@QuarkTheAwesome: sorry, but what you said is simply wrong.
a) It IS dangerous to unlock USB, for several reasons (remember WiiUs dying "suddenly" after using "GXLoader" for months"?) - yeah we had several cases here of DOA WiiUs because of using this tool- and i told it was dangerous before.
USB 2.0 is a dangerous technology because it´s directly related to your cpu, i know 15 years ago when first Mainbaords with USB 2 were made, cpus died when you killed your USB or you fried your cpu when your USB got overloaded, you surely don`t know it.. It has to do with "V-Core-Drop". You ever heard that word`? to me it seems you don`t know what that is.
What happens if you overload your USB is => your vdrop falls. If you load USB low, your vdrop isn`t running in dangerous levels. but it may happen that if you run certain instructions on the cpu (which max it out to an out-of-TDP-standard level such as AVX) that your USB 2.0 load is so high that you have a very high vcore-drop. And that means your cpu can be damaged if you load it heavily.Nintendo was smart choosing USB 2 for this security measure. i told you 1 year ago.
b) The WiiU can potentially overheat and/or the VRM can be damaged if you unlock the USB without taking measures and testing it carefully. As you know, not every device, which got overheated will work again. I know cpus, which didn´t survive overheating. And that was a Core 2 Quad-cpu from Intel! So there is a certain risk going with it,which is why i don´t post here how it´s fully done. Everybody does it on their own risk and a such damaged WiiU cannot be repaired.
c) Currently unlocking USB ONLY works with one program. and that is "loadiine". If you patch it (see my other thread, which was the reason i created this thread btw since i told you, Nintendo used a custom USB-driver, which tells to not use the full bandwidth).
This can now be changed, when you delete the "256" in each rpx/rpl-file and change one codeline. This is known since a few months, yeah. But nobody ever reported back. So they didn`t follow it further.
I came, knew it was a thing and then i found that thread and i am doing that now. It takes time to do so though. Converting all games to Loadiine (game with no encryption/DRM) takes a lot of time. I just got a new Intel-SSD with very high IOPS in order to test this.
d) Btw:: I know pretty much anything. I even know why "Super Mario 3D World" runs "badly" in "Loadiine".
Wanna know the answer? Nintendo implemented "software-triggers" in it (because they were again smart, made a double-DRM-protection, if first AES 128-bit is broken, you still have software-DRM-triggers, which means you have certain code which checks "how long does my execution take on original hardware?" and then reports back if the result is not like on original hardware and triggers a "key-chain" Which can then lead to...well certain behaviour you told the program to do when it detects a DRM-breach. E.g. "wait xxx seconds and then try again"
Why do i know about this?
Simple. Nintendo made similar DRM-protection on Wii-games like "New Super Mario Bros Wii".
And finally e) I said, theoretically you could unlock all programs like that (e.g. Online-games, you would have to patch the necessary online-rpx-library). The problem is: It´s not known yet how to do this on "Retroarch" or other programs. Because you need to change 2 things in each RPX-file in order for it to work. a) DRM has to be shut-off which means you delete one code-line. And b) You tell the USB to have no limit (=0 as a number instead of the 256 max limit of block-size/chunk etc written as a standard).
But to me it seems you still haven´t understand what the WiiU really is. It`s time to wake up, dude.
And no- right now we have to assume- Nintendo did the most-stupid thing with WiiU and that means they went they software-DRM route. Which means AES 128 bit is fully running in software on the PPC-cores (In Cafe OS).
Which would also perfectly explain why the OS itself is so slow. Because you get the exact same result if you run AES 128 bit-Software encryption on say a standard PC with some HDD attached to it. You even ran a Software-AES-encryption on a non-hardware-accellerated cpu? You saw how a Windows can run if you do that?
Your OS-speed will be limited to 1-2 Mbytes/second. E.g. if you use Truecrypt/Veracrypt and the like with a stone-old cpu which has no hw-accelleration.
The WiiU is a custom machine. It`s cpu can run 20 Gbyte/second. But: If you load it with AES 128 bit, you will never be able to use it with those numbers. Which is very similar to what EA currently does (Denuvo/Origin/etc) all costs a lot of cpu-time.
So what this means is: The WiiU´s cpu uses 95% of ressources on DRM.
Just that simple. And only 5% is usable for the OS.
If- and that´s a big IF- we some day could patch out ALL AES-RPX-files on WiiU- and replace them with patched files and circumvent all necessary OS-libraries which check for all that DRM-chunk in there- the same way how "Loadiine" was patched and it works now- delivering amazing performance- then you could have a smooth OS. The processor would instantly load the data instead of having to wait for the DRM to be finished.
