Homebrew DS(i) Mode hacking progress thread

Supster131

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In that case... Why is everyone whining about modding each game's ROM to run? Couldn't you just make/edit the header?
Not exactly.. DSi-Only/DSi-enhanced games also have that extra header I was talking about. When we try to install one of those games onto a 3DS, they will show up on the homemenu. But as I explained earlier, upon launching it, we would come up with an error. If we had a DS game inserted in the 3DS, that CIA DS game would launch the cart instead.

So it's not really that simple :/ DSI and DS games yield the same results.
 

zbw2000

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installing to emuNand only:
R4 "Revolution for DS (NDSL, NDS)" - does not appear & error using TWLSlot1Launcher
Acekard 2i - appears & works
R4i RTS 3DS - appears & works

installing to emuNand and sysNand:
same results

...so it seems you only need to install it to emuNand.
Apparently. Good to know i guess.
 

AtlasFontaine

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froggestspirit

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Don't DS(i) games have the code stored in a file of it's own in the file structure? Wouldn't those just need to be compared with advanced wars? I'd imagine theres some code in there to tell it to read from the gamecart or Nand
 

Billy Acuña

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Don't DS(i) games have the code stored in a file of it's own in the file structure? Wouldn't those just need to be compared with advanced wars? I'd imagine theres some code in there to tell it to read from the gamecart or Nand
Not sure at all, but I think that DSi Advanced Wars and the DSiWare one have different encryption (not only the header).
@TuxSH ?
 

Billy Acuña

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Is there currently a way to decrypt DSIware? I remember reading that it had to be migrated from a DSI instead of purchased from a 3DS, but I'm wondering if we found another way
Maybe, but DSi Scene doesn't grown huge enough as DS/3DS did, so I dunno if is possible encrypt/decrypt DSiWare roms.
 

Apache Thunder

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Something interesting to report. It appears to be possible to enable slot-1 access from a DSiWare app. I tested this with Sudoku. I did a quick demonstration video here:



Of coarse in this case wooddumper still fails to read the card. This is probably because it's not coded to operate correctly in DSi mode. I only used it to see if there was a change in it's behavior. It looks like I got Slot-1 working because in that test woodumper would show a random card ID value on each read attempt. But if I eject the cartridge (I used a Mario 64 DS game as a test) it would always report this as 0.

I confirmed this new behavior was a result of my modifications by trying it again but with original unmodified Sudoku. Regardless if the cartridge was inserted or not, in vanilla Sudoku environment, wooddumper would always report cardid of 0. So it definitely looks like my changes did something!

I modified Access Control settings at offset 0x1B4 (4 bytes long) to match that of TWLNMenu (the equivalent of DevMenu on the DSi, and yes I already tried to get that to boot on my 3DS. Looks like all dev apps fail to boot on retail consoles. Still haven't figured out why).

If you want to test this your self, these were the bytes I changed it to on Sudoku's access control (offset 0x1B4 in the SRL header): 1B 61 00 00

Also, not sure if this was a factor or not, but I also changed offset 0x0C to be 0B. This setting corresponds to what that's set to in the DSi Launcher SRL. (TWLNMenu also had it set to this).

If you decide to modify that byte, be sure to correct the header CRC. :)

Slot-1 is active it appears, but whether or not valid data can be retrieved can't be tested yet. There is no (public) DSI mode homebrew that is coded to access slot-1 properly in DSi mode. That and there's a possibility that the sudokohax payload it self might interfere with it. (I heard they had anti-piracy code. DSi NAND keys were destroyed on startup of the Sudokuhax payload. I don't know of any other measures they added. Maybe they actively messed up slot-1 access somehow, But Sudoko doesn't normally have slot-1 access, so I don't see this as likely)

So conclusive tests could not be done. :(
 
Last edited by Apache Thunder,

I_AM_L_FORCE

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Something interesting to report. It appears to be possible to enable slot-1 access from a DSiWare app. I tested this with Sudoku. I did a quick demonstration video here:



Of coarse in this case wooddumper still fails to read the card. This is probably because it's not coded to operate correctly in DSi mode. I only used it to see if there was a change in it's behavior. It looks like I got Slot-1 working because in that test woodumper would show a random card ID value on each read attempt. But if I eject the cartridge (I used a Mario 64 DS game as a test) it would always report this as 0.

I confirmed this new behavior was a result of my modifications by trying it again but with original unmodified Sudoku. Regardless if the cartridge was inserted or not, in vanilla Sudoku environment, wooddumper would always report cardid of 0. So it definitely looks like my changes did something!

I modified Access Control settings at offset 0x1B4 (4 bytes long) to match that of TWLNMenu (the equivalent of DevMenu on the DSi, and yes I already tried to get that to boot on my 3DS. Looks like all dev apps fail to boot on retail consoles. Still haven't figured out why).

If you want to test this your self, these were the bytes I changed it to on Sudoku's access control (offset 0x1B4 in the SRL header): 1B 61 00 00

Also, not sure if this was a factor or not, but I also changed offset 0x0C to be 0B. This setting corresponds to what that's set to in the DSi Launcher SRL. (TWLNMenu also had it set to this).

If you decide to modify that byte, be sure to correct the header CRC. :)

Slot-1 is active it appears, but whether or not valid data can be retrieved can't be tested yet. There is no (public) DSI mode homebrew that is coded to access slot-1 properly in DSi mode. That and there's a possibility that the sudokohax payload it self might interfere with it. (I heard they had anti-piracy code. DSi NAND keys were destroyed on startup of the Sudokuhax payload. I don't know of any other measures they added. Maybe they actively messed up slot-1 access somehow, But Sudoko doesn't normally have slot-1 access, so I don't see this as likely)

So conclusive tests could not be done. :(

So with this we could in theory flash an update to a bricked DS flashcart couldn't we?
 

Vampirex

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Not sure if this is relevant or not..

@Apache Thunder have you guys tried the DSi homebrew channel on 3DS? I've been playing around with this on my DS flashcart. If I boot up straight from the loader, I can access the SD content from the flashcart. But when I have DSi hb channel autoboot from the flashcart, it freezes on the main screen... I'm wondering if its trying to access the SD card?

http://gamebrew.org/wiki/DSi_Homebrew_Channel
 
Last edited by Vampirex,

Billy Acuña

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Not sure if this is relevant or not..

@Apache Thunder have you guys tried the DSi homebrew channel on 3DS? I've been playing around with this on my DS flashcart. If I boot up straight from the loader, I can access the SD content from the flashcart. But when I have DSi hb channel autoboot from the flashcart, it freezes on the main screen... I'm wondering if its trying to access the SD card?

http://gamebrew.org/wiki/DSi_Homebrew_Channel
If we have a source code of DSi HBC, will be possible, but I cannot find it :(
 

chyyran

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While I know Process9 brokers all SD card access, at least in CTR Mode; assuming this idea hasn't been thrown out there before, rather than attempting to convert NDS files to CIA and booting them, would it be possible to redirect Slot-1 RW in TWL_FIRM to a partition on the SD Card in a similar fashion to how EmuNAND is accomplished?
 
Last edited by chyyran,

I_AM_L_FORCE

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Experimental 3ds nand dump/restore from TWL mode attached. It's beta so make sure to have nand mods and backups etc. blah blah. Self service (just src, no binary). Tested with sudokuhax on old 3ds and dsi and it's slow so be prepared for that.
Hold up. You can backup/restore NAND from twl? How?
 

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