lilkerv90210 said:Trolley makes a good point..
Why dnt u help out Trolley...im just askn
Because I'm nowhere near smart enough and I don't have anywhere near enough tech knowledge to be able to pull something like this off.
lilkerv90210 said:Trolley makes a good point..
Why dnt u help out Trolley...im just askn
shortperson1026 said:I don't think an exploit will come until DSi-Only games are available... but prove me wrong.
Exactly my thought.swimmeringer said:shortperson1026 said:I don't think an exploit will come until DSi-Only games are available... but prove me wrong.
That's what I was thinking... But unless it utilizes the SD card slot in the game it would only help make a flash cart, which, supposedly, could create a channel (if games are given the authority to do that, like some on the Wii like Mario Kart)
Or we could get it to run a file from the SD card which would do something, or something.
Theoretically. And I don't think any have been announced yet.
shortperson1026 said:I don't think an exploit will come until DSi-Only games are available... but prove me wrong.
I think an exploit could be present within the camera app. The leader of this project should start looking in the other apps and think out ways to put an exploit into use through apps that use the SD card.Kingfield said:DSiWare shouldn't have anything to do with DSi only carts.... but the flashcarts which access DSi specific functions may have to wait till then.
However the main aim of this project atm is to dump DSiWare and resign it, sure its not definately going to yield any results, but it's worth a try.
You would have saved a lot of time just by reading http://hackmii.com/2009/01/dsibrew/. Yes, there are some similarities -- but not enough that you can just skip a year's worth of hard work. Putting together the final artwork and coding is one of the last bits, and if history is any guide, it will just sort of fall into place once the technical side is ready. Even if you do put together a team now, you'll probably lose half of them due to attrition before you actually have a chance to start coding.desumodnoc said:So far I have contacted Yasu, from Yasusoft.
Jay Freeman from saurik
Erm... Jay Freeman *IS* saurik. It's an IRC handle, not a company.
UPDATE 4.11.09 5:45 PM PSTQUOTE said:UPDATE 4.10.09 11:52 PM PST
- I have successfully extracted WarioWare: Snapped into arm7.bin, arm9.bin etc.
No, you didn't; the data you got was all garbage. I don't know what you did to produce those files, but if you can't tell the difference between failure and success, you should probably go put your thinking cap back on for a while.
*sigh*QUOTE said:UPDATE 4.11.09 7:17 PM PST
- Art/ Logos/ Images for the channel, post here: http://zeldaomg.freeforums.org/dsi-homebre...images-t32.html
Just to give you some perspective on the situation, here's the rough timeline of the Wii HBC:So, on that timeline, you're at, oh, Jan-Feb. 2007. You're trying to jump ahead to April, 2008. It took us a year and three or four different exploits until we were able to make and install a channel, and only THEN did we look for people to help with it. Once you're at that point, finding help is usually pretty easy -- we'd been talking with people on #wiidev (or meeting them at conferences, etc) and a group just sort of came together.
- Nov. 2006: Wii released
- Dec. 2006: First GameCube-mode code run on Wii via Action Replay. No real benefit to using Wii over GC.
- Jan. 2007: Erant releases Drive Cable
- Feb. 2007: First Wii modchips appear (using variations of hacks from the GameCube)
- Jun. 2007: I buy a Wii and start talking to people
- Aug. 2007: First actual Wii homebrew released (by another team) -- a GC-mode DVD player (requires a modchip, but at least you can fit a DVD inside of a Wii, unlike the GameCube
- Oct. 2007: Wii common key extracted using a hardware hack
- Nov. 2007: strncmp bug found in IOS
- Dec. 2007: First public demo of actual Wii-mode code execution; very few details released
- Jan. 2008: buffer overflow in Zelda savegame parser found. Note that it took a whole year for this to happen, because we needed the hardware hack to get tmbinc's Wii's private key in order to actually modify a savegame.
- Feb. 2008: first version of Twilight Hack released. Runs code off GC memcard SD adapter. Work begins on adding Wii support to libOGC.
- Apr. 2008: "April Fool's" time-limited demo of HBC released. It used the same code as the Twilight Hack, more or less, but was installed as a channel. At this point, it became clear we needed some people who could actually code "normal GUI stuff" and who could draw and make music, so we found some on IRC.
- May. 2008: First public "beta" release of HBC.
QUOTE
- Dan has found the proxy settings for the DSi firmware. "I think we can
probably work off some of the Wii stuff now. It seems quite similar."
So my theory from the other thread was partially correct?captainobvious5 said:Well if it is any help an exploit has been found and homebrew has already been created and running. From what I know from translation, Yasu used a buffer overflow exploit on the photo channel app to run his code, but I don't know what this was and we still don't have the common key. On the same subject we already know about the configuration file for storing pictures and other information, and the DSi by default stores pictures at DCIM/101NIN02. We also know that with the commands the web browser supports it may be possible through that too. Yasu also plans to release CFW in the future, but he will probably make it not able to run backups. Unfortunately I have little knowledge of how to do buffer overflows and can't really be of much help on that front.
I think that's where you are wrong. There's no proof that it was indeed a buffer overflow (that I know of) and according to what I've read he only recently announced this exploit publicly, putting Nintendo a step behind.darkriku2000 said:The only thing I'm worried about is that since Yasu did the buffer overflow just 3 days after the system was released and made it public, nintendo may have looked into it and fixed the flaw, so on one hand it might stop this, on the other hand, it didn't stop the twilight hack
Huh... where did you get that info from?Normmatt said:Yasu's exploit was a buffer overflow of a nds game's save reading code thus ds compatibility mode only.