Super Mario World Powerup Incrementation Explained

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  • Опубліковано 25 гру 2024

КОМЕНТАРІ • 314

  • @GibusWearingMann
    @GibusWearingMann 7 років тому +217

    You know the video's gonna be good when it starts with "This thing we're talking about is a side effect of a special case of a side effect of a special case."

    • @Rolan7196
      @Rolan7196 7 років тому +11

      Perfect avatar for that.

    • @Ze_eT
      @Ze_eT 6 років тому +2

      Holy shit.

    • @otesunki
      @otesunki 6 років тому +2

      mind=blown

    • @juniorjedi2563
      @juniorjedi2563 7 місяців тому

      Here from the future; RGMechEx’s videos nowadays are much more polished and enjoyable to watch.

    • @BLOX1337
      @BLOX1337 7 місяців тому

      ​@@juniorjedi2563 true!

  • @JoshKillcrop
    @JoshKillcrop 8 років тому +189

    While I only understood scraps of this video (I have zero background in assembly code beyond knowing that it is a thing that exists), it really underscores the insane kind of work that went into programming some of these old video games. The hardware constraints that those programmers had to work within inspire awe. As do those who decades later are peeling them apart and using novel methods to manipulate them. Beautiful work.

    • @cubah1
      @cubah1 5 років тому +6

      Josh Killcrop there is a video about the pacman glitch screen and how the ghosts programming work done by I think this same guy that makes even the simplist looking game seem complicated when you get down to the code

    • @RicartiRicardo
      @RicartiRicardo Рік тому

      it dont work

  • @magnaillusion6085
    @magnaillusion6085 4 роки тому +35

    "A dark Mario head appears for a single frame"
    You can almost hear the sub-par creepypastas writing themselves.

  • @OBSMProductions
    @OBSMProductions 9 років тому +173

    7:47 the best motivational poster ever

    • @ThePyrosirys
      @ThePyrosirys 9 років тому +45

      +OBSM Productions *The challenge that is*
      Thanks yoshi

    • @asp-uwu
      @asp-uwu 9 років тому +33

      +OBSM Productions Other challenges aren't. This is the challenge that is.

    • @seymoursham
      @seymoursham 7 місяців тому +1

      *the challenge that is*

  • @yfnratchet
    @yfnratchet 8 років тому +170

    THIS is what people _should_ be doing on UA-cam.

    • @adalbertofelipe
      @adalbertofelipe 5 років тому +6

      Yeah. I even watched the ad, because this guy deserves a lot of money. He produces video with knowledge and quality.

    • @PC_Simo
      @PC_Simo 4 роки тому +2

      Agreed 😎.

    • @kids9699
      @kids9699 2 роки тому

      Yas

  • @Julian_H
    @Julian_H 8 років тому +287

    I expect him to start talking about parallel universes at any moment.

    • @CoTeCiOtm
      @CoTeCiOtm 7 років тому +25

      Or talking about doing this glitch in half an A press.

    • @Reoko77
      @Reoko77 7 років тому +7

      CoTeCiOtm or sacrificing a baby goat and summoning satan.

    • @deoxysandmew2162
      @deoxysandmew2162 7 років тому +6

      Playing Super Mario World, crashes Super Mario World.

    • @themement3616
      @themement3616 7 років тому +1

      Go away and stop using shitty memes

    • @gamermapper
      @gamermapper 5 років тому +2

      This glitch is like cloning in Mario 64

  • @keithplayzstuff2424
    @keithplayzstuff2424 7 років тому +39

    4:40 dots roasts the programmers.

  • @Qtheman3456
    @Qtheman3456 9 років тому +10

    Not gonna lie - Stuff like this is a big part of why I love retro gaming in general. Bugs like this are fascinating in a way that you don't really see in modern gaming.

  • @mebamme
    @mebamme 9 років тому +7

    (WhiteYoshiEgg here, not sure if you remember me)
    This is like watching a mathematical proof - I mean literally, it gave me the chills. I never knew what the glitch was about, but your video was full of lighbulb moments for me, and at the end there was understanding. Great job on that video! :)

    • @IsoFrieze
      @IsoFrieze  9 років тому +1

      +mebamme Yooo WYE! Thanks, I appreciate it. I'm glad you enjoyed it!

  • @amillionsecondslater5403
    @amillionsecondslater5403 9 років тому +30

    While I'm not *that* computer literate, I find this and the end credits explain to be quite entertaining to watch.

