Post subject: Credits warp in Game B by setting up RAM using Game A first
Patashu
He/Him
Joined: 10/2/2005
Posts: 4045
Link to video This intriguing video that came out today shows how an ACE payload can be set up in the RAM of a Gameboy Color using Pokemon Red, and then executed in Magi-Nation to warp to the credits. This is possible because the RAM of a Gameboy Color does not clear instantly when taking out the game.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Masterjun
He/Him
Site Developer, Skilled player (1988)
Joined: 10/12/2010
Posts: 1185
Location: Germany
Yeah we can also just set up a loop in RAM, switch games and then start ACE from power-on...
IRC wrote:
<true> "who wants to see super metroid beaten in 2 minutes? it requires super mario world"
Does the video really say new kind of credits warp? I mean I guess 2 years ago is kind of new if you're already on that topic for several decades or so.
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Joined: 10/18/2011
Posts: 64
I'm a little late on this one, but I'm not seeing the part that makes it not-impressive. No matter what conditions you set the RAM to in the first game, you still need to find a glitch in the second game that will let you execute that pre/un-initialized memory as code, no? At the time of the cart swap, execution ends for the first game and starts up fresh with the second game. If it properly initializes all RAM before use and has no glitches of its own, its safe from this sort of thing. Right?
Joined: 3/11/2008
Posts: 583
Location: USA
Final Fantasy's real-time SS run relies on a "cold boot" yielding certain reliable RAM values on the chip, as it uses uninitialized memory to seed encounter RNG. For some reason, my suggestions to use a PowerPak or similar were not believe to be within the pale of non-TAS. SaGa(FFL) 2 uses RAM that is uninitialized …except that it is initialized by the bootloader, which varies by gameboy model (DMG, color, advance). A concrete example of "warp in game A using game B" (doable in realtime…albeit not on a frontloader, I hear) is Tennis/SMB1 cartswap, as the signature used to identify "initialized RAM/hiscore values" is the same, and score uses the same byte as continuable-world limit, allowing level-select to normally-unreasonable values in SMB.