wandering cartographer


Maruposting
@Maruposting

this is still my greatest post
I bring it everywhere with me like a picture in my wallet


mrhands
@mrhands

ysaie
@ysaie

see the Tweezer Attack

The Tweezer Attack was an exploit that involved the use of a pair of tweezers to bridge areas of memory, allowing homebrew code running in Gamecube mode to have access to limited sections of Wii memory (MEM2) [...]

oh and most(all?) "portable gamcube" hardware mods are made by sawing a wii motherboard in half


srxl
@srxl

the tweezer attack was fucking incredible. restricted from accessing certain areas of memory? fuck you. my hands are the mmu now. i move your cards to my side of the field and end my turn.


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in reply to @Maruposting's post:

in reply to @mrhands's post:

not 100% accurate, more accurate would be to say the wii u is a wii and three gamecubes duct-taped together. or, more accurate for the wii, it's a gamecube that's been given a cool dress and an ego boost.

also some corrections on the bulletpoints here:

  • arcane toolchains are actually standard fare for console dev, regardless of architecture. POWER for servers and desktops at the time of the GC and Wii had about the same quality of toolchains available to it that you did on x86-PC then, but the GC used a unique variant of a specific PPC CPU and a large number of nonstandard things in its general system architecture that would've presented issues with something like the GCC of the era. It also wasn't quite... mandatory? basically you usually had to use the toolchain given to you by nintendo with your devkit, and nintendo gave you this shit.
  • the majority of renderers prior to like... 2007? 2008? only provided fixed-function APIs or coprocs without the high-level concept of a shader. Shaders were kind of the new hotness at the time of the 360, ps3, and wii coming around, and the other consoles used them since they were explicitly trying to beat the curve technologically and had GPUs in them that were designed originally as high-end directx9 GPUs, with DX9 having subsets requiring shaders to meet.
  • no notes abt the other two things it really IS an infernal device and the game menu thing really IS that weird. nintendo would be upset if you did the home menu slightly wrong. you could be forced through another submission wait to be allowed to publish your game if your game had a bug that affected the home menu's presentation. it's so weird.

I wouldn't really call CodeWarrior an arcane toolchain tbh. It was the standard toolchain on Mac until Xcode existed - I'm pretty sure Nintendo chose it specifically because it was a mature and well-understood compiler for targeting PowerPC.

in reply to @ysaie's post:

in reply to @srxl's post: