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Nintendo Wii
Wii - Accessing Network Sockets from Assembly?
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<blockquote data-quote="HackingNewbie" data-source="post: 9014686" data-attributes="member: 409540"><p>I thought a network option would be better than making new USB Geckos (yes they released schematics and VHDL code and everything needed to make one) because that way it's free and can't be broken like a tiny physical device. I don't know much about IOS and CIOS at all so messing around at IOS level isn't an option for me. By VI I meant hooking the VI video system of the Wii (it's a function called very frequently so the blr at the end of the function is replaced by an instruction that would branch to my assembly program which does its TCP thing then does a blr). Eh, I might just do an incredibly dummed down usb gecko with just a USB to SPI bridge (gamecube EXI is basically SPI with a few more pins that don't really matter) because I can't find any good networking documentation</p></blockquote><p></p>
[QUOTE="HackingNewbie, post: 9014686, member: 409540"] I thought a network option would be better than making new USB Geckos (yes they released schematics and VHDL code and everything needed to make one) because that way it's free and can't be broken like a tiny physical device. I don't know much about IOS and CIOS at all so messing around at IOS level isn't an option for me. By VI I meant hooking the VI video system of the Wii (it's a function called very frequently so the blr at the end of the function is replaced by an instruction that would branch to my assembly program which does its TCP thing then does a blr). Eh, I might just do an incredibly dummed down usb gecko with just a USB to SPI bridge (gamecube EXI is basically SPI with a few more pins that don't really matter) because I can't find any good networking documentation [/QUOTE]
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