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Topics - Klocko²

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46
Off Topic / A speedrunner reprograms SMW on the fly, by playing SMW
« on: March 11, 2014, 01:25:52 AM »
This is amazing.

Here is an article on it from a gaming news site., because it is INSANELY hard to understand. The NES games being played are NOT modified beforehand.

EDIT: I found a good explanation for this. Basically, the speedrunner glitched it to the point that he could inject code written with controller inputs.

In the world of personal computing, hacks that exploit memory errors to allow for the execution of arbitrary (and often malicious) code are far from surprising anymore. What's more surprising is that such "arbitrary code" bugs are also present on the relatively locked-down computers inside of video game consoles.

This was demonstrated quite dramatically last week at Awesome Games Done Quick (AGDQ), an annual marathon fundraiser that this year raised over $1 million for the Prevent Cancer foundation. The event focuses on live speedruns of classic games by human players and included a blindfolded Mike Tyson's Punch-Out!! run that ranks among the most impressive live video game playing performances I have ever seen. The most remarkable moment of the weeklong marathon, though, came when a recording of a speedrunner was shown, who took "total control" of an unmodified Super Mario World cartridge, reprogramming it on the fly to run simple versions of Pong and Snake simply by sending a precise set of inputs through the standard controller ports on the system.


The two-and-a-half minute video of this incredible exploit is pretty tough to follow if you're not intimately familiar with the state of emulator-assisted speedruns. At first, it looks like the game must have been hacked in some way to allow for things like multiple on-screen Yoshis, item boxes that spawn multiple 1-ups, and the ability for Mario to carry items while riding on Yoshi. In actuality, these seeming impossibilities are just glitches that have been discovered over the years through painstaking emulated playthroughs by the community at TASVideos (short for tool-assisted speedrun videos).

Most of these glitches are impossible or near-impossible for a human to perform in the course of standard gameplay since they require intricate patterns of inputs that have to be entered precisely at specific frames of in-game video (i.e. within 1/30th of a second). It's only through the emulators that allow for input recording and single frame pausing and advancement (not to mention sometimes intense Lua scripting) that these glitches were discoverable and replicable. Still, it's important to clarify that everything happening in the video is the result of the standard Super Mario World software responding to conventional button inputs—this isn't the result of Game Genie-style external memory editing or the like.

Massaging the memory

It's at 1:39 in the video where things really start going pear-shaped, as the fabric of the game's reality comes apart at the seams for a few seconds before inexplicably transitioning to Mario-themed versions of Pong and Snake. Understanding what's going on here requires some deep knowledge of the Super NES' internal sprite and memory management, which is explained in detail here and here.

Suffice it to say that the first minute-and-a-half or so of this TAS is merely an effort to spawn a specific set of sprites into the game's Object Attribute Memory (OAM) buffer in a specific order. The TAS runner then uses a stun glitch to spawn an unused sprite into the game, which in turn causes the system to treat the sprites in that OAM buffer as raw executable code. In this case, that code has been arranged to jump to the memory location for controller data, in essence letting the user insert whatever executable program he or she wants into memory by converting the binary data for precisely ordered button presses into assembly code (interestingly, this data is entered more quickly by simulating the inputs of eight controllers plugged in through simulated multitaps on each controller port).

This same general method of using memory addressing errors and tool-assisted controller inputs to alter the way a game plays has been demonstrated on a number of other titles, including Battletoads, Kirby's Adventure, and Crash Bandicoot 2. In fact, the essential proof-of-concept for the Super Mario World "arbitrary code" glitch was first demonstrated and confirmed by the TASVideos community last April.

For the most part, though, these memory-corruption efforts are used to simply jump the game's state to the "ending" movie, thereby "completing" it in a much shorter time than is usually possible. This new Super Mario World TAS sets itself apart by using its total control of the system to actually program a new game on top of the existing one (this TAS of Pokemon Yellow does something similar, using the game as a stage to choreograph a pi-themed song-and-dance number).

