Hacking 3DS ROM Translation Possibility?

gha_razor

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with the release of gateway
now we can play many games from any region, including japan games
is there a possibilty of someone making a translation of a 3ds rom?
or we need to wait for further exploit for something like this to happen?
 

CollosalPokemon

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No :

1) 3DS roms cannot be decrypted yet. Without decrypting them, games cannot be edited (so no translating).
2) Gateway only works for SIGNED games currently. By editing game files to translate the game, you'll definitely break the signature.
3) Translators/game editors will still take a while to even get started since little is known about the files games will use, so new research needs to take place (AFTER THE ABOVE 2 OBSTACLES ARE TAKEN CARE OF).
 

The Real Jdbye

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No :

1) 3DS roms cannot be decrypted yet. Without decrypting them, games cannot be edited (so no translating).
2) Gateway only works for SIGNED games currently. By editing game files to translate the game, you'll definitely break the signature.
3) Translators/game editors will still take a while to even get started since little is known about the files games will use, so new research needs to take place (AFTER THE ABOVE 2 OBSTACLES ARE TAKEN CARE OF).
This. But once Gateway enables homebrew it may be possible to acquire the common key to tackle the first obstacle, and once you can run homebrew you can run pretty much anything so that should take care of the second obstacle too. The Gateway team themselves may enable loading decrypted roms directly, too.
 

justinkb

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It's unlikely to be possible to acquire the AES key, even with homebrew. Unless ninty really fucked up the implementation.
 

FAST6191

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No :

1) 3DS roms cannot be decrypted yet. Without decrypting them, games cannot be edited (so no translating).
2) Gateway only works for SIGNED games currently. By editing game files to translate the game, you'll definitely break the signature.
3) Translators/game editors will still take a while to even get started since little is known about the files games will use, so new research needs to take place (AFTER THE ABOVE 2 OBSTACLES ARE TAKEN CARE OF).

That is the traditional reply, if you want to get really abstract and they can effect a cheat engine (albeit a fairly potent one), some way to snatch memory and kernel control able to make it happen then

1) If they can snatch memory or someone else can you could try something.
2) If they have kernel control and SD access (I assume it is the SD used for DLC) then as long as it does not trouble the execute sections (though maybe then something might be able to happen) you might be able to inject at runtime. Things at this level have been done before in the case of HD retexturing on the N64, I am told a few people are doing something similar with translations there and some of the Wii translations work in a similar manner.
3) What I have seen thus far (a few developer demos were decrypted and I got a chance to play with them) the file types are not all that dissimilar to that which went before and beyond that nobody radically reworks a SDK without good reason (the GBA was quite similar to the GC which is quite similar to the Wii and stepping back earlier things fed the DS as well). On the text side of things I imagine 2d is largely taken care of an the DS had stuff that could allow for VFW, markup on text, text scripting and everything else necessary for a translation.

But for the sake of everybody reading consider the original list up there reasonably accurate. The above is an incredibly annoying way of making a translation work let alone gathering the info to do it.

Edit. Some of those does assume whole ROM signing and not just executable code (which remember there is the option to set no execute pages) is in effect. If decryption keys get leaked and signing is restricted to the binary it could still allow for some translation, there might be games with stuff located in the binary for some reason.
 

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