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The SMW Glitch List

Looks like this script not sure though
Also I really can't get your coin glitch to work on any emulator I had (ZMZ, Snes9x 1.51, Snes9xrr 1.43, Bizhawk and even ZSNES) Its just graphical but still I'm curious why this happend.
Hmm it could be because I'm using an older lunar magic (v1.82).
I found this while testing out my game. If you run over a pink triangle its possible to be launched into a solid block if the block is placed right after the triangle at 3 tiles high.

See the video. I have no idea if anyone knows about this or not, but I just found out about it today.

https://www.youtube.com/watch?v=iwH4jLg7H8g&feature=youtu.be
Originally posted by Kaizoman
Yoshi's fireballs can be destroyed by a capespin regardless of the vertical distance between them and Mario; the only thing that actually matters is his horizontal distance from them.




After some investigation, I found its cause. Mario, sprites, Yoshi's tongue and other objects use routine SNES+$03b72b for collision detection.

If the left-top positions of the objects are far away from each other 128 (0x80) pixels or more, doesn't matter the axis, they are not in contact. So this routine works well if the dimension of the objects are smaller than 128 pixels. Oddly, the fireballs are much bigger!

The offsets for extended sprites include only 12 bytes, for sprite numbers $02-$0D. Yoshi's fireballs are number 0x11 and therefore can't be used like this. But due to a possible oversight they are, so garbage from another routine is used as the offsets, width and height. The most problematic case is the height that is 0xBD in a vanilla ROM.

As this value is much bigger than 0x80, Mario can capespin those fireballs when he is much higher or lower. But not infinitely nor continuously: there're some gaps.


SMW TAS'er. My pages:
New TAS blog - old SMW Blog, Youtube - Twitter
I found a new glitch! It is possible to defuse a Bob-Omb if you attack it at the same it explodes

Video Movie:
Dropbox (any idea how to render it in dropbox directly?), SMWC
SNES9x movie (original SMW) for more proof.

Edit: Man, I love my day. #tb{¬_¬}
The movie link doesn't work, we can't see it
this glitch is not discovered yet? I'm not familiar with glitch...
Originally posted by 33953YoShI
this glitch is not discovered yet? I'm not familiar with glitch...

Pretty sure I saw that in the list already but in case there isn't a fix for it yet here is some code that I made a while ago which (kinda) fixes issues related to this:
Code
	LDA $18AC	; \ Don't delete sprites if swollow timer is set
	BNE .return	; /
	LDX #$0B	; \ When swollow timer isn't set delete all sprites that are considered in Yoshi's mouth
-	LDA $14C8,x	; |
	CMP #$07	; |
	BNE +		; |
	STZ $14C8,x	; |
+	DEX : BPL -	; /
.return


Also
Originally posted by List
If a berry is located at the very bottom of a subscreen, then picking up the berry with Yoshi's mouth while he's ducking with his tongue out will cause the berry to register as eaten without actually clearing the tile

Actually it does clear the tile however due to the code at $01F55C and $02BA4E the Y highbyte is set to 1 while the lowbyte is still F0 which causes the sprite to put the bush tile at Y 01F0 which is somewhere below the screen (And since there is no level data below the camera it appears on the next screen instead)
There is also problems with yoshi if yoshi is killed with a sprite in mouth, credit goes to 33953YoShI for knowing this.
Give thanks to RPG hacker for working on Asar.
@GreenHammerBro: This is actually the same glitch 33953YoShI has mentioned just above. No need to mention it twice.

Edit: And why is the glitch I have discovered, not on my list? #ab{o_O}


Well, it actually is a known glitch (and something that's really been a major annoyance for TASing), but I never actually thought to include it in the list since I hadn't really considered it a glitch of its own. I probably should include it, though, so thanks for bringing it up.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Slide Climbing and Slide Ballooning
I found this glitch today, if you grab onto a vine or net while sliding, you keep sliding while climbing, it wears off if you move horizontally while airbourne.

Also works with sliding into a balloon.

I saw this glitch a while ago in some kaizo hack. But idk could be that it isn't in this list yet (There were a few glitches I couldn't find on this list)
It's similar to getting a p balloon while spiniumping or ducking. I made use of the net sliding glitch in my kaizo hack, and I am sure it has been exploited earlier than that. But if it is not on this list, well add it :)
If baby yoshi eats a sprite while mario completing the level via freeze (goal point sphere in vertical level), yoshi will instead eat a bug. (graphical)
Give thanks to RPG hacker for working on Asar.



The grinder teleported. It only happens sometimes (usually when I'm more to the right. Note that I have only designed up to that point, so it may have to do with the end of the level)
I knew about this for a while. It happens when the grinder disappears and the player is close enough to it (Around $01D938 $08 get's stored to the sprite's y position but for some reason when the player is close enough $08 is set by the routine at $03b664 (GetMarioClipping)). btw it happens with fuzzies too.
When Yoshi eats a powerup while it's appearing out of a block, it will have no effect if its invincibility timer is higher than or equal to 5 (or 6?).


https://i.imgur.com/Mo0noXg.gif

SMW TAS'er. My pages:
New TAS blog - old SMW Blog, Youtube - Twitter
Originally posted by the list
If Yoshi eats a powerup as it's rising from a block, Mario will not actually be given any powerups.

Of course you should fight fire with fire, you should fight everything with fire.

Oooh look at my userbar!


Sadistic Designer - testing Pit without tools.
Originally posted by RodAmaral
if its invincibility timer is higher than or equal to 5 (or 6?).

RodAmaral also provided some extra information, so that should be added