Originally posted by ThomasOriginally posted by bbk61Someone named JeffW356 discovered a way (by disassembling SMW's code) a method to roll the credits by setting up the sprite memory in a certain way and performing another glitch.
knew someone would bring this up
That's actually just an abuse of this glitch:
Originally posted by Locks and CrashesEating certain sprites via item swap may crash the game.
Essentially, the game tries to load data to use as Mario's powerup, and because of the way the powerup determination code is written, an odd sprite like the Chuck causes it to go to weird places. The setup for that glitch just sets up code in the place where the Chuck causes the game to go.
It's actually been known about for a very long time (it's the same glitch that allows for the orb or cloud in the standard any%), and masterjun even made direct use of it for the
current fastest TAS of the game (although with a TAS-only method); jeffw just found a setup with which it could be done in real-time.
Yeah I figured it was probably already known but I felt like posting it anyway because the impact it has on non tool assisted speedrunning. I tought I'd share it with other SMWCentral users (I think its an interesting bit of trivia to know) but I think this may not be the best subforum for that. I imagine most people here know every bit about the game already
Originally posted by Thomas
I'd love to document all of the different uses of glitches (arbitrary code especially), but not only would that take an extremely long time, it would also be extremely difficult to organize due to how complicated some setups get. For now, I'm just putting the most useful applications in the list and giving a third-party document for additional applications if available, but this may change in the future.
Yeah I imagine that would take a lot of time indeed, I probably couldn't even do something like that in a whole lifetime. Good luck to you sir!
EDIT: The good luck is not meant to be sarcastic, I'm actually just wishing you good luck