Console Hacking 2013: Omake

As you’re likely aware, our team gave a lecture at the 30th Chaos Communication Congress on hacking the Wii U. This blog post is a follow-up to the talk and contains clarifications, corrections, and material that we couldn’t fit in the one-hour time slot.

If you haven’t yet, please watch the talk before reading the rest of this post:

Slides: Online · Download / source code

The hardware

First, two corrections: the second core (core 1) of the Espresso contains 2MB of L2 cache, and the GPU is a member of the R7xx family, but not specifically the RV770. Sorry, I was tired and sleep-deprived when putting together that slide and had two brain farts. The slide has been corrected in the online version above.

There has been a lot of speculation about the hardware, mostly before the talk, and even after it some people continue to be skeptical of our findings. How do we know what makes the Wii U tick? The answer is simple: inspection of the system firmware and runtime logs, and a little bit of common sense.

We used a simplified block diagram of the hardware for the presentation. Here’s a more detailed one which you might find more interesting (there may be a few minor mistakes, but in general it should be pretty close). Hover over to see the equivalent Wii block diagram, for comparison.

Larger: Wii U · Wii

Espresso

Let’s look at the Espresso. Why a PPC750? Well, first of all, the Espresso has to be fully compatible with the Broadway to run Wii software. Several people have pointed out that many PowerPC cores are essentially fully backwards compatible for user software. However, Wii games run on the bare metal, without any OS. This means that the CPU needs to be 100% compatible at the system/OS level too, down to the smallest detail of the highly model-specific special-purpose registers. Wii software regularly messes with registers such as HID0-HID4, which are Hardware-Implementation Dependent registers. Additionally, the PPC750 line is the only range of PowerPC processors that implement Paired Singles, an (outdated) SIMD implementation that was introduced with the Gekko on the GameCube and which is not compatible with modern PowerPC SIMD, such as AltiVec. These processors also implement other GameCube/Wii-specific features, such as the Write-Gather Pipe (used to send commands to the GX) and the locked L1 cache and DMA that were discussed in the talk. On top of that, because the Espresso runs at the clock rate of the Wii in vWii mode (and no faster), instruction timings must be identical (or possibly better) in all cases, lest some Wii games run slower on vWii mode than on a real Wii.

Now, it is true that the Espresso implements some new features - most obviously, it is a multi-core, and thus SMP, system. I am not aware of any other SMP PPC750 implementation (although that is possible with vanilla PPC750, but inefficient). However, the Espresso was clearly commissioned by Nintendo specifically for the Wii U, and they had the freedom to make significant changes to the design. Most importantly, although the individual Espresso cores are almost identical to the standard PPC750CL core, the L2 cache subsystem and bus-interface subsystem have been significantly redesigned. The design philosophy seems to have been to keep the 750 core as untouched as possible, but graft in support for efficient SMP around it. As a result, they’ve tacked MERSI support onto the cores and the new L2 subsystem fully supports cache coherency between cores (and cache intervention). Incidentally, the 60x bus seems to have been upgraded as well (they call it 60xe now, and judging by the die shots, it looks wider).

In fact, the SMPization of the 750 in the Espresso is not perfect. There appears to be a bug that affects load-exclusive and store-exclusive instructions (an explicit cache flush is required), which means that using SMP Linux with them will require patching the kernel and libpthread to work around it (and possibly other software that directly uses these instructions to e.g. implement atomics). They would’ve never shipped such a blatant bug on a general-purpose CPU, but I guess they called it good enough for a game console since they can just work around it in the SDK (which they do: the Cafe OS locking primitives have the workaround).

Since I mentioned MERSI and cache coherency, you may be wondering about the point in the talk where I said that the Wii U is not a cache-coherent system. In fact, the Espresso fully supports cache coherency, and there is coherency between cores. However, as far as I can tell, the Latte does not implement this, and memory is not coherent with regards to the Starbuck and other hardware peripherals when performing DMA (although I have not verified that there really is absolutely no support - but it’s at least certainly true of memory during bootrom execution, and since the Wii didn’t implement coherency either, it sounds like the kind of thing Nintendo wouldn’t care about).

