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Author Topic: Idea for Pokémon Stadium Nintendo 64 arbitrary code execution  (Read 290 times)

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Torchickens

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Idea for Pokémon Stadium Nintendo 64 arbitrary code execution
« 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
« Last Edit: January 11, 2017, 11:35:07 am by Torchickens »
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Cryo

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Re: Idea for Pokémon Stadium Nintendo 64 arbitrary code execution
« Reply #1 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

Torchickens

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Re: Idea for Pokémon Stadium Nintendo 64 arbitrary code execution
« Reply #2 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! ^^
Hello. I actually identify as gender questioning, but nowadays feel more firmly that I identify as female. My sex is male but I like to express myself as female.  She/her pronouns, please.


Thank you Myri for my avatar! Thank you Aeriixion for the cute sprite above! :) Roelof also made different variations of the sprite (which I animated).

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Beyond all philosophies are the things that go best for you; what makes you feel content. It's important to always follow your heart, so unless you feel perfectly happy about it don't just follow something because it is popular, fits a style or is conventional. Sometimes you may reach a point you're not sure who you are, but as things settle I'm convinced things do work out in time.

TheZZAZZGlitch

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Re: Idea for Pokémon Stadium Nintendo 64 arbitrary code execution
« Reply #3 on: January 11, 2017, 01:02:40 pm »
Are there any relatively accurate N64 emulators with debugging functionality?
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Torchickens

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Re: Idea for Pokémon Stadium Nintendo 64 arbitrary code execution
« Reply #4 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 (which is apparently based on the emulator Daedalus). Nemu64 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 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 has debugger support.
« Last Edit: January 11, 2017, 01:27:08 pm by Torchickens »
Hello. I actually identify as gender questioning, but nowadays feel more firmly that I identify as female. My sex is male but I like to express myself as female.  She/her pronouns, please.


Thank you Myri for my avatar! Thank you Aeriixion for the cute sprite above! :) Roelof also made different variations of the sprite (which I animated).

Contact:

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Beyond all philosophies are the things that go best for you; what makes you feel content. It's important to always follow your heart, so unless you feel perfectly happy about it don't just follow something because it is popular, fits a style or is conventional. Sometimes you may reach a point you're not sure who you are, but as things settle I'm convinced things do work out in time.

Cryo

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Re: Idea for Pokémon Stadium Nintendo 64 arbitrary code execution
« Reply #5 on: January 11, 2017, 01:39:03 pm »
There's also an unofficial WIP debugger 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.
« Last Edit: January 11, 2017, 02:31:01 pm by Cryo »