Editor, Skilled player (1203)
Joined: 9/27/2008
Posts: 1085
Beautifully done. Very much so. I'm worried you'll run out of glitches before reaching Bowser, or at least, different ways of toying with them. But if you're sure you still have a rather full bag of tricks, keep going! Found any interesting ways for Mario to die, by the way? So, you can actually get power-up #4, outside the usual 0~3? Wonder what 5, 6, 7, ..., 254, and 255 are like. Two shiny stars being spawned by the level goal are neat! Even crazier was the fact one of them counted as a power-up and gave you a cape! Then the now-useless invincibility came from the other star. Which you began the castle with, making it so not useless. I just took a look at that page. Hmm...
When you hit a goal tape, and spawn a starman (which is never), [...]
Well, "never" happens pretty often around here.
Post subject: Re: About playarounds focusing entertainment
Active player (417)
Joined: 8/22/2008
Posts: 301
Location: Brazil
Critical five wrote:
If you're to make a playaround of SMW, try to make it faster (or glitcher) than these playarounds made by Genisto like 3 years ago, which were rejected for not showing anything new.
These links don't work. The Genisto's rejected playarounds are these: http://tasvideos.org/1783S.html http://tasvideos.org/1801S.html
Masterjun
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Site Developer, Expert player (2047)
Joined: 10/12/2010
Posts: 1185
Location: Germany
Mister wrote:
...or you can get a star in demo after iggy fight? That also would look nice, I guess.
It would not only look nice, it would nice to listen, too^^ because, if the star music normally disappear, you listen to the boss fight music... its hard to explain... A Video says more than 1000 words: Link to video
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
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/\ || Cool glitch.
Joined: 5/29/2004
Posts: 757
o.O? Teh fork? How did that happen that you had star power there?? [Is so confused.. yet slightly amused] Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Masterjun
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Mr. Kelly R. Flewin wrote:
How did that happen that you had star power there??
http://www.smwcentral.net/?p=map&type=ram $7E:13CB wrote:
When you hit a goal tape, and spawn a starman (which is never), this is set to $01. Now each time you switch an area in a level, this gets multiplied by 2. When this reaches $80 (changed area 7 times), you will start the area with the star power. The instructions which sets this address to $01 is located at $00:FB5C.
Look at this: "When this reaches $80 (changed area 7 times), you will start the area with the star power." Video^^: [Video]http://www.youtube.com/watch?v=V32RfDcGABA[/video] (WTF, my 199 Video O_o)
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
Masterjun wrote:
Mr. Kelly R. Flewin wrote:
How did that happen that you had star power there??
http://www.smwcentral.net/?p=map&type=ram $7E:13CB wrote:
When you hit a goal tape, and spawn a starman (which is never), this is set to $01. Now each time you switch an area in a level, this gets multiplied by 2. When this reaches $80 (changed area 7 times), you will start the area with the star power. The instructions which sets this address to $01 is located at $00:FB5C.
Look at this: "When this reaches $80 (changed area 7 times), you will start the area with the star power." Video^^:
Helpful vid, thanks. But just two things I noticed. You need only one item to pull off the delayed star glitch, and the 2 stars are both real stars. When his powerup status is glitched (value 4), a star makes him caped, and after he's caped a star behaves as a usual star. There is another way to get a delayed star in the iggy demo: carry one p-switch and hit the goal tape (without entering the extra room) after his status is glitched, complete yi4 without entering the extra room, and defeat iggy. In this way mario is being caped at yi4 so the run would not lose entertainment imo.
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Joined: 10/12/2010
Posts: 28
Location: Michigan
New (I think) Glitch! Link to video[/video] Now, although useful, (Notice that the shell WAS yellow) it is a very restricted glitch. Here's why: It MUST be with a purple or yellow shell. If you try with red or green, Yoshi just eats it. You have to be on Yoshi and have a fire flower. I don't know if this is new or not, but I haven't seen it before. Feedback would be nice, and stuff.
Super Mario World
Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
WillDaBeast wrote:
New (I think) Glitch! Now, although useful, (Notice that the shell WAS yellow) it is a very restricted glitch. Here's why: It MUST be with a purple or yellow shell. If you try with red or green, Yoshi just eats it. You have to be on Yoshi and have a fire flower. I don't know if this is new or not, but I haven't seen it before. Feedback would be nice, and stuff.
Yeah cool find! It must be a new way to get an item swap glitch. Though I've not tested yet, I think this is somthing like: getting a coin on the tongue makes the tongue catch a null object, so by scrolling the screen a newly appearing shell gets swapped onto the tongue. This method is somewhat easier to utilize than the method using power-ups because you only need to be firemario and need an enemy that will turn into a coin by a fireball, and we will often encouter such situations. :D
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Active player (264)
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Location: England
This indeed does work as an item swap. I refer you to the following video: Link to video
Retired smw-96, smw any%
Joined: 10/12/2010
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Location: Michigan
not optimal, but still saves a second: Link to video[/video]
Super Mario World
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Location: Stockholm, Sweden
That was absolutely awesome! But isn't the problem now that you've lost Yoshi?
