Surprise! As stated in the previous submission text there possibly exist some improvements such as Finding another glitch (infinite tongue glitch?). By using exactly that glitch, I was able to lead the code to the controller registers and then reach ACE and the credits.

Game objectives

  • Emulator used: lsnes rr2-ß21
  • Arbitrary Code Execution
  • Aims for fastest time
  • Abuses programming errors in the game
  • Achieves credits early

Comments

In Yoshi's Island, the middle ring is a really nice feature in the game. If you activated it, the game gives you the ability to restart from there in case you die before reaching the goal. When activating, it also gives you up to 10 additional stars which can be a big help when playing casually. And as if that isn't enough, it also turns all the sprites on the screen into stars!
(Note: Since this game uses the Super FX 2 chip for a bunch of stuff, I couldn't really debug what exactly happens in the code. This is what I think happens:)
When spitting out an enemy, it first goes into a semi-active state with Yoshi's mouth opened but the sprite didn't appear yet. In theory, the sprite is still in Yoshi's mouth, but if you happen to activate a middle ring so that all sprites turn to stars, that semi-active sprite also turns into a star.
The game deals with this by just sticking out Yoshi's tongue instead of spitting out a sprite, but the flag that's Yoshi's mouth is full wasn't cleared, so he now has nothing in his mouth. Now when pressing Y Yoshi just sticks out his tongue, but is unable to actually get something on it.

Infinite Tongue Glitch

Usually, when sticking out Yoshi's tongue and getting hit while it is out, the values (state, position) for the tongue are reset so that it is back in Yoshi's mouth. But apparently the state for the tongue isn't reset when Yoshi has something in his mouth. However, the position is reset!
When in this glitched state as explained above and when getting hit while the tongue is coming back to Yoshi, the position is reset, so it is back at Yoshi. Unfortunate for the game is that it first decreases the position and then checks if it already reached Yoshi.
The tongue basically missed Yoshi and is now flying around and increasing in length. The fact that the tongue is getting longer and longer means it takes up more and more space in the OAM-like memory that saves all the data about spawned sprites. First it takes up all the space that could have been used by other sprites (which is the reason all sprites disappear), then it keeps going on until it corrupts important parts of the memory that the game uses for indexing its jumps in the code.
The tongue is growing tile by tile so it only grows 8 bytes per frame. When getting back the baby, the bubble "explodes" and displaying that means writing a bunch of tiles at once to memory. Even though these tiles are quickly overwritten by the tongue (as the bubble quickly disappears) they can be used to corrupt more bytes at once at the critical memory part.
The code will eventually reach the controller registers and to get to the credits from there, I just used the same steps as in the previous submission.

Route

I collect 2 coins in the intro to warp glitch to 1-2, which is the quickest way to a middle ring. There I glitch Yoshi into the strange state and try to get hit as fast as possible. It turned out that going back left through the gate was faster than waiting for another shy guy to come out of the pipe to the right (since the first one turns into a star). It was also important to keep your speed down a bit to avoid making the red shy guy turn into a star, too.

Other comments

Thanks to

  • basically the YI community again for glitch hunting this game
  • flutter A.I for already being in this game so I don't have to arbitrarily inject it

