What is arbitrary code execution (ACE) and how does it affect speedrunning?

There has been a lot of records being set in The Legend of Zelda: Ocarina of Time within the last couple of weeks or so. A lot of these records keep stating that “ACE” is the reason for this. I have read that “ACE” stands for Arbitrary Code Execution, but why is ACE all of sudden now setting incredible records?

From an article I’ve read ACE can be described as…

This means that the game can be forced to load and execute a save file
name as if it is game code — so using a save file name that is game
code can access parts of the game left over from its development and

So basically within a series of in-game inputs, you can use a filename in order to run some development code left over?


Arbitrary Code Execution (ACE) is a glitch that allows the player to cause the instruction pointer to jump to a section of memory that can be written to by the player (such as the filename, the angle and position of certain actors, controller inputs, etc). When the instruction pointer enters this section of memory, it runs that portion of memory as code.

In other words, it allows the player to write “code” with regular input and execute it in game.

The most obvious speedrunning application is to write and run code that tells the game to run the end credits, as we see in the OoT any% speedrun, but that’s certainly not the only one; in Ocarina of Time 100% No Source Requirement, ACE is used to give Link almost every item. ACE is usually only allowed in the any% category, which does limit applications permitted by the rules.

Ocarina of Time is not the only game with ACE. For example, Super Mario World also uses ACE in its any% speedrun, writing code using sprite coordinate data to run the end credits (more commonly known as “credits warp”). It can also be used to write and run an entire game.

This is not to be confused with other memory manipulation glitches. For instance, Super Mario World’s Cloud Glitch abuses the fact that Bowser’s “time remaining until next fight cycle” timer and the cloud’s x coordinate share a register, since they were never meant to appear in the same room together. Since the instruction pointer remains within the normal range, you’re not running any arbitrary code here even though you are manipulating the game’s behavior by abusing this shared memory.

Source : Link , Question Author : FoxMcCloud , Answer Author : Unionhawk

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