Hacking Pasta CFW - A CFW that allows unsigned CIA to be installed on Old and New 3DS! (required ninjhax)

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JoostinOnline

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Lol why doing simple when else if has to be used xD
(it's a joke. It's obvious that switch was better at this point xD)
Well getting rid of some variables and having a default case are the main benefits. They certainly aren't groundbreaking changes, just good practice. If the patch sizes ever change (I have no idea if they would), the sizeof covers that too. Always prepare for the unexpected.
 
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VinsCool

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Well getting rid of some variables and having a default case are the main benefits. They certainly aren't groundbreaking changes, just good practice. If the patch sizes ever change (I have no idea if they would), the sizeof covers that too. Always prepare for the unexpected.
That's my point xD You simplified it a lot :P
 

davhuit

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Yeah, I didn't tried yet but if the original roms are inside the GBA VC, it should be possible to inject other roms in it and check if they are compatible.
 

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Yeah exactly how the CIA and rom injection was built/done would be good to know. I had attempted to build a CIA of an unmodified GBA VC title as a test and even that wouldn't boot. I also tried building it using ScireM's 3DS Rom builder then extracting the CXI with 3DSExplorer. After converting that to CIA it wouldn't install. (though it did install while in Gateway mode. But Gateway can't boot GBA stuff, so can't test if it worked)

Probably encryption related. 3DS roms are usually zero key encrypted for Gateway. But PastaCFW and PBT CFW do not support that method of encryption for CIA files. (Gateway does however) Installing them while in Gateway mode works. But they do crash if loaded from PastaCFW/PBT.

I'm interested to know how you built yours. Looks like the sig checks in AGB_FIRM was a lie. :P
 

davhuit

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I tried the classic method using a .3DS version but once extracted, the romfs folder is empty so it seems it require to unpack/rebuild the .cia directly.

It seems you also managed to get a region-free home menu or either to region-free those cias as your home menu is japanese and both icons of the GBA VC games are USA/EUR ones.
 

Ambassador

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I tried the classic method using a .3DS version but once extracted, the romfs folder is empty so it seems it require to unpack/rebuild the .cia directly.

It seems you also managed to get a region-free home menu or either to region-free those cias as your home menu is japanese and both icons of the GBA VC games are USA/EUR ones.
no, romfs is not used in vc gba. gba rom are located in code.bin
 
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Riku

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Yeah exactly how the CIA and rom injection was built/done would be good to know. I had attempted to build a CIA of an unmodified GBA VC title as a test and even that wouldn't boot. I also tried building it using ScireM's 3DS Rom builder then extracting the CXI with 3DSExplorer. After converting that to CIA it wouldn't install. (though it did install while in Gateway mode. But Gateway can't boot GBA stuff, so can't test if it worked)

Probably encryption related. 3DS roms are usually zero key encrypted for Gateway. But PastaCFW and PBT CFW do not support that method of encryption for CIA files. (Gateway does however) Installing them while in Gateway mode works. But they do crash if loaded from PastaCFW/PBT.

I'm interested to know how you built yours. Looks like the sig checks in AGB_FIRM was a lie. :P
It is require additional signature check patching, it's not that simple. Personally, I'm not familiar with VC ROM injecting at all, so I just used Ambassador game as template. I thought about writing tool to build GBA cias from scratch, but it requires figuring this part attached to the end of every ROM. It's most likely storing info about ROM id and size. For example, Mother 3 is 32MB ROM and there's no 32MB Ambassador games exist. Anyway, I don't have VC rom injecting expience and figuring this stuff out takes time.
 

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It is require additional signature check patching, it's not that simple. Personally, I'm not familiar with VC ROM injecting at all, so I just used Ambassador game as template. I thought about writing tool to build GBA cias from scratch, but it requires figuring this part attached to the end of every ROM. It's most likely storing info about ROM id and size. For example, Mother 3 is 32MB ROM and there's no 32MB Ambassador games exist. Anyway, I don't have VC rom injecting expience and figuring this stuff out takes time.

The Fire Emblem EU rom have 32MB rom.
 
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WeedZ

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It is require additional signature check patching, it's not that simple. Personally, I'm not familiar with VC ROM injecting at all, so I just used Ambassador game as template. I thought about writing tool to build GBA cias from scratch, but it requires figuring this part attached to the end of every ROM. It's most likely storing info about ROM id and size. For example, Mother 3 is 32MB ROM and there's no 32MB Ambassador games exist. Anyway, I don't have VC rom injecting expience and figuring this stuff out takes time.
So? what? They just have to be the same size?
 

gamesquest1

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It is require additional signature check patching, it's not that simple. Personally, I'm not familiar with VC ROM injecting at all, so I just used Ambassador game as template. I thought about writing tool to build GBA cias from scratch, but it requires figuring this part attached to the end of every ROM. It's most likely storing info about ROM id and size. For example, Mother 3 is 32MB ROM and there's no 32MB Ambassador games exist. Anyway, I don't have VC rom injecting expience and figuring this stuff out takes time.
is the additional AGB_FIRM signature check patch going to be shared or.....not:(

pretty sure i got the custom GBA cia files figured out, but no way of confirming i done it correctly :P
 

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is the additional AGB_FIRM signature check patch going to be shared or.....not:(

pretty sure i got the custom GBA cia files figured out, but no way of confirming i done it correctly :P
Can't you just install it to check, or do you not have a copy of Cubic Ninja?
 
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