Recently, an anonymous contributor e-mailed me what appears to be a screenshot of the introduction page of the Espresso User Manual, which seems to confirm most of what we had deduced. Please don’t ask where it came from; I was only sent the screenshot and the sender used an anonymous e-mail service.

Oh, and that whole out-of-order execution debate? The confusion arose due to the myth that the PPC750 is in-order. It’s a superscalar core: it does dispatch up to 3 instructions per cycle and they can complete independently (and the results are placed in a completion queue). That qualifies as out-of-order. It’s not particularly wide and definitely isn’t nearly as aggressively out-of-order as modern Intel and POWER cores are, though. The Espresso is just as out-of-order as the Broadway and previous members of the 750 family. There’s no upgrade there: it’s a (simple) out-of-order core and it always was. Go read the PPC750CL User’s Manual if you want all the gory details (it also has information on the formerly-Nintendo-proprietary stuff like Paired Singles, DMA, Locked L1, Write-Gather Pipe, etc.).

Latte

What about the GPU? RV770 snafu aside (that was just a brain fart; I meant R7xx), how do we know that it’s of that family? As it turns out, the Cafe OS firmware is littered with references to the R6xx. However, the R6xx and R7xx are almost identical. ATI even published open documentation of their 3D engines together, as a single document, and the only real differences are a few details of the shaders. The register information that we’ve looked up does mostly match the published open docs. R7xx is clearly a minor evolution of the R6xx. Cafe OS also has references to “GPU7”, which seems to be another name that Nintendo uses for the GX2. With the R7xx available (and as, essentially, a mostly compatible step up), there would be no reason for Nintendo not to go with the R7xx as a base instead of the R6xx. Together, all of these strongly imply that the GPU is indeed an R7xx core and not an R6xx core. To those claiming that it supports newer features (e.g. I’ve heard Tesselation and Stream Out support listed as “evidence” of a newer core): go read the 3D engine doc linked above. Those features were already there on R6xx/7xx.

Now, the Latte is a fully custom SoC that has nothing to do with any particular member of the R7xx family, so there is no easy way to draw a parallel to any particular released AMD GPU. Maybe the specs (shader count, etc.) match an existing AMD chip, or maybe they don’t. We’re not particularly interested in the GPU prowess wars, so we haven’t poked at the GPU to try to figure out its specs.

Clock frequencies

This one’s easy: the clock speeds that I tweeted (CPU 1.243125GHz, GPU 549.999755MHz) came straight from the Cafe OS system log. The Espresso doesn’t support dynamic clock scaling (it only has one PLL and it is configured via external pins and only reconfigures itself on hardware reset), and I haven’t seen any evidence of them using power saving / clock scaling on the GPU. Both clocks rates are what you’d expect for a modern relayout of the 750 core on a 45nm process, and a power-savey R7xx at 40nm. The talk about clockspeeds being raised with a software upgrade is nonsense. I have no idea where that silly rumour came from, but there’s no truth to it. While it is possible for the clocks to be reconfigured in software (like on most modern systems - and this is used for vWii mode), it would make no sense for Nintendo to test and ship a living room system at one clock speed and then later raise it (this only makes sense on portable systems, where cores are often underclocked to save battery, but tested at higher clock speeds). It certainly hasn’t happened on the Wii U.

vWii mode

vWii mode is actually pretty interesting, because different parts of the backwards compatibility are implemented in different ways. Some of it is pretty obvious (e.g. the RAM controller is reconfigured and only 64MB of RAM are visible as MEM2), but some parts are much more interesting. Hover over the block diagram above and see if you can spot the interesting ones!

