What does 2017 furby do




















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What, Uber charges disabled people fees for taking a while to get into their ride? Old Microsoft is back: If the latest Windows 11 really wants to use Edge, it will use Edge no matter what The days of redirecting microsoft-edge: links to a non-Redmond browser are, for now, over. Dutch newspaper accuses US spy agencies of orchestrating Booking. The Hasbro Furby Connect World app is free to download and play, but additional in-game items can be unlocked via the following ways:.

Check Furby. Make sure your device supports this app before downloading. Updates affect compatibility. Kids, ask a parent first before downloading. Hasbro and all related logos are trademarks of Hasbro, Inc. All Rights Reserved. At this time, there are no plans for additional updates. Samsung Galaxy Note 2, 3, 8.

Samsung Galaxy Tab Gen 1, 2, 3. Samsung Galaxy Grand Duos. Toys R Us Tabeo 8. Google Nexus 4. Google Nexus 7. Which iOS devices will the Furby Boom app work with? Due to hardware limitations, the app may not have full functionality on some older devices. Furby Boom is very sociable. It will also remember the names of other Furby Boom friends it meets. Keep your Furby Boom happy and healthy by using the app to virtually feed it, clean it and even give it an X-ray!

The app's monitor will let you know what your Furby Boom needs. The real Furbling unlocks bonuses within the app. This didn't seem entirely right. Why would the mouth motion definitions be separate from the rest of the servo motion definitions? And why would there be two separate audio sections? Nonetheless, we now had a basic understanding how the file was structured: as a container, composed of a number of individual sub-sections, each describing a different part of the Furby's responses.

Rather than just continuing sequentially through the file, we could now focus on specific sections of interest. The XLS "eXecution List" section, though quite important-sounding, was probably also going to be quite complex. A good approach to reversing most things seems to be to start with the simplest parts, then build up to the more sophisticated parts from there, one piece at a time.

Following this approach, we chose to leave the XLS section for later, and instead started out on the AMF "Audio Media Files" section, which turned out to be arranged in the following rather straightforward format:. This general format seemed to be replicated in the APL section, which turned out to contain sequences of ordered references to samples in the AMF section. We therefore started referring to this section as the "Audio Playlist" section.

Its arrangement was as follows:. We later found that quite a number of sections give offsets in words, hinting that the Furby might possibly be using a bit processor under the hood. In fact, it turned out that the SEQ section - which we came to call the "Sequence" section - followed almost exactly the same format as the APL section:.

Although at this stage we weren't entirely certain what each word in a "sequence" actually referred to, it was likely that, as in the APL section, each entry was a reference to another part of the file, given their markedly similar layouts and grammar.

The result was a Furby Connect which, regardless of the action command received over its BLE connection, would only play one sequence of motions, eye animations, and audio samples - but played that one sequence with no other irregularities. We therefore determined that the SEQ section was a sort of "tie-it-all-together" section, with each "sequence" entry describing a set of motions, audio, and eye animations that formed the complete response to a particular action command.

With this additional insight, we were able to determine that one of the words in each sequence was being used to refer to a corresponding entry in the APL section. But how did action commands translate into SEQ entries? The XLS "eXecution List" section, as predicted, proved to be somewhat more complicated, but once its format had been determined it was a four-deep tree of pointers, it was found to provide a means of mapping action commands to SEQ entries.

At this point, we had a working understanding of which action commands would trigger which audio tracks, and how the audio sample section was formatted, meaning that we could reliably alter a DLC to contain samples of our choosing, and predictably play them back by sending specific action commands via the BLE connection.

Despite all this, we were still no closer to playing the chilli animation, which had evaded both our own efforts and those of our predecessors. We suspected that the SEQ section was somehow involved in selecting eye animations, but weren't entirely certain how. To try to bring clarity to the matter, we found a number of Furby actions that all had one infrequently-used eye animation in common - the pulsing exclamantion-mark eye animation, normally displayed when new a new DLC file had been downloaded by the app - then had a look at the SEQ entries that corresponded to them.

We started by looking at just two of these SEQ entries. So that you can follow along with our reasoning, the two entries we looked at were as follows:. We'd noticed earlier that all sequences seemed to start with either 0x03 or, less commonly, 0x02, and were terminated by the value 0x We'd also identified that the second word was used to refer to the particular playlist in the APL section that'd be played as part of the action, and the third word was used to control what the Furby's servos would do during the action either by pointing into the MTR section, or to one of the sets of actions pre-programmed into the Furby.

The fourth through to the second-from-last word remained a mystery. If we look carefully at these two eye animations, you'll notice that they seem to be made up of a number of shorter eye animations played one after the other.

We can pick out three distinct eye animations in A, and two distinct eye animations in B:. Interestingly, there are also exactly three words starting with 0x8 in sequence A, and exactly two such words in sequence B, as shown below. We might conjecture that these 0x8XXX words are used to select eye animations, but we'll need more proof to confirm this. If we look at these words again, do any of them share the same value?

Indeed they do - the second word in the first sequence is the same as the second word in the second sequence they're both 0x If these 0x8XXX words do in fact correspond to eye animations, we'd expect to see the same eye animation duplicated in both sequences, appearing at roughly the same point as the 0x value.

If we now look back at our eye animations, we'll see that the second eye animation in sequence A does indeed match the second eye animation in sequence B: both of them involve the pulsing yellow exclamation mark.

This seems like fairly convincing proof, but to confirm our theory, we should look at one last sequence:. This sequence is particularly interesting. Not only does this sequence feature the value 0x, which seemed to correspond to the pulsing yellow exclamation mark in the previous two sequences, but it also includes the value 0x repeated twice. We would therefore expect this sequence to play an eye animation made up of a total of three shorter eye animations, with the first and second being identical, and the third being the pulsing yellow exclamation mark.

This is exactly as we'd expect, and confirms that the 0x8XXX words in each sequence are likely used to select which eye animations are displayed on the Furby. In order to get the chilli animation to play, we'd need to switch one of these 0x80XX words for the value corresponding to the chilli animation. But which value was that? All the other animations were stored within the Furby's on-board memory, and we hadn't yet been able to bring ourselves to take the frankly adorable toy apart.



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