can't say multiplayer yet because you can't actually play the game against a friend. One player can host, another can join. Once a connection is established, both players should drop into the usual practice mode. Your mileage may vary. Let us know if anyone gets that far.
Internal build: 0.3.1
Added multiplayer buttons Join and Host
Added DS-DS initialization
Extra update when performing screen switches
Now drawing right before the V-Blank
Added status text on connection error
Wireless no longer turns on before it is supposed to
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January 31st, 2008, 19:06 Posted By: Shrygue
via Eurogamer
Nintendo has dismissed suggestions a 1st June date has been set for the UK release of Super Smash Bros. Brawl - despite said suggestions having appeared on the company's own website.
As reported by CVG, the SSBB gamepage on Nintendo UK's site yesterday gave a date of "01/06/2008". It's since been amended and now simply reads "2008".
Eurogamer contacted Nintendo to find out if this represented an accidental revelation of TRUTH or it was all just a big mistake.
"June 1st is a Sunday," a spokesperson wisely pointed out. "So yes, most likely a mistake."
Ah well. Super Smash Bros. Brawl is out now in Japan and (spoilers, mind) lots of new details about the game have already emerged. There are also plenty of videos to check out on the gamepage.
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January 31st, 2008, 19:04 Posted By: Shrygue
via Eurogamer
Dr Ryuta Kawashima, known to millions as him what did the Brain Training for DS, has revealed he hasn't made a single yen off the profits.
That's not because Nintendo's being mean, though - it's all his own choice.
As reported by AFP, 17 million Brain Training games have been sold around the globe, netting royalties of JPY 2.4 billion (GBP 11 million). Under the terms of his employment contract with Tohoku University, Kawashima could take up to half the proceeds while the rest would go to his college. But the good doctor said his annual salary of JPY 11 million (GBP 50,000) is plenty enough to live on.
"Not a single yen has gone in my pocket. Everyone in my family is mad at me but I tell them that if they want money, go out and earn it," he revealed.
Kawashima doesn't play Brain Training himself these days, reckoning the research work he does keeps his mind in shape. As for his body - "If there is time for physical exercise, I want to use it for research." So when he wanted to lose 20kg last year, Kawashima just stopped eating so many pies.
He's not too keen on his sons spending hours playing games either. They're banned from going near the things on weekdays, and only get one hour at weekends. Kawashima once destroyed a game disc when they broke the rules.
"What is scary about games is that you can kill as many hours as you want," he said. "I don't think playing games is bad in itself but it makes children unable to do what they should do such as study and communication with the family."
Apparently Kawashima has been fascinated by brains since he was a teenager. While most of us were listening to bad music and discovering self-love, he was thinking how to put "my brain in a computer so it would be around to see the last day of humanity".
These days Kawashima is working with Toyota to design a car that will help elderly people stay alert and avoid accidents. Better hurry up: "I'm confident I'll go senile. Researchers, especially those in medical fields, are said to die of what they are studying. Since I've been studying the brain, I'll die of a brain disease." Little hope for those of us likely to die of Wii mini-games then.
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January 31st, 2008, 18:40 Posted By: Shrygue
via Computer and Video Games
Wii disc slots will be glowing across the US this morning as Nintendo issues an update for the Check Mii Out channel.
The update applies a number of various tweaks and improvements to the Mii voting channel, including more streamlined ways to see all the Mii characters you've uploaded so far, the addition of parental controls within the channel, and the viewing of recent Mii's has been upped from 50 to 500. That should be enough to wade through.
As usual you will need to apply the update before you next use the channel. The patch can be found within the Wii Shop channel.
We'll be in touch with Nintendo about the update for us UK peeps when they're all at work.
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January 31st, 2008, 18:36 Posted By: Shrygue
via Eurogamer
Majesco has officially unveiled Major Minor's Majestic March. the first Wii title from PaRappa the Rapper developer NanaOn-Sha.
