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The SMW Glitch List
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Originally posted by Thomas

Additionally, if the Lakitu spawns without its cloud, killing that Lakitu through any method will cause the sprite in slot 0 to have its stun timer set to 31.


Actually you have to jump or spin jump on him. Killing him with the cape will change the stun timer of the sprite in slot 9 instead, and killing him with an item won't change any stun timer.
About the glitches that need more information to be added:

To spin jumping out of a Lakitu cloud you just have to press A and B at the same frame.

The 'Feeding Baby Yoshi From Distance' glitch happens when the throw block is in slot 2, and the baby Yoshi is in an higher slot and about 256 pixels away from it. It only works if the baby Yoshi is in screen 1 and the throw block in screen 0, apparently.


Originally posted by Bruno Visnadi
Actually you have to jump or spin jump on him. Killing him with the cape will change the stun timer of the sprite in slot 9 instead, and killing him with an item won't change any stun timer.

Fixed, my bad.

Originally posted by Bruno Visnadi
To spin jumping out of a Lakitu cloud you just have to press A and B at the same frame.

Well, now I feel dumb. Added.

Originally posted by Bruno Visnadi
The 'Feeding Baby Yoshi From Distance' glitch happens when the throw block is in slot 2, and the baby Yoshi is in an higher slot and about 256 pixels away from it. It only works if the baby Yoshi is in screen 1 and the throw block in screen 0, apparently.

Those are some... pretty odd specifics. I can't imagine what Nintendo coded to cause that. Added, anyway.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
bubble glitch That's something!

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Originally posted by TheAbusefreakhacker0
bubble glitch That's something!

Ah, that's one of the weird effects that come from a combination of these two glitches:

Originally posted by the list
  • If Yoshi starts to sink in lava while a sprite is stuck to his tongue, and that sprite is then destroyed, Yoshi will have a null sprite on his tongue and be able to perform an item swap. A difference between this and the normal item swap, however, is that the sprite will remain stuck to Yoshi's tongue while he's sinking, which can be combined with Yoshi's tongue interaction on screen borders to create a few interesting effects. The sprite will also be automatically dropped when Yoshi disappears.
  • Item swap: Mario can briefly create a null sprite on Yoshi's tongue by destroying or despawning a sprite while it is stuck to it (it should be noted that burning a sprite and collecting its coin, as well as grabbing a Koopa on Yoshi's tongue as it jumps into a shell, are both valid methods). Doing so will cause the next sprite to spawn in the null sprite's slot to warp to Yoshi's tongue. This can be used for a variety of effects, such as messing with sprites that change properties based on position, since this glitch essentially changes a sprite's spawn position.


What happened there was that the bubble stuck to Yoshi's tongue as he sank had despawned, so when it was respawned, it spawned Yoshi's tongue instead of at its normal position. Since the sprite inside of the bubble is dependent on the bubble's spawn position, that was also changed as a result. The same thing can also happen with other X-position based sprites, such as P-switches, as well.

I'd love to include all of these kinds of glitch effects on the list, but unfortunately, there's so many that it would at least double the size of the list. ^^;
For the time being, I've just kept the sub-effects for glitches to the most commonly encountered sprites, like shells or keys.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Fishes out of the water can clip thought walls, which makes them to jump many times inside the wall and go up fast, or to jump out of the wall. This happens rarely, and I have no idea what causes it.


Originally posted by Bruno Visnadi
Fishes out of the water can clip thought walls, which makes them to jump many times inside the wall and go up fast, or to jump out of the wall. This happens rarely, and I have no idea what causes it.

Their max X speed is 20 in either direction, not enough to clip into a wall, so I'm guessing they have some kind of frame rule for block interaction. I guess if their speed, the frame rule, and their position all line up, they'll clip through. Since they're speed is RNG based, though, I don't think it'll be super useful. ^^;

Added, anyway.



Also, on another topic, I've been wondering if this thread should be stickied. Glitches aren't a specific requirement for Kaizo hacks, but since a lot of them do abuse glitches, I'm wondering if the users here would want this thread to be easily visible.
it'd at least be something semi-active in the sticky list for this forum

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas

I've been wondering if this thread should be stickied. Glitches aren't a specific requirement for Kaizo hacks, but since a lot of them do abuse glitches, I'm wondering if the users here would want this thread to be easily visible.


Yes, I support that.

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SMW TAS'er. My pages:
New TAS blog - old SMW Blog, Youtube - Twitter


Apparently someone did it for me, so alright then.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas
Additionally, if the Lakitu spawns without its cloud, killing that Lakitu by jumping on it will cause the sprite in slot 0 to have its stun timer set to 31.

There's another thing that I didn't know when I mentioned this glitch. If lakitu's cloud has already spawned before, and then you kill lakitu and make him to spawn without his cloud, jumping on him will set 31 to the stun timer of the slot that the cloud was before. It will be slot 0 only if the cloud has never spawned in the level.
Someone 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. Its a bit complicated and I myself don't know a lot about code's and stuff. But this enables players to 'beat' SMW in like five minutes by just playing the second level. Here is a video of someone who did it on an actual SNES. He also explains it a little bit:

http://www.youtube.com/watch?v=14wqBA5Q1yc

He now has the fastest time on SMW on a console. (No emulators or tool assisted speedrun). It is however with the use of a glitch so I dont know if it technically counts.


Originally posted by bbk61
Someone 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 Crashes
Eating 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.


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.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas
Originally posted by bbk61
Someone 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 Crashes
Eating 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:P

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
I have just found a funny glitch.

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Working on a kaizo hack is HARDER than playing them.

Currently working on:


Current Activities: Nothing
Originally posted by Superwario1999


I know him already.
Is nothing special

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Originally posted by Superwario1999


This is not a glitch.

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SMW TAS'er. My pages:
New TAS blog - old SMW Blog, Youtube - Twitter
It absolutely is.
That powerup isn't supposed to be replaced by the status bar one.

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Your layout has been removed.
I wonder if this little bug is known:


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SMW TAS'er. My pages:
New TAS blog - old SMW Blog, Youtube - Twitter
new bubble glitch

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Originally posted by TheAbusefreakhacker0

Watch some of SomeGuy712x's videos and you know it's already discovered plus it is also on the list (if I understand it correctly):
Quote
• The game will register a bubble as being hit for every frame that a shell or throwblock touches it.


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Okay, my layout looks ugly.
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