GX

Why is the GX a separate block and not a compatibility mode of the GX2? To be fair, I don’t have hard evidence that they do not share absolutely any hardware, but this goes back to common sense. The GX is completely different from the GX2/R7xx. Adapting the R7xx to look like a GX and be fully compatible at the register level (remember, Wii games run on bare metal) is a humongous task, and completely unrealistic to do and validate. If they were to do it that way, you’d expect some kind of complex configuration, perhaps involving firmware or special shaders, to switch to vWii mode - none of which is present in cafe2wii.

Meanwhile, the process node upgrade means that they can easily fit in the entire GX. On the Hollywood, the 3MB of 1T-SRAM took up half of the die. On the Latte, they’re just two small blocks in the corner (and one of them is even SRAM now). They could easily fit in the rest of the Hollywood in the remaining logic area above the big MEM1 block, and have the entire right hand half of the die left for the R7xx and the new SoC peripherals. Instead of the impractical task of implementing perfect hardware emulation on a completely different GPU architecture, they did the easy thing: throw the old hardware in there, and reuse the easy bits (TMEM and EFB) as handy MEM0 memory in Wii U mode. MEM0 is even mapped at the same address where the direct EFB access used to be on the GC and the Wii, so it probably is the same hardware, with the pixel format mapping turned off and instead presenting the memory as flat RAM. In Wii U mode, it is used mainly for the Cafe OS kernel.

DMCU

You may have noticed that good old VI (the display controller / Video Interface of ye olde GameCube and Wii) is gone. Huh? How does that work? Turns out they’re emulating that in software and translating its configuration to the R7xx’s CRTC registers. But where does this emulation software run? Sneaky: they added a special microcontroller to the Latte just for this purpose. The DMCU is a 68HC11 compatible 8-bit CPU whose sole purpose is to perform VI emulation. It has a frontend hardware shim that looks like VI to the Wii software, and behind the scenes it translates those registers to the Radeon’s, including upscaling configuration. cafe2wii loads the DMCU’s firmware (the DMCU doesn’t seem to be active in Wii U mode). It has its own dedicated RAM and access to both the faux-VI back side and the Radeon’s register area. There is also a little mailbox to talk to it from vWii mode: the System Menu and IOS use this to configure the 4:3 stretch mode for Virtual Console games (which is why The Homebrew Channel accidentally ends up in the wrong mode: after a recent update, the System Menu thinks it’s a Virtual Console title due to its title ID starting with ‘L’ and sets up that special mode). Presumably it also got an update when gamepad support for vWii showed up, though I haven’t looked at the firmware again since then.

Font ROM

The GC had a few bitmap fonts in its firmware ROM, for use by the BIOS / firmware and by games. This ROM was an external chip connected to the EXI (SPI-like) bus (actually the same chip as the RTC). The Wii got rid of the firmware part, but had to keep the fonts for backwards compatibility (and they were still in there in the RTC). The Wii U finally gets rid of the ROM, but Wii games might still use the fonts. What to do? Easy: they have an extra 8MB of MEM1 sitting around doing nothing in vWii mode. cafe2wii actually loads the old fonts into this area, and then presumably there’s a shim in front of the EXI hardware in the Latte that pulls the ROM data from there.

DI

The GC had a proprietary disc drive bus called DI. The Wii kept it, with minor changes. However, the Wii U finally switched to a more modern SATA port. The SATA peripheral is actually bog-standard AHCI to the Wii U software. However, vWii mode needs to talk to good old proprietary DI mode. How is this implemented? This one seems to be pure backwards compatibility hardware. cafe2wii turns on a DI compatibility mode in the AHCI controller. Presumably that enables the old DI registers and either funnels the old commands through SATA (which the drive then supports) or also translates commands (though the drive still needs to implement them - for example, the GC/Wii support reading on arbitrary 4-byte boundaries, not aligned with sectors, so the new drive must support that too).

