You asked what the bounderies are. Homebrew and Emulators. No backup loaders.Dude, I think, you quoted the wrong comment!![]()
it's pretty much ninjhax.
You asked what the bounderies are. Homebrew and Emulators. No backup loaders.Dude, I think, you quoted the wrong comment!![]()
Alright! The function name already sounds like some kind of "error-report".
I asked it before, must have gone under the flood of msgs!
But I don't get the point though.
If it's supposed to draw error msgs but the error-text is longer than what the screen can show and you can't scroll though it, what's the reason they implemented this function into the coreinit lib?![]()
I meant it from a code writing perspective, like:You asked what the bounderies are. Emulators. No backup loaders.
I meant it from a code writing perspective, like:
- Is the executed code being stored into the RAM and if so how much space is reserved?
- Can I use 1, 2 or 3 of the cores? And at 100% clockspeed or lower?
That sort of thing!
I know that there won't be, say...
A 3DS emulator in the userland mode, since there doesn't seem to be direct access to the GPU.
Thanks!Currently, you get 0x8000 bytes for code. For perspective, our relatively-complex kernel exploit only takes up about half, as does the Pong game. Something larger like an emulator may not be possible, but that's why there's the kernel exploit. All three cores are available, and good thing they are, because our kernel exploit wouldn't have been possible otherwise.

How about dynamic code generation and execution (e.g. a JIT/dynarec)? Are we able to do that with the current environment, so that emulators will run better? Or does that require the kernel exploit (or IOSU if it's that sensitive)? In fact, does the Wii U have any sort of NX (not the NX mobile stuff, I mean Non-eXecute) bit/DEP?
The browser exploit actually copies your project's code into the browser's JS JIT. You can switch this JIT between executable and writable, but it can only be one at a time, so you need a ROP chain to copy stuff into the JIT and get back to your original code. This is a pain, but certainly doable (we somewhat do this in findcode). Of course, having a PPC kernel exploit means that the memory protection rules suddenly don't apply anymore, and you can make any region of memory writable and executable.

You asked what the bounderies are. Homebrew and Emulators. No backup loaders.
it's pretty much ninjhax.
Or can you add code that loads code from the SD card @Adr990 ?
the thing is most devs dont want to work with nintendo sdk its much harder to make an emulator if you have to follow the sdk thats why the 3ds homebrew isnt too advanced still, having full acess makes codding much easier since you dont need to know and call every functions you can straight up code.And is that really a bad thing? To some, I'm sure it is, somehow.
And is that really a bad thing? To some, I'm sure it is, somehow.