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FizzBuzz Mario World: Learning Assembly Language and Having Some Fun
- duskwuff 6y agoSomewhat disappointed. I was expecting them to use the well-known arbitrary code execution exploit in this game to load their own implementation of FizzBuzz, cf. https://www.youtube.com/watch?v=OPcV9uIY5i4 https://www.youtube.com/watch?v=OPcV9uIY5i4 The method used by Masterjun3 is TAS-only (it involves executing the contents of the controller registers as code, which requires frame-precise inputs), but there are some other methods which are more viable for a real-time attack.
- skykooler 6y agoFor example, this video https://www.youtube.com/watch?v=hB6eY73sLV0 https://www.youtube.com/watch?v=hB6eY73sLV0 by SethBling where he manually exploits SMW to rewrite some of its code and turn it into a Flappy Bird clone.
- rightbyte 6y agoRemote code execution. That has to be the most awesome hack I ever seen.
- 0xTJ 6y agoArbitrary, not remote, but definitely really cool.
- 0x003 6y agoRCE in SMW would be particularly impressive
- patcdr 6y agoI've built a system that kinda does that: https://patcdr.net/carl/listing https://patcdr.net/carl/listing tl;dr: People can build ASM modules on that site and load them into my game (when enabled) using chat commands. And it does work on my original SNES by using some SD2SNES trickery.
- jowsie 6y agoThe jailbreak he did is neat, too. https://www.youtube.com/watch?v=Ixu8tn__91E https://www.youtube.com/watch?v=Ixu8tn__91E
- deleted 6y ago[deleted]
- CM30 6y agoTo be honest, this probably would have been a lot easier to implement as a UberASM script rather than a standalone patch, since you could just run it in the level you wanted to run it in, and without worrying about freespace or overwriting existing code: https://www.smwcentral.net/?p=section&a=details&id=19982 https://www.smwcentral.net/?p=section&a=details&id=19982 But it's a neat idea nonetheless, and works well either way.