3DS System Flaws: Difference between revisions
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Hence, using a large frame_size like 0xFFFF will result in the checksum calculation code reading data out-of-bounds. This isn't really useful, you could trigger a remote local-WLAN DLP-sysmodule crash while a 3DS system is scanning for DLP networks(due to accessing unmapped memory), but that's about all(trying to infoleak with this likely isn't useful either). | Hence, using a large frame_size like 0xFFFF will result in the checksum calculation code reading data out-of-bounds. This isn't really useful, you could trigger a remote local-WLAN DLP-sysmodule crash while a 3DS system is scanning for DLP networks(due to accessing unmapped memory), but that's about all(trying to infoleak with this likely isn't useful either). | ||
| | | DLP-sysmodule crash, handled by dlplay system-application by a "connection interrupted" error eventually then a fatal-error via ErrDisp. | ||
| None | | None | ||
| [[10.0.0-27|10.0.0-X]] | | [[10.0.0-27|10.0.0-X]] |