WLAN

The Wii U has a different WLAN chipset. How could they possibly emulate an older Broadcom chipset in vWii mode (eeew, Broadcom)? They don’t. vWii IOS contains a totally new WLAN driver. This one leaks straight into the vWii sandbox and there’s no backwards compatibility. They can get away with it because (thankfully!) the WLAN driver is entirely contained in IOS, and IOS is also the sole manager of WLAN configuration (well, and the System Menu, but those settings are configured from Wii U mode on a Wii U), so games don’t know or care that it’s all different. On the plus side, that means that vWii mode should support 802.11n.

USB

The Wii U has 4 USB ports. The Wii had 2. How does this work? No, it’s not a built-in hub. Actually, the OHCI/EHCI controllers have registers that indicate the number of available ports, and the old drivers are perfectly happy with 4 ports instead of 2. This also goes for GhettOHCI: I wasn’t sure what to expect, but thankfully I didn’t hardcode the number of ports, and it Just Worked on the Wii U, reporting 4 ports instead of 2.

NAND

Everyone knows that vWii mode has the same old NAND flash storage as always, a dedicated 512MB of NAND just like on the old Wii, on a dedicated NAND Flash chip, containing the same old filesystem (but not boot1 or boot2, since they don’t need those in vWii mode, as cafe2wii boots it straight into IOS). What most people don’t know is that the “dedicated” part is a lie: Cafe OS also boots from and uses SLC NAND flash in addition to the 8GB or 32GB of eMMC storage. But there’s only one NAND flash chip. Is there? Kind of: there’s one NAND flash chip, but it has two NAND flash dies inside: 2x512MB, one for vWii mode, one for Wii U mode. There’s a separate chip enable pin for each. This is actually a pretty common arrangement for a NAND flash chip, though using each bank for a totally different OS is cute. This was confusing to figure out at first because the Samsung NAND flash datasheet for this part also applies to the single-bank 512MB version and others, and it is rather unclear about the specific layout of each particular part number (even iFixit got it wrong and listed it as 512MB, while in fact the specific part used is 1GB - or 8Gbit, hence the “08” in K9K8G08U1D).

SEEPROM

It is not shown in the block diagram above (because I ran out of space and I skipped miscellaneous hardware connected to GPIOs), but the Wii had a small serial EEPROM die built into the Hollywood multi-chip package (for mild security) and connected to some GPIOs. It was used to store the console’s certificate signature (signed by Nintendo, which cryptographically certifies the console as a real Wii), a few miscellaneous things (like the boot2 version number and the random number generator nonce counter), and, on Korean Wiis, the new Korean common key.

The Wii U still has a SEEPROM, but its contents have nothing to do with vWii mode. The old certificate data is actually in a new OTP memory bank on the Wii U, and cafe2wii just reads this and throws it at the end of the Starbuck’s SRAM where there was some free space. Then they hacked up vWii IOS to read the data from there instead of the real SEEPROM.

Keys, keys, keys

The Wii U has lots of keys: its OTP is 8 times the size of the Wii OTP (1KB in 8 banks of 128 bytes, instead of a single bank of 128 bytes). Incidentally, bank 0 is the vWii bank (and all the other banks are disabled in vWii mode, so it only gets to see the keys that it needs, which are the same ones that were present on Wiis). We posted SHA-1 hashes of a few of the important keys in the presentation slides, but here’s a more detailed description of what they are used for. Note that these are still SHA-1 hashes, not the actual keys.

Espresso vWii ancast key (11 days)

ce3641b2660253f5a7e789db297be2c1585b3054

Found in the Espresso’s key fuses/OTP. Used to decrypt the vWii System Menu and the new NANDloader binaries (1-512 and 1-513) at load time. Disabled by the boot ROM until reset.

Espresso Wii U ancast key (11 days)

2ba6f692ddbf0b3cd267e9374fa7dd849e80f8ab

Found in the Espresso’s key fuses/OTP. Used to decrypt the Cafe OS kernel at load time. Disabled by the boot ROM until reset.

Note that the previous two hashes are contained in this file, and it is the SHA-1 hash of that file that we posted on the 11th day.

