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The SMW Glitch List

You can't fire fireballs when you're close to, but not actually, above the level boundary.

There appear to be some issues with sprite spawning when using the Autoscroll Special 4 command (might just be my rom getting wonky) and fireballs will sometimes disappear instead of bouncing. In addition, when nearly offscreen, a block's shatter sprites appear at the right hand side of the screen instead of where they're supposed to.
Collecting a feather as soon as you touch the ground (if you've done a running jump) will create a cape smash.

Grabbing a throw block and bringing it into a room with a Big Boo Boss will cause the Big Boo Boss to despawn (It respawns if you come back to its screen without the throw block).
Dry bones (both variations) and bony beetles won't despawn if they have been jumped on and haven't reformed yet. This applies to being off-screen to the left, right or bottom.
This is mostly useful for filling up sprite slots.

Another thing that should be known is that dry bones / bony beetles that have been jumped on and haven't reformed yet hurt Mario only if he's riding Yoshi, but I couldn't find it on the list.
Originally posted by anonimzwx
could be great if you put a list of current fixes.

You mean patches that fix certain glitches? Most of them are already listed in the OP, unless you actually mean something else and I was dumb.
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I think he means merging from the Github page (which has ~20 more glitches than the list here right now), which I should probably do at some point.

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You can fall through the floor in levels with Autoscroll Special 4 enabled (the fast downwards vertical scroll) if you end up high enough above the level border.
The big boo boss's off-screen check seems inconsistent, upon defeat, if scrolled off-screen, it trigger the end level timer prematurely instead of waiting till it falls below the level. However, while the sprite is active and not defeated, it does process off-screen.
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If you touch a goal point/goal sphere in a level where the fast autoscroll is active, the level will continue scrolling and you'll die once you get crushed by the level boundary.
I wasn't able to find this on the list and I've never seen it before:

https://youtu.be/cUMOYeyTR3c
This happens in the original game too?

Korosu 2 has a lot of patches. We never know how all those stuff can affect the game.
I tried many times but I could not replicate it, neither in Korosu nor in vanilla Mario World. I haven't tried TASing it, though.
Not sure if this is already on the list, but when sprites are embedded in the wall, they can be manipulated to move in a desired direction via pausing or freezing ($9D), I've done this with FuSoYa's screen scrolling pipes, you enter a pipe while holding something, and when you exit an upwards-facing pipe cap, drop the sprite as you exit, the sprite will clip into the cap, now spam-pause and you can manipulate it to move left or right.

I've found a very simple fix for this, go to $01927F and change from $13 to $14 and pausing (or any freezing) no longer moves the sprite.
Give thanks to RPG hacker for working on Asar.
In vanilla dome 2, if you get to the part where there is a 2x5 arrangement of spin blocks, and you have a cape, you can clip through the ground if you get to the middle. You obviously have to make the blocks spin to get to the middle.
It's a combination of glitches already in the list :P

Quote
If Mario is big and stands up or jumps in a one-tile space, he may be pushed through the floor. Also works if Mario lands on Yoshi, and can even occur while Mario is small if he gets stuck in a turnblock during the jump.

Quote
Smashola: Doing the above through turnblocks while caped and spinjumping may cause Mario to "warp" his way downward very quickly.

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Thanks
I accidentally discovered a new vanilla glitch! Yup, I double-checked and this is not documented!



Basically, for some obscure reason, if Yoshi runs and encounters very steep slopes, then the player's direction will be affected. Pay close attention to Snes9x's controls display at the bottom left, where I'm carrying a sprigboard without pressing anything, but the glitch interferes with my movement.

I encountered this glitch while testing a water level with very steep slopes in my hack and thought it was some free RAM conflict, until I tested it on a clean ROM with only LM and eventually, a completely clean and unmodified ROM in 'Vanilla Dome 1'. When I spit a green shell at the second left very steep slope and quickly turned left after getting hurt by the shell, suddenly I turned right after Yoshi touched the slope.
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Huh, looking into it it's because the very steep slopes are coded to always set $15AC (the turn timer) and $157C (the sprite's direction) for a sprite when touched, and $15AC in particular is what is responsible this issue since the only thing SMW checks for whether to turn Mario with Yoshi is that RAM address, it doesn't care if Mario is actually riding Yoshi.
The code for the very steep slope interaction can be found at $01936D through $019380, and for flipping the player at $01EE65.

I'm not sure if there's any particularly useful applications of this, but it is worth noting that it skips the "middle" frames of Mario's turing animation which may have some very niche use cases. It would also probably be a funny thing to abuse for a VLDC level. (original idea donut steel)

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Originally posted by Thomas
Huh, looking into it it's because the very steep slopes are coded to always set $15AC (the turn timer) and $157C (the sprite's direction) for a sprite when touched, and $15AC in particular is what is responsible this issue since the only thing SMW checks for whether to turn Mario with Yoshi is that RAM address, it doesn't care if Mario is actually riding Yoshi.
The code for the very steep slope interaction can be found at $01936D through $019380, and for flipping the player at $01EE65.

I'm not sure if there's any particularly useful applications of this, but it is worth noting that it skips the "middle" frames of Mario's turing animation which may have some very niche use cases. It would also probably be a funny thing to abuse for a VLDC level. (original idea donut steel)


Hmm, interesting research! I thought the glitch could perhaps be used in a water level or something to mess with the player’s movement.
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Originally posted by Anas
Hmm, interesting research! I thought the glitch could perhaps be used in a water level or something to mess with the player’s movement.

I did try messing with that a bit, but the issue is that left/right inputs still override the direction even if Mario is carrying something. That said, it does make ascending vertically without moving too far left/right easier since the automatic turning can manage keeping a steady speed instead of having to manually time it.

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