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Glitch City RAM manipulation (buffer overflow techniques): Difference between revisions

Created page with "Combining the data of a Glitch City sourced from RAM with a buffer overflow technique that depends on the contents of the screen (or a related screen buffer) allows the player to have more control over the desired corruption; because the RAM is not fixed and is writable during gameplay. For example, a form of Glitch City RAM manipulation is used during oobLG. In Yellow, this is with the help of 6F (a screen-saving glitch item), a Glitch City ([..."
(Created page with "Combining the data of a Glitch City sourced from RAM with a buffer overflow technique that depends on the contents of the screen (or a related screen buffer) allows the player to have more control over the desired corruption; because the RAM is not fixed and is writable during gameplay. For example, a form of Glitch City RAM manipulation is used during oobLG. In Yellow, this is with the help of 6F (a screen-saving glitch item), a Glitch City ([...")
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