Updated the post. Sorry!
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The SMW Glitch List
Vertical and diagonal Bullet Bills don't change to Pidgit Bills

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This is not a glitch, but more like a possible overlook on Nintendo's part of not rotating the pidgit bills 



Originally posted by Thomas
NEW! Grabbing a vine/fence or collecting a P-balloon while in the sliding state will cause the state to persist, meaning any sprites you touch will be instantly killed. The effect will end if you move horizontally in midair while not holding onto the fence.
The sliding state can be maintained (and kill enemies) if Mario lands in a springboard, but only if left/right is not pressed in the air.
Remark: if Mario is sliding with the cape pose, after landing, some of the above glitches may apply.

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NEW! If a sprite has a spawn index of 65 or more (i.e. it's the 65th sprite from the left side of the level), then its "killed" status won't be reset when moving between sublevels. Hence, if you kill the 65th sprite in one room, the 65th sprite in any other room of that level will never spawn.
Oh my gosh:
Code
7E1938: 01 01 01 00 00 00 00 00 00 00 00 00 00 00 00 00 ;>0-15 7E1948: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ;>16-31 7E1958: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ;>32-47 7E1968: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ;>48-63 7E1978: FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF ;>64-79 7E1988: FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF ;>80-95 7E1998: FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF ;>96-111 7E19A8: FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF ;>112-127
Apparently, Nintendo forgot to clear ALL the load status on level load. I simply fill all the bytes with #$FF's and went to another level, only indexes from 0 to 63 were cleared.
You are wrong with the index number but the nth number of sprites you killed is right. Its actually index 64. This is because index 0 is valid, Therefore index 0 is first sprite, 1 is second sprite, and so on.
The routine that clears the load status on level load is $02ABF4. This can be easily fixed by hex-editing $02ABF3 from 3F to 7F
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2 glitches about Hammer Bros:
1) You can remotely kill a Hammer Bro if you spawn its flying platform from item box.

2) If you use the flying platform from item box and it spawns in slots #00 to #09, the Hammer Bro will warp graphically to the new platform, but the hammers will still be thrown from the original Bro and its hitbox is still there

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1) You can remotely kill a Hammer Bro if you spawn its flying platform from item box.

2) If you use the flying platform from item box and it spawns in slots #00 to #09, the Hammer Bro will warp graphically to the new platform, but the hammers will still be thrown from the original Bro and its hitbox is still there

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Scripts, documentations, and misc: SMW stuff on Github, YI stuff on Github, The Flintstones stuff on Github
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As shown above, the player can bounce off of a Wiggler from the bottom of the screen if it is at the top of the screen due to weird SNES screen looping.
what is a lunar magic and can i eat it
Originally posted by List
Similar to the plantaporting, if a Wiggler is placed at y=13 or any position above, Mario can bounce off of it by falling into a pit directly beneath.
Also that's smw's fault and not caused by the snes itself
If you crouch at the end of wall running, there is a chance that the player can clip through the corner and die. This is easier doing it leftwards.
Give thanks to RPG hacker for working on Asar.
Give thanks to RPG hacker for working on Asar.
Originally posted by list
If Mario is big, ducking on the frame just before he turns upright after wall-running will cause him to clip into the wall.
If you freeze the game while hitting a bounceable (? or turn) block, you actually trigger the block multiple times.
This can be easily reproduced by simply having a custom block that sets $9D underneath the bounceable blocks.
Let me explain why:
The bounceable block themselves (layer blocks, NOT the sprite) do not change map16, they do execute even when the game is frozen. But the bounce sprite themselves does change the block tile into tile 152 (solid invisible tile), spawns the intended item, and changes the block into a used block, an "o" block (3 in a row used in bonus game), or another ? block (if its a ? block that has multiple coins).
With the game frozen, the player is able to trigger the block again BEFORE the bounce block (the bounce block sprite does freeze when $9D is set) "disables" the block.
Give thanks to RPG hacker for working on Asar.
This can be easily reproduced by simply having a custom block that sets $9D underneath the bounceable blocks.
Let me explain why:
The bounceable block themselves (layer blocks, NOT the sprite) do not change map16, they do execute even when the game is frozen. But the bounce sprite themselves does change the block tile into tile 152 (solid invisible tile), spawns the intended item, and changes the block into a used block, an "o" block (3 in a row used in bonus game), or another ? block (if its a ? block that has multiple coins).
With the game frozen, the player is able to trigger the block again BEFORE the bounce block (the bounce block sprite does freeze when $9D is set) "disables" the block.
Give thanks to RPG hacker for working on Asar.
Originally posted by GreenHammerBro
If you freeze the game while hitting a bounceable (? or turn) block, you actually trigger the block multiple times.
For example when you hit block with cape and get flower.
Also, I don't now why this is still not here but
you still can get hit with yoshi and make him run away when sliding on slopes and touching enemy, while you are clearly in sliding state.
Video.smv



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If you freeze the game while hitting a bounceable (? or turn) block, you actually trigger the block multiple times.
The only way to trigger this without custom asm or ace is by freezing the game while capespining the block and that's already in the list.
Including something like "If the block set's $9D" is kinda pointless since that's never the case in the original game.
I use a simple $9D block as a proof that the bounce block does most of the block code.
Give thanks to RPG hacker for working on Asar.
Give thanks to RPG hacker for working on Asar.
Originally posted by GreenHammerBro
I use a simple $9D block as a proof that the bounce block does most of the block code.
TheBiob meant that something like that can't be added to the list since it requires custom things in order to occur. The only way to do that glitch without custom things is by way of a capespin, which is already in the list.
(changing its description to mention $9D would just lead to confusion, since the glitch can't occur with sprites or Mario's head)
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not sure if this is mentioned, but kicking a shell, goomba, any destroyable, carriable enemy will die if kicked into a hit/used flying "?" block
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Hack Thread
Hack Testing Status: Available.
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Hi, I'm a signature!
Hack Thread
Hack Testing Status: Available.
Layout by Koopster.
Originally posted by M A R I O W O R L D
not sure if this is mentioned, but kicking a shell, goomba, any destroyable, carriable enemy will die if kicked into a hit/used flying "?" block
Well...
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Flying ? blocks will destroy shells, Bob-Ombs, Goombas, and throwblocks if Mario runs into the block while holding them.

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