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Sudokuhax (uses generictwlpayload)
Sudokuhax (uses generictwlpayload)








  1. SUDOKUHAX (USES GENERICTWLPAYLOAD) HOW TO
  2. SUDOKUHAX (USES GENERICTWLPAYLOAD) CODE

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 can’t access gamecard slot1, it’s 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.

  • the 1st map a small island with a house, the 2nd map a sandy beach, the 3rd map is just a small snowy island but there’s a building with floors, & the 4th map is like an intersection, with some houses & the building & cars.As you may remember we started looking at the DSi about two years ago.
  • more will have higher resolution in next version.
  • i made some textures higher resolution like grass, & snow.
  • (Edit: i saved the ability to pan camera up & down in this version.)
  • the texture changing & ability to move the camera up & down has been removed in this release but will return next release.
  • there are 4 maps now, im adding more objects, cars, buildings, houses & maps, etc & looking for ways to make the maps bigger.
  • made lots of changes to the code, & bug fixes.
  • Sandbox Engine DS-DSi V004.5 Updated Features : but the next version is gonna have lots of improvements.(working on a new code) It was basically a 3d FPS game style, it was being made for DS for a while, but since the DSi’s sudokuhax exploit, its being made with DSi mode in mind. As most players knew Sandbox Engine DS-DSi, the work in progress 3D game engine for the DS and DS,which has been updated to version 004.5 by t377y000.for more information about this homebrew,look at following content :










    Sudokuhax (uses generictwlpayload)