[HN Gopher] FizzBuzz in 65c816 Assembly for Super Mario World
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       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.
        
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       (page generated 2021-03-05 23:00 UTC)