Wii Uses Elliptic Curve Cryptography For Saves 183
An anonymous reader writes "A user at the Nintendo-Scene forums just posted a lengthy post about his discovery that the Wii savegame files are signed and encrypted with NIST B 233 bit elliptic curve cryptography. Could this be the first step for a Wii softmod the homebrew community have waited for? From the post: 'It appears a Wii savegame file ends with a certificate chain. The certificates contains a public keypair (the one that is being "certified") and a signature (another number pair) from the signing entity. The number pairs are stored as a compound 60 bit data (first 30 bytes for the first number, and the next 30 bytes for the second). Hence, the first and middle byte is always 00 or 01 for keys, and 00 for signatures. One can check that the keys are indeed NIST B 233 keys using openssls EC_KEY_check_key function (code forthcoming).'"
WTF? (Score:5, Interesting)
Re:Uhh (Score:5, Interesting)
By the way, with some games refusing to run without updating, this becomes one of those scenarios where if your console is modded, you have to get games illegally to make them work (assuming pirates have found a way to eliminate the code that forces the update).
Re:Mod parent troll (Score:3, Interesting)
Re:WTF? (Score:2, Interesting)
Re:More important than homebrew potential (Score:1, Interesting)
Another problem is that anti-cheat protection makes developers lazy. Online games typically follow the server-client model and as such, any important calculations that need to be tamper-proof should be done on the server. Unfortunately you've got one of the most popular MMO games, MapleStory, that actually depends on the client to detect if the player has been hit by a monster. They rely on anti-cheat protection to keep a player from bypassing all hit detections and obtaining God mode. The problem is, they've already lost. Their code will never be bullet proof as long as I control the hardware.
Re:Uhh (Score:1, Interesting)
Re:Uhh (Score:3, Interesting)
Re:Great, now about the next step. (Score:3, Interesting)
Have you seen Nintendo's "Classic controller" that they offer (primarily for the virtual console games)? It looks a little odd, but after you start using it, you'll realize that it's really an SNES controller with some analog sticks thrown on at the bottom (and two extra "shoulder" buttons). Also, it plugs into the wii-remote, so I consider it semi-wireless.
Anyways, definately my favourite controller ever, so you should give it a try, if you haven't yet.
"no user servicable parts inside" (Score:5, Interesting)
the Xbox has been my media center for about 4 years. I bought it the day it was easily moddable/hackable. It now plays the anime and movies from my server and also plays my dvds along with the games and imports. I really like the option to pay imports. I do speak and understand english, so there really is no reason I should wait 1-2 years for a game. Or movie...
After maybe 2.5 years the dvd reader died and I couldn't read discs anymore. I bought a replacement dvd player for the xbox and installed it myself, voiding my already dead warranty.
Morale of the story :
1 / I used my xbox in a "creative" way, exceeding by much what MS previewed/allowed me to do with it. I had fun with it, and I didn't have to build or buy a pre-made media center.
2 / When it got broken I just had to buy a small, cheap part. not a full xbox, as a "no user servicable parts inside" box concept would have made me.
Episode 2, the WII
Take story from ep.1, make hardware standard pc stuff as in xbox, rinse, repeat.
Guess I, too, am just old fashioned in some ways. I'm too cheap to have every piece of kit I want, so I like to tinker with consoles to give them all the bells and whistles I cannot afford otherwise...
You may not like the answer, but... (Score:5, Interesting)
Actually, it makes a sort of perverse sense. It's pretty easy to write bog-standard business applications that do CRUD (in both the database & other sense), but it's not so easy to program a game that has to run at acceptable frame rates.
Re:Autosave to defeat quickloading? (Score:3, Interesting)
The Wii Programming Guidelines (or Lot Check docs -- don't have the info at home but at work) dictate a maximum number of saving k/sec so as not to wear out the flash memory.