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It seems that, if the 'bob-ombs and goombas in a bubble' generator is active for a long time, it starts spawning fishes in bubbles as well.


As it turns out, that's not actually a glitch (I guess FuSoYa just didn't realize it either?). SMW's random number generation routine is just so bad that it takes forever to get a value that spawns a fish.


Here's the original code, if you're curious:
Code
CODE_02B24D:
	JSL GetRand
	AND.b #$03
	TAY
	LDA.w DATA_02B25A,Y
	STA $C2,X
	RTS

DATA_02B25A:
	db $00,$01,$02,$00

With 00, 01, and 02 being the Goomba, Bob-omb, and fish respectively (also the reason Goombas are the most common). It takes at least 19 calls to the RNG routine to get a number that actually spawns a fish, however.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
If Yoshi is on the ground, and you hop onto and off of him quickly, Mario is counted as in the air the whole time, so he can keep his stomp combo, etc.

But that's known (I didn't see it on the list, though).

Aparrently, doing this also increases Mario's stomp combo by 1 enemy (i.e. first gives 200, then 400, then Mario does this, then the next enemy skips 800 and goes to 1000)

do this 7 times, and the first enemy Mario stomps will give him a 1-up.

This will NOT increase the counter any further than a 1-up, since that's what a normal enemy caps at. Also note skipping one will NOT give Mario the point values for it, since an enemy wasn't stomped. This can be used to gain 1-ups quickly, or gain 1-ups w/o gaining points.

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Want to see my Super Mario Timeline?
Originally posted by natnew
If Yoshi is on the ground, and you hop onto and off of him quickly, Mario is counted as in the air the whole time, so he can keep his stomp combo, etc.


This only happens because Yoshi keeps bouncing. If Yoshi is about to go to the lowest spot, then Mario has only 1 frame to press A and not touch the floor.

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SMW TAS'er. My pages:
New TAS blog - old SMW Blog, Youtube - Twitter
Originally posted by RodAmaral
Originally posted by natnew
If Yoshi is on the ground, and you hop onto and off of him quickly, Mario is counted as in the air the whole time, so he can keep his stomp combo, etc.


This only happens because Yoshi keeps bouncing. If Yoshi is about to go to the lowest spot, then Mario has only 1 frame to press A and not touch the floor.


I know Yoshi keeps bouncing, but why the heck does it increase the stomp combo?

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Want to see my Super Mario Timeline?


Originally posted by natnew
I know Yoshi keeps bouncing, but why the heck does it increase the stomp combo?

Nintendo just coded it that way for some reason; I'm not even sure if it really counts as a glitch since it's apparently actually intentional (I guess so that if you land on Yoshi when a sprite is below him, it counts as bouncing off two?). If you want to fix it, though, it's a simple change of $01ED6D to BRA #$01 (80 01).

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Not sure if this is known already, but whenever layer 3 water low tide is on and the level is exactly 1 screen length and sprite buoyancy is turned on, it makes all sprite act like they are always in water, even when they aren't. For example, this horizontal swimming fish is just swimming in midair.



I was originally going to make a level around fish swimming out of water, but it is useless since it only works when there's 1 screen.
Yeah, that's a known bug. Not sure when it was first discovered but it must have been when people started playing with the layer 3 tides.

The effect is about 2 screens in length, by the way.
And contrary to what you mentioned, you can make a level that replicates the same effect. This video explains how to do it.
Originally posted by GbreezeSunset
Not sure if this is known already, but whenever layer 3 water low tide is on and the level is exactly 1 screen length and sprite buoyancy is turned on, it makes all sprite act like they are always in water, even when they aren't. For example, this horizontal swimming fish is just swimming in midair.



I was originally going to make a level around fish swimming out of water, but it is useless since it only works when there's 1 screen.


Is that a bug in Lunar Magic (like a bad implementation) or a SMW glitch (once it doesn't happen in the original game, but "would")?