You're put in the boots of Major Minor, who has a special baton to conduct a marching band through the streets of eight whimsical locations.
That baton is controlled by waving the Wii remote. You need to keep tempo by waving your arms around so you can attract more band members and play better songs. If you are rubbish, your band will fall apart.
There are around 15 different instruments to collect like flutes and drums, and you can bang out around 30 popular tunes. Now it says popular here, but all we used to think when they crashed past our window was can we get away with dropping heavy things like plant pots on them please.
Still, PaRappa papa Masaya Matsuura and artist Rodney Greenblat are at the helm. And Major Minor offers variations on band make-up and a spot of baton twirling during intermissions to keep you interested.
Major Minor's Majestic March is due out in Europe early next year.
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January 31st, 2008, 16:36 Posted By: VampDude
Via: HEXUS.gaming
Black for the boys, pink for the girls, I presume.
Haven’t these multi-coloured Wii-motes already been released? I’m sure I spotted that lipstick pink one in my wife’s bedroom drawer the other day.
Well, Sunflex Europe claim that their new range of snakebite Riimotes, will be released in the UK of February 8th and will include a glossy black Wii-mote and the aforementioned lipstick pink one.
The controllers will be wireless and will come with a strap and matching non-slip rubber sleeves.
The company will also be releasing a snakebyte Nunchaku, a Wireless Nunchaku, and a retro Controller in the spring. You may be delighted to know that they’ll also come in a range of pretty colours. Black for the boys, pink for the girls, I presume.
You can check out the full range of products on the official Sunflex website.
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January 31st, 2008, 16:29 Posted By: VampDude
Via: HEXUS.gaming
A newspaper report suggests that in North America approximately 90 percent of DS gamers are now using the notorious R4 piracy chip to get their illegal fix of hand-held gaming.
“The implications are massive. In America it's thought 90 percent of Nintendo users are playing pirated games because of R4,” explained John Hillier, Manager of ELSPA's Intellectual Property Crime Unit in an interview with the Sunday Post.
The Sunday Post also contains a report about the situation in Scotland where it’s believed the chip is sold for approximately £40 from various websites and traders. The Entertainment & Leisure Software Publishers Association (ELSPA) say that the chip “gets around the protection built into the Nintendo DS to prevent playing of unauthorized games. The R4 in effect blinds the console and makes it think it's seeing a genuine game. Trading standards and police are finding these devices in raids on people who sell pirated games.”
Hillier told the newspaper that the offence for selling these chips could lead to up to two years in jail or an unlimited fine.
ELSPA say that the R4 chip has devastating consequences on the gaming industry, that’s despite Nintendo reporting record software sales recently with 5 million units sold of Dr Kawashima's Brain Training: How Old Is Your Brain? 2.8 million units sold of More Brain Training From Dr Kawashima: How Old Is Your Brain? And Nintendogs recently hitting the 8 million mark.
“That's the real danger – you may think you're getting a good deal but using the R4 is risking the future of the games industry," concluded Hillier.
Source :: Strategy Informer
edit: Correction issued http://www.dcemu.co.uk/vbulletin/showthread.php?t=88787
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January 31st, 2008, 03:58 Posted By: VampDude
Via: worthplaying.com
Destroy All Humans! Big Willy Unleashed delivers an all-new sci-fi action gaming experience, where players control Crypto as he travels the world in the 1970s, unleashing massive destruction on foot, in his UFO and for the first time, in the Big Willy mech.
Destroy All Humans! Path of the Furon follows Crypto on a journey of enlightenment and Hi-Fi destruction as he faces his most dangerous enemy yet and lampoons the pop culture of the Funked Out 1970s. Destroy All Humans! Big Willy Unleashed will serve as the story prequel to "Path of the Furon," taking advantage of the unique Wii Remote controller and allowing Crypto to unleash massive destruction in an all-new character in the series - Big Willy, a prototype alien mech, masquerading as a fast food restaurant mascot.
