Hacking [WIP] KARL3DS - Kernel access on N3DS via Ninjhax + Loadcode

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Arisotura

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that would of been great when i was testing all the unknown items for NSMB2, was a pain rebuilding each time, although it was pretty much automated to 1 click, but still would of been good to be able to edit it and test it straight away :lol:

but i guess this means rom hacks for Karl3DS then without the need for flashcards
Exactly. And no tedious .3ds/.cia repacking, no warez, etc... This is basically going to be akin to Riivolution on the Wii.

Good work. Is it safe to assume it'll be implemented in much the same way as NTR 2?
It's actually a little different. In NTR, it requires you to decrypt your game's code because it patches the game's code.

My method hooks into Process9 and leaves the game's code untouched. This means you don't need to decrypt your game's code.

Aside from that, it's pretty much the same thing.
 

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Exactly. And no tedious .3ds/.cia repacking, no warez, etc... This is basically going to be akin to Riivolution on the Wii.


It's actually a little different. In NTR, it requires you to decrypt your game's code because it patches the game's code.

My method hooks into Process9 and leaves the game's code untouched. This means you don't need to decrypt your game's code.

Aside from that, it's pretty much the same thing.


Excellent staple. Having the ability to rop code without interfering the original program flow is a very useful experience.
 

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Exactly. And no tedious .3ds/.cia repacking, no warez, etc... This is basically going to be akin to Riivolution on the Wii.


It's actually a little different. In NTR, it requires you to decrypt your game's code because it patches the game's code.

My method hooks into Process9 and leaves the game's code untouched. This means you don't need to decrypt your game's code.

Aside from that, it's pretty much the same thing.
Any benefit to your approach over theirs? Speed, efficiency, etc?

You should name it "Ciitra"
No he shouldn't. That's silly and doesn't make any sense.

Riivolution and Cafiine are named as such because both consoles have "ii" in their names.

L3mon or Lim3 would make more sense if he chose to follow the precedent set in regards to the naming conventions used for the Wii/Wii U equivalents.

Honestly though, he should just name it whatever the hell he likes.

Edit:
*cough cough* Thriivolution
Actually 3volution would be pretty rad!
 

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No he shouldn't. That's silly and doesn't make any sense.

Riivolution and Cafiine are named as such because both consoles have "ii" in their names.

L3mon or Lim3 would make more sense if he chose to follow the precedent set in regards to the naming conventions used for Wii/Wii U equivalents.

Honestly though, he should just name it whatever the hell he like.

I was basing it off of the fact that "Citra" was the 3DS's codename and the 3DS family still uses Miis :P But yes, he can name it whatever, I was just throwing an idea out
 
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Arisotura

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Any benefit to your approach over theirs? Speed, efficiency, etc?


No he shouldn't. That's silly and doesn't make any sense.

Riivolution and Cafiine are named as such because both consoles have "ii" in their names.

L3mon or Lim3 would make more sense if he chose to follow the precedent set in regards to the naming conventions used for Wii/Wii U equivalents.

Honestly though, he should just name it whatever the hell he like.
I can't come up with a good name, so... who cares.


So...

LayeredFS -- hooking the game's code
* Probably easier to implement
* Limited to replacing/adding files
* Might cause problems with ASM hacks in games
* Requires users to decrypt their game's ExeFS and rebuild the LayeredFS plugin for each different game. Although this could probably be automated (plugin auto-patching the game's code before the game runs, or someshit).
* More straightforward -- the hook comes into play when the game says "I want file X" so you already have the filename

My method -- hooking Process9
* Less straightforward -- the game will translate filenames to file offsets, and then the hook will translate file offsets back to filenames
* Probably harder to implement
* Limited memory; there isn't enough free memory to store a RomFS file table
* More possibilities, like patching the game's code (ASM hacks) or redirecting saves
* Once it's done, it should work for all the games that embed a standard RomFS filesystem
* Doesn't require decrypting ExeFS's -- ROM hackers will still need to get the game's files, but people who just want to try a hack they downloaded just have to place the provided files on the SD card and play (although it may also be the case with LayeredFS if the hack is provided with a precompiled plugin)
* Hooking Process9 is definitely cool! :P


As far as speed goes, they should be the same.
 

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Question for devs: when/if NAND emulation is implemented in a stable manner, will GateWay or MT EmuNANDs be usable (such as in RXTools), or will KARL use it's own format?

NAND redirection has been totally up and running with 100% effectiveness for a while. Our code is a bit more efficient than Gateway's, even. We're not sure on format, but it won't matter much to users in the end.
 

TotalInsanity4

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NAND redirection has been totally up and running with 100% effectiveness for a while. Our code is a bit more efficient than Gateway's, even. We're not sure on format, but it won't matter much to users in the end.

Ok. I'm asking because I'm wanting to use RXTools to still enjoy the use of the eShop, but I don't want to lose all the purchases I make when I make the leap to KARL later on
 
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Ok. I'm asking because I'm wanting to use RXTools to still enjoy the use of the eShop, but I don't want to lose all the purchases I make when I make the leap to KARL later on

Most formats are just a matter of where the first sector goes in relation to the rest of the sectors in the SD card. GW's format opts to relocate the first sector at the end of all the other sectors. With their N3DS emuNAND, they waste a lot of space unfortuantely, whereas our first sector (currently) is placed much earlier. RedNAND's format just shifts every sector read by 1, so the first sector is in the second sector of the SD. Basically though it's perfectly possible to convert from any emuNAND format.
 
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NAND redirection has been totally up and running with 100% effectiveness for a while. Our code is a bit more efficient than Gateway's, even. We're not sure on format, but it won't matter much to users in the end.

If the format is slightly different, would it be possible to keep two independent emunands on the SD card? IE, JP Gateway emunand and NA KARL emunand?
 

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If the format is slightly different, would it be possible to keep two independent emunands on the SD card? IE, JP Gateway emunand and NA KARL emunand?
You could but it's such a huge pita that it's probably not going to be done. (Was stated earlier in thread)
It's also a lot easier to just buy another SD card. You can get a microSD adapter and a few high capacity class 9 or 10 cards for pretty cheap now. Hell, even a class 4 isn't horrible. Those are dirt cheap.
 

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I was basing it off of the fact that "Citra" was the 3DS's codename and the 3DS family still uses Miis :P But yes, he can name it whatever, I was just throwing an idea out
Okay, I see where you were coming from with the "ii" in Mii. It's a bit of a stretch, but much more relevant than I'd originally thought.

I got the citra reference *obviously*. That's why I offered two alternatives incorporating the two most well known citrus fruits.
 
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You could but it's such a huge pita that it's probably not going to be done. (Was stated earlier in thread)
It's also a lot easier to just buy another SD card. You can get a microSD adapter and a few high capacity class 9 or 10 cards for pretty cheap now. Hell, even a class 4 isn't horrible. Those are dirt cheap.

Money is not particularly the issue. Unescrewing the back cover all the time to switch emunands isn't something easily done on the fly, either. >_<
 
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