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Inspired by the o.g. classic cloud-to-butt.

I think at least some of the NOPs are due to this

From my C transliteration: https://github.com/loadzero/si78c/blob/master/si78c.c

    // xref 0462
    //
    // This code is using the shot counter as an index into the ROM
    // (where some code resides), for the purposes of random number generation.
    //
    // For the saucer direction logic, only bit 0 of each bytecode is used.
    //
    // The 256 bytes used reside at 0800 -> 08FF
    //
    // If you check bit 0 of each byte in that ROM section, you will find that there is no bias,
    // and there are exactly 128 0's and 128 1's.
    //
    // It seems unlikely that this was an accident, I think Nishikado deliberately constructed
    // the ROM this way, and used some well placed NOPs to achieve fair balance.
    //
    // E.g. these NOPs
    //
    // 0854: 00 00 00
    // 0883: 00 00 00
    //
    // This information can be exploited to the player's advantage.
    //
    // If using the shot counting trick to get high scores, the
    // expected saucer direction for the first 6 saucers (if counting),
    // will be as follows:
    //
    // [22,37,52,67,82,97]
    // [0, 1, 1, 0, 1, 1]
    // [L, R, R, L, R, R]


Sounds a bit like jockey applied to qemu. Very neat indeed.

https://www.cs.purdue.edu/homes/xyzhang/spring07/Papers/HPL-...


There's indeed a connection between record/replay and deterministic execution, but there's a difference worth mentioning, too. Both can tell you about the past, but only deterministic execution can tell you about alternate histories. And that's very valuable both for bug search (fuzzing works better) and for debugging (see for example the graphs where we show when a bug became likely to occur, seconds before it actually occurred).

(Also, you won't be able to usefully record a hypervisor with jockey or rr, because those operate in userspace and the actual execution of guest code does not. You could probably record software cpu execution with qemu, but it would be slow)

I'm a co-founder of Antithesis.


I have been down this road a little bit, applying the ideas from jockey to write and ship a deterministic HFT system, so I have some understanding of the difficulties here.

We needed that for fault tolerance, so we could have a hot synced standby. We did have to record all inputs (and outputs for sanity checking) though.

We did also get a good taste of the debugging superpowers you mention in your blog article. We could pull down a trace from a days trading and replay on our own machines, and skip back and forth in time and find the root cause of anything.

It sounds like what you have done is something similar, but with your own (AMD64) virtual machine implementation, making it fully deterministic and replayable, and providing useful and custom hardware impls (networking, clock, etc).

That sounds like a lot of hard but also fun work.

I am missing something though, in that you are not using it just for lockstep sync or deterministic replays, but you are using it for fuzzing. That is, you are altering the replay somehow to find crashes or assertion failures.

Ah, I think perhaps you are running a large number of sims with a different seed (for injecting faults or whatnot) for your VM, and then just recording that seed when something fails.


I assume deterministic execution also lets you do failing test case reduction.

I've found this sort of high volume random testing w. test case reduction is just a game changer for compiler testing, where there's much the same effect at quickly flushing out newly introduced bugs.

I like the subtle dig at type systems. :)


I use this in my `~/.jq` when I have a problem like this.

    def flat_json_keys:
        [leaf_paths as $path | {"key": $path | map(if (type=="string") then (if (test("([?:\\W]+)")) then "['"+.+"']"  else . end) else "["+tostring+"]" end) | join(".") | gsub(".\\[";"[") , "value": getpath($path)}] | from_entries;

    def ukeys:
        keys_unsorted;
Use like so:

    cat wat.json | jq flat_json_keys


Birdi | QA Engineer (junior) | Remote | 6mo contract | https://www.birdi.io/qa-engineer | Australian working rights required.

Birdi runs drone capture projects across Australia. We acquire and process drone imagery, and provide an online platform for our customers to interact with rich geospatial data.

We are a fully remote, growing and highly experienced team that moves fast and builds flexible and powerful solutions to real problems.

Tech stack:

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  BE: NodeJS/Postgresql
  FE: TypeScript/React/Maplibre/DeckGl
We are currently looking for the following roles:

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For more detail on the specific role see: https://www.birdi.io/qa-engineer

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Birdi | Senior Front-End | Remote | Full-time | https://www.birdi.io/careers | Australian working rights required.

Birdi runs drone capture projects across Australia. We acquire and process drone imagery, and provide an online platform for our customers to interact with rich geospatial data.

We are a fully remote, growing and highly experienced team that moves fast and builds flexible and powerful solutions to real problems.

Tech stack:

  Infra: AWS/Kops/K8s/Terraform/Golang
  BE: NodeJS/Postgresql
  FE: TypeScript/React/Maplibre/DeckGl
We are currently looking for the following roles:

  Senior Front End Developer (full-time)
For more detail, see our careers page : https://www.birdi.io/careers

We are always looking for good people, so even if the above roles are not a fit for you, please reach out.

Email me at jason.mcsweeney@birdi.io


Birdi | Multiple roles | Remote | Full-time | https://www.birdi.com.au/careers Australian working rights required.

Birdi runs drone capture projects across Australia. We acquire and process drone imagery, and provide an online platform for our customers to interact with rich geospatial data.

We are a fully remote, growing and highly experienced team that moves fast and builds flexible and powerful solutions to real problems.

Tech stack:

  Infra: AWS/Kops/K8s/Terraform/Golang
  BE: NodeJS/Postgresql
  FE: TypeScript/React/Maplibre/DeckGl
We are currently looking for the following roles:

  DevOps (full-time)
  Senior Front End Developer (full-time)
  QA Engineer (6-month contract, full-time)
For more detail, see our careers page : https://www.birdi.com.au/careers

We are always looking for good people, so even if the above roles are not a fit for you, please reach out.

Email me at jason.mcsweeney@birdi.com.au


After reading a few paragraphs and skipped to the end, I was almost certain it was going to end with "The Aristocrats!"


An interesting (if horrifying) exercise:

$ ndisasm -b 64 /dev/urandom


I have not played it, but it does look to likely be an early inspiration for Chopper Commando.

It would be nice if someone made a web version of 'Sopwith', too.


Yes Sopwith was an inspiration so was F-15 Strike Eagle and F-19 Stealth Fighter by Microprose.


Ah, it does have a Microprose feel with the campaign, mission structure, and ejecting.

Thanks for giving me permission to publish the port, and cheers for writing a game that has given people some fun memories.

It's great also to see that you're still making games, 30 years on from this.



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