Designed from the ground up for the Wii, Destroy All Humans! Big Willy Unleashed fully utilizes the Wii Remote to deliver an all-new sci-fi action gaming experience. As the storyline prequel to Destroy All Humans! Path of the Furon, players control Crypto as he travels the world in the Funked Out 1970s, unleashing massive destruction on foot, in his UFO and for the first time, in the Big Willy mech. Designed by THQ's internal development studio Locomotive Games, Destroy All Humans! Big Willy Unleashed will also be available on the PS2 and PSP.
Control Crypto as he travels the world in the Funked Out 1970's, unleashing massive destruction on foot, in his UFO and, for the first time, in the Big Willy mech. Set within an original storyline, Destroy All Humans! Big Willy Unleashed takes players around the world, lampooning hallmarks of the funkiest decade-the '70's. Take on humans and other enemies with a devastating arsenal of weapons and mental abilities-or take to the sky in your UFO to unleash massive destruction from above. Freely demolish 5 invasion sites as you take on over 30 story missions and 30 sandbox missions through three modes of play-Crypto, UFO, and Big Willy Mech.
Features :
* Big Willy - A prototype Furon Mech masquerading as a fast food restaurant mascot - Big Willy can destroy tanks or buildings with his massive power, pop humans brains with ease or singe targets with his laser Eye Beams.
* High Fidelity Destruction - Manipulate or destroy virtually anything in the world; on foot, in the air (UFO) or with your Big Willy, a giant Furon mech.
* Open World Game play - Explore 5 open world game environments and play through a variety of story missions and side-missions, or destroy everything and anything in sight via open-world sandbox gameplay.
* Multiplayer Modes - DAH! Big Willy Unleashed features all new multiplayer modes.
Release Date : Q1 2008
Screens via comments or here
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January 30th, 2008, 22:48 Posted By: wraggster
New from SuccessHK
The Non-Slip Premium Edition Wii Dance Pad incorporates the Super-Sensitive-No-More-Delay technology, which boosts the pad's responsiveness when you step on the pad, as well as six super sensitive directional buttons and arcade sized circuitry found on the standard Non-Slip dance pad. The Non-Slip Premium Edition Wii Dance Pad also features a non-slip grip bottom that prevents the pad from moving even on Expert step charts!
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January 30th, 2008, 22:45 Posted By: wraggster
After yesterday's boatload of leaked Super Smash Bros. Brawl information, another leak about another major Nintendo series would seem to good to be true. And it probably was, because while GoNintendo is reporting the coming issue of Germany's NMag has some new information about Mario Kart Wii, Eurogamer is reporting that Nintendo has dismissed the widely-publicized report as "just pure rumour and speculation on their part."
Which doesn't mean it won't end up being true. NMag's reported predictions range from the incredibly obvious (the controls will be similar to Excite Truck) to the only slightly obvious (powerslides and snaking will return) to the non-obvious but still unsurprising (online battle mode, Baby Peach and Baby Boo as characters).
Come on NMag ... if you're going to speculate, you might as well throw some really crazy stuff out there. Here, we'll get you started: Sonic will be a playable character, but he won't have a kart, he'll just run! Wart from Super Mario Bros. 2 will be featured in a boss race! On-track coins can be used to purchase Wii Shop points! Commenters, take it away.
http://www.joystiq.com/2008/01/30/ni...rt-wii-rumors/
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January 30th, 2008, 22:40 Posted By: wraggster
Majesco has announced that its Cooking Mama franchise has surpassed sales of 1.6 million units in the US.
The original game appeared on the DS in 2006 and itself sold over 1 million copies. It was followed by a Wii edition - Cooking Mama: Cook Off - and a DS sequel in 2007.
"The success of Cooking Mama has been akin to catching lightning in a bottle," said Majesco CEO Jesse Sutton.
