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Writing a Fuzzer for NES Games

57 pointsby rhemaover 3 years ago

4 comments

alexoseover 3 years ago
Ever since I saw someone beat Super Mario World by reprogramming the game from <i>within the game itself</i> (<a href="https:&#x2F;&#x2F;youtu.be&#x2F;14wqBA5Q1yc" rel="nofollow">https:&#x2F;&#x2F;youtu.be&#x2F;14wqBA5Q1yc</a>), I realized that speedrunning retro games is truly next-level these days.
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dane-pgpover 3 years ago
I wonder if it will ever be possible for games like Super Mario Bros. to be &quot;solved&quot; in the sense that there is a formal proof of the shortest possible completion time (for a given category &#x2F; ruleset of speedrun).<p>Presumably that would first require a disassembly of the game, with a proven compilation process back to the original ROM (something like what CompCert does[0]) and then, after enumerating all the possible glitches, building some sort of state machine that defines how the character can progress through each level.<p>[0] <a href="https:&#x2F;&#x2F;compcert.org&#x2F;" rel="nofollow">https:&#x2F;&#x2F;compcert.org&#x2F;</a>
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garaetjjteover 3 years ago
See also Tom Murphy awesome paper: <a href="http:&#x2F;&#x2F;tom7.org&#x2F;mario&#x2F;" rel="nofollow">http:&#x2F;&#x2F;tom7.org&#x2F;mario&#x2F;</a>
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SCUSKUover 3 years ago
Wow! This is badass!! Really interesting article, TIL fuzzing :)