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Messages - Parzival

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Forum Discussion / Re: Uploading problems.
« on: September 05, 2019, 06:56:07 pm »
Damn... If has it been 2MB for awhile? Or is it a recent problem...? :-\
No real consensus on how big, 2MB is my observation but it's been busted for a while.
Forum Discussion / Re: Uploading problems.
« on: September 05, 2019, 06:09:17 pm »
the upload limit's more like 2MB iirc, plus it's pretty fuckin' busted.
General Discussion / Re: The Glitchy Thread of Topiclessness (#3)
« on: September 04, 2019, 08:37:38 pm »
did they really just

release Team Rocket fighter skins

then IMMEDIATELY fucking steamroll it with FUCKING SANS
General Discussion / Re: The Glitchy Thread of Topiclessness (#3)
« on: September 04, 2019, 06:26:04 pm »
Generated and published a PGP key for myself.


GPG's bad at it...?

I set it to expire in a year, and it wasn't detected as such on any keyserver, some keyservers didn't see an email address embedded in it, and it ended up being 3Kbit and not 4Kbit like I asked it to generate.
I also think having a dashboard with colapsable folders sounds like a very nice idea, it would be good so a person has a good concept which category a page is part of and what other pages are on the same level.
Can you elaborate on what you mean by a "dashboard"? Do you mean just like what is going on with the "major glitches" template (go to a page using that template to see it in action)? That could be nice if it is used on every page, but as of now, I think it may have too low a visibility.

(Honestly speaking, the "major glitches" template is currently a little of a mess, with some pages it links to (in the "'Core' glitch" column) not linking to it, but that's mainly because of an inherent problem with the category "major glitch": While many ways of categorizing a glitch is subjective, the definition of "major glitch" turns the subjectivity up to eleven. It can even be self-fulfilling because of the "well-known" clause.)

Actually, I have considered adding (multiple) navigation bars to every page, just like what is going on at the bottom of any random TVTropes page. Of course the order would have to be arbitrary (e.g. alphabetical order), but the point is just to give the reader a "tour" through pages in the same category. It would be more eye-catching than the collapsed "major glitches" template because it would have two page names to pique interest.

Collapsible folders sound good!

I haven't read all of this properly yet sorry, but regarding the scope of the wiki, I relate with that how we cover not just glitches, but also data, terms, unused content, recently a little speedrunning content. If it was focused on just glitches/data with terms etc. in like an appendix page then I suppose that would organise the wiki better as most pages would be examples of glitches with a method or the database pages. At the same time (though no one has said it), it feels a shame to let them go, and it's a double-edged sword as you said.

The style has a lot of inconsistency yeah. A lot of it is my fault. Sometimes while perfection is overrated, it would be good to have a style convention not just for the Dex articles, so that most instances of hex: hex 0x $ etc. are kept under one notation.

I agree with cutting down on very similar pages and merging them (ItemDexES/RB:094 and ItemDex/RB:094), though otherwise disagree personally with "interesting" as it's subjective and there are various small but unique glitches (e.g. ). However, these could be merged somewhere as well (like Bulbapedia's 'list of glitches in Generation I', we have list of natural glitches, and Ragon could be under a list in a different article list for non-natural glitches (I'm unsure though, I don't know how we would organise everything together?))  and we could set some criteria of which glitches get their own article) and we've had a pattern of keeping articles for very small glitches without any (known) additional uses (e.g. ), while Bulbapedia would just include them on a list of glitches page. However, some of Bulbapedia's list of glitches pages are quite long as well.

Actually, I suppose MediaWiki has multiple ways to separate "primary" content and "secondary" content, such as subpages and namespaces. I haven't studied those mechanisms in detail, but I think it's likely that there exists a good way to move the "secondary" contents out of the way without actually letting them go. (Although it might be necessary to let them fall behind for a while, when we first sort out the organization for our "Project Glitch").

I agree that "interesting" is very subjective. There is another criteria that is still subjective, but maybe less so: On a page level (i.e. not considering the navigation problem), do we lose anything by merging those pages? Or maybe in contrary, we gain something by presenting the contents together? I strongly believe that ItemDexES/RB:094 and ItemDex/RB:094 are the latter case (we gain something by emphasizing the fact that international versions are generally similar to each other, including in terms of memory layouts, etc.).

