9/14/2023 0 Comments Best dsi homebrew![]() Nintendo will probably declare your warranty void due to unauthorised software so proceed at your own risk. One word of warning before we get to the all important download link. If you’ve already done something like that then please do get in touch, no point in reinventing the wheel. I have an arduino and a Fletchtronics Bumble-b sitting at the back of my desk, I might have a play around with those over the next few days and post a howto for those. If you’re one of the many homebrewers who likes to play with mcus then you can probably rig up something with a dev board. Eepinator will work if you have a standard DS or there are a couple of devices which allow you to do this from a PC. In order to use this method you’ll need three things, a DSi compatible flashcard, one of the two exploited games and a means to write to the eeprom on your chosen game. I bought a DSiXL a few days ago to confirm this but I have another couple of methods which work on that – they’re not yet in a releasable state but hopefully that won’t be the case for long. Currently all early consoles I’ve tried this method with have been able to run code with wifi access regardless of updated firmware or not. Whether Nintendo can or will update earlier units with similar security remains to be seen. Even when using other methods to load code via the save exploits there seems to be no access to the wifi hardware at all – that’s probably dependent on a wifi enabled hybrid game. Nintendo seem to have pre-empted an approach like this in more recent consoles, both the DSiXL and later model DSi units seem to deny write access to the wifi module chip. As an added bonus the wifi uploader also works with a standard DS, everything you need is in the archive. This gave me the motivation I needed to revisit a half finished project I had to upload homebrew to a DS over wifi. After some further testing I confirmed that the wifi module flash chip could be written from DS mode and later read when we use the save game exploits to get into DSi mode. Most interesting of all was the large block of unwritten space between the two but unfortunately the first 64KiB is protected but that still leaves 61KiB writable – plenty for my nefarious purposes. As I expected this was identical to the dump made in DS mode – it contains only the wifi module settings and the user data at the end of a 128K flash chip. One of the first things that I did on getting into DSi mode was dump the DS mode firmware. So anyway, lest I ramble on for several pages with background and random thoughts, on to the meat of this post. I’m still a little undecided on how best to approach the hybrid model – Nintendo seem to be using a system where extra code is loaded in DSi mode from separate binaries in the. Mostly I’ve been updating devkitARM & libnds with a few things needed to allow normally compiled homebrew to use the extra 12meg when run in DSi mode. Since last year I’ve spent a bit of time hunting around DSi hybrid games and playing around with a few ideas I had about how best to utilise the exploits for homebrew. If anyone knows any different, please let me know. Interestingly not one single DSi hybrid game I’ve been able to find since appears to have a name entry – bit odd considering how easy it is to test for and correct buffer overflows for this specific situation. Most people that have done anything at all seem to have been trying to do as much as possible in the 8KiB or so available in each save game. I kind of expected somebody somewhere to pick these up and make them do something a little bit more useful than change the screen colors but it looks like I was a little optimistic on that front. ![]() It was about this time last year when I released open source save game hacks for two DSi hybrid games, Cooking Coach and Classic Word Games. ![]()
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