"A unique concept, iconic main character and gameplay execution that fully utilizes the stylus and Wii Remote have proved to be a winning combination.
"We appreciate the continued support from all of Mama's fans and look forward to launching the fourth title in the franchise later this year," he said, referring to the upcoming sequel to the Wii game.
http://www.gamesindustry.biz/content_page.php?aid=32588
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January 30th, 2008, 22:20 Posted By: wraggster
VUI Data lets you view your Nintendo Wii Saved Game files on your mobile phone.
VUI Data for Nokia
------------------
Introduction
"VUI Data" is a mobile phone software from Tea Vui Huang for use with Wii-compatible SD Cards.
On Nokia mobile phones, you need to switch the SD Card between WII MODE and MOBILE MODE.
You must first copy at least one saved game data to the SD Card before you can use it with VUI Data.
Install "VUIData.jar" on the Nokia Phone
- Using PC Suite or
- Copying to the SD card and launching it fffrom the file explorer
- Sending it to the phone via bluetooth anddd opening it in the SMS inbox
To use with mobile
1. Take SD Card out from the Wii
2. Insert SD Card into notebook or SD card reader
3. Run "PrepForMobile" on the notebook
4. SD Card will now be in Mobile Mode. It is ready for use with VUI Data, but will not be recognised by Wii
5. Take SD Card out from the notebook or SD card reader
6. (optional) Take the microSD/miniSD card out of the SD card adapter if needed
7. Insert SD Card into the mobile phone
8. You can now view the Wii Saved Game data on the SD Card with VUI data
To use with Wii
1. Take SD Card out from the mobile phone
2. (optional) Put the microSD/miniSD card into a SD card adapter if needed
3. Insert SD Card into the notebook or SD card reader
4. Run "PrepForWii" on the notebook
5. SD Card will now be in WII Mode. It is ready for use with Wii, but it will not be recognised by VUI Data
6. Insert into Wii and use as normal
Created by Tea Vui Huang
http://teavuihuang.com/vuidata
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January 30th, 2008, 22:18 Posted By: wraggster
via tehskeen
I_Am_Ghost has released an unofficial build of BathDPG a tool to create DPG format movies for the homebrew MoonShell multimedia player for the Nintendo DS. He's added a more refined GUI, drag & drop support along with Language settings via an INI file.
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January 30th, 2008, 22:08 Posted By: wraggster
News from TmbInc:
After bushing had shown the first homebrew exploit, a lot of stuff has happened in the Wii-world. The exploit was based on a hole in the disc hashing&verification, but the original finder (segher) decided that he doesn’t want the bug to be published. While this caused some controversy, the reason behind this was that the hole could be patched very easily in a future firmware version, as no original function relies on it. The next goal was to find a bug which could not be patched so easily, for example a savegame exploit. Patching such game exploits is considerable harder. Of course you could patch the game code when it is loaded (like some gamecube games are fixed in compatibility mode by the “gamecube compatibility IPL”), but we could just move on to another game. We wouldn’t lose that much power if a game bug is fixed, vs. a critical system bug. I can totally understand that people are annoyed by us not doing full disclosure. Nevertheless we try our best to balance our different interests. It’s not always easy, even inside a team. Still, the rule is: If you find a bug, it’s your choice what you do with it. If you don’t like that, find your own bug.
I’ve concentrated less on the high-level things, I’m generally more interested in the system design and security architecture. So I’ve digged into the bootloader.
What we knew before was that there is a fixed block of code called “boot1″, which is supposed to be the first code executed from flash. It’s ARM (”Starlet”) code, btw, the powerpc (Broadway) is booted much later. We didn’t knew how boot1 is encrypted (rumours ranged from an LFSR-based streamcipher to AES), nor if and how it was hashed. But what we had was a program called “BC” (title id: 1-100), extracted out of a system update. We are absolutely not sure why BC does even exist (it might be used to return from GC mode to Wii mode, but why would you want to do so?), but what BC is doing matches what boot1 could be doing: Reading a bunch of sectors from flash, decrypting them, and checking a signature against a previously decoded cert chain, then jumping there. Once we re-coded the algorithm, it was clear that this in fact decrypts boot2. Encrypting a new boot2 requires signing the new hash. Now it turned out that “BC” also contains “the bug” (well, a similar one), so chances were big that boot1 also does. But flashing a new boot2 is dangerous if you have no return - there is a backup mechanism to boot another copy of boot2, but we cannot count on that for several reasons (for example, if our new boot2 code hangs, the backup would not be tried, as boot1 thinks that everything is right).
It also became clear that once we are able to execute starlet code, it will be a lot of trial&error. So what I did was to revive my old FPGA-based NAND flash emulator, which I once built for the Xbox 360. I wired the Wii’s flash pins to the FPGA. Now the Wii flash has different properties (large block, larger size, different ECC algorithm used), but I could adapt it in a matter of hours. I had to fix the RESET handling (the Wii is waiting for R/#B to go low for a short moment of time), and some minor things, but then it worked! I could boot from my FPGA instead of the original Flashrom. So I could do code changes in a matter of seconds, instead of always reprogramming the flashrom (potentially external). Because my FPGA board has “only” 512MB of RAM, I couldn’t fit the whole flash contents into the RAM. As part of the NAND emulation happens on the embedded PowerPC core in the FPGA (a Virtex 2 Pro), I just added an ethernet MAC, and used lwip to fetch the flash pages from a TCP server. That made the development cycle even easier, as I could now just modify the virtual NAND content on my PC!
bushing prepared a fixed boot2 for me (he just changed a dummy byte), and hey, it worked! I could now run code on the Starlet! First thing would obviously a “hello world”, but where to output? I’ve wanted a software UART, like I had done in GC mode before using the EXI_CS line, but I wasn’t be able to find any useful GPIO. Finally I was able to blink the sensorbar!Unfortunately, all those IOs aren’t TTL, and I didn’t wanted any level shifting.
An hour later I finally got the idea which I should have got in the first minute: Using the already existing NAND interface. I would just issue a non-standard command (the Starlet NAND controller is simple enough to be able to issue any command), and use the address bytes as payload. I’ve added the proper code on the FPGA side (luckily I hadn’t even to change my VHDL code…) to output the address bytes of the private command to the FPGA’s UART.
Some hours later I’ve dumped boot1 (it still was in memory), and some hour later I’ve dumped a new piece of code, which turned out to be decrypting something from the beginning of the NAND flash into memory, then calculating a SHA-1 hash over it, and compares that to a hash read from some “internal memory” (which we believe is an OTP area). It turned out that this was - the bootrom! Hooray! I decided to call this piece of code “boot0″.
So, to sum things up:
First thing which ever executes on the Wii is the “boot0″ code, which is probably stored inside the hollywood in a mask rom.
boot0 loads the first 0×2F pages (”boot1″) from flash, decrypts them with a fixed aes key, calculates a SHA-1 hash (with some obscure bugs specialities, I still couldn’t calculate it by hand), and checks that versus the expected values, read from some internal memory.
If the hash bytes in the “internal memory” is all-zero, the hash check is skipped. This is probably used for production, and maybe for devkits.
boot1 then searches a certain header in flash, where it extracts specific information where to find boot2.
At that position, some certificate chain is checked, and finally the boot2 “tmd” is verified, and the hash extracted.
The boot2 payload is load from flash, decrypted, and hash-checked (against the hash from the boot2 tmd).
boot2 will then load the firmware, or whatever. That’s not my region of interest at the moment.
