Showing posts with label hax. Show all posts
Showing posts with label hax. Show all posts

Car Hax

Yo dawg, I heard you like hacking, so we put a bug in your Bug so you can crash while you crash. Yeah, apparently new cars are being equipped with sensors on their tires. Wireless sensors. One guess how secure these sensors are.
[Attackers] could alter and forge the readings to cause warning lights on the dashboard to turn on, or even crash the ECU completely.

Wirelessly crashing the engine control computers of passing cars? It's like a sci-fi nightmare come true. Can we please start requiring some sort of "I know what the hell I'm doing" license to be allowed to program things that can kill people? I don't even want to think about the possibility of a buffer overflow exploit.

CD64 Mods, Part 2

Was hoping to post this earlier, but anyway... I traced the CD64's expansion connector. It's definitely one of the simplest I've ever seen for the number of pins. A diagram is available here but unfortunately many programs can't render SVG flowed text correctly. This version has the text converted to paths, so it will show up properly in most programs, but it's also much larger (1.1MB) and not easy to edit.

CD64 Mods, Part 1

A while ago I picked up an interesting gadget: a CD64 backup unit for the Nintendo 64. It's exactly what it sounds like: loads ROMs from CDs. It's also supposed to be good for development, but without the adaptor to connect to a PC, it's not really much good for that.

Anyway, it needed some repair, and when I opened it up I was intrigued by an unused expansion connector inside. Apparently they had planned to add an MPEG decoder here for VCD playback. Well obviously I'm going to have to make something cool out of that.

Rena v85840

Oh look, a blag. How did that get here. Well I'll try to update this regularly but I can't guarantee that I'll have a working Internet connection or anything worthwhile to say. WE SHALL SEE.

Latest screenshots from my WIP Mario Kart 64 level editor.

At present, it displays almost every level almost perfectly. The remaining visual glitches are mostly hardcoded things I have yet to track down, and one texture command Moo Moo Farm uses that I haven't decoded yet because who cares about Moo Moo Farm anyway.