Hacking Wii U Hacking & Homebrew Discussion

Relys

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depending on when Relys has time, the kernel exploit should be polished enough for 5.0.0.


Ugh, I keep telling myself I'm going to. XD Hopefully this weekend. We still need to implement some form of obfuscation for distribution. It will probably be best not to burn it until we have 5.3.2 WebKit (which is something I want to work on with Hykem).
 

TheZander

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Ugh, I keep telling myself I'm going to. XD Hopefully this weekend. We still need to implement some form of obfuscation for distribution. It will probably be best not to burn it until we have 5.3.2 WebKit (which is something I want to work on with Hykem).

Is your signature the slogan from backtrak ?
 

Apostrophe

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I would be the one making online cheats for Wii U lol just like I did for JTAG xbox360s

I made online cheats for games check it out here youtube.com/strictlybusiness000
then head to videos​

I'll never understand the mindset of an online cheater.

If you want to mess with internal workings of a game, that's fine but don't bring those mods against someone who doesn't have them. Giving yourself an advantage over people who have nothing to do with the homebrew scene and are trying to enjoy a game they bought is an asinine thing to do. It's boring for the person playing against a cheater and quickly becomes boring for the cheater because they're guaranteed wins.
 

dauphin327

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I'll never understand the mindset of an online cheater.

If you want to mess with internal workings of a game, that's fine but don't bring those mods against someone who doesn't have them. Giving yourself an advantage over people who have nothing to do with the homebrew scene and are trying to enjoy a game they bought is an asinine thing to do. It's boring for the person playing against a cheater and quickly becomes boring for the cheater because they're guaranteed wins.
It's always fun for the cheaters, and you're not guaranteed win if its hack vs hack. Those hacks are fun to develop if you're a programmer also ;)
 

Apostrophe

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It's always fun for the cheaters, and you're not guaranteed win if its hack vs hack. Those hacks are fun to develop if you're a programmer also ;)

Basically I just create them on latest update, test them online/oflline, then release them, and never play
the game again.... Woe to the online players soon judgment for those legit players must
come to pass my dear friend.

One thing about hacked console we all must understand their will be pros and cons
of course the cons are only

piracy
bricking
banned
online cheaters < In some people opinions

I don't want to derail this thread so this is the last I'm saying on this topic.

Of course you're not guaranteed to win if it's hack vs. hack, and I'm not saying hack vs. hack can't be fun. What I am saying is hack vs. no hack is unfun for people who are trying to play the games normally. If you use online hacks the majority of matches you'll be playing will be hack vs. no hack. Also, the fact that it's fun to develop hacks has nothing to do with whether using them online is fair.

I'm not trying to change anything. I know online hacking is a necessary evil that comes with any mod scene. All I'm saying is that the people who choose to go into random matchmaking and use hacks are dicks, and I don't understand what would posses them to ruin everyone's fun.
 
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NWPlayer123

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So I'm running all the RPL symbols through a python filter, and as I'm scanning through all the functions, I noticed this. Basically it's a list of all the modules from Nintendo Network.

