Homebrew GameCube Coding Tools Released
EGSonikku writes "Costis has released his PSOLoad (for Win32) tool, which takes advantage of an exploit in the GameCube game Phantasy Star Online to upload and run code on a totally unmodified GameCube. A demo is included, and you can build your own GameCube binaries using Torlus' GCC build." Although it still has the potential for misuse, this could have more positive ramifications than trying to copy existing games.
It seems that you can upload the Action Replay image (recently released) to the GC and it will work just like an original.
This has potential to be used legitimately, but will probably be used mostly to trade and download games off the internet.
GCN discs are so small its hard to scratch them. I work in a game store, see tons of used gcn discs a day, and only a handful were scratched. Why doesn't everyone quit lying and just admit that they really want to steal games?
This certainly seems to be the trend for defeating conole protection systems in software -- unless all code that has been signed is 100% secure from local attacks (ha!), you can simply insert code into a signed program and take control. It seems like this might be a weak point in new computer security systems like Microsoft's Palladium (in fact, it's been rumored that the Xbox's protection system is a testing version of Palladium, and that's been completely broken this way). If Palladium is being used for DRM for example, then a bug in Windows Media Player might let a user slip in code to save the decoded audio stream, thereby defeating the DRM. But it could also be used by malicious programs to defeat security measures imposed on behalf of the user (indeed, as buffer overflows are used now). I guess it comes down to this question: How will systems like Palladium guard against security holes in signed programs that could compromise the whole security model?
Its about time something like this came out, It appears that someone has finally broken thru what is probably the best protection in a home console. I understand this may have "more positive ramifications than trying to copy existing games", which was stated in regards to Starcube's recent gamecube hack. However, even Starcube are also helping to jumpstart to gamecube homebrew. Go read their nfo files and you'll see that furthering homebrew dev and hacking is their motivation for providing ISOs. There are no GameCube emulators and its impossible to play a burned game on a GameCube. Other consoles have mods which let you play discs from other regions as well as burned discs. (Upcoming link is PDF)--Currently, the only mod for Gamecube only allows playing discs from other regions. I'm sure there will be another breakthrough in the future to play pirated games on a GameCube, but until then the dev scene can (hopefully) blossom without people looking over our shoulders yelling 'Pirate!'.
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I hope I'll get all those shiny new releases fast enough to witness how bad it is...
It seems ironic to me that the program being used to backdoor into the Gamecube is a game which has a) been around for years now and should in theory be tight as a drum at this point and b) been all but ruined in its past incarnation on the Dreamcast by cheating - something Sega apparently STILL hasn't seen fit to address.
Perhaps Slashdot Games should rename itself to "Slashdot Console Warez News". Seriously guys, this is inappropriate. Its a hundred times more likely that this information will be used to pirate games than it is to port Linux to the cube, or whatever you say you're going to do.
The reality is that this is not exploiting a bug - it's exploiting a back door. In the Dreamcast PSO Version 2, Sega added a packet command named RcvProgramPatch. (The game had debug symbols.) This packet was added to make cheating more difficult and fix bugs. Basically, the server can send assembly code to the client to execute. But back doors work both ways. The GC version and Xbox version have the same packet, and this is the result.
Sonic Team did encrypt the packets, as most online games do. In fact, it is with a custom algorithm that is different from the already-cracked Dreamcast encryption. This system should have been secure: Gamecube disks are basically unreadable, and you need to read the disk in order to break the encryption!
However, Sonic Team made a fatal mistake. They used the same encryption in the Xbox version. Those disks are readable. Hackers found out, and used the Xbox encryption algorithm to break the Gamecube encryption.
It's believed that the GC ISO copies were made using this PSO exploit, as well as the N64 ROM of Zelda Master Quest, which in fact was dumped off the Zelda bonus disk using PSO.
I'm really wondering what Nintendo and Microsoft will do about this... Microsoft, for one, has told developers that anyone who puts a back door into a game will lose their developer's license >_<
Melissa ^-^"Screw Sun, cross-platform will never work. Let's move on and steal the Java language." - Visual J++ Product Manager
...someone installs linux on it?
Fight or flight its all the same
Live to die another day
--Ryan
hardware hackers, software coders, cheat coders, demo developers, and anyone who is interested in anything related is welcome to become a part of the blossoming gcdev community. A comprehensive list of all sites related to GameCube development should be your starting point. Links to all necessary software are available, as well as forums for those just getting started and needing some guidance. The scene is brand new and we need YOU!
I see this as amazing news! How long 'til I can load Stella onto my 'Cube and play some Yar's Revenge with a purple controller?
Congrats to the team who discovered this!
This is all a long way away from running pirated software. The only people downloading 1.5GB ISO images are those with broadband. Nintendo don't have much to worry about.
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Hob - Java Spectrum Emulator
http://www.twinbee.org/hob/
Is that people don't have to pay seven grand for the 'official' Development software for the GameCube.
This, and other Dev Tools for this console, has the potential to allow more people to be able to develop software for this console. People will have the ability, on their own time, to learn game development on their own, at home. In addition they will not have worry or pay to go to REALLY expensive schools for this development experience.
Dolemite
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I'm elated about this news. For one, I'm a supporter of homebrew. There have been some great things come to the Dreamcast because of the dev scene. I hope that continues and will translate over to the Gamecube as well. However, everyone should be waiting anxiously for linux to be ported! The Gamecube uses an IBM Power PC G3 (if I remember correctly) and an ATI Graphics chipset which is very similar in some respects to PowerMac G3's. If Linux can be ported to it, I'm sure it could run a version of Mac On Linux and perhaps even Mac OS 9/X. Imagine a small server/rendering farm of Gamecubes......
though i'm more interested in seeing who is going to be first to utilize the progate technology talked about in this article (which is geared more for licensed developers), i'm also interested in seeing how the homebrew community plans on getting any meaningful code on the cube. from what i can tell, you can't upload that much to it (it's gotta fit in 48M of RAM and has no HD for now) and using this hack, i'm not so sure you are going to get much on there. add to that the fact that you can't burn your own cube disc, i think there are are a lot more hurdles ahead. oh and for those interested or worried about cube warezing, i don't think you are going to find copies of cube games around, and if it were to happen, there is still no such thing as a powerpc emulator yet. the only way you could possibly play any pirated game would be on a mac, if it is even possible... like i said, there are a lot of hurdles left to go. which is afterall, the whole point. make it too expensive and time consuming for folks to pirate...
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