WiiBrator is an advanced vibrator simulator for the Nintendo Wii…
Simple explorer application for Wii.
Features:
create directories
delete directories recursively
create empty files
delete files
move and rename dirs and files
Duck Hunt is a very minimal, clone of the classic NES/Famicom game Duck Hunt where you shoot ducks.
Changes:
– Round counting
– Ducks start at a random location underneath grass with fixed size
– Only 3 bullets per round
– Perfect screen is working
libwiisprite is a C++ sprite library written for the Wii which utilises GX for all it’s graphical operations, meaning the GPU is used to accelerate graphics.
libwiisprite aims to make developing Wii homebrew simple and fun with better graphical results than currently existing libraries.
libwiisprite is currently under heavy development, but this version is a semi-stable version allowing most of the proposed functionality of the library.
Currently 24bit and 32bit PNGs are the only supported image format. We are working on allowing images to be loaded from compiled-in texture data and even more formats.
The library comes with full Doxygen documentation to help get development started. It is also available online: http://feesh.braingravy.co.uk/libwiisprite/
Changes:
Quad was added as an additional Layer-based class to use. You can now draw colored rectangles without textures.
TiledLayer now supports transparency.
Sprites can now get stretched with SetStretchWidth() and SetStretchHeight(). Check out the documentation for further instructions.
You can get information about the current position of the sequence in a Sprite with GetFrameSequencePos().
Frame sequences in Sprites now can get actually longer than the image has tiles.
Layer got additional SetX() and SetY() methods for quicker position setting of one axis.
LayerManagers now can erase their Layer list with RemoveAll().
Bilinear filtering for textures can be turned off now. Look up the texture transformation enumeration for sprites.
Fixed showing up of a green bar on startup.
Squished out several small bugs to enhance stability. Also possible performance increase.
Image.LoadImage() now returns an error code when loading an image with the wrong format.
Loading of 24bit PNGs is also possible now.
Complete compatibility with the previous version. Your code should work out of the box with no changes at all.
There is now a Makefile for installing libwiisprite to your appropriate folders. Check RELEASE.TXT for further information.
Documentation is more complete. There are several pages which explain the more “advanced” features of the library.
All of the examples got updated. We also added an template example.
http://wiibrew.org/wiki/Development_Applications/libwiisprite
pspsflashsystem has released a first demo of his upcomming game Bleach Adventure. It’s a sort of RPG game coded in C.
Lua System SP4 is a LUA coded shell applicatino for Playstation Portable.
Nanodesktop is a library for the development of simple applications under embedded platforms, as the Sony Playstation Portable (TM).
The Nanodesktop library is totally written in C for maximum performance. If you have a platform where you cannot run traditional windows environments, as X-Window (TM), you can try Nanodesktop library.
Discussion: http://forums.qj.net/showthread.php?t=141543
http://visilab.unime.it/~filippo/Nanodesktop/nanodesktop.htm
iPhone Simulator is a LUA shell imitating an iPhone interface.
madcat1990 has updated his (wakeup) clock application.
Changes:
Otacon’s eyes now follow the stylus
Alarm now rings while the Ds’s lid is closed
Recolored/remade some graphics
Added copyright at beginning of program
Added a “Scared” otacon sprite when you get the math problem wrong
When you get the math problem wrong, the program will generate a new one
fixed a minimal flickering
News directly from Bushing, one of the guys behind the Twillight Hack:
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::DeleteSavedata((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.