If I had to evaluate the quality of the security, I’d have mixed feelings. Having a bootrom is a good idea. We’ve seen systems trying to work around that (for example the gamecube), but while of course a whole decrypt, hash, sign check is possible in pure hardware, it often gets simplified (gamecube, for example, had a static keystream, no hashing, and a big fat hardware bug). Then the bootrom is larger than 512 bytes, and should be large enough to use some real algorithms (especially since the hardware offers SHA-1 and AES, so all that needs to be done is to setup the engines) instead of bogus ones. Having a OTP area, which stores a fixed hash is also a nice method, since it allows changing boot1 without swapping the bootrom. They could have done RSA in the ROM (like Microsoft on the Xbox 360), but this way is also ok, and it removes a great deal of complexity out of the bootrom. Also, while the boot0 code doesn’t look nice, it also doesn’t look terrible. Some GCC version string inside shows that the code is not hand-assembled but compiled. This is generally also a good sign, since it’s easier to verify a C code than an assembler code. Unless a bug shows up in the bootloader (which I don’t want to rule out yet, we just haven’t found one so far), I’d consider this as a good concept. What I don’t like is that the encryption key is fixed in ROM (it could have been in the OTP area as well), as well that the hash check is skipped when the OTP area is empty. While production probably requires this, they could have reverted to a backup hash, so that with an unprogrammed OTP, only a certain, previously determined software would run (which would then burn the correct key into the OTP, given it’s field programmable). If there is a hardware attack to null the OTP area (which might be hard, but we don’t know), this would make the ROM giving up (nearly) all security. But that’s really more a theoretical risk.
However, there is no revocation mechanism. boot1 cannot be updated on retail machines, as the hash is OTP. And boot1 is buggy. New produced Wiis could contain a fixed boot1, of course, even without modifying the mask rom, thanks to the flexible approach with the OTP hash. boot1 looks everything but nice to me. The whole decrypt function is completely chaotic (and while this might be just an optimizing compiler, I would bet the source looks similar..), doesn’t do nearly as much header sanity checks as required, and contains, as said, at least two completely critical bugs. Given that in the early stage of booting a real chain of trust is used (each code inherits all security priviledges from the caller), this is what breaks the security.
On the hardware side, what I would have liked is a possibility to turn off the bootrom (and not just mask it behind an MMU), and PEOPLE: You designed a perfectly cool AES engine into the hardware. You also have a secure key store (the OTP). WHY didn’t you JUST added the possibility to use the OTP area as key material for the AES engine, and disallow reading of these areas by the CPU? You could have hidden the boot1 key in hardware, for example. Or even the boot2 key. Or even really important stuff. But everything is exposed to software. Once you’re in, you own it. That IS a security problem. Security by obscurity doesn’t work, but obscurity while doing the security (without sacrifying any real security, that’s the important part) often helps to gain time. It isn’t important whether your product is hacked in 10 years, it’s important if it’s hacked TODAY. By doing some tricks here and there, you can make it much harder to hack your product, gaining time. Still, and that’s very important, you need real security. Obscurity is no replacement for security!)
I have to add that I really liked our teamwork, even if it wasn’t easy all the time. It really helps if more than one person is working on something, even (or especially) if everybody is working in another direction, but all on the same topic. I would also like to thank d. for sharing his NAND logs with me (he also built a nand sniffer&emulator, long before mine was ready), it helped a great deal in determining what went wrong. And of course I have to say that I’m happy about everyone who is taking part of this discoveries, be it public or non-public, be it in an overcrowded or three user channel. There is a lot to be learned about the Wii, and I’ve always liked being part of the gamecube development community (at least up to a certain point, but that’s another story). It amazed me how much good work came from a relatively small group of people. Let’s continue on that!
http://debugmo.de//?p=59
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January 30th, 2008, 21:36 Posted By: wraggster
News/release from Montspy:
Ultra-FastReflexes is a game of ... Reflexes (bravo!) For DS
History:
[V 0.1] Discover this game on PSP
[V 0.1] Adaptation on DS
How to play:
When you press "Start", the game starts
Images each has a corresponding button on the DS or stylus appear, hold down the right button as soon as possible
Be careful not to make a mistake, otherwise it's lost!
