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The SMW Glitch List

New glitch? I haven't seen this before. I was testing my new Kaizo hack and this happened in the vertical ice cave level.

I just jumped on the super koopa to kill it.



And it fell into the lava...



But when it hit the lava it "came back to life" basically and flew off at a significantly faster x-speed.

3 months ago I found a bizarre glitch involving burning a Yoshi (it must be on slot #01, after a null sprite spit).


(also this gif with lua script info)

In december 13 the streamer CrustyPunk found this glitch too, as you can see here. So I studied this glitch a bit further.

It happens when you burn Yoshi when its tongue timer ($7E14A3) is 12 (in Amaraticando's script it's 3), for no reason at all.
You need to press Y/X and in the next frame A for this glitch to work. BUT it only happens every 4 frames, due to the fireball oscillation I guess. When the glitch doesn't work, the fireball spawns "too late".
So, for example, if the glitch works when you press Y in frame 120 (pressing A in the next frame, 121), the glitch will not work if you press Y in the frame 121, 122, or 123, but will work if you press it in the frame 124.

Note: that berry is actualy a coin, with the same tweakers of a normal one (you can eat it to earn a coin), but is static, and the berry graphics happens all the time, even in levels that doesn't have berries (like castles).
Glitch hunter, RAM eater, pseudo-TASer.
Scripts, documentations, and misc: SMW stuff on Github, YI stuff on Github, The Flintstones stuff on Github
Stuff and me: YouTube, Twitter
I found a glitch on accident when playing this hack, and on the SMA2 remake.

Like the star timer bug, this also applies to the yoshi swallow timer also. If you freeze while the freezable frame counter is divisible by 4, it decrements each frame during freeze. Observe the similarities with the star timer:



Here is the bugfix patch.

Here is the code:
Code
CODE_01F1A2:        A5 14         LDA RAM_FrameCounterB     ;\Every fourth frame.
CODE_01F1A4:        29 03         AND.B #$03                ;|
CODE_01F1A6:        D0 1E         BNE CODE_01F1C6           ;/
CODE_01F1A8:        AD AC 18      LDA.W $18AC               ;\If timer is already zero, skip
CODE_01F1AB:        F0 19         BEQ CODE_01F1C6           ;/
CODE_01F1AD:        CE AC 18      DEC.W $18AC               ;>timer for yoshi to swalling something.
CODE_01F1B0:        D0 14         BNE CODE_01F1C6           
CODE_01F1B2:        BC 0E 16      LDY.W $160E,X             ;\kill sprite

Give thanks to RPG hacker for working on Asar.
Found a new glitch:

If the leftmost pixel of the banzai bill were to pass the left edge of the level, it loses interaction. This is because Nintendo uses unsigned less than/more than or equal (BCC and BCS, rather than BMI and BPL) to on the position checking. When the banzai bill's x-coordinate hits negative (which is past the left edge of stage), the x-coordinate will uses the highest value possible (#$FFFF), which is the far edge of the stage. That high value ranges from its current x position and #$FFFF, thats how its interaction gets cuts off from there.
Give thanks to RPG hacker for working on Asar.
The last glitch happens with all sprites that I've tested before. So sad when a shell ends there...

SMW TAS'er. My pages:
New TAS blog - old SMW Blog, Youtube - Twitter
I don't know if this is in the list (hard to ctrl+f for because of wording) but if you drop a yoshi from the item box with it's mouth full, it will have slot 0 in it's mouth. If nothing has spawned in slot 0 in the level yet, spitting it out will make a glitched koopa with a strange palette.
Originally posted by switchpalacecorner
I don't know if this is in the list (hard to ctrl+f for because of wording) but if you drop a yoshi from the item box with it's mouth full, it will have slot 0 in it's mouth. If nothing has spawned in slot 0 in the level yet, spitting it out will make a glitched koopa with a strange palette.