nn::kernel::GetResultDescriptionStringImpl((nn::Result))
nn::util::GetResultDescriptionStringImpl((nn::Result))
nn::file_server::GetResultDescriptionStringImpl((nn::Result))
nn::loader_server::GetResultDescriptionStringImpl((nn::Result))
nn::tcb::GetResultDescriptionStringImpl((nn::Result))
nn::os::GetResultDescriptionStringImpl((nn::Result))
nn::dbg::GetResultDescriptionStringImpl((nn::Result))
nn::dmnt::GetResultDescriptionStringImpl((nn::Result))
nn::Pdn::GetResultDescriptionStringImpl((nn::Result))
nn::gx::GetResultDescriptionStringImpl((nn::Result))
nn::i2c::GetResultDescriptionStringImpl((nn::Result))
nn::gpio::GetResultDescriptionStringImpl((nn::Result))
nn::dd::GetResultDescriptionStringImpl((nn::Result))
nn::codec::GetResultDescriptionStringImpl((nn::Result))
nn::spi::GetResultDescriptionStringImpl((nn::Result))
nn::Pxi::GetResultDescriptionStringImpl((nn::Result))
nn::fs::GetResultDescriptionStringImpl((nn::Result))
nn::di::GetResultDescriptionStringImpl((nn::Result))
nn::hid::GetResultDescriptionStringImpl((nn::Result))
nn::camera::GetResultDescriptionStringImpl((nn::Result))
nn::Pi::GetResultDescriptionStringImpl((nn::Result))
nn::Pm::GetResultDescriptionStringImpl((nn::Result))
nn::Pmlow::GetResultDescriptionStringImpl((nn::Result))
nn::fsi::GetResultDescriptionStringImpl((nn::Result))
nn::srv::GetResultDescriptionStringImpl((nn::Result))
nn::ndm::GetResultDescriptionStringImpl((nn::Result))
nn::nwm::GetResultDescriptionStringImpl((nn::Result))
nn::socket::GetResultDescriptionStringImpl((nn::Result))
nn::ldr::GetResultDescriptionStringImpl((nn::Result))
nn::acc::GetResultDescriptionStringImpl((nn::Result))
nn::romfs::GetResultDescriptionStringImpl((nn::Result))
nn::am::GetResultDescriptionStringImpl((nn::Result))
nn::hio::GetResultDescriptionStringImpl((nn::Result))
nn::updater::GetResultDescriptionStringImpl((nn::Result))
nn::mic::GetResultDescriptionStringImpl((nn::Result))
nn::fnd::GetResultDescriptionStringImpl((nn::Result))
nn::mp::GetResultDescriptionStringImpl((nn::Result))
nn::mpwl::GetResultDescriptionStringImpl((nn::Result))
nn::ac::GetResultDescriptionStringImpl((nn::Result))
nn::http::GetResultDescriptionStringImpl((nn::Result))
nn::dsp::GetResultDescriptionStringImpl((nn::Result))
nn::snd::GetResultDescriptionStringImpl((nn::Result))
nn::dlp::GetResultDescriptionStringImpl((nn::Result))
nn::hiolow::GetResultDescriptionStringImpl((nn::Result))
nn::csnd::GetResultDescriptionStringImpl((nn::Result))
nn::ssl::GetResultDescriptionStringImpl((nn::Result))
nn::amlow::GetResultDescriptionStringImpl((nn::Result))
nn::nex::GetResultDescriptionStringImpl((nn::Result))
nn::friends::GetResultDescriptionStringImpl((nn::Result))
nn::rdt::GetResultDescriptionStringImpl((nn::Result))
nn::applet::GetResultDescriptionStringImpl((nn::Result))
nn::nim::GetResultDescriptionStringImpl((nn::Result))
nn::Ptm::GetResultDescriptionStringImpl((nn::Result))
nn::midi::GetResultDescriptionStringImpl((nn::Result))
nn::mc::GetResultDescriptionStringImpl((nn::Result))
nn::swc::GetResultDescriptionStringImpl((nn::Result))
nn::fatfs::GetResultDescriptionStringImpl((nn::Result))
nn::ngc::GetResultDescriptionStringImpl((nn::Result))
nn::card::GetResultDescriptionStringImpl((nn::Result))
nn::cardnor::GetResultDescriptionStringImpl((nn::Result))
nn::sdmc::GetResultDescriptionStringImpl((nn::Result))
nn::boss::GetResultDescriptionStringImpl((nn::Result))
nn::dbm::GetResultDescriptionStringImpl((nn::Result))
nn::cfg::GetResultDescriptionStringImpl((nn::Result))
nn::Ps::GetResultDescriptionStringImpl((nn::Result))
nn::cec::GetResultDescriptionStringImpl((nn::Result))
nn::ir::GetResultDescriptionStringImpl((nn::Result))
nn::uds::GetResultDescriptionStringImpl((nn::Result))
nn::Pl::GetResultDescriptionStringImpl((nn::Result))
nn::cup::GetResultDescriptionStringImpl((nn::Result))
nn::gyroscope::GetResultDescriptionStringImpl((nn::Result))
nn::mcu::GetResultDescriptionStringImpl((nn::Result))
nn::ns::GetResultDescriptionStringImpl((nn::Result))
nn::news::GetResultDescriptionStringImpl((nn::Result))
nn::ro::GetResultDescriptionStringImpl((nn::Result))
nn::gd::GetResultDescriptionStringImpl((nn::Result))
nn::cardspi::GetResultDescriptionStringImpl((nn::Result))
nn::ec::GetResultDescriptionStringImpl((nn::Result))
nn::webbrs::GetResultDescriptionStringImpl((nn::Result))
nn::test::GetResultDescriptionStringImpl((nn::Result))
nn::enc::GetResultDescriptionStringImpl((nn::Result))
nn::Pia::GetResultDescriptionStringImpl((nn::Result))
If you notice, there's stuff like fatfs, sdmc, midi (dev only library, using RPLs from latest SDK, OSv9/11 won't have this), romfs, etc.
Also, fun fact, nn_boss (Streetpass) has 17 duplicates of strncpy
 
D

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So I'm running all the RPL symbols through a python filter, and as I'm scanning through all the functions, I noticed this. Basically it's a list of all the modules from Nintendo Network.

