Hacking SNEEK v2

snikerz

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tattar8 said:
I'm still getting a black screen, even when sneek is compiled without errors. The NAND dump worked with r16.
Me too. Has anyone managed to get it working so far?
blink.gif
 

FenrirWolf

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SanGor said:
if you want SD access for UNEEK you must do this:

ES module main.c line 1833 change to:
Code:
// ÂÂÂÂret = device_register("/dev/sdio", queueid );

ES module ES.c line 1431/1432 change to:
Code:
//ÂÂÂÂÂÂÂÂif( 4 == *(u16*)(TMD_Data+0x1E8+0x24*i) )
//ÂÂÂÂÂÂÂÂÂÂÂÂcontinue;
thanks for the info, but what about sd access for the di version? That's what I was trying to get working. Or does this enable USB access for the di version too?
 

Krestent

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mousex said:
I often had it compiled without visible errors, too and it didn't work. Uploading non-inserted modules here should be fine, right? Then just wait some minutes. I'll upload them and you can compare them with yours (hex compare) or just place in the ES/FS/DI folders and run the batch script to put them into the bin files.
What batch script? Also, what version did you get working?
 

fogbank

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FenrirWolf said:
thanks for the info, but what about sd access for the di version? That's what I was trying to get working. Or does this enable USB access for the di version too?

SD access for the di version can still be enabled by changing:

*SDStatus = 0x00000002;
to
*SDStatus = 1;

in main.c of es.

Tested working in r65.
 

dancemonkey

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Finally got it working off of USB
yaywii.gif
As I said before I kept getting back screens. Had to build an XP VM from scratch to get the .bin files to work (even though they complied ok on my laptop they did not work) That worked ok from SD but not USB. Tracked USB down to the nand dump being bad on it (well it was for Triiforce) Replaced with a fresh dump and wooo hooooo
 

wiiwaker

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Someone tried the latest revision(r72)?
boot2_usb.bin and di.bin are compiled but compiling boot2_di.bin and boot2_sd.bin throws out an error "No such file or directory". I'm using devikitARm r24 and compiling r67 is fine.
 

longtom1

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mousex said:
The Menu is inside the function FBNuke but this is disabled in ES/main.c
Code:
ÂÂÂÂif( TitleID == 0x0000000100000002LL )
ÂÂÂÂ{
ÂÂÂÂÂÂÂÂ//Disable SD for system menu
ÂÂÂÂÂÂÂÂif( *SDStatus == 1 )
ÂÂÂÂÂÂÂÂÂÂÂÂ*SDStatus = 2;

ÂÂÂÂÂÂÂÂ//Region free 4.2EUR
ÂÂÂÂÂÂÂÂ//*(u32*)0x0137DC90 = 0x4800001C;
ÂÂÂÂÂÂÂÂ//*(u32*)0x0137E4E4 = 0x60000000;

ÂÂÂÂÂÂÂÂ//LoadFont( "/font.bin" );

ÂÂÂÂÂÂÂÂ//u8 *stk = malloca( 0x100, 32 );
ÂÂÂÂÂÂÂÂ//u32 id = thread_create( FBnuke, 0x20, stk, 0x100, 0, 1 );
ÂÂÂÂÂÂÂÂ//thread_continue( id );

ÂÂÂÂ}
If the Current title is the system menu it would start the menu function and listen for GC-Pad input if it is disabled. Didn't try it yet because I'll first have to look what format the font.bin should have.
don't need font.bin if you look in the es folder there's a font.h and font.c file and there included in es\main.c have tried enabling the menu and having 2 games on the drive but stab away at the GC pad and nothing
 

Cyan

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wiiwaker said:
Someone tried the latest revision(r72)?
boot2_usb.bin and di.bin are compiled but compiling boot2_di.bin and boot2_sd.bin throws out an error "No such file or directory". I'm using devikitARm r24 and compiling r67 is fine.
add the missing .app after the TMP in the batch file
 

wiiwaker

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Cyan said:
wiiwaker said:
Someone tried the latest revision(r72)?
boot2_usb.bin and di.bin are compiled but compiling boot2_di.bin and boot2_sd.bin throws out an error "No such file or directory". I'm using devikitARm r24 and compiling r67 is fine.
add the missing .app after the TMP in the batch file
thx, now they are compiled.
tongue.gif
 

Krestent

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tattar8 said:
fogbank said:
tattar8 said:
Do I use the 0000000e and 0000001 from IOS60 or IOS70?

Despite what the batch files may be prompting you for, use IOS70 files.
That explains a lot...I've been using IOS60 files the WHOLE TIME.
I'm still getting a black screen.
Mousex, my modules are identical to yours, still a black screen.
 

Krestent

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mousex said:
Maybe the problem is your armboot.bin

By the way, to get the number of a game to put into slot.bin just use (the unix command)
Code:
ls -f
the -f parameter lists the files unsorted. So the first entry is game 00 00 00 00, the second is 00 00 00 01 and so on. This order may change when ading new games, so it's good to have this command to see what number is which game (because blind trying is annoying with 5+ games
tongue.gif
).
There's nothing illegal about armboot.bin, so could you post that here?
 
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