I found that while testing a wings route for CI2, and I thougth that was normal. Actualy getting this green koopa is normal and known, but I forgot the circumstances.
Glitch hunter, RAM eater, pseudo-TASer.
Scripts, documentations, and misc: SMW stuff on Github, YI stuff on Github, The Flintstones stuff on Github
Stuff and me: YouTube, Twitter
Quote
Jumping on a dolphin as it is rising quickly may cause Mario to fall through it. Though less useful, this can also occur with revolving brown platforms.



^Excuse my slow motion, this bug is HARD to reproduce, you have to do that the first frame the platform "bounces" upwards, the highest upward Y speed.

Actually, all sprite platforms that don't have a solid bottom thinks you are going up from below. How this happens is that if the sprite platform's Y speed is UP AND FASTER than Mario's rising speed ($7D = #$80-#$FF), Mario will fall through, this happens on one of the hacks where the line guided platforms are going upwards very fast (like an elevator shaft). Especially if you do a low jump.

It should've compare the player's Y speed with the sprite's Y speed, and assume its jumping from below if the player is going up faster.

Also, typo:
Quote
Yoshi's swallow timer while he has a sprite in his mouth normally decreases once every frame. Freezing the game (via $9D) on one of the decrementing frames, however, will cause the timer to decrease every frame while the game is frozen.


You mean:
Quote
Yoshi's swallow timer while he has a sprite in his mouth normally decreases once every 4th frame. Freezing the game (via $9D) on one of the decrementing frames, however, will cause the timer to decrease every frame while the game is frozen.

Give thanks to RPG hacker for working on Asar.
Originally posted by GreenHammerBro




That's awesome I need this in my hack now.
That happens quite frequently while spitting the null sprite in Yoshi Island 3. I don't remember now if Yoshi makes this yeasier or harder.

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

Wiggler rises slightly every bounce.
Originally posted by abc_ore
Is this new glitch?


I have something like that in my level . This is even the same glitch I think.
Abuse and Die 2 stage 6
Originally posted by TheAbusefreakhacker0


Huh, I wonder if this can be exploited somehow. I don't really see how it could.
Originally posted by Undertaker
Huh, I wonder if this can be exploited somehow. I don't really see how it could.


Originally posted by SMW Glitch List
Mario will "stick" to any platform sprites while running up walls via a purple triangle, slowing him down to the speed of the platform until it passes by. One notable use of this is that it even applies to the animation at the end of a wall where Mario reorients himself, but his horizontal speed will remain unaffected, which can cause him to clip into the tiles in the next column over. It should be noted that this works with the solid platform sprites as well, but only if Mario enters at a position where he doesn't get warped out of it


That way ^
But first we need to talk about parallel universes berries
(glitch about subscreen boundaries and berries found by SomeGuy712x while playing JUMP)
Glitch hunter, RAM eater, pseudo-TASer.
Scripts, documentations, and misc: SMW stuff on Github, YI stuff on Github, The Flintstones stuff on Github
Stuff and me: YouTube, Twitter
Originally posted by Master Valads
But first we need to talk about parallel universes berries

Wait... That glitch wasn't known before?!?!? I found out about this Glitch when a German Youtuber played a Glitch puzzle Hack over two Years ago where he accidentally did this Glitch though I didn't know what it caused until about one Year ago where I played around with this glitch and used it to break this exact Level from the Glitch Puzzle hack (Video) Also I actually used the fact that the green tile gets placed on the next screen in my own Glitch Puzzle Level. I was pretty sure I've seen it on this list too but guess not because now I can't find it here.
Sorry poor English.

In layer 3 water level, overwriting left off-screen by directional coin cause the game crash.
Shooting fireballs while running up a wall will cause Mario to stop animating briefly.
Diving the most inclined platform in Iggy or Larry level kill Mario.

Originally posted by Originally posted by SMW Glitch List
If a Baby Yoshi is on screen 01 of a level, spawning a throwblock in slot #2 on screen 00 at the same screen position as the Baby Yoshi will cause the Yoshi to register and eat the throwblock.

The screen on a baby Yoshi is probably $0097. This glitch can perform all screen.