47
Drama / Iron is spamming the forums.
« on: February 20, 2014, 03:41:43 AM »
Just go into a subforum and see for yourself.

48
Off Topic / The Laser Collection 7 is coming
« on: February 18, 2014, 04:28:03 AM »
The Trailer

Discuss.

49
Suggestions & Requests / Version of RTB with only the Server Prefs
« on: February 07, 2014, 03:40:36 PM »
Since RTB is shutting down, can someone make a standalone add-on of the RTB Server Prefs?

50
General Discussion / Somebody tried to impost me!
« on: February 06, 2014, 01:55:55 AM »
So I try to make a new account when suddenly..


That isn't me!

51
Help / Enable too many add-ons = crash
« on: January 24, 2014, 10:01:41 PM »
Sorry for not combining both of the problems I'm having into one topic, I forgot to do that. Basically I can only enable about 10-20 add-ons at a time before Blockland crashes while the server is starting. This didn't happen before the Steam version.

52
Help / Can't open RTB Overlay
« on: January 24, 2014, 09:59:37 PM »
I simply can't open the RTB Overlay. I bound it to some key on my numpad (probably * or something) But now it won't work. Anyone know what's going on?

53
Suggestions & Requests / Avatar Keybind
« on: January 23, 2014, 05:52:52 PM »
I need a keybind which toggles through the avatar fav 1 and 2, so I can wear a hood with the press of a button.

54
I'd like it if the brick textures had abit of noise added to them to make them look plastic.

56
Suggestions & Requests / See other player's custom faces/decals
« on: January 10, 2014, 02:46:19 AM »




For a very very very very very very very very very long time, people have never been able to see other people's custom faces/shirt decals. Even if they download it, only the few who choose to download it will be able to see it. And that isn't alot. We should be able to download other people's faces/decals and use them. Upon spawning into a server, you see a player with the default decals, the common smiley face and blank. This is only for a few seconds or depending on your internet's speed, meanwhile your client is downloading the custom faces/decals and will replace the current faces/decals soon. You stare at him, thinking to yourself how ugly he looks. Then suddenly, a lovey suit appears and a beautiful face replaces the smiley face. This should be done as barely any people download custom faces/decals.


57
Off Topic / lmgtfy.com and live.lmgtfy.com - Something pretty cool.
« on: January 09, 2014, 05:48:06 AM »
http://www.lmgtfy.com
http://live.lmgtfy.com

Open those two links in two different tabs. Now on www.lmgtfy.com, type something in. Now go back to the live.lmgtfy.com tab. Look, it's there! Everyone viewing the page can see it! Yay! Basically it tracks what people type on lmgtfy.com then puts it on the list there. Also it updates in real time so you can chat on it and stuff.

Just something cool I found.

58


OLD BETA PLAYER! Replaces Vanilla Player! Backup your player files first! Put all content inside the .zip inside base/data/shapes/player and replace!
Uses the files from http://forum.blockland.us/index.php?topic=208621.0, files renamed to support the default player!

Download

If you are not using Steam, make the files read-only. If you didn't backup the old files and are on Steam, don't panic! Verify the game files of Blockland!


Today I saw m_headup.dsq
Copied it
Renamed to m_talk.dsq
Replaced the old m_talk.dsq
result



lmfao

holy stuff, look at this.





59
Suggestions & Requests / The forums's theme should feel more.. Blockland
« on: January 08, 2014, 05:12:38 AM »
I think the forum's Background should be random 1x1 studs of a random color, bird-eye view, and the buttons should be print bricks which glow when your mouse is over it.


EDIT: Also less blue, and more Arial c:

60
Minifig Playertype

It would be fantastic if someone could make the colours of this customizable, also the decals and face if possible. A way the face could be done is by having a LEGO Minifig version of each default face (which means it only supports default faces). Shirts could also work the same way if they have to.

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