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Messages - Parzival

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1
General Discussion / Re: The Member's Guide to Topiclessness
« on: Yesterday at 02:46:28 pm »
https://youtu.be/RoEmGCNsbno

OoT's friggin' ded.

cartswap payloads when
2
Generation VIII Glitch Discussion / Re: We have our first
« on: November 15, 2019, 09:36:58 am »
Considering they can't seem to support as many Pokemon as the OG DS, i'm not seeing this go well.
3
Generation VIII Glitch Discussion / Re: We have our first
« on: November 15, 2019, 01:19:13 am »
Enough of the Internet's already going in this direction. I'm not sure I want to bring this circlejerk here. "Yay, new glitches" is all I meant by bringing it up, and those always have to start small.

Also, the Lumiose City save glitch was far worse.
i'm expecting a Switch bricker by this point.
4
General Discussion / Re: The Member's Guide to Topiclessness
« on: November 14, 2019, 02:28:26 pm »
god april cannot come fast enough
fools2020 will be literally slotted in perfectly with my schedule
5
General Discussion / Re: The Member's Guide to Topiclessness
« on: November 14, 2019, 12:37:02 am »
Quote
my Ryzen 3990x, fastest DDR4 128GB RAM kit, RAID 0+1 M.2 array and dual Radeon Vega build isn't fast enough for me!!! AMD make better parts quick plox!!!!!!

bruh

if absolute-top-of-the-line consumer hardware isn't enough for you go drop $50k on a bleeding-edge dual-EPYC setup with 2TB of RAM and 2x2 AMD Radeon Vega array.

(Legit got this as a legit complaint in my tech server. Dude thinks any game running, and I quote, "below 1000FPS when using 4k HDR packs" is absolutely unacceptable. This man is also dead serious.)
6
Sounds like an MBC fail, as this sounds similar to what happens when you truncate the game to like 512k.
7
Forum Discussion / Re: Forum Bug List and Reports
« on: November 10, 2019, 11:50:51 am »
can confirm: only occurs when long code blocks or images are involved.
8
Emulation & ROM Hacking / Re: Emulating the Mobile Adapter GB
« on: November 08, 2019, 04:08:06 pm »
What measures would need to be done to bypass the checksum/could you bypass the check with Game Genie codes? I'm wondering if we could use this to make our own minigames with arbitrary code execution. Like instead of the normal quizzes, theme one around glitch Pokémon.
This is enough info to nearly completely recreate the server structure.

We could do literally anything with this, even on actual hardware with DNS tricks.

inb4 Mobile Adapter spoofing is an ACE vector
(funnily enough, we could send the vector AND THEN AN ENTIRE PAYLOAD as well from the server if this is indeed an ACE vector.)
9
Pokémon Discussion / Re: Pokémon Sword and Shield Discussion
« on: November 03, 2019, 11:08:48 pm »
Looks like the entire game got leaked online somewhere--leaks have been coming out pretty consistently over the past two days or so. There's a full Pokedex out there circulating, along with images/reveals of all the new Pokemon. Won't post about it here for the sake of spoilers, but if you wanna look for that information, it's out there.
time to look for an installable dump, then. (Shame I can't play it...)
10
Glitch Pokémon's 0 dimension sprite dimensions (height/width) can cause a buffer overflow while decompressing the SRAM, into RAM. Up to where in RAM can this corrupt? We know Yellow MissingNo. corrupts C0EF/C0F0. Other than C109 (facing direction which allows for ACE), are there any other corruptible locations to do something useful to exploit?
how many bytes does the typical frontsprite take up and how big is it?
5 x 5, 6 x 6, or 7 x 7 tiles. Not sure if it has to be uniform, but all examples are. Presumably treating one as 256 x 256 and seeing how far it reaches if the same routine is run for it should show up to where it overwrites.
well if I knew how many bytes one frontsprite of known size takes up, I could calculate out how many bytes it'd take up and thus (barring weird position-resetting behavior) the range of corruption.
11
Aren't they (the male symbol and the "6" on the row below) just from the default font?
If you look carefully, they're different.
12
Glitch Pokémon's 0 dimension sprite dimensions (height/width) can cause a buffer overflow while decompressing the SRAM, into RAM. Up to where in RAM can this corrupt? We know Yellow MissingNo. corrupts C0EF/C0F0. Other than C109 (facing direction which allows for ACE), are there any other corruptible locations to do something useful to exploit?
how many bytes does the typical frontsprite take up and how big is it?
13
I noticed while messing around with the debug rom that ZZAZZglitch made, that a 1-pixel-thick female symbol is loaded into VRAM whilst you are on the title screen, despite going unused. I havent tried this with the original Yellow rom yet but I can't imagine it not also being there too.

I am pressed for time so apologies if this doesn't make sense or is already known about, I dont have time to check yet.
I know it's there, but idk if it's been documented anywhere either.
15
Hey! Welcome to the Lab!

We've, uh...
We've known about this for forever. We even know specifically why.
https://youtu.be/RkKatd72PiQ
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