Kinda like the one at the bottom of this page, maybe?
I'd love to see TVT-style/AR-styke folders here, tbh.
Post any useful or cool glitch text you find here.

In Pokemon Yellow, glitch textbox 0x22 in the player's house causes a potentially useful buffer overflow. It prints as a textbox that wraps around the screen, so if you mentally divide the screen into thirds, it takes up the first and third thirds of the screen after a second it prints a bit of cool glitch text and after it's done you can close it. It corrupts your party to have more than 6 Pokemon (I don't know exactly how many), but it does not crash when opening the party menu and does not corrupt box data, so it might be a useful way to get more than 6 party pokemon without ACE or the SRAM glitch.
Hpw would you trigger it, without ACE, though?
(also number of party Pokemon is at D162 or so)
General Discussion / Re: The Glitchy Thread of Topiclessness (#3)
« on: August 31, 2019, 10:52:23 am »
Seems like I still can't help compulsively check in here when in that in-between point of being overwhelmed and having some space available. Actually wrapping my head around things here (like that other game's ACE entrypoint you just found) is another matter...
yeah, i'm always hoping someone will actually post something...
General Discussion / Re: The Glitchy Thread of Topiclessness (#3)
« on: August 31, 2019, 04:23:18 am »
The reason this works (using the School field atl) is due to the game putting the bottom-of-the-screen ticker into the buffer, "<FIRST_NAME> goes to..." then forgetting to clear it before appending the School field's value when loading it. Usually, thia wouldn't be an issue, but when the max characters you can input is, like, 23... suddenly we're 8 or 9 bytes outside it, calling a predefined function and doing god-knows-what from there.

Curiously, the game uses valid ASCII for text. I'd figure it'd use something custom, but no.
General Discussion / Re: The Glitchy Thread of Topiclessness (#3)
« on: August 31, 2019, 03:58:43 am »
...Yeah nah like hang on mate. I think I'm gonna need the steps of how to break the game explained here. I have a moral obligation to break the game. Well, if you could call it a game.
So you can find it in the NI set I know you totally don't have, the ROM's MD5 is 51091A6D773823B8731240676D9D25CF.
Step 1: Enter literally anything into all text fields you're presented with on startup (so much personal info for a fucking PDA cart on a GBx...)
Step 2: Eventually you get a really sparse desktop thing, mash B till you get to a wheel-style menu.
Step 3: Select "Friends" > "About Me"
Step 4: Edit "First Name" to be max length (it literally doesn't matter what you enter as long as you fill the character slots, we're just pushing a later field further up a buffer)
Step 4: Scroll down to bottom info page
Step 5: Either the "Favorite TV Show" or "School" fields will do, pick one. (TODO: see if this matters.)
Step 6: Fill the character slots, then backspace 2. Add any character, the character changes what you get. Several land in RAM, but a lowercase A (mind the auto-capitalization) gives a good graphical payload. (Please note: field won't be editable after you hit Enter on the OSK due to being saved to SRAM, save a state!)
Step 7: Hit the OSK's Enter key.
Step 8: Wait a second or 3.
Step 9: grats

EDIT: we're steamrolling C7C1 specifically as that's the one that makes it s**t the bed.
General Discussion / Re: The Glitchy Thread of Topiclessness (#3)
« on: August 31, 2019, 03:08:21 am »
...Wait, what?

The game's exploited just like that? Just by… entering text? Surely I'm missing something here…
A little, but yes, it literally steamrolls a predef function byte (when non-00, do thing on VBlank and set to 00) because the buffer's smaller than the max text limit. Second-to-last char overwrites it, so you don't even have to bump the char limit.

