Hacking Wii U Hacking & Homebrew Discussion

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Will there ever be a kernel exploit mapping the 01 range as writable?

Probably, once I find the bit that represents the writable flag.

Any guides on doing an interactive pyGecko session so that I can keep invoking the OSEffectiveToPhysical() command to figure out the memory bounds of a game? Sure, I need to run the kernel exploit and pyGecko installer but then what on the computer? Either way, is there a wiiubrew wiki page dedicated to this? If not, it should be made. :)

Code:
$ python -i tcpgecko.py
>>> rpc=TCPGecko(IP)
>>> symbol("coreinit.rpl", "OSEffectiveToPhysical")
>>> OSEffectiveToPhysical(ADDR)

That will display the physical address that ADDR maps to.
 
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The japanese seem to have figured out File Replacement as well... @soneek


Every song they used in that video is downloadable on Brawl Custom Music. They didn't really figure anything out, especially if they haven't edited song titles yet.

Songs used in order:
Let's Brawl - http://www.brawlcustommusic.com/6641
X vs. Zero - http://brawlcustommusic.com/13789
FF7 - Those Who Fight Further - http://brawlcustommusic.com/16456
Vs. Lance/Red Remix - http://www.brawlcustommusic.com/6655
 
Last edited by soneek,
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.json is like sql but more basic

If we're going to make this a dev thread, let's be accurate.

JSON isn't exactly like SQL.

JSON (literally JavaScript Object Notation) is a way to represent JS objects. .json files are often used to persist data, as they're human readable/writeable and nearly all languages either have JSON parsing capabilities built in or have hugely popular libraries that do so - you don't need to be coding in JS to use JSON.

SQL is a language used for querying and managing .sql files, which represent proper relational databases. Again used for persistence, but that's where the similarities end. SQL DBs aren't exactly human readable in their raw form, and are meant as large collections of data to be queried against, not to simply be written by hand or used for lazy storage.
 
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I tried TCPGecko, when the game crashes it displays a message "connection to TCP Gecko has failed! do you want to retry"
if you say yes, it retries, if you say no, there's another window with another error message!
"during the connection, an error occured, blablabla, do you want to retry?"
whatever you choose, it still retry to connect even if you say NO.
so it's stuck in a loop.
 
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I already know what the 2 are. They're a little alike, I never said they were buddies or anything.

I'm not clarifying for your benefit, I'm clarifying for anyone else reading along and trying to get involved. Saying JSON's like SQL but more basic is a bit of a stretch, and if this is supposed to be a source for moving this project along, it helps to make these things clear.
 
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I tried TCPGecko, when the game crashes it displays a message "connection to TCP Gecko has failed! do you want to retry"
if you say yes, it retries, if you say no, there's another window with another error message!
"during the connection, an error occured, blablabla, do you want to retry?"
whatever you choose, it still retry to connect even if you say NO.
so it's stuck in a loop.



    • Open the browser
    • Run the osdriver exploit
    • Open the browser again
    • Run the codehandler
    • Start the game
    • Connect to Gecko dNET
Then it should work :)
 
Last edited by nastys,
Talking about Cyan's bug.

I was dumping RAM, the WiiU crashed at 95%, around 45000000.

Tcgp gecko client thrown the error message, clicking "no" thrown another message, the clicking "no" again, the program didn't try to reconnect.

Using latest Tcgp gecko client version by wj44.
 
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Talking about Cyan's bug.

I was dumping RAM, the WiiU crashed at 95%, around 45000000.

Tcgp gecko client thrown the error message, clicking "no" thrown another message, the clicking "no" again, the program didn't try to reconnect.

Using latest Tcgp gecko client version by wj44.
Oh, THAT bug...
sm7_facepalm.gif
 
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