Wii U common key (30 days)

6a0b87fc98b306ae3366f0e0a88d0b06a2813313

Found in the Starbuck’s OTP. Used to decrypt the specific title key for every Wii U application (this is done at installation time for system firmware and installable titles, and at load time for disc games). Note that Cafe OS and Starbuck binaries are double-encrypted with their own ancast keys too.

vWii common key (30 days)

2b30b703c6676c8124c7347b30c7972ffeae2b39

Found in the Starbuck’s OTP. Used to decrypt the specific title key for vWii system updates (since the key is only needed at installation time, vWii mode doesn’t actually have access to it). Note that the System Menu and NANDloaders are double-encrypted with the vWii ancast key too.

Wii U ancast key (Clarification)

d8b4970a7ed12e1002a0c4bf89bee171740d268b

Found in the Starbuck’s OTP. Used to decrypt Starbuck binaries (Wii U IOS and cafe2wii). Unlike the Espresso keys, this one is enabled forever (except in vWii mode, of course), as the Starbuck boot0 really only runs at boot time, and Starbuck ancast binaries are simply parsed and decrypted by IOS itself when reloading.

Wii U boot1 key (not yet!)

Found in the Starbuck’s OTP. Used by boot0 to decrypt boot1. This key, and it alone, is selectively disabled in a special clear-only OTP mask register by boot0, and is not available after boot. We don’t have it yet, but we’re trying to get it with some cute side-channel attacks.

A few people have claimed that our work doesn’t qualify as having hacked the Wii U since we do not have this key yet. That doesn’t make any sense, though: We have full code execution in kernel mode in both the Espresso and the Starbuck, access to every other key (including the aforementioned ones as well as per-console storage encryption keys and the like), unrestricted access to Wii U mode hardware, etc. Stating that we haven’t hacked the Wii U because we don’t have the boot1 key is like saying that nobody has ever hacked any iPhone because nobody has ever extracted the GID Key. Either way, there’s a good chance we might be able to fish it out soon ;-).

EOF

That’s all for now! If you have any other technical questions, feel free to give us a shout in the comments and we’ll try to answer them if we can.

33 Comments

Rapper_skull

So to decrypt vWii titles downloaded from NUS we need BOTH Ancast Key and Common Key?

fail0verflow

Only for the System Menu and the NANDloaders.

bitsweeper

"including the aforementioned ones as well as per-console storage encryption keys and the like"

I understand then that in theory we could be able to backup or game saves on a disk formated with one console and use them with a different Wii U unit, given the needed utility to do that. That would be great.

fail0verflow

Sure, but to do that you need keys which are different for each console, which means you need a full Wii U mode exploit running on every console (you can't just dump the keys once and use them on other consoles).

sha256sum

I have 3 questions if that's ok:

* Which of the bugs can Nintendo fix / revoke keys?
* Was the security system made in a hurry, or do you think it really was a high priority for them?
* Which program did you use to make the block diagrams?

fail0verflow

1) Nintendo can fix all the bugs. Realistically, they never will, given the quality of the software. If the history of the Wii is any indication, we'll always be able to find new bugs. The cat is out of the bag (the software is accessible), so now all it takes is white-box reverse engineering, which makes it reasonably easy to find bugs. They don't have good mitigations; a bug in Cafe OS userspace, a bit of ROP (or not even that, for the browser), a kernel bug, an IOS bug, and you're in.
2) Meh, it was mostly an evolution of the Wii's. The Wii had a pretty decent (but simplistic) security design and a crappy/buggy implementation. The Wii U seems to be more of the same, though with some nonsense thrown in (the Espresso bootrom) and some obvious features added (verification on launch and hash trees for NAND titles). On the other hand, they finally have drive to console authentication, which was sorely needed (otherwise there would've been drive emulator piracy a month after the console's release). I suspect that bit was high priority for them.
3) Inkscape.

sha256sum

Very nice.

What about the bugs in vWii can they be fixed without breaking Wii comparability?

fail0verflow

They can't fix the Espresso exploits, as those are in ROM code (and in hardware, for the HRESET hack).

