Supercon 2023: The Road To Writing Great Step-by-Step Instructions

IKEA is known as a purveyor of build-it-yourself flatpack furniture. LEGO is known as a purveyor of build-it-yourself toys. Both are known for their instructions. The latter’s are considered incredibly clear and useful, while the former’s are often derided as arcane and confusing—though the major difference between the two is color printing.

These two companies are great examples of why instructions are important. Indeed, Sonya Vasquez has learned this lesson well, and came down to Supercon 2023 to tell us all about it. Prepare to learn all about how to write great step-by-step instructions that enable greatness and never frustrate the end user.

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A Look At The Small Web, Part 1

In the early 1990s I was privileged enough to be immersed in the world of technology during the exciting period that gave birth to the World Wide Web, and I can honestly say I managed to completely miss those first stirrings of the information revolution in favour of CD-ROMs, a piece of technology which definitely didn’t have a future. I’ve written in the past about that experience and what it taught me about confusing the medium with the message, but today I’m returning to that period in search of something else. How can we regain some of the things that made that early Web good?

We All Know What’s Wrong With The Web…

It’s likely most Hackaday readers could recite a list of problems with the web as it exists here in 2024. Cory Doctrow coined a word for it, enshitification, referring to the shift of web users from being the consumers of online services to the product of those services, squeezed by a few Internet monopolies. A few massive corporations control so much of our online experience from the server to the browser, to the extent that for so many people there is very little the touch outside those confines. Continue reading “A Look At The Small Web, Part 1”

Machining Copper From Algaecide

We love it when we find someone on the Internet who has the exact same problem we do and then solves it. [Hyperspace Pirate] starts a recent video by saying, “Oh no! I need to get rid of the algae in my pond, but I bought too much algaecide. If only there were a way to turn all this excess into CNC machined parts.” OK, we’ll admit that we don’t actually have this problem, but maybe you do?

Algaecide is typically made with copper sulfate. There are several ways to extract the copper, and while it is a little more expensive than buying copper, it is cost-competitive. Electrolysis works, but it takes a lot of power and time. Instead, he puts a more reactive metal in the liquid to generate a different sulfate, and the copper should precipitate out.

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Laser Cutters: Where’s The Point?

It is funny how when you first start doing something, you have so many misconceptions that you have to discard. When you look back on it, it always seems like you should have known better. That was the case when I first got a low-end laser cutter. When you want to cut or engrave something, it has to be in just the right spot. It is like hanging a picture. You can get really close, but if it is off just a little bit, people will notice.

The big commercial units I’ve been around all had cameras that were in a fixed position and were calibrated. So the software didn’t show you a representation of the bed. It showed you the bed. The real bed plus whatever was on it. Getting things lined up was simply a matter of dragging everything around until it looked right on the screen.

Today, some cheap laser cutters have cameras, and you can probably add one to those that don’t. But you still don’t need it. My Ourtur Laser Master 3 has nothing fancy, and while I didn’t always tackle it the best way, my current method works well enough. In addition, I recently got a chance to try an XTool S1. It isn’t that cheap, but it doesn’t have a camera. Interestingly, though, there are two different ways of laying things out that also work. However, you can still do it the old-fashioned way, too. Continue reading “Laser Cutters: Where’s The Point?”

Kickflips And Buffer Slips: An Exploit In Tony Hawk’s Pro Skater

[Ryan Miceli] wanted to build some reverse engineering skills by finding a new exploit for an original Xbox. Where he ended up was an exploit that worked across the network, across several games, and several different consoles. But it all started with an unbounded strcpy in Tony Hawk Pro Skater (THPS).

