Homebrew braindump - userland game dumping!

trainboy2019

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do what exactly? the exefs has the game code, plus icon and banner for home menu. chances are, you just want things in the romfs. if you want the code you'll have to get it through other means right now.
Right, how would I extract the romfs with ctrtool? Nothing has worked so far
 

pacguy64

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I'm having an issue with braindump. When I try to dump Sonic 2 3D, braindump stops after the dumping RomFS part and gives this error:

Failure during dumping. Output data is incomplete!

Why is it saying this, and how can I avoid it? Google hasn't been very clear on this. I've tried to braindump the exact same game on an old 3DS and a new 3DS, with the same issue. I reinstalled the game when transferring, too, and it runs just fine, so I can't see it being an issue with the title. Is Sonic 2 3D just not supported?
 

CrazyBlergh

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I don't really know how to install this or rather I see no reason to build my own 3dsx file when I could just download and run an already built one. Can I do that or do I really have to look into setting up the homebrew dev environment?
 

ihaveahax

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Khangaroo

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Is it possible to dump the home menu or system firmware with this? I've seen the home menu working in citra.
That was done by downloading a CIA from NUS (nintendo update servers), decrypting it with decrypt9, then extracting CXI from the CIA with ctrtool. Also, Citra used to be able to boot home menu, but then that was broken somehow.
 

Famicon

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My 3DS is on 11.2 and I'm trying to use braindump on the homebrew launcher that I installed from ninjhax, but it keeps freezing on the yellow screen. And I can't use uncart or Decrypt9 because the only owkr on 9.2 or lower. What should I do?
 

Shadow#1

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What is PASLR and what is CFW???
a short intro to virtual memory first
virtual addresses can be mapped onto physical addresses
they don't have to line up
ie going forward in virtual address space does not (always) mean forward in physical address space
it can map to wherever
so, in paslr: the memory used by the programs code is split into some amount of blocks, then the blocks are allocated in random order in physical memory
while maintaining the same order in virtual memory
the GPU (used for gspwn) accesses physical memory directly
so this complicates *hax as it relies heavily on gspwn
solution: use the gpu to search...
so we know the right order to put things in so it all lines up like it should
 
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