Modder 使用崩溃声音的音频重新创建 Game Boy Advance 游戏
Modder re-creates Game Boy Advance games using the audio from crash sounds

原始链接: https://arstechnica.com/gaming/2024/01/modder-recreates-game-boy-advance-games-using-the-audio-from-crash-sounds/

通过现代数字方法实现了一项令人着迷的发现,一位名叫 TheZZAZZGlitch 的 Game Boy Advance (GBA) 爱好者开发了一种技术,可以将 GBA 臭名昭著的“崩溃转储”期间产生的声音转换为 Pokemon 游戏的工作副本。 这种方法包括通过仔细聆听错误消息来收集八位音频数据,并通过专用设备回放游戏。 使用多数投票算法和多个录音合并等技术,TheZZAZZGlitch 从四个小时的数据开始,成功地重新创建了近乎完美的 100% 准确版本的 Pokemon 游戏。 此外,当针对某些游戏中出现的故障进行测试时,这些新的游戏解决方案可以在物理硬件上流畅运行,展现出卓越的技术熟练程度。 尽管由于使用先验知识来解码未知音频模式而被认为是作弊,但这种突破性的方法为游戏保存和存档领域的未来研究和开发提供了巨大的潜力。 进一步的调查和实验无疑将更深入地探索经典视频游戏中隐藏的声音特征。

一般来说,盲目信任在线资源是危险的,可能导致虚假信息传播或成为宣传的受害者。 在相信和传播他们的说法之前,批判性地评估消息来源并验证其可信度非常重要。 在黑客新闻评论的特定背景下,虽然一些贡献者提供了有价值的见解和批判性思维,但其他贡献者的证据和验证标准不太严格,因此在使用他们的贡献时需要辨别。
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原文
Game Boy Advance, modded, on display
Enlarge / Andrew Cunningham's modded and restored Game Boy Advance could, with enough time, sing out all the data loaded into a cartridge.

Andrew Cunningham

Sometimes, a great song can come from great pain. The Game Boy Advance (GBA), its software having crashed nearly two hours ago, will, for example, play a tune based on the game inside it. And if you listen closely enough—using specialty hardware and code—you can tell exactly what game it was singing about. And then theoretically play that same game.

This was discovered recently by TheZZAZZGlitch, whose job is to "sadistically glitch and hack the crap out of Pokémon games." It's "hardly a ready-to-use solution," the modder notes, as it requires a lot of tuning specific to different source formats. So while there are certainly easier ways to get GBA data from a cartridge, none make you feel quite so much like an audio datamancer.

TheZZAZZGlitch's demonstration of re-creating Game Boy Advance ROM data using the sounds from a crashing system.

After crashing a GBA and recording it over four hours, the modder saw some telltale waveforms in a sound file at about the 1-hour, 50-minute mark. Later in the sound-out, you can hear the actual instrument sounds and audio samples the game contains, played in sequence. Otherwise, it's 8-bit data at 13,100 Hz, and at times, it sounds absolutely deranged.

"2 days of bugfixing later," the modder had a Python script ready that could read the audio from a clean recording of the GBA's crash dump. Did it work? Not without more troubleshooting. One issue with audio-casting ROM data is that there are large sections of 0-byte data in the ROM, which are hard to parse as mute sounds. After running another script that realigned sections based on their location in the original ROM, the modder's ROM was 99.76 percent accurate but "still didn't boot tho." TheZZAZZGlitch later disclaimed that, yes, this is technically using known ROM data to surface unknown data, or "cheating," but there are assumptions and guesses one could make if you were truly doing this blind.

The next fix was to refine the sound recording. By recording three times and merging them with a "majority vote" algorithm, their accuracy notched up to 99.979 percent. That output ROM booted—but with glitched text and a title screen crash. After seven different recordings are meshed and filtered for blank spaces, they achieve 100 percent parity. That's about the halfway point of the video; you should watch the rest to learn how it works on physical hardware, how it works with a different game (an ARM code mystery in a replica cartridge), and how to get the best recordings, including the use of a "cursed adapter" that mixes down to one channel the ugly way.

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