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I'm currently trying to investigate a stack buffer overflow vulnerability in the DS game Uno 52. I was able to successfully develop a savegame exploit that works on DeSmuME using its various debug tools, but have come into an issue when replicating my attempts on real hardware. The real hardware game crashes before I can get to the point in the menu to try to run the exploit, and I'm not sure why, since DeSmuME does not crash at that spot in the menu. Any help figuring out this issue or pointing me in the right direction of where to find help would be greatly appreciated.
Forgot to mention, but I can provide the save file I'm using (assuming it's legal and all, just the save file, not the game) for people to try if it would help.
Last edited by Uno52 (2021-12-05 19:38:12)
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all I can really suggest is to put breakpoints on ever kind of "out of range" handling codepath and see if desmume is silently swallowing something. You will have more luck finding someone to debug it with you on a NDS hackers or homebrewer's forum
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Gotcha, I appreciate the suggestion. I'll try to find one of those and get some assistance there. Thank you! And if you have any suggestions for forums/discords/IRCs for those communities, feel free to throw them my way.
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gbadev.org and #dsdev on irc
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