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Main - Posts by Marionumber1


Marionumber1
Posted on 03-06-15 03:11 PM, in New member introduction thread! Link | ID: 82798
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Posted by Squiddy
And Marionumber1 needs to become active and post here.


Alright, guess I might as well introduce myself. I'm Marionumber1, another user from Kuribo64. I was part of the SMG hacking scene there, coding tools and working on ASM hacks, but nowadays I'm less active in it. Right now, I'm working on a custom OS project and Wii U hacking. As you can see, I'm very into programming. :)

Marionumber1
Posted on 06-10-15 01:39 AM, in General WiiU Hacking Information (rev. 2 of 06-10-15 01:40 AM by Marionumber1) Link | ID: 85431
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Posted by Dani
Is it possible to run a GameCube game using Virtual Wii mode? In theory, it should work but you would not be able to control the game?


Yeah, they have Devolution and Nintendont for that. Both of them let you use the Wii controllers, and I think Nintendont even supports the Wii U Pro controller.

EDIT: NWP is a ninja

Marionumber1
Posted on 06-10-15 01:47 AM, in General WiiU Hacking Information (rev. 2 of 06-10-15 01:47 AM by Marionumber1) Link | ID: 85433
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Posted by Dani
What about GBA and NDS emulation on the Wii U? :)


If you mean in vWii mode, there's DeSmuME and Visual Boy Advance GX as homebrew. For Wii U mode, it actually should be possible with the current browser exploits, but no one has done it yet.

Marionumber1
Posted on 06-11-15 09:29 PM, in General WiiU Hacking Information Link | ID: 85597
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Hopefully, 5.3.2 code execution should come soon:



Thanks to Hykem and Mathew_Wi for their help.

Marionumber1
Posted on 08-11-15 03:10 AM, in General WiiU Hacking Information Link | ID: 86928
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I was actually planning a Wii U homebrew application to A/V capture, called UCap. The issue was that sending large buffers somehow crashed the Wii U's network stack, and breaking it up into chunks it would accept made the thing too slow. I'll have to fix the bugs in the network stack or dump to USB instead before that's feasible.

Marionumber1
Posted on 08-11-15 03:32 AM, in General WiiU Hacking Information Link | ID: 86931
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My original plan was to send rows of the framebuffer at a time, but it turns out that the row size (864*4 bytes) was simply too much, and froze the system. And sending more small chunks seems to have so much overhead that it takes several seconds for one frame of video to arrive. By that time, the network stack seems to have crashed anyway.

Granted, some of the overhead may be due to my application (which is Python and not C, but using APIs that closely wrap OpenGL), but the Wii U's network stack is certainly a player in this.

Marionumber1
Posted on 08-11-15 03:53 AM, in General WiiU Hacking Information Link | ID: 86933
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The crash seems to occur on the PowerPC side, and the core functionality of networking is in the ARM operating system, IOSU. I should be able to bypass the PowerPC part and send directly to IOSU, which is likely to fix this.

Marionumber1
Posted on 08-26-15 06:07 PM, in General WiiU Hacking Information Link | ID: 87143
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Posted by Titan91
This may not be relevant or helpful, but I just got an idea. If you're running an old version of the system software that was released before the heartbleed exploit hysteria, could you run a reverse heartbleed attack on the browser and get a (small) dump from the browser memory space? There is a site that runs an attack to test, but I'm not sure if it lets you download the response payload.


We had briefly thought about this last year, but in the end decided to go with a more reliable bug. At this point, older systems have a reliable browser exploit and newer systems will have Heartbleed patched.

Main - Posts by Marionumber1


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