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Added a link to the N64 VC stack overflow implementation
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The .ini loading occurs much earlier during title boot than the font loading. These vulnerabilities (or at least the .ini one) trigger while the system is still displaying the application splash-screen(from the title's meta/ directory).
 
The .ini loading occurs much earlier during title boot than the font loading. These vulnerabilities (or at least the .ini one) trigger while the system is still displaying the application splash-screen(from the title's meta/ directory).
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* Stack buffer overflow when handling BMFont "pages". The entire block is copied to stack using just the size, without checking the size. The loaded data is not checked either, other than converting uppercase to lowercase('A'..'Z' to 'a'..'z'). This string is used with sprintf + PNG texture loading afterwards.
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* Stack buffer overflow when handling BMFont "pages". The entire block is copied to stack using just the size, without checking the size. The loaded data is not checked either, other than converting uppercase to lowercase('A'..'Z' to 'a'..'z'). This string is used with sprintf + PNG texture loading afterwards. see [https://github.com/Rambo6Glaz/vesselhax here]
 
* Heap buffer overflow during .ini parsing with field-data string starting with '"'. The allocated heap buffer is 0x100-bytes, but the size is not checked when copying the value string into this buffer. During copying/etc this string content is not checked/modified, besides checking for the end of the string with '"'. For example: HAX = "LONGSTRINGHERE"
 
* Heap buffer overflow during .ini parsing with field-data string starting with '"'. The allocated heap buffer is 0x100-bytes, but the size is not checked when copying the value string into this buffer. During copying/etc this string content is not checked/modified, besides checking for the end of the string with '"'. For example: HAX = "LONGSTRINGHERE"
 
| ROP under the Wii U N64 virtual console emulator title
 
| ROP under the Wii U N64 virtual console emulator title
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