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Pokémon Colosseum/XD buffer overflow exploit

Posted: Thu Oct 29, 2015 12:35 pm
by TuxSH
Spoiler
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Full details here

I made a tool exploiting this vulnerability : http://www.mediafire.com/download/10...s/pkmgchax.zip (all NTSC-U/PAL versions supported, tested on PAL; I'm lacking the address of in-battle Pokémon for Japanese versions).

You need to copy your save file under the name "save.gci", and the code you want to be executed upon entering a Pokémon battle (NOTE: its location in RAM may is only known at runtime) under the name "payload.bin", in the same folder as the executable.

By the way, could somebody write a proper payload ?

Re: Pokémon Colosseum/XD buffer overflow exploit

Posted: Fri Oct 30, 2015 2:03 am
by Ichiyanagi2
In detail, what exactly does the Buffer Overflow do? Does it allow codes, absurdly long names, or what?

Re: Pokémon Colosseum/XD buffer overflow exploit

Posted: Fri Oct 30, 2015 2:30 am
by Master_E
Ichiyanagi2 wrote:In detail, what exactly does the Buffer Overflow do?
Man, what doesn't it allow?

Things like Underflows/Overflows open an opportunity for "arbitrary code execution", in which you give a program instructions inside that exploit to execute. Which is pretty much adding data into the free spaces of the RAM for all sorts of shenanigans to happen. A favorite of virus makers and hackers, in games it allows you to pretty much use RAM to write programs or affect/access assets of the game down to an assembly level. Look it up on YouTube for examples on how it can be used in video games. People have written entire games inside other games with enough free space.

Re: Pokémon Colosseum/XD buffer overflow exploit

Posted: Fri Oct 30, 2015 4:33 am
by Ichiyanagi2
So, basically it's like a debug menu? From the image I'm seeing, I'm gathering this doesn't work on Gecko OS Mod.

Re: Pokémon Colosseum/XD buffer overflow exploit

Posted: Fri Oct 30, 2015 5:12 am
by novenary
Interesting, thanks for sharing.

Re: Pokémon Colosseum/XD buffer overflow exploit

Posted: Fri Oct 30, 2015 5:49 am
by tueidj
It's not a debug menu, it's like the wii savegame exploits (twilight hack, bathaxx, smashstack etc.) that let you run homebrew programs. Someone just needs to make an elf loader payload.

Re: Pokémon Colosseum/XD buffer overflow exploit

Posted: Sat Nov 21, 2015 4:40 pm
by aenoch
could this mean a gamecube softmod kinda thing?

Re: Pokémon Colosseum/XD buffer overflow exploit

Posted: Sun Nov 22, 2015 10:21 pm
by emu_kidid
aenoch, there's already a few GameCube games capable of this, a recent one being Smash Bros. Melee... check: viewtopic.php?f=38&t=3023