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
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Posts: 198
Location: England
AngerFist wrote:
That was absolutely awesome! But isn't the problem now that you've lost Yoshi?
I think he did it for fun, rather than to obsolete current any%, because it's impossible to have a fire flower at this point. :)
Retired smw-96, smw any%
Masterjun
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Site Developer, Expert player (2047)
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bahamete wrote:
AngerFist wrote:
... because it's impossible to have a fire flower at this point. :)
but you can do it without flower too xD and if this level is your first level, you can make this glitch
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Active player (252)
Joined: 3/12/2006
Posts: 155
Location: Taiwan
wow the item swap glitch really funny.
Joined: 10/12/2010
Posts: 28
Location: Michigan
Wow, I am just pumping out the glitches recently, aren't I? Link to video[/video]
Super Mario World
Post subject: "yoshi eats a null object" glitch
Player (173)
Joined: 12/28/2007
Posts: 235
Location: Japan, Sapporo
I'll write down what we have gotten in our research on the "yoshi eats nothing" glitch, most of which are due to ISM and 33953YoShI. You may skip the technical parts of the following if you need. I would appreciate it if someone summarize my post in order to handle the glitch easier. It's too long. :( 1. Why and how does yoshi eat a null object? Yoshi uses one common address 0x7E18AC to indicate whether he has an item in his mouth and when he swallows it. It starts at 255 and decrements every four frames, and he swallows the item when it reaches 0. The timer will be reset to 0 if he spits out or swallows the item. So if we could ignore an item in his mouth, yoshi would eat "nothing". It's indeed possible in two different ways: I) Use two yoshis: By killing a visible yoshi who has an item in his mouth, the other yoshi will be visualized without the swallow timer getting reset, so he'll be eating "something" we'll never know. II) Use powerup/down, room transition, respawning an egg: When yoshi puts out his tongue at the same time mario takes a damage or gets a powerup etc., yoshi will puts his tongue out twice. If he eats an item (which can stay in his mouth) at the first time, it will vanish at the second time without the swallow timer getting reset, so he'll be eating "nothing". 2. What will happen when yoshi spits out a null object? From now on, I assume you using the lua script. First of all, make the situation clearer: a) Yoshi can spit out "something" because the swallow timer is non-zero. b) Because the sprite info of the item in yoshi's mouth got reset after yoshi eats a null object, the game regards the id number of the sprite yoshi is eating as #255, which is indicated by the address 0x7E160E + (yoshi's id number). This address is originally set to 255 if yoshi eats nothing in a usual sense. As a result, yoshi can spit out an "item" of id nubmer #255. On the other hand, when yoshi spits out a normal item, some of its info get overwritten by certain values: its position is overwritten by yoshi's position plus a little somthing extra, its y speed by 0, and so on. This also happens with a null object of id number #255. The following list shows which addresses will change by yoshi's spitting out a null object:
address      role                                role regarded as ID#255 sprite's     possible values
0x7E01A9     stack                               y speed                              0x00
0x7E01B5     stack                               x speed                              0x10 or 0x30
0x7E01C1     stack                               general-purpose table                0x00
0x7E01D7     stack                               ypos low byte                        near Yoshi Ypos Low byte
0x7E01E3     stack                               xpos low byte                        near Yoshi Xpos Low byte
0x7E15C7     off-screen flag (ID#3)              sprite status                        0x09 or 0x0C
0x7E15D3     being eaten flag (ID#3)             ypos high byte                       near Yoshi Ypos High byte
0x7E15DF     interaction with objects (ID#3)     xpos high byte                       near Yoshi Xpos high byte
0x7E167B     sprite properties (ID#1)            horizontal direction                 0x00 or 0x01
0x7E16CF     block bounce sprite exists flag     being eaten flag                     0x00
0x7E1725     extended sprite xpos low byte       consecutive enemies it killed        0x00
I shall pick up some of them, which I think are important. i) When the address 0x7E15D3 is a non-zero value, the ID#3 sprite can't touch the other sprites of smaller id numbers, and it behaves somewhat strangely. We can pull off this stuff by cancelling to eat a sprite which the tongue catches by taking damage. ii) When the address 0x7E15DF takes a non-zero value, the ID#3 sprite loses its interaction with objects so falls through objects. iii) The address 0x7E167B indicates the ID#3ID#1 sprite's property (taken from SMWC's RAM map):
bit 0:  Don't disable clipping when killed with star
bit 1:  Invincible to star/cape/fire/boucing blocks
bit 2:  Process while off screen
bit 3:  Don't change into a shell when stunned
bit 4:  Can't be kicked like a shell
