It's not proper flags, but you can use a glitch in #CHANGE. See https://museumofzzt.com/file/w/WUAUTD.zip
Other than that, I'm not aware of any glitches that do this! Most of a ZZT world gets reset when you play it again.
Search found 18 matches
- Mon Jul 05, 2021 1:48 pm
- Forum: ZZT General
- Topic: flags persisting through #endgame into playing again
- Replies: 4
- Views: 3699
- Fri Jun 18, 2021 7:18 pm
- Forum: ZZT General
- Topic: Arbitrary code execution in ZZT 3.2
- Replies: 5
- Views: 3473
Re: Arbitrary code execution in ZZT 3.2
It's still impressive - your method seems to be distinct from both GreaseMonkey's and kristomu's, has unique properties, and also you found a hole in Zeta that I had to quickly patch :D Maybe we need a "99 ways to break ZZT" world now :-) Where can I find GreaseMonkey's exploit? It doesn'...
- Sun Jun 13, 2021 11:37 am
- Forum: ZZT General
- Topic: Arbitrary code execution in ZZT 3.2
- Replies: 5
- Views: 3473
Arbitrary code execution in ZZT 3.2
So I pulled off an arbitrary execution exploit for ZZT, here: https://github.com/kristomu/zzt-matrix/raw/master/thematrx.zzt Apparently I was too slow doing it; Asie said that GreaseMonkey has already constructed one. But mine draws pictures and figures out the system it's running on, so try it anyw...
- Fri Apr 30, 2021 5:54 pm
- Forum: ZZT General
- Topic: Linux port of reconstruction, now in C/C++
- Replies: 18
- Views: 11634
Re: Linux port of reconstruction, now in C/C++
After thinking about this a bit more, I'd suggest two modes, call them strict and quirky. Perhaps like this? Quirky mode: Hanging or crashing ZZT is not allowed. Things that freeze the player and keyboard input but keeps the rest of the game going (e.g. player with cycle 0, or overwriting the monito...
- Sat Apr 17, 2021 10:18 pm
- Forum: ZZT General
- Topic: Linux port of reconstruction, now in C/C++
- Replies: 18
- Views: 11634
Re: Linux port of reconstruction, now in C/C++
That's strange - I wrote a quick and dirty assembler program to fill the area of memory corresponding to ZZT's data segment in DOSBox with 0xFF, and some of the areas you identified as valid stay 0xFF after running ZZT according to the dosbox debug dump. I ran the program, then ZZT to a custom world...
- Tue Jan 19, 2021 3:43 pm
- Forum: ZZT General
- Topic: Linux port of reconstruction, now in C/C++
- Replies: 18
- Views: 11634
Re: Linux port of reconstruction, now in C/C++
I did it :-) I dumped the data with Dosbox.
Here's the info on out-of-bounds elements: https://github.com/kristomu/linux-recon ... o/elements
Here's the info on out-of-bounds elements: https://github.com/kristomu/linux-recon ... o/elements
- Mon Jan 18, 2021 2:31 pm
- Forum: ZZT General
- Topic: Linux port of reconstruction, now in C/C++
- Replies: 18
- Views: 11634
Re: Linux port of reconstruction, now in C/C++
Actually, the rendering is not necessarily the same either, due to checking the HasDrawProc flag before checking if the the element ID is below or above the minimum text ID, when drawing the text. Best is probably to display an error message and terminate if it loads a board containing such element...
- Wed Jan 06, 2021 5:21 pm
- Forum: ZZT General
- Topic: Linux port of reconstruction, now in C/C++
- Replies: 18
- Views: 11634
Re: Linux port of reconstruction, now in C/C++
Elements IDs greater than the maximum ID. There are some static variables after the declaration of the ElementDefs array, so I'd expect the first few elements immediately above the maximum ID to behave similarly. But elements with high IDs (e.g., element 255) might go beyond the predictable memory ...
- Mon Jan 04, 2021 12:03 pm
- Forum: ZZT General
- Topic: Linux port of reconstruction, now in C/C++
- Replies: 18
- Views: 11634
Re: Linux port of reconstruction, now in C/C++
Automated testing isn't a panacea, but it would give you a way to measure whether or not the port is accurate. Yes, you'd need formal verification if you want to be absolutely sure. Good luck :-) As for where to draw the line for which bugs to support (arbitrary code execution, arbitrary memory rea...
- Mon Jan 04, 2021 11:15 am
- Forum: ZZT General
- Topic: TSR-manipulated ZZT with extended support?
- Replies: 4
- Views: 4569
Re: TSR-manipulated ZZT with extended support?
It would be nice to have this running recorded in some way. What does it mean "implement scrolling"? Like between boards? Here's the title screen intro , recorded in DOSBox. The add-on is much more glitchy than I remembered it to be; I can't get the game to play properly. Either the green...
- Sun Jan 03, 2021 10:32 pm
- Forum: ZZT General
- Topic: TSR-manipulated ZZT with extended support?
- Replies: 4
- Views: 4569
TSR-manipulated ZZT with extended support?
The discussion about the Linux port of the reconstruction got me remembering a ZZT utility I used once. It was a terminate and stay resident program for DOS that extended ZZT's capabilities, and came with a subset of the Caverns of Zeux implemented using that functionality. It at least implemented s...
- Sun Jan 03, 2021 10:29 pm
- Forum: ZZT General
- Topic: Linux port of reconstruction, now in C/C++
- Replies: 18
- Views: 11634
Re: Linux port of reconstruction, now in C/C++
For verifying independent implementations, I'd like to recommend what I wanted to do - a combination of .ZZT file and input recording. You might want to consult Mr_Alert - he has been doing research into tool-assisted speedrunning/replays in ZZT, and I want to support that in OpenZoo myself. I was ...
- Sun Jan 03, 2021 8:51 pm
- Forum: ZZT General
- Topic: Linux port of reconstruction, now in C/C++
- Replies: 18
- Views: 11634
Re: Linux port of reconstruction, now in C/C++
I've taken care to not (intentionally) make anything behave differently. The fuzz patches are mostly things that would crash ZZT outright (writes to random memory, infinite recursion board edge bugs, etc.), since the fuzzer only records crashes and hangs. There are hypothetical instances where the b...
- Fri Jan 01, 2021 6:15 pm
- Forum: ZZT General
- Topic: Linux port of reconstruction, now in C/C++
- Replies: 18
- Views: 11634
Linux port of reconstruction, now in C/C++
Happy New Year! By using a Pascal to C translator and some manual fixup (okay, a lot of manual fixup), I now have a C/C++ port of the Reconstruction of ZZT: https://github.com/kristomu/linux-reconstruction-of-zzt/tree/cport I've tested it with both llvm (clang) and g++ on Linux, and it works with bo...
- Sat Apr 18, 2020 9:45 pm
- Forum: ZZT General
- Topic: Linux port of reconstruction-of-zzt
- Replies: 8
- Views: 7010
Re: Linux port of reconstruction-of-zzt
Is this something using conveyors? I have found a way to do what you described much in the past involving conveyors, and I don't know if that is the same thing or not (since I do not use Discord, and do not want to; I would rather use IRC and NNTP). I think the easiest way to modify the edge is to ...