[HN Gopher] FizzBuzz in 65c816 Assembly for Super Mario World ___________________________________________________________________ FizzBuzz in 65c816 Assembly for Super Mario World Author : vga805 Score : 24 points Date : 2021-03-05 22:04 UTC (55 minutes ago) (HTM) web link (computebeauty.com) (TXT) w3m dump (computebeauty.com) | duskwuff wrote: | 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. | 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 wrote: | For example, this video | 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. | retrac wrote: | Aside from the coding, the mechanism introduced is kind of | interesting, from a game design angle. Tying game abilities to | some condition a counter is in, and then scatter the ability to | cycle through those states by collecting points -- but not too | many! It adds a kind of strategy to it, depending on how | devillishly the level designer places the coins. It might | actually be really fun to play a sidescroller with that mechanic, | with some tweaks. I can't think of any with something like that, | but it's not my most well-versed genre. ___________________________________________________________________ (page generated 2021-03-05 23:00 UTC)