Suggested Screenshots


Nach: Excellent movie, terrific feedback, accepting as improvement to existing run.
Encoders beware, this run contains a lot of interesting things that occur for exactly a single frame.
fsvgm777: Processing.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15576
Location: 127.0.0.1
Editor, Skilled player (1439)
Joined: 3/31/2010
Posts: 2108
That was pretty cray.
Active player (426)
Joined: 3/21/2011
Posts: 127
Location: Virginia (United States)
Didn't have enough entertainment. Obvious no vote. ...jk yes vote all the way EDIT: In order to jump on the masterjun photoshop train, I got a rare picture of masterjun after the run
YouTube Channel - Twitter Current projects: Sutte Hakkun, Hyper VI, RTDL, own hacking projects
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
Wow. Fantastic.
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
That was awesome! And a nice surprise. Yes vote!
Experienced player (584)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
Just how long does the tongue get?! Yes vote.
Masterjun
He/Him
Site Developer, Skilled player (1987)
Joined: 10/12/2010
Posts: 1185
Location: Germany
Bobmario511 wrote:
Just how long does the tongue get?!
Heh, around 400 tiles (usually the maximum is 7).
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Experienced player (690)
Joined: 11/23/2013
Posts: 2232
Location: Guatemala
I'm voting meh. It's well done and all, but something always bothered me. I mean, I like ACE, but I always wanted that the old warping to final level run wasn't obsoleted. I know that it is too much to ask for, but can we unobsolete the warp run? Like, by a new "warp glitch" branch or something. Just to separate both warp and ACE runs by default. I like that one better anyways.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
AntyMew
It/Its
Encoder, Player (35)
Joined: 10/22/2014
Posts: 425
Yet another Kirby game beaten w/o finishing any levels :o Obvious yes vote ^.^ My vote goes to this pic because it's a good representation of the infinite tongue glitch:
TASVideoAgent wrote:
Just a Mew! 〜 It/She ΘΔ 〜
BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
Kurabupengin wrote:
I'm voting meh. It's well done and all, but something always bothered me. I mean, I like ACE, but I always wanted that the old warping to final level run wasn't obsoleted. I know that it is too much to ask for, but can we unobsolete the warp run? Like, by a new "warp glitch" branch or something. Just to separate both warp and ACE runs by default. I like that one better anyways.
I agree with you on the idea that warp glitch runs should be separate from ACE runs, and that the YI warp glitch run should be "reactivated," as it were.
Previous Name: boct1584
Spikestuff
They/Them
Editor, Publisher, Expert player (2642)
Joined: 10/12/2011
Posts: 6438
Location: The land down under.
Jesus freaking Christ that ending. Mario Crying followed by that harsh slowdown. Yes Vote.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Zarmakuizz
He/Him
Joined: 10/12/2013
Posts: 279
Location: France
Yashee be like, « Yer 2 slo Sanik ». Yes vote.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4043
Who discovered infinite tongue glitch?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
canavar147
He/Him
Joined: 12/8/2014
Posts: 21
Location: Switzerland
No surprise for me. Because Masterjun's painful glitches and bugs destroyed the game :) Yes vote.
lol ok yes
Active player (428)
Joined: 9/7/2007
Posts: 329
Yoshi's tongue grew three sizes that day, long enough to lick Baby Bowser who was many levels away. This was enough to set Luigi free, despite the fact that Mario was on a crying spree.
GoddessMaria
She/Her
Reviewer, Experienced player (867)
Joined: 5/29/2009
Posts: 518
Location: Hell...
After doing a similar glitch before in an attempt to do a "fastest game crash" RTA, I had suspected that this would be coming some day. Now that day has come and it is exactly as I thought it would be! Nice job, Masterjun! Voting yes!
Current projects: failing at life
Player (13)
Joined: 6/17/2006
Posts: 508
Easy Yes vote here! Voting for this image because it's pretty much impossible to notice this VRAM corruption in real time and it looks pretty cool:
ars4326
He/Him
Experienced player (777)
Joined: 12/8/2012
Posts: 706
Location: Missouri, USA
And little did baby Mario know, it was all a carefully constructed dream...
Yes vote.
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
Patashu
He/Him
Joined: 10/2/2005
Posts: 4043
More like
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Active player (328)
Joined: 2/23/2005
Posts: 786
I love how the glitch was accompanied by a *pop*. That was hilarious.
Skilled player (1741)
Joined: 9/17/2009
Posts: 4981
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
boct1584 wrote:
Kurabupengin wrote:
I'm voting meh. It's well done and all, but something always bothered me. I mean, I like ACE, but I always wanted that the old warping to final level run wasn't obsoleted. I know that it is too much to ask for, but can we unobsolete the warp run? Like, by a new "warp glitch" branch or something. Just to separate both warp and ACE runs by default. I like that one better anyways.
I agree with you on the idea that warp glitch runs should be separate from ACE runs, and that the YI warp glitch run should be "reactivated," as it were.
I found the old warp runs kinda.....lackluster after several versions. They stood out when the first version was made, but then it became really repetitive after the route becomes the same and there's not really much room for different playarounds. Anyways I prefer the first screenshot since it's less "spoiler".
Editor, Expert player (2098)
Joined: 8/25/2013
Posts: 1200
First screenshot for sure. Enough WTFy without giving much away. Oh, and Yes vote of course. Amazing as always, really.
effort on the first draft means less effort on any draft thereafter - some loser
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
Poor game, it didn't even get a minute of gameplay. It got (because I love this term) masterjuned! Good job, I'm voting yes on this!
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
fsvgm777
She/Her
Senior Publisher, Player (226)
Joined: 5/28/2009
Posts: 1213
Location: Luxembourg
Very well done. Yes vote. A note to other publishers: I already have an AVI dump ready, so I'm going to be the one encoding and publishing it (once it is accepted).
Steam Community page - Bluesky profile Oh, I'm just a concerned observer.
Joined: 2/18/2012
Posts: 25
Location: usa
beautiful run. easy yes
TAS Projects: MK64 ,and OotMQ any%