It's also a PDA ripoff Digital Companion so this is literally doable in a way that you could absolutely write lots of code to SRAM and just... hover over the right box to run it.
General Discussion / Re: The dream thread
« on: August 31, 2019, 12:06:48 am »
(Goddammit, I wish I could draw, this was a fucking experience and I wish I could share in detail.)

alright so first off we finally finished moving our trailer down to the family farm (we're currently in the process of packing for it) and we were working on the rest of the property for a while. After a couple days of nothing but dicking around (we had finished a huge project, give us a break) we began working on some trees on the property, one of which was in front of my grandfather's house. We wanted to trim all the branches off on one side of this 200 foot tree so we could cut it down without dropping it on the house. So my father goes and gets this 10-foot-tall tank-like behemoth with this 200-foot-tall attachment on the back. The best way I can describe it is a giant pole, fully articulated for 3D movement with joints and such (3 or 4 down the length, if I recall correctly) with two parallel 100-foot-long tank-tread-like chainsaws on the end, attached by a pivot pont halfway down the inside of both blades, driven by gigantic gears in the middle of the "treads". These blades were like a foot apart from each other. Needless to say, we made quick work of the tree.

The next day, we went outside to be met by a huge town literally right outside our door, but with a few oddities: Most of the buildings were PARTIAL buildings, like you get when a Minecraft village spawns incorrectly. One was literally a 3 inch square segment of the entire corner of a SKYSCRAPER. The ones that WERE fully present (obviously weird in other ways) were a kiddie park, a giant structure made entirely of spheres, and some kind of mechanical office building (yes, like the one in Futurama.) Every building was also on top of a field of wood chips held in by logs, kinda like at most kiddie parks here in the US. (Some use shredded tires, but, y'know...) We first came upon the kiddie park, which was... how should I put it? Parts repeated, as if someone had copy-pasted parts side-by-side with no care for how they looked. (This is kinda sorta close, but not correct as it wasn't in 2D slices like this.) All my father cared about was how much the metal would fetch him at a scrapyard, despite the clear weirdness of the whole situation. We then proceeded into the sphere-built building, which turned out to be a <statewide store chain we only have here.> We bought sodas. (SOMEHOW they had a usable connection to the bank and could take cards? There's no internet at all down there...)

Then suddenly I basically transitioned to an entirely different dream in a split second, which is just as weird but not as interesting, so i'll save you the reading and summarize:

I was on a team of 3 operatives tasked with breaking a fellow operative out of jail, and we came across three giant (a foot cubed or so, despite being like 2 pounds each) fractal-like crystals with data stored in them somehow, so we fucking stole them. (And ate one, for... some reason??? It's not like we were starving or some s**t, we had food and had already eaten...)

at least it wasn't the usual "i've ripped apart every citizen in the US with my bare hands" dream, so that's nice...
Sonic 2, as I actually enjoyed it. S3&K is a very close second.
Emulation & ROM Hacking / Re: Pokemon ROM Hacks - WTW On Demand
« on: August 29, 2019, 08:33:43 pm »
Can someone post the US SYMs for the first 2 gens please? I'd rather not build from source atm...
Still nobody? That's a bit surprising. May as well drop them off here since I'm popping in. Sorry for the wait.
Thanks, i've got a few ideas rolling around in my head and needed SYMs, is all... i didn't mind the wait.
General Discussion / Re: The Glitchy Thread of Topiclessness (#3)
« on: August 28, 2019, 12:03:46 pm »
lol i got buffer overflow ACE in a PRNG-picked ROM from my No-Intro set. No debugger needed. (I was just fucking around with it...)


EDIT 2: it's jumping to C446 (one byte off of a pointer to DD50 at the time of jump) via stack smash and the RET in the function at 0028. However, the function itself doesn't break it, so I think SP was broken beforehand. (Normally, SP is always odd, but it ends up being D9FD, which is even, so SP has been incremented somewhere. I can't exactly break on jump to 0028 as it's run every frame, so i can't exactly hit the one input I need to and then start debugging and watch for the SP fuckup.)

EDIT 3: I've managed to find ANOTHER vector that jumps to FFF8. Why.

For details on what i'm doing to trigger it, in two specific text input fields, put in max length of dashes or question marks (or anything else), then find a way to move the cursor over it while it's displayed. The game, however, is so kind as to provide an edit menu for your personal details, so this is easy to trigger.

EDIT 4: turns out the character you use is directly tied to where you end up and whether or not the stack is fucked. Neat.

EDIT 5, the last one (maybe): Here's an example of what it looks like to perform this.
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