@@Pascal-eu2oe It's because the main character has to be pushed up in order to test against the tile to enable him to go up/down slopes. You can disable slope mechanics (I made a Game Genie code to do so) and the slopes will work as regular blocks. The different mechanics has caused a lot of problems for us that wants to make a general walk through walls code :)
Indeed, the game needs to know where to put the main character on the slope so he is always pushed up until the edge of the slope. This is different to the normal mechanics where you are pushed horizontally through the blocks if you are within them.
I was looking at the SMB1 disassembly and noticed that the same bug exists. It's just that vanilla SMB1 levels never had any coins to the left of a wall which are possible to access in that manner (underground bonus areas come close). The same issue happens with the hidden coin/1up blocks.
how does this channel only have 410 subscribers? these are some pretty interesting videos looks like its starting to grow though cause when i got one of your videos in my recommended a few weeks ago and subscribed you only had like 50 subscribers
The controller reading was completely redone for the All-Stars version. Since the hardware doesn't have the DPCM audio bug, there's no need to loop the controller reading, and so there is no loop. There are no subframe inputs that can be done on the all stars version. As of right now, there haven't been any discovered methods of running arbitrary code on the SNES version.
that's crazy that levels with slopes have entirely separate collision handling
I wonder why levels with slopes have to be that way. I'd expect slopes to just be a natural part of the movement.
@@Pascal-eu2oe It's because the main character has to be pushed up in order to test against the tile to enable him to go up/down slopes. You can disable slope mechanics (I made a Game Genie code to do so) and the slopes will work as regular blocks. The different mechanics has caused a lot of problems for us that wants to make a general walk through walls code :)
Indeed, the game needs to know where to put the main character on the slope so he is always pushed up until the edge of the slope. This is different to the normal mechanics where you are pushed horizontally through the blocks if you are within them.
what are you doing here
what are you doing here
Extremely good and underrated channel. I'm very glad someone of note like Kosmic watches your videos.
I was looking at the SMB1 disassembly and noticed that the same bug exists. It's just that vanilla SMB1 levels never had any coins to the left of a wall which are possible to access in that manner (underground bonus areas come close). The same issue happens with the hidden coin/1up blocks.
how does this channel only have 410 subscribers? these are some pretty interesting videos
looks like its starting to grow though cause when i got one of your videos in my recommended a few weeks ago and subscribed you only had like 50 subscribers
Wow.
Is [TAS] SFC/SNES Super Mario All-Stars Collection "Game End Glitch" in [Time] by [TASer(s)] Possible?
i'm pretty sure he's stated that you can't edit the rom using enemy values on the SNES.
The controller reading was completely redone for the All-Stars version. Since the hardware doesn't have the DPCM audio bug, there's no need to loop the controller reading, and so there is no loop. There are no subframe inputs that can be done on the all stars version.
As of right now, there haven't been any discovered methods of running arbitrary code on the SNES version.
@@100thCoinJust play Allstars with smw, but re-add in it so you can ace