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authorKelly Rauchenberger <fefferburbia@gmail.com>2017-09-16 16:11:15 -0400
committerKelly Rauchenberger <fefferburbia@gmail.com>2017-09-16 16:11:15 -0400
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Wii can now send a POST request to a website
The extractor now uses libfat to read a config file off the root of the
SD card, a model for which is included in the repository. The extractor
is capable of negotiating an HTTPS connection, but it requires a
download of the target site's root CA certificate to be on the SD card
and pointed at by the config file. TLS/SSL functionality is provided by
wolfSSL. I had to make a couple of minor changes to wolfSSL for it to
work properly, and those changes are located in the devkitpro branch of
my fork, hatkirby/wolfssl.

The Wii program now arranges some of the information that the GBA sends
it into a JSON object, which is then sent off (along with some
authentication information from the config file) to the endpoint defined
in the config file. The code used to maintain the network connection is
from the WiiTweet project, which was licensed under the GPL. Some of the
code used to send the HTTP request also comes from said project.
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diff --git a/README.md b/README.md index 2edfe2a..e263297 100644 --- a/README.md +++ b/README.md
@@ -7,7 +7,22 @@ The multiboot image that the Wii sends to the GBA is executed in the context of
7 7
8One of the main reasons that I chose to use this method to extract save data from my GBA games is that I'm very concerned about the "legitimacy" of my Pokémon experience. I don't want to be able to do anything with my saves that could be considered cheating. Thus, the multiboot image only sends to the Wii information that is publicly visible using the game's interface. For instance, the Wii never receives a Pokémon's IVs, EVs, or full personality value. The GBA multiboot image derives all the necessary information (stats, Nature, gender, shininess, Unown letter, etc) from those values, and then sends that over the connection. In this way, this private information never leaves the context of the GBA's code. 8One of the main reasons that I chose to use this method to extract save data from my GBA games is that I'm very concerned about the "legitimacy" of my Pokémon experience. I don't want to be able to do anything with my saves that could be considered cheating. Thus, the multiboot image only sends to the Wii information that is publicly visible using the game's interface. For instance, the Wii never receives a Pokémon's IVs, EVs, or full personality value. The GBA multiboot image derives all the necessary information (stats, Nature, gender, shininess, Unown letter, etc) from those values, and then sends that over the connection. In this way, this private information never leaves the context of the GBA's code.
9 9
10This project is still in active development, and currently only displays debug information on the Wii's screen. No data is sent to a website yet. 10This project is still in active development, and is not yet ready to be used.
11
12# Compiling
13`gen3uploader` depends on wolfSSL in order to negotiate HTTPS connections. The main branch has a couple of minor problems that prevent it from working with this project right out of the box, so for now you should use the [devkitpro branch in hatkirby/wolfssl](/hatkirby/wolfssl/tree/devkitpro).
14
15In order to compile wolfSSL, first ensure your $DEVKITPPC environment variable is set. Then, assuming that $GEN3UPLOADER points to your `gen3uploader` repository, you can run the following commands:
16
17```bash
18./autogen.sh
19./configure --disable-shared CC=$DEVKITPPC/bin/powerpc-eabi-gcc --host=ppc --enable-singlethreaded RANLIB=$DEVKITPPC/bin/powerpc-eabi-gcc-ranlib CFLAGS="-DDEVKITPRO -DNO_WRITEV" --disable-examples --disable-crypttests
20make
21cp src/.libs/libwolfssl.a $GEN3UPLOADER/vendor/lib/
22cp -r wolfssl $GEN3UPLOADER/vendor/include/
23```
24
25From there, you should be able to run the `build.sh` script in the `gen3uploader` project to compile everything.
11 26
12# Usage 27# Usage
13Have a GC Controller in Port 1 and a GBA with Gen3 game in Port 2. Run the Wii program, and follow the instructions. The connection is not very stable, and it can take several tries for the program to run successfully. 28Have a GC Controller in Port 1 and a GBA with Gen3 game in Port 2. Run the Wii program, and follow the instructions. The connection is not very stable, and it can take several tries for the program to run successfully.