nn::kernel::GetResultDescriptionStringImpl((nn::Result))
nn::util::GetResultDescriptionStringImpl((nn::Result))
nn::file_server::GetResultDescriptionStringImpl((nn::Result))
nn::loader_server::GetResultDescriptionStringImpl((nn::Result))
nn::tcb::GetResultDescriptionStringImpl((nn::Result))
nn::os::GetResultDescriptionStringImpl((nn::Result))
nn::dbg::GetResultDescriptionStringImpl((nn::Result))
nn::dmnt::GetResultDescriptionStringImpl((nn::Result))
nn::Pdn::GetResultDescriptionStringImpl((nn::Result))
nn::gx::GetResultDescriptionStringImpl((nn::Result))
nn::i2c::GetResultDescriptionStringImpl((nn::Result))
nn::gpio::GetResultDescriptionStringImpl((nn::Result))
nn::dd::GetResultDescriptionStringImpl((nn::Result))
nn::codec::GetResultDescriptionStringImpl((nn::Result))
nn::spi::GetResultDescriptionStringImpl((nn::Result))
nn::Pxi::GetResultDescriptionStringImpl((nn::Result))
nn::fs::GetResultDescriptionStringImpl((nn::Result))
nn::di::GetResultDescriptionStringImpl((nn::Result))
nn::hid::GetResultDescriptionStringImpl((nn::Result))
nn::camera::GetResultDescriptionStringImpl((nn::Result))
nn::Pi::GetResultDescriptionStringImpl((nn::Result))
nn::Pm::GetResultDescriptionStringImpl((nn::Result))
nn::Pmlow::GetResultDescriptionStringImpl((nn::Result))
nn::fsi::GetResultDescriptionStringImpl((nn::Result))
nn::srv::GetResultDescriptionStringImpl((nn::Result))
nn::ndm::GetResultDescriptionStringImpl((nn::Result))
nn::nwm::GetResultDescriptionStringImpl((nn::Result))
nn::socket::GetResultDescriptionStringImpl((nn::Result))
nn::ldr::GetResultDescriptionStringImpl((nn::Result))
nn::acc::GetResultDescriptionStringImpl((nn::Result))
nn::romfs::GetResultDescriptionStringImpl((nn::Result))
nn::am::GetResultDescriptionStringImpl((nn::Result))
nn::hio::GetResultDescriptionStringImpl((nn::Result))
nn::updater::GetResultDescriptionStringImpl((nn::Result))
nn::mic::GetResultDescriptionStringImpl((nn::Result))
nn::fnd::GetResultDescriptionStringImpl((nn::Result))
nn::mp::GetResultDescriptionStringImpl((nn::Result))
nn::mpwl::GetResultDescriptionStringImpl((nn::Result))
nn::ac::GetResultDescriptionStringImpl((nn::Result))
nn::http::GetResultDescriptionStringImpl((nn::Result))
nn::dsp::GetResultDescriptionStringImpl((nn::Result))
nn::snd::GetResultDescriptionStringImpl((nn::Result))
nn::dlp::GetResultDescriptionStringImpl((nn::Result))
nn::hiolow::GetResultDescriptionStringImpl((nn::Result))
nn::csnd::GetResultDescriptionStringImpl((nn::Result))
nn::ssl::GetResultDescriptionStringImpl((nn::Result))
nn::amlow::GetResultDescriptionStringImpl((nn::Result))
nn::nex::GetResultDescriptionStringImpl((nn::Result))
nn::friends::GetResultDescriptionStringImpl((nn::Result))
nn::rdt::GetResultDescriptionStringImpl((nn::Result))
nn::applet::GetResultDescriptionStringImpl((nn::Result))
nn::nim::GetResultDescriptionStringImpl((nn::Result))
nn::Ptm::GetResultDescriptionStringImpl((nn::Result))
nn::midi::GetResultDescriptionStringImpl((nn::Result))
nn::mc::GetResultDescriptionStringImpl((nn::Result))
nn::swc::GetResultDescriptionStringImpl((nn::Result))
nn::fatfs::GetResultDescriptionStringImpl((nn::Result))
nn::ngc::GetResultDescriptionStringImpl((nn::Result))
nn::card::GetResultDescriptionStringImpl((nn::Result))
nn::cardnor::GetResultDescriptionStringImpl((nn::Result))
nn::sdmc::GetResultDescriptionStringImpl((nn::Result))
nn::boss::GetResultDescriptionStringImpl((nn::Result))
nn::dbm::GetResultDescriptionStringImpl((nn::Result))
nn::cfg::GetResultDescriptionStringImpl((nn::Result))
nn::Ps::GetResultDescriptionStringImpl((nn::Result))
nn::cec::GetResultDescriptionStringImpl((nn::Result))
nn::ir::GetResultDescriptionStringImpl((nn::Result))
nn::uds::GetResultDescriptionStringImpl((nn::Result))
nn::Pl::GetResultDescriptionStringImpl((nn::Result))
nn::cup::GetResultDescriptionStringImpl((nn::Result))
nn::gyroscope::GetResultDescriptionStringImpl((nn::Result))
nn::mcu::GetResultDescriptionStringImpl((nn::Result))
nn::ns::GetResultDescriptionStringImpl((nn::Result))
nn::news::GetResultDescriptionStringImpl((nn::Result))
nn::ro::GetResultDescriptionStringImpl((nn::Result))
nn::gd::GetResultDescriptionStringImpl((nn::Result))
nn::cardspi::GetResultDescriptionStringImpl((nn::Result))
nn::ec::GetResultDescriptionStringImpl((nn::Result))
nn::webbrs::GetResultDescriptionStringImpl((nn::Result))
nn::test::GetResultDescriptionStringImpl((nn::Result))
nn::enc::GetResultDescriptionStringImpl((nn::Result))
nn::Pia::GetResultDescriptionStringImpl((nn::Result))
If you notice, there's stuff like fatfs, sdmc, midi (dev only library, using RPLs from latest SDK, OSv9/11 won't have this), romfs, etc.


