Showing posts with label WiiU. Show all posts
Showing posts with label WiiU. Show all posts

Friday, 18 December 2015

Upcoming Wii U hack for firmware 5.5.0 announced for Christmas

And here I was, complaining that this year’s Christmas hacks were not coming. Now we’ve got announces of a Kernel exploit on the PS4Black-fin on the PS Vita, and today, an IOSU exploit release on the Wii U.
Hykem, known for his hacking work on manymany consoles, just confirmed he’ll try to release a Christmas present for Wii U owners. He’s clarified today on GBATemp that he has an exploit running on IOSU, up to firmware 5.5.0, the latest and greates Wii U Firmware.

Wait, what’s IOSU on the Wii U?

Alright, for those of us not familiar with Wii U hacking, IOSU is basicallly the operating system of the Wii U when it runs in Wii U mode. It’s what we could compare to the “native” world on the PS Vita per opposition to the PSP Emu. In particular, IOSU is responsible for security checks on the Wii U, verifying that you’re not trying to run unsigned code, etc.
So yep, having compromised IOSU is a big deal.
wiiu

Hykem’s exploit on Wii U 5.5.0

Hykem confirmed he compromised IOSU, and that his exploit works up to firmware 5.5.0. His exploit does not require PPC Kernel access, which means kernel exploits won’t need to be revealed for this one to work. (in other words, the Wii U scene has several aces up its sleeves and won’t need to reveal all of them at once).
Hykem wants to release the exploit for Christmas, but he points out there is still lots of work to do, specifically:
  • Port the exploit to all firmwares where it makes sense (I’d say that it’s most important to release it for the latest firmware first?)
  • Obfuscate the exploit so that Nintendo have a hard(er) time patching it, giving more time for users to be aware of the exploit release.
  • Add mechanisms to the exploit so that people don’t update by mistake. This probably means an option set by default to block auto updates and block specific Nintendo addresses such as nus.c.shop.nintendowifi.net
So, at this point there’s no guarantee this will be released exactly on December 24, but Hykem’s confirmed the exploit and his intent to meet this deadline. His full statement:

Time to clear the air again. :rolleyes:
The following statements are facts:
– I have successfully compromised the Wii U’s IOSU;
– The exploit being used works from 2.0.0 up to 5.5.0, but it obviously needs to be ported for each firmware;
– The exploit doesn’t need PPC kernel access, so the new kernel exploit won’t have to be released.

I want to do some kind of Christmas surprise yes, but take that with a grain of salt. I can’t promise I will have the time to get everything ready by then and I’m not disclosing what will be released.
Keep in mind that releasing the exploit “as-is” is pointless, so it will have to be ported first and most likely obfuscated so it will take a little longer to patch. It’s also worth noting that I will have to develop an easy way to block updates so no one updates past 5.5.0 by accident.

If you don’t believe in anything stated above, that’s not my problem. The best (and easiest) thing to do is wait and see.

Tuesday, 1 December 2015

Tutorial: Compiling Loadiine for WiiU on Windows

Loadiine is a Backup loader for the Wii U. It loads backups from your SD-card. Loadiine was initially released in October by developer Golden45.
In this little Tutorial I will explain how easy it is to compile his own Loadiine for the WiiU on a Windows PC, alright so let us begin but before we do this we have to get a few things.
Requirements to compile Loadiine:
Loadiine
WiiU Lib
Python27
Cygwin (you will need python & devel packages)
devkitPro
First download the latest Loadiine and WiiU Lib Source from Github and put it into the same folder see the Picture below. Alright, now we got the sources which we still want compile, next step is to make the PC ready, download and install Cygwin (python & devel packages),Python27 and of course devkitPro in the default directories. Now check the Environment Variables on your Windows PC and enter the needed Paths. (change the Directories if you use any other Locations)
loadiine source code
c:\python27;c:\cygwin\bin;c:\devkitPro\devkitPPC\bin;c:\devkitPro\msys\bin
CYGWIN_PATH=c:\cygwin
DEVKITARM=/C/devkitPro/devkitARM
DEVKITPPC=/C/devkitPro/devkitPPC
DEVKITPSP=/C/devkitPro/devkitPSP
DEVKITPRO=/C/devkitPro
Environment Variables Windows

Ok, now we are nearly done. All what we need to do is to open the command prompt and enter the Location where the Source Code is and just typing “make” to build Loadiine.
loadiine compile command
You get these two Files “loadiine.elf” and “loadiine_dbg.elf”, place them beside the html payloads in the www/loadiine folder (where actually a already compiled build is) and your are finally done!