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Tip: Unless you're making a Kaizo hack, don't make Mario die after cutting the goal tape.
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shibboleet's Switch Shenanigans
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2019 - shibboleet's Switch Shenanigans
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OdyseyReversed is a project that I have been working on for a while now. The project aims to document classes / structures / functions in the Super Mario Odyssey main executable. The end goal of this project is to be able to write custom code that hooks to the main game, and the custom code is able to use the existing code in the game. While that part is currently being worked on, as code injecting is in its early stages, it has been unfinished. However, I do open source the headers that I have been working on. However, due to possible legal issues with Nintendo, I am unable to open source the de-compilation that I have been working on. However, I can show a few pictures. But for now, I can show you my progress with two parts of the project. The first part, is my progress on reversing the actual game.



ProcessModuleFetcher is a C homebrew application that is able to extract information from a Process ID (basically a number assigned to a process that can identify it to be accessed through SVC calls or by other means), and shows Title IDS associated with said process. Another feature includes module information (like code) viewing. This is useful due to the concept of ASLR, which makes the code placed randomly in a certain range of memory, making finding where it is, trivial.

Here is a screenshot:

This seems potentially major. Could this allow Odyssey hacks in the future to do more than mess around with the layout of Champion's Road, making it all kaizo-y?

Switch: SW-2766-9108-9399Twitter: @Vine_STYouTube: that ivy guy
Those are all stored in BYAML files (binary YAML) that stores the objects, which is unrelated to this project. This is more of the "custom code" side of the community.
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Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2019 - shibboleet's Switch Shenanigans

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