Show HN: Tetris, but the blocks are ARM instructions that execute in the browser (ofrak.com)
In the game, 32-bit, little-endian ARM assembly instructions fall, and you can modify the operands before executing them on a CPU emulator. There are two segments mapped – one for instructions, and one for data (though both have read, write, and execute permissions). Your score is a four byte signed integer stored at the virtual address pointed to by the R12 register, and the goal is to use the instructions that fall to make the score value in memory as high as possible. When it's game over, you can download your game as an ELF to relive the glory in GDB on your favorite ARM device.
The CPU emulator is a version of Unicorn (https://www.unicorn-engine.org/) that has been cross-compiled to WebAssembly (https://alexaltea.github.io/unicorn.js/), so everything on the page runs in the browser without the need for any complicated infrastructure on the back end.
Since I've only been working on this for a short period of time leading up to its debut at DEF CON, there are still many more features I'd eventually like to implement. These include adding support for other ISAs besides ARM, adding an instruction reference manual, and lots of little cleanups, bug fixes, and adjustments.
My highest score is 509,644,979, but my average is about 131,378.
I look forward to feedback, bug reports, feature requests, and strategy discussions!
55 comments
[ 2.7 ms ] story [ 122 ms ] threadSome feedback:
- When opening the help menu, it wasn't obvious how to close it (I think the only way is by pressing '?')
- I like the Goblin music!
- It's a pretty nice interface to play with the instructions and I appreciate the color coding. It would be neat if there was a "sandbox mode" where you could preview the effects of running an instruction, and maybe modify your program once the game is over. I could see this being pretty useful for someone learning ARM assembly.
I'm definitely much quicker at reading ARM assembly after playing a few hours of this game over the course of making it.
More broadly, any thoughts on how to make the game clearer? I know that a manual describing the instructions would help. But other ideas are welcome as well!
To answer by way of example, if you are given "add R1, R2, R3" rotating to the right will result in "add R2, R3, R4". As another example, rotating "mov LR, R0" to the left will give "mov R12, SP".
In other words, rotating right changes every register RN in the instruction to be the register R(N + 1). Left changes RN to R(N - 1).
My hope was that if it was not clear from reading, it would be after testing things out. But hearing that this may not be the case is helpful feedback!
See a reply to your original comment: it changes the order for gadgets larger than one instruction. The default is one, but originally it was three, so the instructions stuck.
I will make those confusing instructions only show up when the gadget size is greater than one! This feels like a good change to make based on this feedback.
P.S. thank you for nerd sniping me with this game, I love the idea and execution (pun slightly intended)!
I have just pushed an update so that the up/down arrow keys only show up in the instructions if the max gadget size is greater than one.
but oh boy these assembly stuff these are heiroglyphs to me haha
At DEF CON where we will have this set up in-person tomorrow, we will have people playing on a USB Dance Dance Revolution floor pad.
The only weird part about the Gamepad API is that you have to poll it rather than handling events the way you normally would for other, similar stuff in JavaScript. In practice, this means that you have to do your own debouncing for handling things like key combos, but that doesn't really affect individual button presses too much.
It might be worth trying with WebHID instead of the GamePad API. Quick example with a joystick :)
https://murkle.github.io/utils/webhid/logitech_attack3.html
Another thing to make the entry easier: Create a "Memory" label for the memory area. You mention it in the intro text but color it in the R12 address color which was confusing for me.
Missed that memory space totally while playing the first two times.
Category:Instruction_set_listings has x86 but no aarch64: https://en.wikipedia.org/wiki/Category:Instruction_set_listi...
/? jupyter asm [kernel]:
- "Introduction to Assembly Language Tutorial.ipynb" w/ the emu86 jupyter kernel which shows register state after ops: https://github.com/gcallah/Emu86/blob/master/kernels/Introdu...