And one last point which is a bit off-topic but i want to mention it here: I also found out more reasons why EA hates Nintendo now. Well it is quite simple:
EA wanted to handle some trigger-based DRM (called Denuvo and Origin is the system which it runs on) on WiiU. Which would have ment they have the full force of what can be done in terms of DRM on WiiU.
But Nintendo created their Software-based AES 128-bit solution and thus the system is "incompatible" with Origin/Denuvo.
Yes, guys. That´s the whole story behind Nintendo´s "EA-love-hate-championship". EA hated Nintendo because they choose to use the software-AES-solution for DRM (which taxes a processor to 90% easily) instead of using EA`s own solution called "Origin" (which is nothing different than all games having software-triggers which detect what you do in the game and if your game is running original or if it´s a copy). Origin is also an account-based system but that´s just basic DRM.
So it was simply a DRM-war. Which DRM has won? It was Origin. Nintendo lost the fight. Crazy times, huh?
Well it was quite easy for me to find this all out. I just needed to compare how Origin/Denuvo works. Et Voila. The comparison is perfect.
The point is: You cannot run a trigger based DRM-system such as "Denuvo" on another AES 128 bit-software-encryption based DRM.
You only can have one without your cpu being maxed out.
--------------------- MERGED ---------------------------
@QuarkTheAwesome: sorry, but what you said is simply wrong.
a) It IS dangerous to unlock USB, for several reasons (remember WiiUs dying "suddenly" after using "GXLoader" for months"?) - yeah we had several cases here of DOA WiiUs because of using this tool- and i told it was dangerous before.
USB 2.0 is a dangerous technology because it´s directly related to your cpu, i know 15 years ago when first Mainbaords with USB 2 were made, cpus died when you killed your USB or you fried your cpu when your USB got overloaded, you surely don`t know it.. It has to do with "V-Core-Drop". You ever heard that word`? to me it seems you don`t know what that is.
What happens if you overload your USB is => your vdrop falls. If you load USB low, your vdrop isn`t running in dangerous levels. but it may happen that if you run certain instructions on the cpu (which max it out to an out-of-TDP-standard level such as AVX) that your USB 2.0 load is so high that you have a very high vcore-drop. And that means your cpu can be damaged if you load it heavily.Nintendo was smart choosing USB 2 for this security measure. i told you 1 year ago.
b) The WiiU can potentially overheat (because of too small ventilator-size) and/or the VRM can be damaged if you unlock the USB without taking measures and testing it carefully. As you know, not every device, which got overheated will work again. I know cpus, which didn´t survive overheating. And that was a Core 2 Quad-cpu from Intel! So there is a certain risk going with it,which is why i don´t post here how it´s fully done. Everybody does it on their own risk and a such damaged WiiU cannot be repaired.
c) Currently unlocking USB ONLY works with one program. and that is "loadiine". If you patch it (see my other thread, which was the reason i created this thread btw since i told you, Nintendo used a custom USB-driver, which tells to not use the full bandwidth).
This can now be changed, when you delete the "256" in each rpx/rpl-file and change one codeline. This is known since a few months, yeah. But nobody ever reported back. So they didn`t follow it further.
I came, knew it was a thing and then i found that thread and i am doing that now. It takes time to do so though. Converting all games to Loadiine (game with no encryption/DRM) takes a lot of time. I just got a new Intel-SSD with very high IOPS in order to test this.
d) Btw:: I know pretty much anything. I even know why "Super Mario 3D World" runs "badly" in "Loadiine".
Wanna know the answer? Nintendo implemented "software-triggers" in it (because they were again smart, made a double-DRM-protection, if first AES 128-bit is broken, you still have software-DRM-triggers, which means you have certain code which checks "how long does my execution take on original hardware?" and then reports back if the result is not like on original hardware and triggers a "key-chain" Which can then lead to...well certain behaviour you told the program to do when it detects a DRM-breach. E.g. "wait xxx seconds and then try again"
Why do i know about this?
Simple. Nintendo made similar DRM-protection on Wii-games like "New Super Mario Bros Wii".
And finally e) I said, theoretically you could unlock all programs like that (e.g. Online-games, you would have to patch the necessary online-rpx-library). The problem is: It´s not known yet how to do this on "Retroarch" or other programs. Because you need to change 2 things in each RPX-file in order for it to work. a) DRM has to be shut-off which means you delete one code-line. And b) You tell the USB to have no limit (=0 as a number instead of the 256 max limit of block-size/chunk etc written as a standard).