Xbox, PlayStation 2, and Gamecube (often referred to as the sixth generation) are wonderful hacking targets as they don’t possess many of the security enhancements of the seventh generation, like hypervisors, privilege levels, and hardware executability protections. The console launches the game, and control is fully within the game, so once you get your code executing, you’re done. The exploit started with a feature in many Tony Hawk games, the custom map editor. In the editor, you can create gaps between jumps with a name so that when a player completes the gap, it can flash “you jumped x” in big letters. However, on Xbox, the gap name is copied with an unbounded strcpy to the stack, meaning you can overwrite the return pointer. Additionally, there are no stack cookies for THPS, which meant nothing stopped [Ryan] from smashing his way through. He includes a small memcpy stub in the header of the level, which the gap name jumps to, which then copies and executes his full payload.

The other games in the series, like Tony Hawk’s Pro Skater 3 (THPS3), had the bug, but the gap name was copied to the heap, not the stack. However, he could overflow into a vtable of the next object that would call his code when the object was freed. However, the level save data wasn’t an executable region of memory, which meant he needed ROP (return-oriented programming). Just a few gadgets later, and [Ryan] had another exploit working.

Tony Hawk’s Underground 1 and 2 had stack cookies turned on. This meant a random value was placed on the stack before a function, then popped off and checked. This meant the program could check if its stack had been smashed. Unfortunately for [Ryan], this proved to be a major roadblock. However, the PC and PS2 versions of these games do not have stack cookies, which means they can be exploited in the same manner.

The beauty of the exploit is that the game allows you to invite a friend to play a custom level. This means once the level is transferred over the network, their console is hacked as well. However, the full payload wasn’t sent to the client console, which meant the exploit had to send the payload to the other console using the game’s existing net code. The exploit sets up an asynchronous file transfer then hands control back to the game. Of course, there was a memory leak in the netcode, because the game had never sent large amounts of data over the network before. So, part of the exploit was a hot patch for a memory leak.

As a last hurrah, [Ryan] ported the hack to Gamecube, PS2, and PC. The code is on GitHub, and the video is after the break. We love the attention the Xbox has been getting, and if you’re curious about a hardware hack, this 256MB ROM mod goes deep into the internals.

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Serve Your Next Website With QuickBasic

You can only imagine that when they made Star Trek back in the 1960s, they would have laughed if anyone suggested they’d still be making the show nearly six decades later. If you told [John Kemeny] at Dartmouth back in 1964 that people would be serving websites in Basic in the year 2024, he’d probably be amazed after you explained what a website was. But that’s what [Jamonholmgren] is doing.

[Jamon] wrote his first Basic program when he was 12, which was a common thing to do. Recently, he decided to build and deploy a website using Basic, and so this project, qub (pronounced like cube), was born. The web server is modified from an existing source but adds features and many new features are planned.

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Building A Keychain Wii Looks Possible

The original Nintendo Wii was not a big console, per se, but you could never hope to fit one in your pocket. Or…could you? As it turns out, console modders [Wesk] and [Yveltal] reckon they have found a way to make a functional Wii at the keychain scale!

The concept is called the Kawaii, and as you might expect, some sacrifices are necessary to get it down to pocketable size of 60 x 60 x 16 mm. It’s all based around the “Omega Trim,” an established technique in the modding community to cut a standard Wii motherboard down to size. Controllers are hooked up via a dock connection that also provides video out. There’s no Bluetooth, so Wiimote use is out of the question. You can still play some Wii games with GameCube Controllers by using GC2Wiimote, though. The Wii hardware is under-volted to allow for passive cooling, too, with an aluminum enclosure used to shed heat. Custom PCBs are used to handle power and breakouts, which will be open sourced in due time.

The forum post featured an expression of interest for those eager to order aluminium enclosures to pursue their own Kawaii build. Slots quickly filled up and the EOI was soon closed.

As of now, the Kawaii is still mostly conceptual, with images being very compelling renders. However, it relies on established Wii modding techniques, so there shouldn’t be any shocking surprises in the next stage of development. Expect to see finished Kawaii builds in gorgeous machined aluminum housings before long.

We’ve seen some other great Wii portables over the years. The console remains cheap on the used market and was built in great numbers. Thus, it remains the perfect platform for those eager to get their feet wet in the console modding community!

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