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Arbitrary Code Execution in Ocarina of Time

Fig

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  • May be out of date. Uploaded 6 years ago, in an area where tools change fast.

Intermediate. Assumes working knowledge.

133K views6 years ago2 recommendations

SecurityGame developmentExploits and vulnerabilitiesRetro games and consolesCPUs and computer architecture

How arbitrary code execution is achieved in The Legend of Zelda: Ocarina of Time to run custom MIPS instructions.

This method was thought of and implemented by fasch and NatalyaHasDied. Arbitrary code execution allows us to create MIPS CPU instructions from within the game and run them, giving us lots of control over what can be achieved in the game. Currently we are limited to only a few instructions, but there are theories to expand on this. I COMPLETELY forgot to mention Blini in the shoutouts section. He found the original Heap Allocation that allowed this to happen. The original SRM also had a really cool side effect of graphical flashing, caused by corrupting a display list segmented address. My apologies, was recording this very late at night and forgot. Many people are involved with the research of SRM, the glitch which allows this to be possible. Those people include but are not limited to: Myself GlitchesandStuff Blini Nat Tharo Exodus Mzxrules Roman many others contributing in the OoT server For any questions, join the OoT Discord Server: discord.gg/7FYGh3d

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2 people recommend this

What people say. Recommended as a fascinating breakdown of achieving arbitrary code execution in a classic game.

u/d4nk1stin r/ReverseEngineering • Recommends

legend of zelda ocarina of time arbitrary code execution

judsonon Lobsters • Recommends

Arbitrary Code Execution in Ocarina of Time