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Author Topic: Arbitrary code execution in Red/Blue using the "8F" item  (Read 193404 times)

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DrManowar

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Re: Arbitrary code execution in Red/Blue using the "8F" item
« Reply #585 on: May 18, 2017, 09:04:15 pm »
This past week, I have been learning about arbitrary code execution. I started off with simple scripts in Pokemon Yellow, and I am currently working on creating Pong in Pokemon Blue using TheZZAZZGlitch's code. Currently, the program is running when I use 8F, but unlike in the video by TheZZAZZGlitch, my ball is always starting off by going in the top left direction instead of the top right direction. This is causing the ball to phase through the left wall and causing the ball to phase through the paddle on its way down.

I finally noticed a workaround: First, I changed the last "0D" byte in the seventh row to a "0A", waited for the ball to continuously hit the paddle and the top left corner repeatedly, and then I changed that "0A" byte back to a "0D". After changing it back to the 0D while the program is running, it functions completely as intended. I should mention that I am trying this on VBA which is how I am editing the memory.

I am looking for a workaround to this that would allow me to not have to manually change the memory while the program is running. Would anyone know how to change the bytes around to allow the ball to start off moving in the top right direction rather than the top left? I am not sure if this would be the solution though. Any help is greatly appreciated.

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Re: Arbitrary code execution in Red/Blue using the "8F" item
« Reply #586 on: May 19, 2017, 05:53:56 am »
Well, VBA is a pretty bad emulator (even more for the GB than the GBA), so first of all I think you should switch to either BGB, Gambatte, or at the very least VBA-M.
I'm not sure this will fix the error, though.
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