Gaming Skyward Sword system Update

Andrew_DS

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Apparently it checked the 'burst cutting area' for information not normally found in a rip, so the dump had to be patched. But now CleanRip has the option to rip the burst cutting area and USB Loader GX has support for the resulting BCA files, so that trick won't work again =P

Assuming that this was all accurate information that is ;)
 

Andrew_DS

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Yep =P Will be interesting to see if they try anything, although I'm not sure if they will seems kinda pointless at this point the Wii has been hacked wide open and the money they spend on anti-piracy goes to waste when the community breaks it within a day or two =P

And if they do somehow stop it from working at all, I've got my gold Wii Remote edition on pre-order anyway =)
 

SifJar

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Fair enough. So it's just a matter of how much time Nintendo wants to devote to keeping us from playing a game that we've already probably paid for.. lol
The majority of users affected have not paid for the game, that's the whole point. If they had, they could just play it from the original disc until there's a fix.
 

olleb

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Fair enough. So it's just a matter of how much time Nintendo wants to devote to keeping us from playing a game that we've already probably paid for.. lol
The majority of users affected have not paid for the game, that's the whole point. If they had, they could just play it from the original disc until there's a fix.
i have paid for it, do not have it yet tho.. but my wii discdrive is going to fail pretty soon, so i have to play it from a HDD. but im not everyone..
 

ManFranceGermany

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Apparently it checked the 'burst cutting area' for information not normally found in a rip, so the dump had to be patched. But now CleanRip has the option to rip the burst cutting area and USB Loader GX has support for the resulting BCA files, so that trick won't work again =P

Assuming that this was all accurate information that is ;)

BCA Codes can be updated for Modchips and Softmods, also, Mario Galaxy 2 used BCA too, it was the same code used in NSMB.
The question is, if they use the BCA again, will it be a new code, which need to be updated (at least for us modchip users) or is it the same old one.
 

SanGor

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iirc SMG2 didn't have the BCA check.
Also all BCA bytes are _unique_ as they hold information about certain marks on the disc which are unique per disc.

It's nintendo's own stupidity to only check the static part of the BCA data, no not even the per-game unique part ...
 

SifJar

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SMG2 did not, NSMB has been the only game to use it.

No, SMG 2 had the same BCA Code like NSMB, at least the PAL version.

Every site I have read, following a google search of "super mario galaxy 2 bca" states very clearly it did not use BCA.

iirc SMG2 didn't have the BCA check.
Also all BCA bytes are _unique_ as it holds information about certain marks on the disc which are unique per disc.

It's nintendo's own stupidity to only check the static part of the BCA data, no not even the per-game unique part ...
But if they checked a per-game unique part, surely the code on the disc would have to change so that it checks it correctly? Would that not be much more expensive (modifying the code for each individual disc)? And surely even if they did check the unique per-game part, this data could be provided with a scene release, rendering the check useless anyway?
 

SanGor

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Well sure in the end all DRM/Copyprotections are beaten, but the point is to delay it as long as possible!

Currently all USBLoaders simply return the "default" BCA bytes NSMB checks for, if now future titles implement the same code it will go by unnoticed.
If nintendo checked the per-game part too, it would fail and scene release would need to dump and supply the BCA again.
 

Supercool330

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All Wii games use the BCA section, but only at startup, and the launcher circumvents this. NSMB checks that the BCA is where it is supposed to be in memory every 5 minutes, and so far it is th only game that does this.
 

SanGor

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actually the check is only done once, on start up.
If it fails it sets up a timebomb with a random timer going up to 15mins.

and yes I know everything :P
 

SifJar

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Well sure in the end all DRM/Copyprotections are beaten, but the point is to delay it as long as possible!

Currently all USBLoaders simply return the "default" BCA bytes NSMB checks for, if now future titles implement the same code it will go by unnoticed.
If nintendo checked the per-game part too, it would fail and scene release would need to dump and supply the BCA again.
Ah, I misunderstood and thought you meant there was unique data on every single disc burnt, and you were suggesting Nintendo somehow check that. What you actually meant makes a lot more sense.
 

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