Test automation

Tests that run with no human at the controls

4 entries

  1. QL-0020

    Tekken 4’s sound system, from the hidden driver to the music tables

    Tekken 4 (PS2) hides its sound driver inside the executable as a compressed, bit-inverted package; the project unpacks and repacks it, and the repacked driver runs identically. The banks, the sound-effect tables, the music track tables and the stage-to-music map are decoded, and music swaps, shortened tracks and replaced sound banks all work in PCSX2. Every result was read from memory: nothing has been checked by ear.

    Investigation RE.4 Reproduced
    Rev. B
  2. QL-0015

    Tekken 4’s moveset files, decoded and edited in game

    How Tekken 4 (PS2) stores each fighter’s moves: an LZSS-compressed “Character Data” file of twenty tables. The format is decoded well enough to rebuild all 22 stock movesets byte for byte, and edits made with it work in game: a move’s damage changed, a button rerouted, a brand-new move added, and one fighter’s whole moveset run on another’s body.

    Investigation RE.4 Reproduced
    Rev. B
  3. QL-0021

    Testing a PS2 game with no one at the controller

    How the Tekken 4 project proves changes in game without a person playing: PCSX2 is booted by script, steered with synthetic key presses, and asked for savestates, which hold all 32 MB of main memory plus sound and video memory. Every in-game result in the project was produced this way, with rules learned from the times it went wrong.

    Reference RE.3
    Rev. A
  4. QL-0017

    How large can a Tekken 4 stage be? Bigger than predicted

    A desk model of Tekken 4’s stage memory predicted the game would fail once a stage’s main file passed about 7.6 MB. In PCSX2, stages of 6.0, 6.6, 7.4 and 7.7 MB all loaded and played: the game gave up its pose cache and then shrank a second buffer instead of failing. The same run confirmed the crowd budget and the start-region mechanism.

    Experiment RE.3 Observed
    Rev. A

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