
I didn't feel like paying 200 Iwata bucks for some vague undefined homebrew potential, although now that it's gone I think that maybe I should have, just for kicks. I'd need a semi-permanent hack for my uses. I might have been able to get in on this in time, but I decided against it, since my primary desire for a hacked DSi would be to back up Shantae and move it to another DSi should something ever happen to my current DSi. Nintendo pays people to hit F5 on piracy sites now. EA's going to lose money if Nintendo reverses the charges on a long distance call to yell at them for a few minutes. The main advantage of DSiWare exploits over hybrid card EEPROM savedata exploits is SD card access, *and* the exploit supports SDHC.Ĭlick to expand.Apparently around 200 people (including people who already owned Sudoku) performed the hack before Nintendo removed the game from the store. The SD card loader boots /boot.nds from the SD card directly from Sudokuhax.ĭSiWare exploits cant access gamecard slot1, its likely that only launcher/sysmenu can access slot1. Initially a wifi loader was used, but this was switched to load from the DSi SD card slot.
SUDOKUHAX (USES GENERICTWLPAYLOAD) CODE
The max size of the embedded code that can be loaded directly via this exploit is limited so a small payload was needed to chain load to another application. Exploiting DSiWare is interesting because in DSi mode the DSi SD card slot is accessible, the whole 16MB RAM is available, and the CPU is clocked 2x higher than DS-mode. Sudoku is only available for regions USA and EUR/AU. In early December we managed to get DSi mode code execution by exploiting the DSiWare application Sudoku by EA.
SUDOKUHAX (USES GENERICTWLPAYLOAD) HOW TO
We also learned how to create savegames so we can now do what we did three years ago with the Wii: Savegame hacks! However, doing this is not feasible for the average homebrew user so we used the knowledge we gained through these complicated attacks to get more information about the whole system which allowed us to experiment with DSiWare games in the end. Despite some early attempts using savegame hacks for hybrid card games we eventually resorted to more complex attacks that involved soldering many wires to tiny points on the PCB to be able to trace and modify the RAM.
