Suchergebnisse

Suchergebnisse 1-20 von insgesamt 59.

  • NintendoRacingService

    Chadderz - - Wiimmfi (English)

    Beitrag

    Looks great! My one bit of advice is to change the name: You're not endorsed/licensed by Nintendo, so you can't put that.

  • PAL patches?

    Chadderz - - Wiimmfi (English)

    Beitrag

    All Wiimmfi patches work on all regions.

  • Wiimmfi Server

    Chadderz - - Wiimmfi (English)

    Beitrag

    The main thing modding MKWii has taught me is: You can never please everyone! How we solved this problem is to have the server do a scheduled restart deep in the night at which point any new code gets introduced in a few minutes, rather than changing it live, but I don't know if your architecture would support that, obviously you had to rush it to get finished in time.

  • Since this channel works with all games it would be hard to include the BMG patches. Maybe he could write a generic BMG detector or something? I suppose it would also be good to include a save game scanner to save having to use two apps, but all these things can come in later versions.

  • Zitat von Leseratte: „@Chadderz: Is it possible to start the Wii System menu with your BrainSlug Channel and dump the SSL data in clear text?“ Not in the current version, but it wouldn't be impossible to patch it to. I guess this would be easier than a SNEEK based system as that requires IOS exploits which may not be available on Wii U. I don't think it should be necessary to install edited WADs, if the server is just needed once, we can just temporarily patch the menu in RAM, perform the connec…

  • Wiimmfi Server

    Chadderz - - Wiimmfi (English)

    Beitrag

    It's possible it could be an automatic IP ban. With the packet sniffing server in the way, all the traffic from anyone using it would appear to come from the same IP address from their perspective. This may have triggered an automatic IP ban to prevent DoS attacks.

  • Wiimmfi Server

    Chadderz - - Wiimmfi (English)

    Beitrag

    Zitat von Wiimm: „To avoid a split of the MKWii community because of many running servers, I will not release the sources before they run stable and an own server is established. As quick solution, some parts of the code are owned by my company and I have to replace it.“ Fair enough. Zitat von Wiimm: „ First: I ask for the disassembler listing because I want to creating a compatible product — you denied. Second: To follow your rights in your perspective, than I can't give you the sources, becaus…

  • Wiimmfi Server

    Chadderz - - Wiimmfi (English)

    Beitrag

    Zitat von Wii Freund: „Zitat von Chadderz: „Is the source code for this work available anywhere? It would be nice to see it.“ You asking really for source code? Are you not the man who give never away source code. For example ctgpr code v1.2: many times announced if anyone is asking, but never released. And are you not the man who told Wiimm, that british law does not not allow to share results based on reverse engineering? And the announcement of this Project was, that you and your brother will…

  • Wiimmfi Server

    Chadderz - - Wiimmfi (English)

    Beitrag

    Excellent work, it sounds like it has been going well on your end! I've had to dedicate more time to writing my dissertation these last few weeks so I've not been able to do much. Is the source code for this work available anywhere? It would be nice to see it. MrBean intends to start writing a Wii Channel front end based on BrainSlug that should be capable of modifying games to use alternative servers to make the whole process easier for people. For the moment this can just perform the DNS redir…

  • I've just got a proto-type of the Wii based network dumper (including SSL) so I'll investiage; I can dump extra stuff like which methods in the game actually process the packet which is helpful. When exactly does this occur? I just tried connecting on a new license but the server sent the unique nick + profile id in one message before the Wii had ever seen either of them.

  • Looks like you're missing libmxml. I mention it on the third line of the `Building' file. You won't need libmxml to build and develop modules, but you need it for compiling the channel.

  • I've just made a new release v0.1.2. The new release adds a libfat, libsd, libfat-sd and console-sd module. This outputs the same log messages as console-gx but writes them to GAMEID.log. In general the combination of libfat, libsd and libfat-sd allow modules to access the SD, which is useful in all sorts of ways. I can now move on to making a network dumper to the SD.

  • I've just made a few minor changes. I've fixed the bug with multiple modules replacing the same symbol, that now works fine so you can use the https module and the gekko module at the same time now. I've added some symbols to the modules header: bslug_game_start and bslug_game_end which should make it easier to write patches like the https module. I've updated the main download with this new version. @Toad King I notice you added the bslug_include directory to the inc_dirs of the https module; t…

  • I've just realised the zip and the repository had the debug="on" flag in bslug/symbols/ipc.xml. This means the channel will print out the address of the IOS methods then require you to press reset to start the game. I've updated the download and repostiory to prevent this. Redownload or edit the xml directly if you've already got it. Zitat von Toad King: „Awesome work! I'll read up on making modules and see if I can port my HTTPS->HTTP patcher to this. Seems like it should be simple enough. EDIT…

  • As part of my efforts to create a network dumper for the game itself, I've written a generic game patching engine called the BrainSlug channel. I'm pleased to announce that the first version is ready, though it's still VERY primitive. The channel is capable of inserting modules written in C into any game that either wrap around or replace the game's methods, allowing us to add new functionality. My next task will be to use this ability to dump the network traffic to the SD card, but that will ta…

  • /dev/net/ssl

    Chadderz - - Wiimmfi (English)

    Beitrag

    It is going well, hopefully I'll have it released by the end of the week.

  • Server Functionality

    Chadderz - - Wiimmfi (English)

    Beitrag

    Zitat von Wiimm: „ Analysing the the network traffic for a new virgin MKWii with blank profiles, I see the nick first time in the packet, where the server provides the new player id: Quellcode (12 Zeilen) But this does not exclude, that the Wii create the nick and send it to the server e.g. on a SSL way.“ The method I metioned earlier makes a call out to snprintf with the format string "%s%c%c%c%c%s" and is used as the uniquenick. From what I can tell (without running the game) that last %s come…

  • Server Functionality

    Chadderz - - Wiimmfi (English)

    Beitrag

    Zitat von Wiimm: „The uniquenick is provided by the server. But I don't believe a random number, because the server must known, which nicks were already provided. However, if the Wii simply store and compare it, our own server can create the nicks by own rules.“ Well, I may be wrong, reading machine code isn't easy, but as far as I can tell, the last part of the unique nick is a random number generated on the Wii.

  • Server Functionality

    Chadderz - - Wiimmfi (English)

    Beitrag

    I've found the encode (800eba5c PAL) and decode (800ec844 PAL) methods for this particular base 32 variant, I'll let you know when I've figured them out. EDIT: I was wrong, it's not an encode/decode pair as I'd assumed, the game doesn't seem to have a way to decode these strings, it just compares them. The alphabet is just 0-9a-v in that order, encoding groups of 5 bits as you'd expect, so the real question is where the value comes from, which may take me a little bit longer to find. EDIT2: I'm …

  • Server Model

    Chadderz - - Wiimmfi (English)

    Beitrag

    Have you thought about using the boost libraries instead of pthreads? This will help to increase portability and gives nicer primitives anyway.