WiiDatabase Radar
WiiDatabase Radar
Interessantes aus Homebrew & Tech
Rise of the Triforce
Sega teamed up with Nintendo to develop a GameCube-based arcade platform. Bolstering their ranks was Namco, another coin-op stalwart with tons of arcade veterans.
Three companies, one mission: Triforce.
Hacking the Nintendo DSi Browser
vom 2. März 2023
I managed to exploit the Nintendo DSi browser 15 years after it was released in Japan. This post will go over the journey and the technical details.
Retro Catalog
Your guide to your perfect gaming handheld
Pokémon Gold, Silver, and Crystal: The Switch and Shutter Puzzle
Remember that annoying puzzle in the Goldenrod underground tunnel in Pokémon Gold, Silver, and Crystal? The one with the switches and shutter doors?
You ever think "how was I supposed to solve that? How does it even work?"
[...]
So what was the deal with this puzzle?
Gemini 3 Pro vs 2.5 Pro in Pokemon Crystal
A little over two weeks ago I wrote up my first impressions of Gemini 3 Pro Preview (https://blog.jcz.dev/gemini-plays-pokemon-first-impressions-of-gemini-3-pro-riftrunner) inside the Gemini Plays Pokemon harness. The very next day, I spun up a head to head race on stream: Gemini 3 Pro vs Gemini 2.5 Pro, both playing Pokemon Crystal inside the exact same setup.
play_event_exporter: PTM event log exporter (NAND savefile -> SD card text file)
Exports "Play History" (on-device telemetry) to a text file on the SD card.
As it turns out, the 3DS's OS logs a lot more than what it shown in Activity Log.
Persona.5.Royal.CRACKONLY.BETA.READNFO-MKDEV
However, we also include a PoC for a hypervisor-based universal Denuvo solution. It patches the most difficult checks used by Denuvo such as SGDT, KUSER_SHARED_DATA, CPUID, SYSCALL and XGETBV, leaving only the environmental checks based on API calls, PEB or OS/ntdll build etc. It can be improved and in our opinion it is the only viable option to deal with Denuvo in the long run. Read the hypervisor.txt for more info.
I Replaced Animal Crossing's Dialogue with a Live LLM by Hacking GameCube Memory
This is the story of how I built a bridge from 2001 to today, making a vintage game console talk to a cloud-based AI without modifying a single line of the original game's code.