Language…
7 users online: Batata Douce, DanMario24YT, kurtistrydiz, mathew, MegacesarCG, monkey03297, TheOrangeToad - Guests: 288 - Bots: 347
Users: 64,795 (2,378 active)
Latest user: mathew

The SMW Glitch List

They do use the sub-off-screen subroutine, but those already have an offscreen check for all directions. Do note that in horizontal levels,sprites don't get deleted when going too far above or below the screen. In vertical levels, left and right are no longer delete zones, when using those routines. They do get deleted when they go too far below the level (except some sprites, most notably the sprites dropped from item boxes).

Nintendo manually added its own "offscreen" code that permanently delets them without setting the respawn flag when re-entering the screen. This is seperate from the routines that does that. Due to them being 8-bit distance difference between the sprite's Y position and the top of the screen, it forms a "delete area" both top and bottom.

EDIT: please redownload the patch, I've notice that smw's suboffscreen does not erase sprites above horizontal levels.
Give thanks to RPG hacker for working on Asar.
If you get hit at the same time shell-less koopa turns into koopa with shell, it'll show glitchy GFX.




Quote
Freezing the game (via $9D) on the frame a Koopa shell turns into a normal Koopa will cause its graphics to glitch during Mario's shrinking animation.

It's already on the list.
Windowless ride, feeling alive
Are you alive or just breathing?
Another “yoshingno” glitch: after eating 10 red berries, if mario jumps off yoshi and lands on foot before landing on the ground with yoshi, the game will partially freeze ($9D will be read as #$00 to sprites and timer, while block animations read as non zero) during the drop egg animation.
Give thanks to RPG hacker for working on Asar.
I don't know if this counts for this section or not, but I got one of those retro duo portable snes handhelds by retro bit and if you are on big yoshi and eat enough berries to make a mushroom pop out of yoshi and then grow big with mushroom and then eat another berry at the same time the game freezes.

Again don't know if this happens on real hardware or just this device, but I thought I would mention it anyway.
Originally posted by Final Theory
I don't know if this counts for this section or not, but I got one of those retro duo portable snes handhelds by retro bit and if you are on big yoshi and eat enough berries to make a mushroom pop out of yoshi and then grow big with mushroom and then eat another berry at the same time the game freezes.

That's this glitch:
Originally posted by the glitch list
Swallowing a berry on the same frame Mario collects a powerup or takes damage will softlock the game while giving Mario an infinite supply of coins. Fix
Originally posted by Thomas
Rip Van Fish completely ignores Layer 2, even if sprites are set to interact with it.


I'd like to add that it seems to interact with Layer 2 water just fine, though.

EDIT: This might just be on mode 1F. I haven't tested it out on other Layer 2 interacting levels.
Screen exits are tied to the screen you're on, as opposed to where the block is. If you were to somehow trigger a door or pipe on a different screen from where you are, you'd be transported to the exit of the screen you're on instead of where the door/pipe is.

I don't really know if this counts as a true glitch or not, but it's weird and obviously not something that Nintendo intended on having happen.
Originally posted by Darkbloom
Screen exits are tied to the screen you're on, as opposed to where the block is. If you were to somehow trigger a door or pipe on a different screen from where you are, you'd be transported to the exit of the screen you're on instead of where the door/pipe is.

I don't really know if this counts as a true glitch or not, but it's weird and obviously not something that Nintendo intended on having happen.

It's
a) "well" (relatively, at least) known and
b) it shouldn't happen in regular gameplay anyway (this list only features glitches which you can do on a vanilla ROM).
Quote
(this list only features glitches which you can do on a vanilla ROM)

considering ace is a thing you can recreate basically any glitch even if the glitch didn't exist before

But yeah, I personally wouldn't even call this a glitch, just a limitation you have due to how the original game works.
While I was working on my hack I realized something really weird. and it all depends on how i beat the level. it involves dying after collecting the goal tape. if you do it from the front, this will not occur. If you collect the goal tape from the back however, the overworld will be weirdly colored and i believe this is the reason why. All i know is, if you die on the same frame you exit the level, this glitch occurs. If anyone can explain this to me, I would appreciate it.
hi i'm making freak city and idk when i'll be finished <3


That sounds related to this glitch:

Originally posted by the list
Ending a level via goal tape offscreen will cause the circle effect to loop to the wrong screen, occasionally glitching overworld palettes as well.

It can also happen during death as well, of course, since the circle typically loops off the bottom of the screen.
(the specific cause is because the RAM table used for that circle effect comes right before a value used to indicate the current palette, so overflowing that table causes some bad palette values)

Also on the topic of the door thing, that one actually probably should be on the list (and I'm actually not sure why it isn't already). A lot of glitches already on it don't have an applicable place in the original game; it's just LM-induced glitches that I try to avoid (e.g. hexadecimal timer from setting the time limit too high).

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Midway entrances don't seem to work in the intro level.
Quote
Activating the end of a level in the intro level will reset the room upon fadeout.

It's almost identical to the above, but I edited it to include midpoints as well 👍
Windowless ride, feeling alive
Are you alive or just breathing?
Suicide Swap with Goal Tapes affect them. The goal becomes unusable and static and there's a 2-frame room for doing the trick.

The goal starts $C2,X with 216, so I guess we have to look for sprites that are non-zero in the first two or three frames, not only the ones the initialize to 1 (and teleport under Mario).

