Nintendo Wii Zelda Exploit - Run Unsigned Code w/o Modchip

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wiizeldaexploit4 Nintendo Wii Zelda Exploit - Run Unsigned Code w/o Modchip

Pictures of code running

A promising Wii homebrew discovery had found in “The Legend of Zelda: Twilight Princess”. This was achieved using an exploit on Zelda found by Bushing along with Segher. A modified save game from Zelda crashes the Wii and let them run their own code on it and the exploit takes advantage of a buffer overflow in the game. The principle is almost the same as the PSP with GTA and Lumines, so the possibility is endless same as the PSP Homebrew community right now. With this exploit you don’t need to internally mod your Wii just to play any homebrew apps or even play back-up games. But for now don’t get too excited yet. They have only been able to run 4 lines of code, but this is in a days work. The proof of concept is on the way, soon enough we expect more to come with the new Homebrew community to rise, Wii in the Hood.

Here’s the excerpt from the WiiLi.org

Originally discussed on efnet in #wiidev then put teh<pseudeo>sceen, “Bushing along with Segher … [were] able to modify a saved game from Zelda to crash the [Wii] and run their own code on it”.

Segher was the one to find the exploit and Bushing has been testing it out with the aid of the USB Gecko. The process is far from simple as once you modify a save game it requires it be to signed with 3 keys. Here’s some info from Bushing.

“Once the Wii decrypts the save game, it checks its signature. Every Wii has its own private key which is used to sign save games, and when you save a game, the Wii actually saves three bits of data:

    • The encrypted save game
    • The signature for the save game (using your console’s private key)
    • A copy of your console’s public key, signed by Nintendo.”

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