Re:Block-breaking game in vim 8.0
by bitwize on Tuesday July 04, 2017 @01:32AM
(#14693751)
That's kinna like the story about the guys who coded a Tron lightcycle game on the Apple II. Failure to properly bounds-check the lightcycle position meant that the cycles could be driven off screen, corrupting main memory and the game code itself -- much like what happened in the move Tron.
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Re:Block-breaking game in vim 8.0
by colejohnson66 on Tuesday July 04, 2017 @02:17AM
(#14693892)
Re:Block-breaking game in vim 8.0
by 7373737373 on Tuesday July 04, 2017 @02:39AM
(#14693986)
One of the most brilliant applications of this concept is the Pokémon Yellow Total Control Hack: http://aurellem.org/vba-clojure/html/total-control.html
Similarly, arbitrary code execution in Super Mario World: https://www.youtube.com/watch?v=OPcV9uIY5i4
It's like transforming a chess game into Mikado just by playing it.
One thing I've often wanted to do, but didn't have the time to, was to take Turing Drawings: https://github.com/maximecb/Turing-Drawings ( faster asm.js variant here: https://github.com/darius/Turing-Drawings ), which runs a random Turing machine to generate abstract art and put the machine description in the image itself, so it could self-modify.
Re:Block-breaking game in vim 8.0
by 7373737373 on Tuesday July 04, 2017 @10:59AM
(#14696212)
The links you gave are fascinating!
Believe it or not, I have done something like that, too: http://imgur.com/gallery/sRUrI