Added a custom automation combo for Tsuri Sensei, to avoid an in-game buffer-overflow
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@ -20,7 +20,7 @@ static char *bmp_filename;
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static char *log_filename;
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static FILE *log_file;
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static void replace_extension(const char *src, size_t length, char *dest, const char *ext);
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static bool push_start_a, start_is_not_first, a_is_bad, b_is_confirm, push_faster, push_slower, do_not_stop;
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static bool push_start_a, start_is_not_first, a_is_bad, b_is_confirm, push_faster, push_slower, do_not_stop, push_a_twice;
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static unsigned int test_length = 60 * 40;
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GB_gameboy_t gb;
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@ -46,10 +46,13 @@ static void vblank(GB_gameboy_t *gb)
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load graphics. */
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if (push_start_a && (frames < test_length - 120 || do_not_stop)) {
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unsigned combo_length = 40;
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if (start_is_not_first) combo_length = 60; /* The start item in the menu is not the first, so also push down */
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if (start_is_not_first || push_a_twice) combo_length = 60; /* The start item in the menu is not the first, so also push down */
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else if (a_is_bad) combo_length = 20; /* Pressing A has a negative effect (when trying to start the game). */
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switch ((push_faster? frames * 2 : push_slower? frames / 2 : frames) % combo_length) {
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switch ((push_faster ? frames * 2 :
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push_slower ? frames / 2 :
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push_a_twice? frames / 4:
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frames) % combo_length) {
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case 0:
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gb->keys[7] = true; // Start down
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break;
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@ -63,11 +66,15 @@ static void vblank(GB_gameboy_t *gb)
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gb->keys[b_is_confirm? 5: 4] = false; // A up (or B)
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break;
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case 40:
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if (gb->boot_rom_finished) {
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if (push_a_twice) {
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gb->keys[b_is_confirm? 5: 4] = true; // A down (or B)
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}
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else if (gb->boot_rom_finished) {
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gb->keys[3] = true; // D-Pad Down down
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}
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break;
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case 50:
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gb->keys[b_is_confirm? 5: 4] = false; // A down (or B)
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gb->keys[3] = false; // D-Pad Down up
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break;
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}
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@ -308,6 +315,12 @@ int main(int argc, char **argv)
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push_slower = strcmp((const char *)(gb.rom + 0x134), "BAKENOU") == 0;
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do_not_stop = strcmp((const char *)(gb.rom + 0x134), "SPACE INVADERS") == 0;
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/* Pressing start while in the map in Tsuri Sensi will leak an internal screen-stack which
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will eventually overflow, override an array of jump-table indexes, jump to a random
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address, execute an invalid opcode, and crash. Pressing A twice while slowing down
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will prevent this scenario. */
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push_a_twice = strcmp((const char *)(gb.rom + 0x134), "TURI SENSEI V1") == 0;
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/* Run emulation */
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running = true;
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gb.turbo = gb.turbo_dont_skip = gb.disable_rendering = true;
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