Homebrew Is my 3DS version TOO LOW?!

Wizardkoer

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I'm soon getting a 3DS from my friend who bought it when it came out but his charger died and so used it only for a few days and hasn't used it since. Then he was like 'fuck this shit' and now he's giving it away to me. The problem is it will obviously be less than system menu 4.0 so is it compatible with the gateway exploits and the browser exploits? I NEED HELP! Isn't sysnand 4.4 the minimum for the exploits?
 

BlackWizzard17

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Don't panic, if it is on a lower firmware just buy a game that has the 4.4 firmware version update and update it like that. Just make sure you update through the game and not through internet.
 
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I'm soon getting a 3DS from my friend who bought it when it came out but his charger died and so used it only for a few days and hasn't used it since. Then he was like 'fuck this shit' and now he's giving it away to me. The problem is it will obviously be less than system menu 4.0 so is it compatible with the gateway exploits and the browser exploits? I NEED HELP! Isn't sysnand 4.4 the minimum for the exploits?
There are ways to use it. Do you have a ds flashcart?
 

lemanuel

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It was possible. It's really old versions of it. And normatt uploaded a qr code that works with cubic ninja on any fw.

I knew it was possible in the old versions but not anymore. I just didn't understand at first that you meant that when saying old ones. lol

Nice to know about the qr code though.
 
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Quote from that thread:

You can use cubic ninja to exploit 1.0.0E its not very stable but its enough to get basic arm9 control (after a few retries). Scan http://i.imgur.com/7Q35Tuy.png and it will load the file load.bin into fcram at 0x23F00000 and start execution (size is limited to 0x3000 bytes)

This is how to retrieve the framebuffer addresses:
*(volatile uint32_t*)0x80FFFEC = *(volatile uint32_t*)0x23FFFF18;
*(volatile uint32_t*)0x80FFFC0 = *(volatile uint32_t*)0x23FFFE00; // framebuffer 1 top left
*(volatile uint32_t*)0x80FFFC4 = *(volatile uint32_t*)0x23FFFE04; // framebuffer 2 top left
*(volatile uint32_t*)0x80FFFC8 = *(volatile uint32_t*)0x23FFFE08; // framebuffer 1 top right
*(volatile uint32_t*)0x80FFFCC = *(volatile uint32_t*)0x23FFFE0C; // framebuffer 2 top right
*(volatile uint32_t*)0x80FFFD0 = *(volatile uint32_t*)0x23FFFE10; // framebuffer 1 bottom
*(volatile uint32_t*)0x80FFFD4 = *(volatile uint32_t*)0x23FFFE14; // framebuffer 2 bottom
*(volatile uint32_t*)0x80FFFD8 = *(volatile uint32_t*)0x23FFFE18; // framebuffer select top
*(volatile uint32_t*)0x80FFFDC = *(volatile uint32_t*)0x23FFFE1C; // framebuffer select bottom

uint32_t topScreenSelect = *(volatile uint32_t*)0x080FFFD8;
uint8_t* topScreen_left = (uint8_t*)(*(uint32_t*)((uint32_t)0x080FFFC0 + 4*(topScreenSelect&1)));
uint8_t* topScreen_right = (uint8_t*)(*(uint32_t*)((uint32_t)0x080FFFC8 + 4*(topScreenSelect&1)));

uint32_t bottomScreenSelect = *(volatile uint32_t*)0x080FFFDC;
uint8_t* bottomScreen = (uint8_t*)(*(uint32_t*)0x080FFFD0 + 4*(bottomScreenSelect&1));
 
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