They probably could've avoided the SRESET race conditions (I won't detail how to avoid giving them any ideas, just in case they really think this is worth fixing), but they'd need to spin new silicon for that, which is extremely unlikely - they'll only do it if they're doing a new silicon revision for some other reason.

wiisixtyfour

I understand why you guys have chosen not to release a Wii U homebrew channel, but I was wondering how easily it could be created. Of course the IOSU makes it more difficult right? There is no libogc or development environment either.
Another question I have is, are there any ways to exploit the Cafe OS that you have looked into? I'm thinking of an exploit in the manner of Bannerbomb/Letterbomb which made it easy to execute code on Wii using the SD slot.
Very interesting talk and I wish I understood more of what you guys actually did! Thanks for your hard work in documenting this system.

fail0verflow

The dynamic linking in Cafe OS makes writing homebrew easier since you don't need an SDK, but, for example, the Cafe OS NX enforcement would make a homebrew channel impossible (without a kernel exploit) since it wouldn't be able to boot other code. Personally, I think ignoring Cafe OS entirely and rolling our own Linux thing would be more productive, though higher initial effort.

We haven't looked into non-browser exploits. There probably are quite a few around though, subject to possible entry points (i.e. things the Wii U will do with storage - which seem to be fewer than the Wii!).

wiisixtyfour

So for Cafe OS homebrew it would need to be PPC code?
And by "our own Linux thing," that doesn't necessarily mean like a normal distro, just a custom OS right? So rather than a Homebrew Channel it would be a Homebrew OS.

Thanks for the reply :)

Ulioth

What console that ever got hacked had a productive homebrew ecosystem based on Linux? People don't like Linux. They want their apps show app in the system's native OS. They want to modify Nintendo's software to fit their needs, e.g changing the color of the system menu and make their own Cafe OS apps. That's the chill people are seeking from a hacked console., not booting boring linux. They couldn't care less about a buggy homebrew SDK as it will be improved over time.

fail0verflow

You're looking at it backwards. The PS2, the GC, the DS, and everything before them didn't *have* an OS you could use. They were also simple enough that bare metal software made sense. They also didn't have enough RAM or CPU oomph to make Linux usable, so people built bare-metal libraries for them.

The Wii is the middle step. It got lucky, because we had libogc from the GC days, and it still didn't have enough RAM to run Linux comfortably, though popular homebrew based on Linux does exist. It also didn't really have an OS either, just a built-in launcher.

The Wii U changes that. It uses bog standard hardware that *already* has Linux drivers. It has a truckload of RAM. And its native apps already use an OS that qualifies as a modern multitasking, protected memory OS. Running Linux on it will actually improve things (e.g. you get access to more RAM, since normally the system reserves half!)

Think of Linux as a homebrew SDK, nothing more. Just one that happens to have APIs that make porting existing games and apps way easier than it ever has been on any other console. Nobody's suggesting that we throw Ubuntu on people's consoles, just that the Homebrew Channel for Wii U might as well run a Linux kernel behind the scenes. Homebrew developers don't *actually* want to learn yet another proprietary graphics API when they can just use OpenGL. Make it easier to write homebrew without needing to use specific skills and undocumented APIs, and you'll get better homebrew.

stan423

About that half of RAM: do you think they will release some of that later on? As in, what stuff Cafe OS actually runs in background?

modrobert

marcan / fail0verflow,

I enjoyed the 30C3 talk and this article, impressive and inspiring work as usual.

It's a bit awkward, but few seem to realize that the info released here pretty much reveals how to hack the Wii U regardless if your motives are homebrew or a backup loader. The only reason I can think of is that the console is a flop in the community, and there is little interest at the moment.

I understand the reasons you didn't release this back when the Wii U was launched, but looking at it now, maybe Nintendo could have used that extra push to get the console out there market wise, even if it means a fraction of the gamers leech the games.

