Hacking Wii U Hacking & Homebrew Discussion

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Last edited by LawnMeower,
Here you go. I have also put the required kernel exploit and gecko installer into this package
https://mega.nz/#!6oEHkBqL

(file was too big to upload it here)
That's fine. Did you use chadderz? I'm j/w, afaik FSA will not work from his source. I thought the addresses needed to be changed (thus why we got the version mismatch error).
 
That's fine. Did you use chadderz? I'm j/w, afaik FSA will not work from his source. I thought the addresses needed to be changed (thus why we got the version mismatch error).
I don't think FSA is supported.
I picked up this one because the only other source code was one of the very recent releases that won't connect to my Wii U
 
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I read somewhere on how to run Loadiine alongside the CG controller, but I can't seem to find it. Did I imagine that, or am I just using the wrong versions?
I assume it'll work if you just open up loadiine, select the game you want to load, then start up gc-to-vpad and then load your game via starting smash bros. I cant test loadiine so its just a guess anyways.
 
I assume it'll work if you just open up loadiine, select the game you want to load, then start up gc-to-vpad and then load your game via starting smash bros. I cant test loadiine so its just a guess anyways.
Unfortunately this doesn't work. I'm guessing because they use two different kernel exploits. If only Loadiine also included the CG controller option, that would be rad.
 
Unfortunately this doesn't work. I'm guessing because they use two different kernel exploits. If only Loadiine also included the CG controller option, that would be rad.
its not the kernel exploit for sure as long as you use my webpage for it since I did add dynamic memory detection for it. Just FYI I am on 3.1.0 so I cant test loadiine atm anyways, I was at the way of porting it but I noticed some stuff which dimok by now luckily did (fixing a few machine code issues and rewriting important parts) so with that new code base I'll have to do a lot of porting from the ground up since that did change quite a few things, but hey at least it helped game support and stuff for the people on 5.3.2 so thats good.
 
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its not the kernel exploit for sure as long as you use my webpage for it since I did add dynamic memory detection for it. Just FYI I am on 3.1.0 so I cant test loadiine atm anyways, I was at the way of porting it but I noticed some stuff which dimok by now luckily did (fixing a few machine code issues and rewriting important parts) so with that new code base I'll have to do a lot of porting from the ground up since that did change quite a few things, but hey at least it helped game support and stuff for the people on 5.3.2 so thats good.
It's all good. I can't even complain either way; it's loads more than I could ever accomplish, and I appreciate the works that's been put into it. Not being able to use a Gamecube controller for backups is trivial anyway. I can still use it on my disc games, and that's awesome enough.
 
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Of course it's possible, but then 5.5.0 would be relatively useless for the public.

Talking about userspace exploits.
Does libwiiu determine which browser exploit to use, once it recognised the system version? Or is it always the same exploit across all supported FW versions?
Because you once said that 4.1.0 and 5.0.0 have the most reliable userspace exploits.
 
Talking about userspace exploits.
Does libwiiu determine which browser exploit to use, once it recognised the system version? Or is it always the same exploit across all supported FW versions?
Because you once said that 4.1.0 and 5.0.0 have the most reliable userspace exploits.

libwiiu is meant to switch between multiple different exploits, depending on the version. One exploit is used for 2.0.0-5.1.0, another for 5.3.2, and the most recent is the unreleased 5.4.0-5.5.0 exploit.
 
libwiiu is meant to switch between multiple different exploits, depending on the version. One exploit is used for 2.0.0-5.1.0, another for 5.3.2, and the most recent is the unreleased 5.4.0-5.5.0 exploit.

Does the user have to manually set the version he wants to exploit during compilation?
Or is the process automated (determine the system version and which exploit to use during execution) ?
 
Does the user have to manually set the version he wants to exploit during compilation?
Or is the process automated (determine the system version and which exploit to use during execution) ?
Every version available gets compiled so you could theoretically host all of them on your own website! ;)
 
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I have some games on disc I'm thinking about selling.
But before I do that, does anyone knows if the future IOSU exploit will be achieveable by WebExploit (Or other gameless method) or it will be similar to the Wii initial hack? (With TLOZ Twilight Princess and some other specific games).

Or maybe if via game, possible through Loadiine?

Thanks! :)
 
Last edited by poiu17,
libwiiu is meant to switch between multiple different exploits, depending on the version. One exploit is used for 2.0.0-5.1.0, another for 5.3.2, and the most recent is the unreleased 5.4.0-5.5.0 exploit.
@Marionumber1, any chance to port the 5.3.2 exploit (I suppose this one is usable) to the 5.2.0 version?
 
Last edited by CoolAlpha,
@Marionumber1 There's already a public N3DS libstagefright vuln which also affect the Wii U (Yes even 5.5) if we know the address wouldn't the same process as the previous OS versions work to get code execution (eg copy it into the JIT area then exec it)?

Or have I been away and developing other stuff for too long and are missing something?


https://github.com/yellows8/browserhax_fright
 
@Marionumber1 There's already a public N3DS libstagefright vuln which also affect the Wii U (Yes even 5.5) if we know the address wouldn't the same process as the previous OS versions work to get code execution (eg copy it into the JIT area then exec it)?

Or have I been away and developing other stuff for too long and are missing something?


https://github.com/yellows8/browserhax_fright

The libstagefright vulnerability is what our 5.4.0/5.5.0 exploits used.
 

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