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Block-breaking game in vim 8.0

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Re: Block-breaking game in vim 8.0

#4
Related, a self destroying game I built some time ago: https://void4.github.io/ The yellow dot is the instruction pointer, the red dots represent the program memory. If you hit the ball just right you can introduce graphic glitches. Most times, the instruction pointer gets out of bounds however.

Re: Block-breaking game in vim 8.0

#8

Related, a self destroying game I built some time ago: https://void4.github.io/ The yellow dot is the instruction pointer, the red dots represent the program memory. If you hit the ball just right you can introduce graphic glitches. Most times, the instruction pointer gets out of bounds however.

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.

Re: Block-breaking game in vim 8.0

#9
post #8

Related, a self destroying game I built some time ago: https://void4.github.io/ The yellow dot is the instruction pointer, the red dots represent the program memory. If you hit the ball just right you can introduce graphic glitches. Most times, the instruction pointer gets out of bounds however.

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 .

Story: http://blog.danielwellman.com/2008/10/real-life-tron-on-an-a...

Re: Block-breaking game in vim 8.0

#10
post #8

Earlier quoted context omitted.

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 .

Story: http://blog.danielwellman.com/2008/10/real-life-tron-on-an-a...

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.

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