(SHE/HER) / Visually Impaired. SRE @ Previously @ Bungie, Stripe, Tetrate, Datawire, Instructure. #BLM / pfp by: https://issy.cool
Posts
With how many projects and times have step like 15 turn into “okay now compile LLVM from scratch”, I should probably just start compiling LLVM as a step one, right alongside buying a domain name for it.
My partner dragged me to a chilis, and they had a braille menu??? Out of thousands of restaurants I’ve been to, the one who accommodated me was chilis???? Okay damn.
Happy to say I have acquired the first CAT-DEV v4 (one of the prototype Wii-U devkits), and even happier to say that the tools I’ve been developing for these devices mostly “just worked”.
This is not as useful as the “v2” cat-dev (aka “Toucan”) would’ve been, but is just as rare (there only ever being one that publicly was known to be sold). It is running firmware and has stickers from early 2012.
I was able to dump the usual suspects from the “MION” board (the board that holds the internal hard drive, and drives the debugger, power, etc. for the Wii-U board also in the case). The hard drive was empty unfortunately.
Unfortunately the device is in PCFS boot mode (meaning it requires a Pc to get its filesystem), and the older firmware does not support bypassing this like the newer firmware does. So we cannot power it on, or dump the internal NAND yet.
I’ve already been working on a dumper to remotely dump CAT-DEVs using PCFS. So the current plan will be, finish the remote dumper and test it on a modern cat-dev, then boot the v4 with PCFS using a modern CafeOS (hoping our PCFS implementation is compatible and the older FW doesn’t have any tricks up its sleeve), and then use the remote dumper to dump the internal NAND. The remote dumper should do this without any writes to the underlying NAND so we shouldn’t lose anything. Although to be clear there will almost assuredly be no game data on the NAND, but we may get some earlier OS binaries.
Incase anyone was super curious about what didn’t work with Sprig, it’s really only the fact the MION does not support “extended” information queries, and does not use the MIONs internal parameter space. What this means is I have to go parse some incorrectly formed HTML (which I already had implemented but was not using), in order to determine what version this thing is, what boot type it’s in, etc. everything else, including the dumping of MION just worked. We’ll see if PCFS does though.
Just thought that it's funny to mention, the largest files on the Wii-U CDN by far are from the game "One PIece Unlimited World Red" which means not only is it the longest running anime, it also eats up the most storage space of Nintendo's CDN (pre switch era), as well as my mirrors.
After asking people for shader learning materials like 3 weeks ago. I've finally ported the GLSL compiler for the Wii-U to build on Windows/Mac/Linux, Packaged It, and wrote "Good Enough" blessed CMake, and I can actually finally go through these tutorials.
Wish me luck, as I try to make something appear on screen, and actually understand this world.
Me before finding out about the latest release of k8s: K8s is alright I guess, lots of cool people work on it, but it's not for me, and i feel like a lot of people use it when they don't need it, so i'm generally not a fan.
Me finding out the latest k8s release is called uwubernetes and has an adorable logo: Alright when are we deploying k8s.