Homebrew Booting glitchiness question

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Nobody88

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Hey guys I got a quick question does anyone know what's causing the "flashing colors" when booting HBL and if it can be fixed? Thanks

Edit: I'm talking about the bottom screen.
 
Last edited by Nobody88,
On mine when it loads looks like its glitched smdh logos loading. I can justabout makeout one of the save managaing apps logos when the colours flash.
 
I believe its because the way most of the payload is executed is through the GPU. When you run an exploit, the code that is executed is loaded into the frame buffer (the next frame for the screen to display) and is "displayed." Since its not a formatted video frame, it comes out as random artifacts. Kinda like when you open a picture in notepad but in reverse.

I haven't looked into the exploit code for menu or browser hax, or the HBL code. but that would be my educated guess.

Source: I am a developer.
 
Last edited by FuzzyBabyDucks,
it's because of the exploit.
an exploit glitch itself into a glitch
into the system and run itself.
6fa.png
 
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Weird. The hbmenu 3dsx I have loads instantly without the icon-loading routine (flashing glitchyness).

I guess newer hbmenu binaries have a modified title selector function that loads the icons this way. But why doesn't the one I have do this?

Edit: it's used to know what the ropbin is doing currently. So if it freezes on some color, someone could track back the cause of the freeze. Also, if you have a list of so-called "gadgets", that you dumped from the 3DS's software, you could edit the ropbin to not flash the bottom screen.
 
Last edited by Sono,
Weird. The hbmenu 3dsx I have loads instantly without the icon-loading routine (flashing glitchyness).
Edit: it's used to know what the ropbin is doing currently. So if it freezes on some color, someone could track back the cause of the freeze.

I think he was talking about the ugly stuff before ropbin is executed.
 
I think he was talking about the ugly stuff before ropbin is executed.

The code is loaded to the memory using "gspwn". Long story short, the GPU can access the currently running application's code section, and can even overwrite it. So you can load the payload into memory by copying the binary to the screen, and then copying that to the currently running application's code section, and then jumping to it.

Correct me if I'm wrong.
 

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