SMW TAS'er. My pages:
New TAS blog - old SMW Blog, Youtube - Twitter
Originally posted by Amaraticando
Suicide Swap
The goal starts $C2,X with 216, so I guess we have to look for sprites that are non-zero in the first two or three frames, not only the ones the initialize to 1 (and teleport under Mario).

We could check all sprites that have something in the $00C2 collumn in the Sprite Misc RAM Table. Some of them might lead to interesting results.
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
If you make a certain sound effect as the "Hurry Up!" sound effect plays, the latter will be cancelled out, and the BGM will continue to play at 100% speed.

Video
What is a Lunar Magic, and can I eat it?
Some notes:

Directional coins only overwrite Layer 1 in Layer 2 levels when a generator manipulating Layer 2 has activated.

If you spawn a Layer 2 Scroll 1 (Range 12 etc) (EA) sprite in a vertical level on a screen other than the first, Layer 2 will scroll infinitely upward instead of doing what it says it'll do (I want to say that this applies to horizontal levels, too). However, in levels with backgrounds, the background quits scrolling vertically when you hit the last screen with any Layer 1 tiles on it (Layer 3 quits scrolling too.

(For the record, since I've never seen any hack actually do either of these, spawning a Layer 2 Scroll 1 sprite in a vertical level on the first screen has basically the same effect as it would in a horizontal level. The same goes for all of the Layer 2 Scroll sprites, but it should be noted that they all seem to scroll for the same number of tiles (eightish?).

Layer 2 Smash sprites have extremely weird effects in vertical levels and I haven't quite figured it out. Layer 2 Smash 1 and 2 cause interaction with Layer 2 to get...garbled on the left side of the screen. Specifically, my first test with this used some big blocks of object 01, and Mario was able to swim in air when a subscreen of water was above him. However, this interaction seemed to appear and disappear based off of Mario's X position (might have something to do with the object's Y position and what happens when you extend an object past a screen/subscreen in a vertical level?)

The Layer 2 On/Off sprite behaves oddly in Layer 2 vertical levels - It behaves normally on Screens 0 and 1 (although you need to fiddle around with background position settings a bit - FG 00 and BG C0 worked for me on Screen 00, although Layer 2 was shifted up quite a bit. It looks like the distance of the On/Off scroll depends on what screen you put the sprite on - starting on Screen 07 caused the screen to scroll for drastically longer than it did before.

EDIT: Also, if you try putting two Magikoopas in a level, the game will compensate for the fact that only one Magikoopa can appear at a time by having the second Magikoopa appear whenever the first one is off-screen. This might not count as a big glitch, but it seemed interesting.

EDIT EDIT: As for glitches that need more information, way back I managed to clip through a message box by using a vertical dolphin, but I have no idea how to recreate it.

EDIT EDIT EDIT: The Yoshi smoke sprite seems to glitch out like crazy when you die while it's on screen and it generates smoke on every screen in the level (probably as you'd expect it to do)

It seems that despawning a boo ring causes the next boo ring to stop moving, as well.

The intro Yoshi message doesn't appear if you spawn a Yoshi from a baby Yoshi in the intro level.

You can jump upwards through line guided Grinders if you're on Yoshi.

Regarding eat-cancelling Pokey, you can eat-cancel eat-cancelled Pokey segments. This means you can fill up an arbitrary number of sprite slots, as opposed to five.

It looked like Amaraticando managed to grab throw blocks above Mario in one of his Kaizo speed runs. I'm trying to find the specific video, though.
Originally posted by Thomas
Hitting a message box that isn't set to contain a message box will cause it to instead load the Yellow Switch Palace message. If $1DF5 is non-zero, the level will automatically end and activate the Yellow Switch shortly after the message box appears; else, exiting the level by any other means (dying, goal tape, start+select, etc.) will achieve the same effect. This is fixed by default by Lunar Magic.


I made a video about it

Text from my video description:

The Message Box Glitch, found by Jba03, happens when you use a Message Box that "has no message", and it shows the Yellow Switch Palace message instead by default. It can be done in a level that has one or zero messages assigned. The messages are indexed in $05A590: it represents which levels have message #1, #2, or both. The message a Message Box will display is based on the formula ((x position)/16) mod 2. If the result is 0, it will show message #1, if it's 1, it will show message #2.

Since you can,t spawn a Message Box using the current glitches (no Sprite Stunning can spawn one nor Item Swap with sprites that give items can give you one in the item box), your only option is trying to activate a Message Box during an Item Swap with it in a level that has only one. The list of possible levels according to the table in $05A590 can be seen here. In DGH (level $04) and DSH (level $13) you can't enter with Yoshi, so you'd have to bring one in the item box, which requires getting a 1up with PI $26, which is boring. But in DP3 (level $05), CI2 (level $24) and Gnarly (level $12A) you can bring Yoshi, so you have to set it up.

There's a REALLY NICE sub product of this glitch: if $7E1DF5 is not zero, the Message Box Glitch will make the game think you're actually beating the Yellow Switch Palace, so the normal exit is activated. This address serves, among other purposes, as a timer for how long a Switch Palace message will remain active. In order to make this, you have to reset the game and return to your save. The title screen uses the address too to help controlling Mario, but if you don't start a new game or beat a Switch Palace, the value is never changed anymore. So, after resetting you can get whichever value $7E1DF5 has, and it will make the message activate the normal exit, and the message will last this value times 4.
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
Regarding this glitch, it seems like it gets buggy with vertical levels and the Layer 2 sideways scroll sprite. In my experience with it, the dolphins fall for a bit first and only act like they're in water later.