I can't help but wonder if some of these are left over from the 3DS or something, like dlp (Download Play?), card, cardnor, etc. If anything its very similar to 3DS services.
 
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AboodXD

I hack NSMB games, and other shiz.
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My plan to do something similar to Riivolution, which would allow file patches and memory patches. Memory patches in Riivolution are normally used to implement game ASM hacks, such as all the Newer SMBW code hacks and my Red Star and Ice Flower patch for SMG2. I would have something similar in the Wii U version, allowing game code (but not anything outside of that) to be patched.
And that's how Cafiine was born!
Update: kernel exploit is verified unchanged up to the latest version(5.3.2). Have fun updating and enjoying online ;)
THEN GIVE US THE EXPLOIT AND CAFIINE NOW!!
 

thekarter104

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So, for VC injecting, which VC games should I download, so better the largest VC games on the eshop ofcourse.

Should I go with Minish Cap (GBA)?

And suggestions for other consoles/games are always welcome.
 

EclipseSin

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So, for VC injecting, which VC games should I download, so better the largest VC games on the eshop ofcourse.

Should I go with Minish Cap (GBA)?

And suggestions for other consoles/games are always welcome.

In most cases, yes, using one of the larger games ( like N64 Zelda OoT on Wii VC ) will work well for most games, but some of the VC games have extra patches that allow other injected games to work. It has been a while since I have done any VC injecting, but I believe I had to use MM wad to get Mystical Ninja booting (still didnt work at the time), where as Ocarina's wad would just go black screen.

Edit: This is assuming the Wii U VC games are of a similar fashion.
 

Chris_Highwind

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My plan to do something similar to Riivolution, which would allow file patches and memory patches. Memory patches in Riivolution are normally used to implement game ASM hacks, such as all the Newer SMBW code hacks and my Red Star and Ice Flower patch for SMG2. I would have something similar in the Wii U version, allowing game code (but not anything outside of that) to be patched.


How would this work for digital releases? Unlike the Wii, the Wii U has enough storage memory for legit downloaded games, and can even use hard drives for legit purposes. Would this program take digital copies into account, or will it be like Riivolution and only work on discs?
 

diddy81

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How would this work for digital releases? Unlike the Wii, the Wii U has enough storage memory for legit downloaded games, and can even use hard drives for legit purposes. Would this program take digital copies into account, or will it be like Riivolution and only work on discs?

it uses the games title id so it should work fine for digital copies
this video should tell you what you need to know

 

NWPlayer123

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I should note that in its current state Cafiine isn't exactly usable. When it works, it works great, but it doesn't always work. Nintendo Land works, Mario Kart 8 works, but games like Wind Waker HD just freeze, even without any file replacements :< A rewrite is planned, just not sure when it'll happen.

Also yes, Cafiine basically just patches calls to coreinit (for filesystem commands and such) to point to our code which then handles it accordingly. Meaning that (in theory) it should work with any game, digital or disc.

I don't have the source on me, but I think TCPGecko just dumps some code in a spot, patches the call to main to run it before the game (starting a mini server to connect to) and asynchronously calls commands (like reading an entire filesystem) based on input, which is why it works so well, basically a background task.
 

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