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Author Topic: Idea for Pokémon Stadium Nintendo 64 arbitrary code execution  (Read 1188 times)

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Evie the Mother Hen ☽ ❤

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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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Ganix

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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

Evie the Mother Hen ☽ ❤

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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! ^^

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(Images © Sanrio, Nintendo, Pokémon, HAL Laboratory)

✿ Hi, I'm Evie. Transgender woman but spiritually doesn't believe 'male'/'female' needs to be defined; lives more stereotypically like a woman/I'm a 'girly' nerd who discovered herself. Call me whichever pronouns you like. :)

Feel free to contact me here about anything regarding the site.

Forgiveness. I feel that the more people pray to our greatest source/God/mathematical equality for world peace, the more and more it manifests into reality (until our next spiritual death).

Thank you Nyapon for this lovely artwork. :3

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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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Evie the Mother Hen ☽ ❤

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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 »

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(Images © Sanrio, Nintendo, Pokémon, HAL Laboratory)

✿ Hi, I'm Evie. Transgender woman but spiritually doesn't believe 'male'/'female' needs to be defined; lives more stereotypically like a woman/I'm a 'girly' nerd who discovered herself. Call me whichever pronouns you like. :)

Feel free to contact me here about anything regarding the site.

Forgiveness. I feel that the more people pray to our greatest source/God/mathematical equality for world peace, the more and more it manifests into reality (until our next spiritual death).

Thank you Nyapon for this lovely artwork. :3

Ganix

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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 »