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Lab γ: Video Games and Glitches Discussion => Pokémon Glitch Discussion => Non-Core Game Glitch Discussion => Topic started by: Princess Torchic ❤ on January 11, 2017, 11:34:23 am

Title: Idea for Pokémon Stadium Nintendo 64 arbitrary code execution
Post by: Princess Torchic ❤ on January 11, 2017, 11:34:23 am
Aru Aru made a box full of Diglett with different types and when the 'graphic' for one of the (presumably) glitch types was displayed the game locked up.

Could we theoretically adjust a Pokémon's stored typing (e.g. addresses D170 and D171) and find a glitch type which executes ideal arbitrary code (maybe from Pokédex flags) or something else that can vary in the memory?
 
https://www.youtube.com/watch?v=ZOaG2aYqQno
Title: Re: Idea for Pokémon Stadium Nintendo 64 arbitrary code execution
Post by: Cryo on January 11, 2017, 12:18:56 pm
Oh wow, that's a pretty great idea!

I'll definitely be experimenting with the English versions of Pokemon Stadium and Pokemon Stadium 2 later today. :D
Title: Re: Idea for Pokémon Stadium Nintendo 64 arbitrary code execution
Post by: Princess Torchic ❤ on January 11, 2017, 12:51:54 pm
Oh wow, that's a pretty great idea!

I'll definitely be experimenting with the English versions of Pokemon Stadium and Pokemon Stadium 2 later today. :D

Cool. Thanks! ^^
Title: Re: Idea for Pokémon Stadium Nintendo 64 arbitrary code execution
Post by: TheZZAZZGlitch on January 11, 2017, 01:02:40 pm
Are there any relatively accurate N64 emulators with debugging functionality?
Title: Re: Idea for Pokémon Stadium Nintendo 64 arbitrary code execution
Post by: Princess Torchic ❤ on January 11, 2017, 01:17:29 pm
Are there any relatively accurate N64 emulators with debugging functionality?

I did a search for you and found this (https://hulkholden.github.io/n64js/) (which is apparently based on the emulator Daedalus). Nemu64 (http://nemu.emuunlim.org/) apparently has a debugger as well, though the version listed there (and The Emulator Zone) is as old as 2003.

There is also a debugger project (https://www.openhub.net/p/n64db) that from what I gather may be designed for real hardware, but I don't know what point in development it's at.

Hope that helps.

I remember that IIMarckus worked on analyzing Pokémon Stadium so he may likely be of help.

Edit: I tried running Pokémon Stadium on the first emulator and it said "Warning! Unhandled savegame type: FlashRam.", "Error! Exception :Writing to rom" and refused to load, so that may not work.

Edit 2: Project64 apparently (http://pj64wiki.com/index.php?title=Project64_Debugger) has debugger support.
Title: Re: Idea for Pokémon Stadium Nintendo 64 arbitrary code execution
Post by: Cryo on January 11, 2017, 01:39:03 pm
There's also an unofficial WIP debugger (http://origami64.net/showthread.php?tid=549) for Project64. Not sure how usable/useful the debugger is though.

Edit: Setting Diglett's secondary type to 0x10 does indeed cause the same crash on the English version of Pokemon Stadium.