Hacking Wii U Hacking & Homebrew Discussion

  • Thread starter Thread starter filfat
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Can we put this and your other tools on github or bitbucket please? They become buried deep in this thread, making them difficult to find and also unclear if the most recent versions or not.


It would make more sense for the project owner to do it than someone else. I do agree, though, that they should have a Git repo.
 
Good to know that the latest update is exploitable but to my understanding that 4.0.0 - 5.1.0 webkit Exploit is the best one, right ?
 
We're working on a bunch of things at once. There are efforts to develop a homebrew SDK, which is happening on WiiUBrew with API documentation and in our libwiiu repo, work on a new browser exploit (which is private), rewriting Chadderz's Cafiine tool, and documenting file formats for game modding. Homebrew and game modding are all possible right now, it's all about getting something that programmers and modders can use, so they can make things that the public uses. As for whether we're close to an actual product within that time, yes, and probably before the 5 month mark.

Now if you're wondering whether our exploit will help with backup loading, definitely not directly. We don't have any interest in it, and won't be releasing the kernel exploit until after Nintendo patches it.
just wondering this is probably been asked before but here it goes, will the webkit exploit alone have enough previledges to run emulators? specialy those that would really welcome wiiu processor speed like not64 and wiisx and even vba?
 
just wondering this is probably been asked before but here it goes, will the webkit exploit alone have enough previledges to run emulators? specialy those that would really welcome wiiu processor speed like not64 and wiisx and even vba?


It does, but without the kernel exploit it's harder to get a clean slate for running homebrew. Of course it can be done (Relys has shown that), but the kernel exploit makes it easier.
 
Oh yeah, made a video of some more of the stuff I've made.


i'm willing to bet you are the person who has spent the most time with this game. Pretty cool stuff, but i'm not to familiar what did you change? And would it be possible to replace background music with steve millers greatest hits?

and p.s. fitfat thanks a lot for changing your avatar now i have to read the thread title to find it!
 
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Got my hands on Mario Party 10's other files, it's a pretty simple archive format. Expect a tool to extract and possibly repack in the next week or so (finals week.... >.>).
Here's the format I have down if anyone wants it, took about 40 minutes:
0x00 - PAC. (50 41 43 00)
0x04 - always 0x20 - offset to second header ????
0x08 - 0
0x0C - Offset to GZIP-compressed data
0x10 - seems to be offset to a little bit after end of GZIP (meaning bit of padding) - read until?
0x14 - Total number of folders
0x18 - Total number of files
0x20 - All folders seem to contain same number of files ???? this is same number
0x24-0x34 - padding
0x34 - Offset to Folder Metadata
0x38 - Offset to File Metadata
0x3C - Offset to String section
0x40 - Offset to GZIP-compressed data
0x44-0x80 - padding

Folder Entry: (always starts at 0x80)
0x00 - String Offset
0x04 - Hash?
0x08 - Number of files
0x0C - First file offset (to read forward)

File Entry:
0x00 - String Offset
0x04 - Hash?
0x08 - String Offset to file extension (EG: ".gtx")
0x0C - ???
0x10 - Offset to GZIP compressed section
0x14 - ???
0x18 - GZIP compressed data size
0x1C - GZIP compressed data size again
0x20 - 0
0x24 - 0
0x28 - 1 (number of files?)
0x2C - 0

String section:
Always padded to 0x10, just ASCII with 0x00 seperators, read until you hit one.

full file padded to 0x1000 bytes
 

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