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SMW TAS'er. My pages:
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Originally posted by RodAmaral
Is that a bug in Lunar Magic (like a bad implementation) or a SMW glitch (once it doesn't happen in the original game, but "would")?

It actually happens when there is less than two screens and it's more of a glitch in the original game than anything else. The tide is usually buggy if you're not careful with the physics, which is one of the contributing factors, although if it's of any consolation, you can prevent it with this patch.
Ah okay, I didn't realize it was already discovered.

Originally posted by Katerpie
And contrary to what you mentioned, you can make a level that replicates the same effect. This video explains how to do it.


Oh I remember that glitch, someone was going to use it for a vldc level.
Yoshi invincibility glitch:
https://www.youtube.com/watch?v=XHjQtEXYzck

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


I think I've seen it before, but I'm not quite sure.

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I made a fix for the on/off layer 2 controlled ceiling that happens if it hits the floor, not only the sfx are STA'ed every frame, so does the earthquake effect (if you set the switch to OFF after this, the ground shakes.) Patch here. So basically, it's keeps running the "hit ground" effect every frame until it's off the ground. I use freeram so the game knows if it's already on the ground, then skip the "grounded" effect (also making the earthquake works like the layer 2 skewer).

Speaking of yoshi glitches, WOAH, WHAT THE F**K, it's as if the glitch gremlin (from avgn) MADE yoshi. Yoshi even have glitches on other games (super Mario rpg: "stuck on yoshi", sm64: yoshi falls through the roof, SMG2: infinite flutter jump) and even in spin off games, like the SSB searies (like in ssbm, yoshi + Kirby, possible to shrink yoshi to a pixel.)

Also, about the wall jump glitch with the corner of the blocks forming the wall, it also existed in SMB1 and SMB3 too, it is said in mariowiki, so that very same glitch existed in 3 games!!

Another thing I notice is that wigglers don't knock the player off yoshi when riding yoshi, rather hurting the player directly only. Possibly just an oversight.

There is another end the game with Yoshi glitch in yoshi island 3, here is why (I found this on Mariowiki glitches in smw Here, and found a link to the code about the glitch). Because of how tables work, it ends up using the wrong ram address when the "id" or better term "index" higher than #$0C (thus it goes past the table's boundary, into ram bytes being used for other purposes, similar to how a buffer overflow works). By making that index number a certain value, it's possible to store a value to $7E:0100, the game mode.


Originally posted by GreenHammerBro
I made a fix for the on/off layer 2 controlled ceiling that happens if it hits the floor, not only the sfx are STA'ed every frame, so does the earthquake effect (if you set the switch to OFF after this, the ground shakes.) Patch here.

Added it.

Originally posted by GreenHammerBro
Also, about the wall jump glitch with the corner of the blocks forming the wall, it also existed in SMB1 and SMB3 too, it is said in mariowiki, so that very same glitch existed in 3 games!!

It exists in Yoshi's Island and New Super Mario Bros., too (although only for mini Mario in NSMB).

Originally posted by GreenHammerBro
Another thing I notice is that wigglers don't knock the player off yoshi when riding yoshi, rather hurting the player directly only. Possibly just an oversight.

Apparently forgot that one, added it in.

Originally posted by GreenHammerBro
There is another end the game with Yoshi glitch in yoshi island 3, here is why (I found this on Mariowiki glitches in smw Here, and found a link to the code about the glitch). Because of how tables work, it ends up using the wrong ram address when the "id" or better term "index" higher than #$0C (thus it goes past the table's boundary, into ram bytes being used for other purposes, similar to how a buffer overflow works). By making that index number a certain value, it's possible to store a value to $7E:0100, the game mode.

That's actually something I don't currently plan to put into the list. Basically, that's an effect resulting from glitches already in the list (see the the locks and crashes section), and since there's a huge number of other possible effects resulting from those same glitches, I don't want to include them as separate glitches, even if they are "major" possibilities.