- it looks like emu86 already also supports RISC, MIPS, and WASM but not yet ARM: https://github.com/gcallah/Emu86/blob/master/assembler/WASM/...
- DeepHorizons/iarm: https://github.com/DeepHorizons/iarm/blob/master/iarm_kernel... https://github.com/DeepHorizons/iarm/blob/master/iarm/arm_in... MOV https://github.com/DeepHorizons/iarm/blob/master/tests/iarm/... :
> IArm is an ARM interpreter for the ARMv6 THUMB instruction set (More specifically for the ARM Cortex M0+ CPU). It supports almost 100% of the instructions, and some assembler directives. There is also its Jupyter kernel counterpart so it can be used with Jupyter notebooks.
- JupyterLite > Adding other kernels; emu86, iarm, WASM, : https://jupyterlite.readthedocs.io/en/latest/howto/configure... [... https://github.com/jupyterlite/jupyterlite/discussions/968#d... ]
"Ask HN: How did you learn x86-64 assembly?" (2020) re: HLA, : https://news.ycombinator.com/item?id=23931373 re: the Diaphora bindiff tool and ghidra, which has GDB support now FWIU: https://news.ycombinator.com/item?id=36454485
Kudos for building this, very cool!
edit: getting -4.8 billion as a high score because of my first segfault was... a disappointment, though. :-P
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You seem to be in violation of the GDPR. There must be a way to refuse the cookies that is as simple as accepting them. Especially since yours are not needed for the site to function:
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https://ofrak.com/privacy/#tracking-tools-and-opt-out
Telling people to delete cookies via their browser settings (further down that page) is not an acceptable solution.
https://www.cnil.fr/en/refusing-cookies-should-be-easy-accep...
https://noyb.eu/en/5-years-litigation-meta-apparently-switch...
I was pleasantly surprised to see Apple’s cookie policy is considerably less intrusive than the submitted website’s.
https://www.apple.com/legal/privacy/en-ww/cookies/
It's easy to read the original comment as if you need to ask permission for any cookie usage. But that's not what they're saying. They're saying it applies for this site's cookies, as the site specify they use cookies in a way that GDPR would say you need consent for.
It says that my score is stored in R12, but then why do I have a score of 16 of R12 is zero?
https://imgur.com/a/RY5jhTu
The score register is yellow, and the corresponding memory region it points to (the actual bytes of your score) are also yellow.
If you'd like to do a video tutorial how to play this well that could be a great resource to learn assembly intuitively.
Thanks for sharing, it does makes me miss DEFCON, maybe next year...
They could have easily made score be handled outside the game and you get a point per every executed statement within the time limit etc – but that would not be as fun
As someone who has very little idea of what instructions or addresses are, what is this a reference to?
Edit: I had the page loaded before your reply, so I didn't see it until I replied, reloading the page lol
It's as if in a more normal game the high score was kept in a big chest somewhere in the game world and once discovered you can start messing with the contents of it all within the rules of the world itself.
https://www.zeldaspeedruns.com/oot/tech/get-item-manipulatio...
https://www.zeldaspeedruns.com/oot/ba/reverse-bottle-adventu...
- Spray PC into as many registers as possible, try to add those registers together as many times as possible, and store the sum at zero (or wherever the score ends up)
- Load an assembled instruction from an old value of PC as an int into a register, then do some subtraction to make it non-negative (since it's usually negative in my experience), then store in the score location
I'm curious what other strategies people have tried?
The key to achieve high scores seems to be writing 0 to PC. The reason is the binary code of new instructions will be "added" to the memory region that is visible on the right, then we can manipulate R12 to maximize the score.
I got around 2 billon a couple of times but the average is quite low ;)
Great concept! I'm afraid to show it to my team of C++ developers bc they might be tempted to switch over to doing everything in Assembly :)
love it!
I tried navigating https://ofrak.com/docs/environment-setup.html, but couldn't find anything specific about the tetris games. Perhaps I miss that?