Hacking Testing WiiU Browser Exploit on 5.1.0

  • Thread starter Thread starter Tgames
  • Start date Start date
  • Views Views 15,283
  • Replies Replies 50
  • Likes Likes 3
How is it part of a package while in memory? The save data (while not all together or not necessarily even easy to edit) it must be there in memory and able to be changed before a savegame happens.

We're not talking about modifying savegames at all in this case. For example lets say i make a new game and call myself infinity, the infinity will be there in memory until the game is saved, no? that is modifiable without the game knowing isn't it... So if the 'name field' had an overflow then it might be possible to change infinity (or some other value) to something that will crash or cause code execution when the game has saved and relaunches - i think thats a lot simpler than it would actually work in practice. It's kinda a weird position if we really can modify game memory (some of it at least) and the possibility of skipping all their encryption all together. A savegame exploit doesnt sound as useful now but it could end up useful to have multiple routes into userland.

To people in the know with actual data, what data IS in memory? Could we have at least a map of whats accessible, game executables must be yes? That is pretty interesting. Also please share thx.

I've been thinking today of other alternative things maybe people overlooked while thinking about savegames and the lack of files under user control. One thing came to mind ages ago but i assumed it just wasn't useful for the platform, but the .m3u file format had a code execution bug that affected tons of apps with a simple long junk string at a certain point. m3u is one of the few files we can actually access (note: PSP FW 6.10 removed the ability for the system to make the m3u files, which suggests it has some importance or they are being just safe). The Nintendo Sound app has been updated, don't know if it's related or not.

Another thing while on sound is .mp3 files, the other type of file we can actually modify at will... there's been idv1/2 bugs in the past, not only that but mp3s let you load image files (nintendo hates standard image files at least under your control!). If an MP3 is loaded with an image in it, png, jpeg, tiff? and there is a potential exploit there assuming the sound player even displays the mp3 files. Let's remember the one file still left under our control to modify ended up with the original exploit, the system settings. So little things like these you never know if they are worth looking into prehaps.

And now the current entry on the Wii-U is the browser, which is the other avenue always worth thinking about (although the 3DS one is deliberately crippled in with no java and flash). Not a coder myself but all these new people turning up and actually being constructive on here is quite refreshing and i hope more progress comes from here. But people please share info anonymously if you have to, because you never know who might turn up and be a help. Right now wiiubrew is totally empty and useless... 3dbrew was actually useful for example and still is getting more and more so.

Nintendo didn't get suddenly good at security this time around they just did the obvious and tried to fix every known type of method used last gen from even being attempted. They rely loads on their own filetypes they made themselves, it's prime for exploitation really it's just people would rather go for known/obvious existing bugs and port them.


Sorry long post i'm getting interested in scene again it looks like. My last post was worded badly. The data that would make up the savegame is in memory and accessible. Not the savegame itself unless the game was coded to actually keep a 1:1 save in memory for some reason. Look on mario kart 8 and see why don't you? :p Then change something during the game and save it.
 
  • Like
Reactions: VinsCool
How is it part of a package while in memory? The save data (while not all together or not necessarily even easy to edit) it must be there in memory and able to be changed before a savegame happens.

We're not talking about modifying savegames at all in this case. For example lets say i make a new game and call myself infinity, the infinity will be there in memory until the game is saved, no? that is modifiable without the game knowing isn't it... So if the 'name field' had an overflow then it might be possible to change infinity (or some other value) to something that will crash or cause code execution when the game has saved and relaunches - i think thats a lot simpler than it would actually work in practice.

So use an exploit for userspace code to launch more code in userspace? Wouldn't work, also. The game memory where stuff like that would be stored would have NX bit set - browser memory doesn't have this problem. 3DS system settings exploit worked because though that system has non-execution (with some weird ARM name), mset didn't have it enforced.

That being said, there's no need to look into exploiting libraries used for media loading - webkit has all the exploits we need for the foreseeable future, and the browser will always need NX disabled for java's JIT stuff to run. Userspace exploits are well and handled. We're looking for IOSU exploits at this point.
 
Well that's good to hear. The NX really sounds like a problem, i wish someone would make a detailed map of virtual memory and maybe release some ram dumps around wink wink so we can get a better idea of possibilities which are severely limited by the memory constraints.

