Hacking Luma3DS - Noob-proof 3DS Custom Firmware

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Aurora Wright

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I just got chainloading Decrypt9 (or whatever arm9 payload) to work directly from AuRei. However, it's not very comfortable/useful: as AuReiNand is a normal brahma payload, it's running from 0x23F00000, however this is the same address other brahma payloads (like D9) use. So I can't overwrite AuRei while it's in memory :D I had to recompile D9 to run from 0x24F00000.
 
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Supster131

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I just got chainloading Decrypt9 (or whatever arm9 payload) to work directly from AuRei. However, it's not very comfortable/useful: as AuReiNand is a normal brahma payload, it's running from 0x23F00000, however this is the same address other brahma payloads (like D9) use. So I can't overwrite AuRei while it's in memory :D I had to recompile D9 to run from 0x24F00000.
You mean, like on 10.6?

Any test builds? :P
 

Supster131

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No, I mean that you hold L+R on boot and it boots an "arm9payload.bin" file from SD instead of the CFW. But as I said, you'd need to recompile every arm9 payload to use it with this...
Shouldn't too big of a hassle (for the end user), right?

D9's probably the most useful one, maybe include it with aureinand?
 

Aurora Wright

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Shouldn't too big of a hassle (for the end user), right?

D9's probably the most useful one, maybe include it with aureinand?
I worked around it now. Basically I compiled a barebones 7 KB loader (which I put in rei/loader.bin) which runs from 0x24F00000 and its sole purpose is loading the real payload (in this case, D9) to 0x23F00000.
So aurei loads it to 0x24F00000 and jumps to it, and it loads the arm9 payload to 0x23F00000 and jumps to it (a bit convoluted, but works).
 

DocKlokMan

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I worked around it now. Basically I compiled a barebones 7 KB loader (which I put in rei/loader.bin) which runs from 0x24F00000 and its sole purpose is loading the real payload (in this case, D9) to 0x23F00000.
So aurei loads it to 0x24F00000 and jumps to it, and it loads the arm9 payload to 0x23F00000 and jumps to it (a bit convoluted, but works).
That's great! I've been postponing updating my A9LH and AuReiNAND for something just like this. Will I need the A9LH screen-init update to make use of this new feature?
 

Aurora Wright

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That's great! I've been postponing updating my A9LH and AuReiNAND for something just like this. Will I need the A9LH screen-init update to make use of this new feature?
If you want to run official Decrypt9 releases, yes. Currently I don't have screen init in A9LH itself, I bundled it into D9 itself.
 

DocKlokMan

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If you want to run official Decrypt9 releases, yes. Currently I don't have screen init in A9LH itself, I bundled it into D9 itself.
See, this is how I think it should have been done. Instead of having screen init on boot up causing issues with Stable 3D and flickering it should just be in each A9LH compatible homebrew. Since you needed to add the screen init into D9 then what's the harm of changing the offset? You'd need a special build anyway. In your latest solution, could you implement screen init into the loader.bin instead?
 

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I worked around it now. Basically I compiled a barebones 7 KB loader (which I put in rei/loader.bin) which runs from 0x24F00000 and its sole purpose is loading the real payload (in this case, D9) to 0x23F00000.
So aurei loads it to 0x24F00000 and jumps to it, and it loads the arm9 payload to 0x23F00000 and jumps to it (a bit convoluted, but works).
Think you can share that build of yours? :P

Also, perhaps you can make another branch on your github for testing purposes? Things that aren't ready for prime time, but would help if people tried it out and gave feedback?
 

democracy

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Working great here Aurora, but the other boot option (L or R) are not working in the test build.

This is a pretty sweet cfw, thank you :)
 
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