bit 5:  Process interaction with mario every frame
bit 6:  Gives power-up when eaten by yoshi
bit 7:  Don't use default interaction with mario
Because the moving direction takes 0 or 1 as its value, bit 0 is set to 0 or 1 depending on the direction yoshi faces, and all the other bits are set to 0. The infinitely usable p-switch has something to do with bit 3. iv) Stacks are used while mario is standing on a brown platform. If spitting out a null object on it, an unexpected program would run, which causes a freeze, or change of mario's powerup status, or nothing (these are all what we can see). The status change happens when yoshi's id number is #4 and when (yoshi's x position) + Z mod 256 = 214, where Z is 16 if yoshi is facing right, and -16 if facing left. (More precisely, when (yoshi's x position) + Z mod 256 = 214, the address 0x7E0015 + (yoshi's id number) will be added by 1. So yoshi's id number should be #4 if we want to glitch the powerup status 0x7E0019.) 3. Possible applications. 1) Use directly the results of i), ii) and iii): i) To let yoshi take no damage when touching enemies, or to prevent an enemy from turning or getting killed by touching another enemy or a shell or something when we are guiding the enemy. ii) To get a key or a shell etc equipped over a ceiling, or to kill an enemy by kicking a shell across a wall. iii) To use a p-switch infinitely, to carry a p-switch or a key by kicking it like a shell, or to kill an obstacle lift by a fireball. 2) Pass through the ground: the effect of ii) will make yoshi fall through the ground, so by riding yoshi after yoshi falls a little through the ground, we can pass through the ground. The same is possible with a springboard. 3) Mario's powerup status change: mario's powerup status changes as small → big → cape → fire → red (glitched), etc., so we can get caped by any chance in a level where mario can't be caped for some reason. The powerup status of red mario (status 4) behaves strangely when he gets a powerup:
mushroom   → fire
fireflower → fire
feather    → cape
star       → cape
1-up       → freeze?
and when cutting a goal tape with having an item, it turns into a star. Another powerup status would bring another result. We've not known details yet. 4) Delayed star: When an item turns into a star at the goal, the address 0x7E13CB (whose value is usually 0) is added by 1 per star. This value is doubled each time we switch a room in a level, and when it reaches 0x80 (=128) or greater, mario will start the room with the star power. Edit: fixed ID#1 in iii).
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"
Joined: 6/22/2010
Posts: 8
Wow... I can't imagine how much reverse engineering you put in to the Game's ROM to get all those results. You guys have very smart people on your side. :)
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Posts: 198
Location: England
Thankyou Mister. that really helped me understand the glitch more.
FatRatKnight wrote:
So, you can actually get power-up #4, outside the usual 0~3? Wonder what 5, 6, 7, ..., 254, and 255 are like.
To those concerned with what happens to Mario after incrementing the powerup status further (the names next to the url are merely humorous nicknames we have given the status): #04; 'Halloween Mario', this has been documented. #05; 'Fruit Snack Mario', carrying an item through the goal will give you a 1-up that will crash the game. #06; ' Mud/Army Mario', carrying an item through the goal will give you a 1-up that will crash the game. #07; 'Neon Mario, Passing the goal with an item in hand will give him one of two things: a Fire Flower disguised as a Mushroom, or a 1-up that will either crash the game upon contact or give him a Mushroom. After this point, you cannot glitch Mario further (as far as we can tell). However, you can infact glitch the status bar, which is rather amusing. You can also achieve some odd results, like Yoshi being a pair of clapping chucks hands. Thankyou to "Kaizoman666" for the samples.
Retired smw-96, smw any%
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Link to video I tested the glitch with real console. There is the success example in the vicinity of 45:30. Real console seems to be different from the emulator in some behavior to freeze.
Editor, Expert player (2372)
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Real console seems to be different from the emulator in some behavior to freeze.
I heard the SMW players like to use snes9x 1.43. What version are you using?
Joined: 10/12/2010
Posts: 28
Location: Michigan
MUGG wrote:
Real console seems to be different from the emulator in some behavior to freeze.
I heard the SMW players like to use snes9x 1.43. What version are you using?
Usually SMW TASers use Snes9x 1.43, for it starts up faster, and has fewer lag frames.
Super Mario World
Joined: 7/28/2005
Posts: 339
It'd be nice if bsnes had some rerecording support. I'd love to see some of these glitches on a fully accurate emulator.
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Posts: 28
Location: Michigan
okay, wow. Link to video
Super Mario World
Player (173)
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Posts: 235
Location: Japan, Sapporo
WillDaBeast wrote:
okay, wow.
I bet yoshi's id # is #1 and the thrown block's is #3. ;)
Retired because of that deletion event. Projects (WIP RIP): VIP3 all-exits "almost capeless yoshiless", VIP2 all-exits, TSRP2 "normal run"