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Oh I experience the wall jump (glitch) but as Mini Mario in world 7-A in NSMB, the pipe leading to the goal; I entered a horizontal green pipe while in midair. Also I did it again when real wall jumping to get the last star coin in w4 ghost house (near the secret exit) (just to let you know when wall jumping as a glitch, you'll notice that mini Mario does a "normal jump" (and normal jump sfx) and not be forced away from the wall). On a real ds system (happens rarely though).

I also found another glitch related to that: after real wall jumping, if you don't press left or right (so you keep your velocity) and hit the opposite wall, the player may "catch" the wall, slowing down a bit, then stop for a frame without "wall-sliding" then go normal.

In smw: Also about the layer 2 with the player y speed, if you stand on a layer 2 platform on the edge, and then walk off the edge, you fall faster than walking off the platform layer 1 edge. You don't need L2 water tiles to do that. Because of this, I just noticed that if you place a 1-block wide gap between two L2 platforms and try to gap-dash across it, it's impossible to not fall in between, even at max running speed.

Nintendo programmed it like that so Mario's y-speed is slightly higher when standing still on L2 (look on the debugger showing the current y-speed of the player's (the player is standing on he platform, and his y-speed is greater than #$06 when not holding the jump button)), this is so that when the platform descend, Mario will "stick" to it and not "fly off of it" (since before his gradational acceleration is he slowest velocity than L2 at this point).

Also, just to let you know, the patch for the on/off L2 fix is still waiting to be moderated, so if it got rejected for some reason, your link for that gets broken. I'll let you know of that happens.


Edit: I found another glitch, if a Magikoopa's Magic spell or a Bullet Bill goes past the bottom of the screen in a horizontal level (by scrolling the screen upwards), they disappear. This makes it impossible to design levels where you fall and encounter these sprites, by making them appear from the bottom of the screen (they try to spawn by entering the screen, but the game immediately assumes they are leaving the screen and erases them) .

And another glitch with the magikoopa's arm holding the magic rod, if they go past the top or bottom of the screen's edge, it will "wrap", similar to extended sprites like the puff of smoke or the bonus game sprite (if you enable scrolling) (not that these two will work on all edges of the screen, magikoopa's arm is only top/bottom.)

Man, there a lot of of glitches in smw, well at least it's not as bad as Pokemon red/blue (oh gawd, look up in bulbapedia in the criticisms, it has WAY more exploitable glitches in these games)

(Speaking of a null/invalid sprite in yoshi' mouth, it kinda reminds me of the extremely dangerous glitch castle crush form dkc2dkq, where you are holding a glitchy sprite and that releasing it can crash the game).

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Give thanks to RPG hacker for working on Asar.
I also found another glitch: if a "kicked" sprite such as a shell hits a bounce-able block (? block, turn block), while on the edge of the screen, the block is unaffected, even though the shell is not far enough outside the borders of the screen to disappear (it bounces back without effecting the block).

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Give thanks to RPG hacker for working on Asar.
Originally posted by GreenHammerBro
I also found another glitch: if a "kicked" sprite such as a shell hits a bounce-able block (? block, turn block), while on the edge of the screen, the block is unaffected, even though the shell is not far enough outside the borders of the screen to disappear (it bounces back without effecting the block).


Yeah, it's fun to optimize Super Demo World's Misty Isle 3, taking that into consideration. We know extended sprites disappear while offscreen. The same happens for bounce sprites initialization, but I don't know if it's an oversight or just to avoid lag.

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


Originally posted by GreenHammerBro
I also found another glitch: if a "kicked" sprite such as a shell hits a bounce-able block (? block, turn block), while on the edge of the screen, the block is unaffected, even though the shell is not far enough outside the borders of the screen to disappear (it bounces back without effecting the block).

did I seriously forget that one gdi
Added.

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