I've been reading the leaked SDK and it has a lot of thoughtful things in for clever people to think of ways of abusing it, it's surprising how much software and docs is in this leak compared to the Wii SDK leak long ago. Details on how to master the discs right down to the little things. Interestingly there's 2 PC drives that rip and burn Wii-U discs fine, fi you can just find the blanks now..

Theres numerous emergency systems for backup like installing to NAND straight from SD card, a built in optical disc emulator i assume thats on retail as well, this is of course developer tools.. but the files are included, they can be reversed, people can think of bypasses and i think it's quite exciting. Thanks to whoever did the leak, i noticed some path names in there which looked genuine so it might be from a real developer and not just stolen from warioworld.com like usual.

It's dated March last year but quite a few files are updated. But it's actually fully featured out unlike the first release which was useless when the system has changed so much.
 
  • Like
Reactions: Huntereb
Why would the optical disk emulator be included in retail? Never ever ever has that feature of a dev kit been on retail system. Same with burning disks and installing to NAND from an SD card. All features for testing, removed from production systems and their version of Cafe OS.

Virtual memory ranges are known. Assume code is executable and data isn't in 99% of cases, obviously.
 
When you say "we can only run it once" what exactly do you mean? Are you saying the exploit can only be used once ever on any wiiu? The way you worded that doesn't make sense to me because why would anyone want to run hello world for their 1 time use homebrew. I also don't understand how the bug could be a one time use anyway. Maybe you meant only once per system boot?
 
When you say "we can only run it once" what exactly do you mean? Are you saying the exploit can only be used once ever on any wiiu? The way you worded that doesn't make sense to me because why would anyone want to run hello world for their 1 time use homebrew. I also don't understand how the bug could be a one time use anyway. Maybe you meant only once per system boot?
Nope.
You start the "homebrew" the wii u loads it up and crashes. thats what it means. you can use it once and cant make a loader with whats public available right now...

edit: sorry - i m a bit tired so i didnt read your last sentence... yes its just once per system boot because of the crash you have to do a hard reset right now..
 
Why would the optical disk emulator be included in retail? Never ever ever has that feature of a dev kit been on retail system. Same with burning disks and installing to NAND from an SD card. All features for testing, removed from production systems and their version of Cafe OS.

Virtual memory ranges are known. Assume code is executable and data isn't in 99% of cases, obviously.


Have you read through the SDK? It was off the top of my head as an example but, i know some people are aware of the info in it, but for others it will be really useful.. only the other day the discovery of the function names was a big thing now all the files and instructions and explanations deeper than what is known and not too dated either. The disc emulation could be in there if they ever play to sell games digitally, if someone gets to that part of the system firmware it's kinda over for nintendo then anyway until they update.. if that even works. I was kinda just pointing out the extent of extra information anyway, the ability of the system to do these operations on the same hardware.. i mean yes its not executable.. right now... vita just had a hack running beta fw that shouldn't run, more info going to be useful to some i'm sure.

People have keep keeping the wii-u info really quiet, the wiki is dead, the people who did this browser exploit weren't part of the inner circle with the sdk it looks like.. if it's not might as well have said it before people tried to figure it out blind.
 
  • Like
Reactions: Kargaroc
Nope.
You start the "homebrew" the wii u loads it up and crashes. thats what it means. you can use it once and cant make a loader with whats public available right now...

edit: sorry - i m a bit tired so i didnt read your last sentence... yes its just once per system boot because of the crash you have to do a hard reset right now..


Your sorta right, however, rpc.c and the corresponding python script work just fine for providing sustained connectivity, at least its been working for me. Its not very intuitive unless you add some print statements to tell you where your at while its executing but it does work very well for reading memory, loading libraries and calling functions.
 
  • Like
Reactions: Deleted User
Nope.
You start the "homebrew" the wii u loads it up and crashes. thats what it means. you can use it once and cant make a loader with whats public available right now...

edit: sorry - i m a bit tired so i didnt read your last sentence... yes its just once per system boot because of the crash you have to do a hard reset right now..

Nope, the exploit doesn't crash the Wii U. You're thinking of how hello.c calls OSFatal, which actually does (functionally) crash the system. Try running rpc.c and running rpc.exit(). The browser will close and you'll be left with a totally normal system.
 
  • Like
Reactions: Deleted User
oh i just tried OSFatal yet, need to go on testing when i got time.. sadly i m more into the 3ds scene right now ^^ still trying to code something nice...
 

Site & Scene News

Popular threads in this forum