[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)
 
web link (computebeauty.com)
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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