Homebrew on closed systems isn't much of a thing any more. Interest has waned b/c a) the hw platforms are no longer unique/interesting, many open available. b) most gamedev uses middleware (Unity) nowadays which isn't homebrew compat. However, interest in piracy is undiminished.
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Replying to @drtune
And because writing homebrew takes actual effort (increasingly so as platforms get more complex) while piracy is just redirecting /dev/game to /dev/sdcard (or equivalent).
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Replying to @marcan42
right; the people who want to put in creative effort are simply elsewhere, on platforms they can (potentially) reach more people and (potentially) make $. The only people hanging around in 'this' part of town are people who like REing systems and people who like free games.
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It's impossible, pretty much by definition. You need explicit cooperation from the console manufacturers to keep homebrew and piracy completely separate. Sony tried that, then decided to throw it all away for stupid reasons.
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1) still empowers the pirates, they just don't care, but sure, going with 10+ year old stuff is a safe-ish bet. 2) isn't useful because as soon as you have code exec you can pivot into warez.
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We tried some variant of 2) with the Wii by DRMing/obfuscating our exploits and only opening up the PPC. Then the pirates used a stupid exploit and Nintendo ignored it *for 18 months* and instead concentrated on fixing *our* bugs instead.
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No, not IOS. You couldn't pirate games with that alone. Not until the fakesigning bug was public (Trucha Signer) would that have been possible in theory. And then for a long time after that was patched, the HBC installer used IOS exploits for itself only but did not expose them.
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Technically it would've been theoretically possible to do PPC-only piracy, but that would've been extremely awkward and problematic. I think it was only ever tried with some trivial WiiWare single-binary-only game.
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