Do a barrel roll, Link –
“Stale-reference manipulation,” – character file names, and a clash between worlds.
– Jan , (7:) (UTC UTC)
(Watch More ACE stuff (trying total control) from Zfg1 on www.twitch.tv
In my years writing about games for Ars, I’ve covered my fair share of surprising glitches
, (long-secret codes ) arbitrary code execution tricks buried within some classic games and hardware. But none of that prepared me for the above Twitch video clip I saw this morning , showing a fleet of flying Arwings from (Star Fox) invading the world of Ocarina of Time to attack Link . in his hands, so it continues to update that “stale reference” pointer in the newly freed memory with data representing the nonexistent object’s position and angle. With some careful manipulation, this pointer can now be used to “corrupt” the data for a newly loaded object with arbitrary values.
The Star Fox Arwings can take damage and fire on Link as if they were always in the game.
Z-targeting makes it easy to aim a boomerang at an Arwing’s underside.
A shot of Link holding an “empty” object as part of the arbitrary code execution glitch setup.
Freezing the camera in this glitched position is a key part of the method.
To warp directly to the credits, some extreme measures are necessary to hold the correct buttons / analog positions on Controller 3.
After over ten minutes of file name entry, the Arwing code payload is ready to be loaded.
Initial implementations of this trick focused on simple “corruption” like loading new items into treasure chests
or changing the positions of other in-room items (as explained in detail here
By inserting a specific code in this way, the game can first jump to the memory location that holds the last known X and Y rotation values for the in-game slingshot. If those