Yes. PC is the address of the currently running code.
Paper Mario Glitches
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10-15-2015, 01:55 PM
Now that's interesting stuff.
If understand well, this glitch increments +4 to the PC, so the PC is pointing a bad/unknown instruction, then Dolphin doesn't know what to do about it so it throws an error. What Dolphin's interpreter try to do when it meets an unknown instruction? Ignores it and try to execute the following instruction? Nevermind that, I took a look at the code and realize that I was totally wrong. So, the glitch forces the VC to call an unknown instruction for Dolphin interpreter. Is this what happens on a real Wii? How does the real Wii CPU react in front of a bad instruction?
From France with love.
Laptop ROG : W10 / Ryzen 7 4800HS @2.9 GHz (4.2 GHz Turbo disabled unless necessary for better thermals) / 16 Go DDR4 / RTX 2060 MaxQ (6 Go GDDR6) 10-16-2015, 05:30 AM
(10-15-2015, 10:04 PM)DrHouse64 Wrote: Now that's interesting stuff. I think that with this glitch you can control where the game randomly pulls code from, but we have no idea how to control it. When a Wii pulls bad instructions, I'm assuming it just crashes, as this happens a ton with this glitch. A real Wii can also react in many ways, such as: It can cause the game to run 1 frame every 9 minutes (Possible on Dolphin) It can crash with a really loud buzzing noise (Possible on Dolphin) It can crash with corrupted music (Possible on Dolphin) It can wrong warp you. That is my goal with this, and the only reason I'm really messing with this. It can cause text to be randomly pulled from somewhere in the game, and then be displayed on screen. (Possible on Dolphin) You can spawn a sign text box with it. (Never seen it on Dolphin, but probably possible) I think the most bizarre is the 1 frame every 9 minutes. I'm not sure if we are controlling the frame rate, or if we are spawning a ton of things in game to cause this to happen. If you want to see what all has been done, check out Stryder7x on YouTube. Here you can see the 1 frame every 9 minutes: https://www.youtube.com/watch?v=Mjyl9cz_bzo Just realized, there is a playlist of everything that has been done: https://www.youtube.com/playlist?list=PL...Mh5Ggbi3Cc
Thanks for the explanation.
Just to be sure that I got it : all there reactions only happen on the VC version right? If you try that on the real N64, the game just crash, right?
From France with love.
Laptop ROG : W10 / Ryzen 7 4800HS @2.9 GHz (4.2 GHz Turbo disabled unless necessary for better thermals) / 16 Go DDR4 / RTX 2060 MaxQ (6 Go GDDR6) 10-17-2015, 03:09 PM
(10-16-2015, 08:15 PM)DrHouse64 Wrote: Thanks for the explanation. That is correct. The Nintendo 64 version crashes every single time we attempt to pull off the glitch. The next room simply fails to load, and the game must be reset. On the official VC version of the game (both on NTSC and JP), this is a different story...sometimes it crashes just like Nintendo 64, sure. But as you've seen, we're able to pull the menu up, with the menu sprites (and sometimes text) unloaded. I typed up a lengthy explanation of this glitch the other day, maybe it'll keep us on the same page? http://pastebin.com/WRw4NkKG The reason Rain and I are looking into this is because the glitch has done some obviously interesting things. If we can understand why the game's crashing, it might help us make progress in learning to "control" the effects of the glitch. You wouldn't happen to be familiar with the term Arbitrary Code Execution (ACE), would you? I'm not much of a programmer myself, but after speaking with others, it would appear that this glitch is showing signs of possibly leading to ACE via total control - a method of basically reprogramming / hacking the game with the controller inputs. I was told to keep an eye out for "Glitches with quite a bit of flexibility that crash the game often at what appears to be random intervals." That almost perfectly describes this glitch, and we've already observed more than just simple game crashes. I'm not an expert on this by any means, but I am hoping to learn if this is truly a possibility. We're hoping that emulating Paper Mario on Dolphin can give us some insight as to what's changing and crashing the game. If a wide variety of memory addresses are being changed, then we could be onto something. I'm not too sure I follow this discussion so far, but I take it the crash reports from Dolphin could give us some important information? 10-17-2015, 07:53 PM
If there's ACE involved in this glitch, that would be awesome. As far as I remember, Super Mario World have a glitch like this, and what speedrunners and programmers did with this is completely crazy.
Obviously, the VC N64 emulator is able to catch and avoid some crashes of the N64 hardware (probably because it's not accurate). That's very interesting, I'll investigate if I have the time. Did you guys tested this glitch on Mupen64 or Project64? That could give us more clues.
From France with love.
Laptop ROG : W10 / Ryzen 7 4800HS @2.9 GHz (4.2 GHz Turbo disabled unless necessary for better thermals) / 16 Go DDR4 / RTX 2060 MaxQ (6 Go GDDR6) 10-17-2015, 08:14 PM
(10-17-2015, 07:53 PM)DrHouse64 Wrote: If there's ACE involved in this glitch, that would be awesome. As far as I remember, Super Mario World have a glitch like this, and what speedrunners and programmers did with this is completely crazy. Not sure if Mupen has been tested with this, but I know Bizhawk and Project64 crash every time, just like N64 does. And yeah man, total control would be incredible with this. It'd also be the first 3D game with a total control setup if this glitch does the trick. I was speaking with Sockfolder today (he found a total control setup in Castlevania: SotN) and he said the next step would be debugging and tracelogging things to learn more about how to possibly control this glitch. My knowledge of emulators is laughable, so as much as I'd love to, I'm not sure I'd be the guy to do this. However, I know Paper Mario like the back of my hand, and I've been testing this glitch on console since I discovered it back in January, so the research so far could be of use. The current predicament is that we have a crazy glitch with game-breaking potential. But the Paper Mario community, despite having great in-game knowledge for finding glitches, doesn't really have anyone that truly understands debugging, tracelogging, etc. And I'd imagine for a glitch of this complexity, our best bet is someone that can interpret and accomplish this with relative ease. 10-18-2015, 02:52 AM
Well, it's not about Dolphin anymore, it's about researching a possible new glitch. So, moved to Delfino Plaza...
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