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1 byte removed ,  01:58, 10 January 2017
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* "The Legend of Zelda: A Link Between Worlds" and "The Legend of Zelda: Tri Force Heroes": these games don't crash at all when the entire save-file(minus constant header data) is overwritten with /dev/random output / 0xFF-bytes. All of the CRC32s were updated for this of course.  Note that this refers to the regular save file: Tri Force Heroes can be exploited via BOSS extdata - see above.
 
* "The Legend of Zelda: A Link Between Worlds" and "The Legend of Zelda: Tri Force Heroes": these games don't crash at all when the entire save-file(minus constant header data) is overwritten with /dev/random output / 0xFF-bytes. All of the CRC32s were updated for this of course.  Note that this refers to the regular save file: Tri Force Heroes can be exploited via BOSS extdata - see above.
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* Pokemon Mystery Dungeon: Gates to Infinity has the same unchecked file bounds as Pokemon Super Mystery Dungeon, however since save compression was introduced in Pokemon Super Mystery Dungeon, it only allocates one buffer within the application heap instead of several within the linear heap, resulting in nothing to corrupt or overwrite even if the file's length is extended past it's allocation.
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* Pokemon Mystery Dungeon: Gates to Infinity has the same unchecked file bounds as Pokemon Super Mystery Dungeon, however since save compression was introduced in Pokemon Super Mystery Dungeon, it only allocates one buffer within the application heap instead of several within the linear heap, resulting in nothing to corrupt or overwrite even if the file's length is extended past its allocation.
    
* "Kid Icarus: Uprising": Overwriting the entire savedata results in various crashes, nothing useful.
 
* "Kid Icarus: Uprising": Overwriting the entire savedata results in various crashes, nothing useful.
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