PS: Would an ODE solution for Wii U trigger the motivation to release some keys? ;)

http://www.nuitduhack.com/

http://www.nuitduhack.com/ please check and help !!!

modman

any luck with the Wii U boot1 key ?

princesspeachum

I'm curious to know if it's physically possible to run GameCube games on a Wii U. The Wii was able to do so, but was that only through special hardware? In other words, are the hardware changes made to support vWii mode on the Wii U sufficient for supporting GC?

Non-Specific Action Figure

Yes. Look up the "Nintendont" or "Devolution" apps for the Homebrew Channel. You cannot use actual GameCube-discs in the Wii U (I hope this is obvious), but running off of SD or USB works just fine.

Devolution requires that you have a Wii with the Homebrew Channel installed, in addition to a Wii U (also with the Homebrew Channel).

They don't have the capability to use the main-gamepad (yet, hopefully), but they DO have access to the USB-ports. Nintendont is actually compatible with the Wii family edition (mini has no SD-slot, ergo no softmodding at all), albeit with no way of using GameCube-pads, natively (WiiMote and USB adapters are available on Amazon, among other sites).

You can actually use a PS3 controller with either of them (Devolution supports BlueTooth-pairing by normal DS3-means, Nintendon't requires a USB-cable), and the devs for Devolution somehow worked out how to use the Wii U pro controller in vWii-mode.

I'm pretty sure Devolution doesn't fully work on a old Wii, considering the Pro-Controller support on Wii U, but I don't have a Pro-Controller to test it yet. Who knows, the fancy-new pad might actually work on the old Wii?

Just a sidenote that might be relevant: Most of the stuff presented on this page is completely-foreign to me. I was just curious. I just follow the instructions I find online. I'm one of THOSE kinds of modders.

Butthurt BGR users everywhere

You know that, at least on the Wii, later versions of Nintendont can actually boot GameCube discs? Plus the fact Nintendont was designed for the Wii U first and regular Wii second could mean (and I haven't tested this) that the Wii U can boot GameCube discs with the help of Nintendont.

chrrox

How cool would it be to get steam OS ported to the wii-u.
That would be a pretty cool feature I think.
I know its just linux with add-on's but It would be amazing to have the wii-u controller working with steam games.

Butthurt BGR users everywhere

Steam OS is x86 (Intel/AMD) only, sorry. The Wii U uses PowerPC, just like old Macs from 1998-2005.

Whats the WiiU common key? (not the hash above)

r. navarro

would it be possible for a developer to access the GX1 and work in unison with the gx2 almost like either for physics or other gpu heavy coding?

Guido Barbieri

Sorry to ask this, but someone had the page 2 of Espresso Manual?

Espooman

The WiiU operating system (called CafeOS in the video) has some measures that are intended to prevent
execution of malicious/unauthorized code. What measures were used? What part of the CPU was used to
implement these measures?

zipman

Sorry, I kinda of new of this, I remember I use to play Wii backup disc on Uloader 5.1 by using external DVD because they got the new disc drive on original Wii. I was thinking, like Uloader 5.1 that support external DVD, would a good idea to run external Blu-ray drive on Wii U by play Wii U backup disc?

zipman

I almost forgot, I remember and I heard Trinux (aka 3 core Linux) work on Wii U vWii (Wii Mode) with External DVD which it can not read new disc drive on Wii U. I was thinking, if Trinux for Wii U mode is out, it is impossible to read movies from DVD and Blu-ray disc, And read and view GameCube, Wii, and Wii U game disc on External USB Blu-ray Drive?

Marcus Ybarra

ok I completely understand anything is possible at the moment. Question: Is it possible to duplicate the file system from the formatted USB Device with Wii U information to the PC to re-edit the files by adding more game titles? Meaning Extracting the games contents from a image file of some sorts such as "WUD" to convert as a backup Digital file.

TEMPIE PFISTER

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Is it possible to duplicate the file system from the formatted USB Device with Wii U information to the PC to re-edit the files by adding more game titles