diff options
-rw-r--r-- | README.md | 20 |
1 files changed, 12 insertions, 8 deletions
diff --git a/README.md b/README.md index 3f84f0f..2edfe2a 100644 --- a/README.md +++ b/README.md | |||
@@ -1,12 +1,16 @@ | |||
1 | # GBA Gen3 Multiboot | 1 | # Pokémon Gen 3 Uploader |
2 | A GC and Wii homebrew app that sends a binary to the GBA using the different multiboot protocol used by the third generation of Pokémon games (Ruby, Sapphire, Emerald, FireRed, LeafGreen). | 2 | A Wii homebrew app that reads data from a third generation handheld Pokémon game (Ruby, Sapphire, Emerald, FireRed, LeafGreen), and uploads it to a website for viewing. It does this by sending a multiboot binary to the GBA using the different multiboot protocol researched by Wack0 (whose repository this is forked from). |
3 | |||
4 | This came about when I wanted a way to show off the Pokémon I've raised on my website. I could have just used a tool to dump the save file and then written a script to extract data from it, but I wanted to do something more complicated, and came across the research done by Wack0. Thus I was able to turn this project into a great learning/research experience. | ||
5 | |||
6 | The multiboot image that the Wii sends to the GBA is executed in the context of the game, and thus is easily able to access its save data. It serializes data about the Pokémon in the save file, and sends them over the GCN-GBA link cable to the Wii. The Wii then further sanitizes the data, and then sends it over the network to a website. | ||
7 | |||
8 | One 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 | |||
10 | This 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. | ||
3 | 11 | ||
4 | # Usage | 12 | # Usage |
5 | Have a GC Controller in Port 1 and a GBA with Gen3 game in Port 2. | 13 | Have 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. |
6 | Put your payload code to do some interesting stuff with the Pokémon game you have in `gba` dir. Example code that warps the character to the Hall of Fame, adding a Bad Egg if the save has no Pokémon provided. | ||
7 | Recompile, send to Wii or GC, turn on your GBA, hope that your code runs after the initial copyright screen of the game. | ||
8 | (Code execution rate is for some reason not 100% reliable, PR to fix would be greatly appreciated. Sometimes KeyC derivation fails, sometimes GBA ignores the sent multiboot image, could be due to failure of a few different sends) | ||
9 | 14 | ||
10 | # Acknowledgements | 15 | # Acknowledgements |
11 | Thanks to FIX94 for your multiboot game dumper, which the multiboot code is loosely based on (differences in crypto & protocol...) | 16 | Thanks to FIX94 for your multiboot game dumper, which the multiboot code is loosely based on (differences in crypto & protocol...). Thanks to Wack0 for reverse-engineering the gen 3 "different" multiboot protocol. |
12 | Without it, this would have taken longer to do than the 2 days or so that it took. \ No newline at end of file | ||