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FizzBuzz Mario World: Learning Assembly Language and Having Some Fun

128 pointsby vga805about 4 years ago

2 comments

duskwuffabout 4 years ago
Somewhat 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. <a href="https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=OPcV9uIY5i4" rel="nofollow">https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=OPcV9uIY5i4</a><p>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.
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CM30about 4 years ago
To 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:<p><a href="https:&#x2F;&#x2F;www.smwcentral.net&#x2F;?p=section&amp;a=details&amp;id=19982" rel="nofollow">https:&#x2F;&#x2F;www.smwcentral.net&#x2F;?p=section&amp;a=details&amp;id=19982</a><p>But it&#x27;s a neat idea nonetheless, and works well either way.