News

Wii Zelda Exploit (Wii misc)

There seems to be an exploit for the Wii game Zelda.

Here is a quote from brakkens site http://www.tehskeen.com :

Here is a screen shot of an error in Zelda for the Nintendo Wii. So, what’s so important about this particular error? Well, let’s compare this to the GTA Exploit for the Sony PSP. Yes, that’s right.

Bushing along with Segher have been able to modify a save game from Zelda to crash the machine and to run their own code on it. Note that you won’t even need to “mod” your Nintendo Wii to run this exploit.

Yes, that’s right – an exploit for the Nintendo Wii has been discovered and it allows you to run custom code. The method is pretty simple. Copy over a save file for Zelda, load it and the code runs. Don’t get too excited yet. They have only been able to run 4 lines of code, but this is in a days work.

Segher was the one to find the exploit and Bushing has been testing it out with the aid of the USB Gecko. The process is far from simple as once you modify a save game it requires it be to signed with 3 keys. Here’s some info from Bushing.

“Once the Wii decrypts the save game, it checks its signature. Every Wii has its own private key which is used to sign save games, and when you save a game, the Wii actually saves three bits of data:

* The encrypted save game
* The signature for the save game (using your console’s private key)
* A copy of your console’s public key, signed by Nintendo.”

Of course, the end user wouldn’t have to go through this process unless they were wanting to inject their own code into the save game, but that shouldn’t be necessary because when I asked Bushing what his goal was he answered:

“Assuming we don’t run into a wall, it should be able to lead to a homebrew loader. I hope. No promises. :)”

http://tehskeen.com/

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Mario Road v1.0 (PSP Game)

Your goal is to collect all the coins and avoid Bowser and the banana’s . This is tested on a Slim and Fat PSP with 3.80 M33-4 firmware .

Changes:

– LUA code reversed to C ( Many thanks to PHPnerd )
– Fixed the bug with Bowser ; now his sprite changes when he goes up , down etc..
– Fixed the bug with the screen ; Mario could “escape / disappear” on the bottom of the screen
– Fixed the bug with the bananas ; you could drive over them without losing points.. this has been fixed
– Changed Credit screen
– Changed “Winning” screen
– Changed ICON0.PNG
– Added –> 5 more levels ; now there are 8 levels
– Added –> Pause menu
– Bowsers movement has been slowed down, as many people complained he was moving to fast.
– Smoother gameplay and movement of Mario
– Star icon changed to coin

http://forums.qj.net/showthread.php?t=133565

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Time Baby Alarm Helper Plugin v1 (PSP Application)

This plugins transforms your PSP into a Mechanical-sounding alarm clock and works by parsing CONFIG.TB in msdrive:PSPGAME150Time Baby – When the PSP turns on because of alarm, this works by checking the RTC clock and the alarm time in CONFIG.TB if the time matches, it plays the alarm sound [RAW MONO PCM ] in “seplugins/alarm.wav”, which is also customizable.

http://forums.qj.net/showthread.php?t=133718

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jEnesisDS v0.6 (Genesis emu for NDS)

Here is a new release of jEnesisDS.

Major changes in the new version:

– Custom Z80 ASM core implemented.
– Custom YM2612 and PSG emulation, running on the ARM7. So there is sound now 😉
– Many parts rewritten. Speed without Z80 core should be quite a bit faster for most games.
– Idle-loop detection completely rewritten. Shouldn’t break any games anymore. Therefore the option to disable it was taken out.
– Some changes to the HW renderer. Some glitches should be gone, others were probably introduced. Will be rewritten for the next version.
– Tweaked H-Int auto detection, so less games should need the “ON” option to boot now.
– Mode-Button added (L+R+Start)
– Skipped option screen at startup, so you get directly into the game selection.

Other release notes:

There is still a lot to do and i hope you wont have to wait as long for the coming version.
I know very well, that the sound is not perfect, but it’s the best i could do in the time working on it, so please don’t complain..
I am sure that i can improve it and i am positive that all games will run at full speed with sound one day.

If a game runs too slow, disable the Z80 by turning “Fake Z80” on – of course that will most likely turn off the sound as well (Except for games that have their sound driver on the main CPU, like Sonic, Gunstar Heroes and others).

Any feedback is welcome of course (except bad one ;P)

Thanks to Lordus and http://dcemu.co.uk for the news.

http://dcemu.co.uk/jenesisds-0-6-87934.html

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Scrabble Assistant WIP (NDS misc)

nipil is still heavily working on an improved version of his “Scrabble Assistan”. Here is what he said in the GBAdev.org boards today:

As you can see, the following points are have already been addressed:
– visual: grey square is visual click feedback
– visual: green shows active function/option
– visual: validation/ok button
– visual: bigger, finger-friendly touch-zone (i don’t advocate it)
– data: Up/Dw are paging buttons, used for score & search
– visual: Hide letters/numbers when not appropriate
– visual: back to “landscape” mode, which is left handed friendly
– data: search with sort options (alpha, score, length)

New/Undo/End are respectively used to start a new game, undo the last
scoring validation (for error-correction) and “End” enables to enter
negative scores when the game is finished (to account for the letters
players didn’t manage to place).

I hope i can release the next version by monday evening.

PS: Colors are not firmly decided yet, but are valid hints.

PPS: I can’t seriously put borders around letters, it’s too ugly.
Anyway, noone should have any trouble clicking the letters now,
even using my own fingers, i can touch and control everything 😉

http://forum.gbadev.org/viewtopic.php?t=14879&postdays=0&postorder=asc&start=30

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WireWorld DS v0.3 (NDS port misc)

WireWorld DS is a DS port of a cellular automation under the same name.

So far it has:
– basic WireWorld implemented
– editor builtin
– clear/clear electrons

Further release notes:

About WireWorld
WireWorld has 4 states:
space – represented by black
wire – represented by gold
spark – represented by red
tail – represented by blue

Spark changes to tail.
Tail changes to wire.
Wire changes to spark if it’s surrounded by 1 or 2 sparks.

Even with so simple rules, it’s able to implement many stuff in it.

Changes:
+ – added
– – removed
* – modified
/ – bugfixed
! – important

0.3:
+ ADDED LOADING (and saving)
! sorry, but saving is buggy. I don’t want to work on WireWorld DS anymore though.

http://forum.gbadev.org/viewtopic.php?t=14902

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