But to me it seems you still haven´t understand what the WiiU really is. It`s time to wake up, dude.
And no- right now we have to assume- Nintendo did the most-stupid thing with WiiU and that means they went they software-DRM route. Which means AES 128 bit is fully running in software on the PPC-cores (In Cafe OS).
Which would also perfectly explain why the OS itself is so slow. Because you get the exact same result if you run AES 128 bit-Software encryption on say a standard PC with some HDD attached to it. You even ran a Software-AES-encryption on a non-hardware-accellerated cpu? You saw how a Windows can run if you do that?
Your OS-speed will be limited to 1-2 Mbytes/second. E.g. if you use Truecrypt/Veracrypt and the like with a stone-old cpu which has no hw-accelleration.
The WiiU is a custom machine. It`s cpu can run 20 Gbyte/second. But: If you load it with AES 128 bit, you will never be able to use it with those numbers. Which is very similar to what EA currently does (Denuvo/Origin/etc) all costs a lot of cpu-time.
So what this means is: The WiiU´s cpu uses 95% of ressources on DRM.
Just that simple. And only 5% is usable for the OS.
If- and that´s a big IF- we some day could patch out ALL AES-RPX-files on WiiU- and replace them with patched files and circumvent all necessary OS-libraries which check for all that DRM-chunk in there- the same way how "Loadiine" was patched and it works now- delivering amazing performance- then you could have a smooth OS. The processor would instantly load the data instead of having to wait for the DRM to be finished.
And one last point which is a bit off-topic but i want to mention it here: I also found out more reasons why EA hates Nintendo now. Well it is quite simple:
EA wanted to handle some trigger-based DRM (called Denuvo and Origin is the system which it runs on) on WiiU. Which would have ment they have the full force of what can be done in terms of DRM on WiiU.
But Nintendo created their Software-based AES 128-bit solution and thus the system is "incompatible" with Origin/Denuvo.
Yes, guys. That´s the whole story behind Nintendo´s "EA-love-hate-championship". EA hated Nintendo because they choose to use the software-AES-solution for DRM (which taxes a processor to 90% easily) instead of using EA`s own solution called "Origin" (which is nothing different than all games having software-triggers which detect what you do in the game and if your game is running original or if it´s a copy). Origin is also an account-based system but that´s just basic DRM.
So it was simply a DRM-war. Which DRM has won? It was Origin. Nintendo lost the fight. Crazy times, huh?
Well it was quite easy for me to find this all out. I just needed to compare how Origin/Denuvo works. Et Voila. The comparison is perfect.
The point is: You cannot run a trigger based DRM-system such as "Denuvo" on another AES 128 bit-software-encryption based DRM.
You only can have one without your cpu being maxed out.
So what this means is Nintendo simply went for the cheapest solution for DRM.
And that is buying some simple software to create an AES 128-bit key. We have to assume now the WiiU doesn´t have any sort of hardware-accelleration for AES. It´s all done in a software-solution instead (which is why you call it "RTOS" = Real-time-operating-system, you only use such things in trains and buses and planes, but usually not in a console).
And that´s why they also gave the hardware itself a key. Because this software running in "Cafe OS" is reading those keys constantly before doing anything.
But if you don`t believe me. Hey, you`re free to try it out on your own.
I know it must be frustrating to not understand how it all really works.
But i´m an expert in this. i did this the last 10 years. I learned it all. And to be honest. To learn how Denuvo works or why EA has choosen Denuvo and Origin is quite interesting stuff to learn.
Denuvo is quite similar in working to Steam`s "Anti-Vac" btw.
If you ask: Why did they went with a software-solution for AES?
Simple. You cannot crack software-based AES 128bit. Nobody ever has broken software-based AES 128bit-encryption with Truecrypt/Veracrypt (allways assuming you don`t have hardware-accelleration). It takes centuries to calculate the necessary key.
But you see? Nintendo did one big mistake. And that was putting the key right there in the hardware. They should have known it´s only a matter of time until somebody will be able to detect that key in the hardware...
And once you gain that key, you can decrypt everything. And that´s exatcly how WiiU`s security (partly) was broken. I mean until today so far what´s going on...
And what they did with "Loadiine" is quite simple: If you know the keys of a software-based encryption, you can write a program with the necessary encrpytion-algorithm. Then input the key and voilá it will output you the unencrypted files.
That´s not magic. That´s quite simple how it works.