Download and Give Feedback Via Comments
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January 30th, 2008, 21:32 Posted By: wraggster
News/release from Nipil:
I just finished a little tech-demo, and i thought i'd share it here. Its name is "Ragdoll-demo", and as you can guess, is about ragdoll physics. One of the reasons i did this was that i wanted to use the nds motion pak i purchased Anoher reason was that i wanted to get a better feeling on how this kind of physics was working.
Info and download :
http://nipil.org/a2008-01-30.html
Have fun.
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January 30th, 2008, 20:45 Posted By: wraggster
Hudson Entertainment, the North American publishing arm of Hudson Soft, today announced Dungeon Explorer: Warriors of Ancient Arts for the PSP (PlayStation Portable) system, and the Nintendo DS have gone to gold master. Published by
Hudson and distributed in North America by Konami Digital Entertainment Inc., both versions are planned to ship February 12th, 2008 for a SRP of $29.99 each.
In the game for the PSP system, players are trained in weaponry and mystical forces as Warriors of Ancient Arts. On a quest and ready to uncover the fate of a legendary kingdom, gamers will prepare to battle demonic forces and monstrous creatures. Dungeon Explorer: Warriors of Ancient Arts features hundreds of variations of weapons, armor and
equipment that can be chosen and upgraded throughout the adventure to defeat enemies. Unique for the PSP system, players have the ability to choose their warfare style with more than 150 different kinds of fighting arts, including Big Bang Arts, allowing three players to team up to triple their destructive power in Ad-Hoc Multiplayer mode.
In the Nintendo DS version, gamers find themselves in a land plagued by a legion of undead, monstrous soldiers. The story takes place centuries after the events of the PSP version, as a legend foretells
of a hero who will rise to face the threat. Gamers must rediscover the lost Ancient Fighting Arts of Westria to restore peace to a once vibrant kingdom. With more than 60 different fighting arts across 8 lost Ancient Fighting Art schools, players can become a skilled warrior to successfully wage battle against dangerous enemies such as
the Demon God's undead soldiers, mutated monsters, and an army of ancient automatons. The game offers hundreds of weapons, armor and
equipment; all can be reworked along the way. Players can also choose from three hero races and three character classes to form a unique warrior for battle. For a group effort, 3 players can join forces to battle the Demon God's minions via Nintendo Wi-Fi Connection.
For more information on Hudson Entertainment or Dungeon Explorer, please visit http://www.hudsonent.com/.
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January 30th, 2008, 19:20 Posted By: Shrygue
via Eurogamer
Early copies of Super Smash Bros. Brawl going on sale in Japan have resulted in floods of spoilers making their way onto the Internet.
They revolve around previously unmentioned characters, bosses and stages. Best look away now if you want all this to be a surprise when the game comes out here in Q2 2008.
The new characters cropping up in footage are Luigi, Lucario, Cartoon Link, Captain Falcon, Mr. Game & Watch, R.O.B., Ness, Marth, Falco, Ganondorf and Jigglypuff. It is unclear how you will gain access to these.
Fresh boss sightings include Ridley, Master Hand, something called Tabuu and some big robots.
Stages we didn't previously know about are Classic Mario Bros., Sonic Green Hill Zone, F-Zero Port Town, Luigi Mansion and Electroplankton.
Other snaps of note show an enormous Diddy Kong and Zelda, both of whom look a trifle annoyed, and a quick picture of everyone together probably singing songs and holding hands.
Pop over to US blog Joystiq for the relevant pictures and a video with lots of game-spoiling footage.
Or you can get excited by the opening cinematic we hoisted up on Eurogamer TV recently.
If you are trying to import Smash Bros. Brawl, good luck - Japanese retailers are having trouble meeting local demand as it is.
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