  • @ecdragonz
    @ecdragonz Рік тому +2

    Huh, I didn’t know you had another channel before RGME. It’s cool to see how much your editing has improved and that you’re still active over here! Good work man 🙂

  • @otesunki
    @otesunki 7 років тому +22

    "What can you do with this null sprite? not much, But what you CAN do is pretty interesting.'
    dotsarecool 2015

  • @JaidenAlemni
    @JaidenAlemni 8 років тому +4

    Thanks for the explanation, I didn't realize there was such a huge community SMW glitches and code injections until I saw this and SethBling's video. Super interesting stuff!

    • @that_one_shiny_eevee
      @that_one_shiny_eevee 2 роки тому +1

      someone made a TAS for kosmic for smw that wrote the ENTIRE 40 kilobytes of super mario bros's memory and then accessed it so Kosmic could play Super Mario Bros inside of Super Mario World.

  • @LanIost
    @LanIost 8 років тому +3

    MORE VIDEOS LIKE THIS. I love low level coding and I think videos like this make others more informed AND interested about it as well if done right, like this.
    I've wanted to make a 'how glitches ACTUALLY work' video series like this for years. This started when I explained to a friend, who doesn't know anything about programming, why games, especially from this era, have limits of 255 for coins and stuff and it blew his mind. If something that simple has that power imagine what videos like this could do after a proper series leading up to it with explanations...

  • @ghb323
    @ghb323 8 років тому +17

    I also found a glitch with the swallow timer on "how long yoshi can keep things in his mouth" as well as the "invincibility star" timer: they do freeze if the game freeze flag is set (freezes happens if you do a powerup animation or taking damage/death, as well as scrolling the screen L/R buttons) and should decrement every 4th frame, if $14 (frame counter that can freeze) is divisible by/ multiple of 4, and the game is frozen, it decrements *every frame*

  • @notoriouswhitemoth
    @notoriouswhitemoth Рік тому +1

    'At this point in the video I've probably explained everything you clicked the video to learn about' - not quite.
    I learned how to trigger it, I learned how and why it happens, I clicked on the video hoping to learn what it does.

  • @NeroSkate
    @NeroSkate 7 років тому +1

    I loved that summary in 6:32. Great work

  • @senchoumimikyu
    @senchoumimikyu 8 років тому +15

    Why are their 15x the amount of views as subs? this guy is awesome. support his ass.

    • @knuti27
      @knuti27 4 роки тому +1

      Retro game mechanics explained is going quite well now (he made that channel too)

  • @GoldenKingStudio
    @GoldenKingStudio 9 років тому +2

    This was amazing and informative, but I really was looking for some details on the properties of the different powerup states.

  • @rebane2001
    @rebane2001 9 років тому +67

    Sethbling sent me here!

  • @VaughnJogVlog
    @VaughnJogVlog 9 років тому

    Wild weird stuff. Love that this old game still has surprises to offer.

  • @DaRealJake
    @DaRealJake 7 місяців тому +15

    You’re right, this is an old video.

    • @yordansic
      @yordansic 6 місяців тому

      It’s really not.

    • @Pyrodiac
      @Pyrodiac 3 місяці тому

      ​@@yordansic "Old" is in the eye of the beholder. For some people, this isn't old, but for this person and even myself, yeah this is quite old.

    • @yordansic
      @yordansic 3 місяці тому

      @@Pyrodiac It’s really not.

  • @flophawk
    @flophawk 7 років тому +13

    But can you do this with only 0.5 A presses?

  • @omeragam8628
    @omeragam8628 4 роки тому +2

    4:36
    "this code is pretty jank" said everyone who ever reverse engineered anything lol

  • @Superphilipp
    @Superphilipp 7 років тому +42

    The double tongue glitch? I used to do that in college.

    • @happmacdonald
      @happmacdonald 7 років тому +7

      Several women I hooked up with in college remember that technique quite well.. ;3

    • @Preinstallable
      @Preinstallable 4 роки тому

      @@happmacdonald .....

    • @bfcofficial17
      @bfcofficial17 4 роки тому +1

      @@Preinstallable This was UA-cam then.

    • @Pyrodiac
      @Pyrodiac 3 місяці тому

      ​@@happmacdonaldGlad to see that the internet was just as... "Expressive" in 2015 as they are now.

  • @nixietubes
    @nixietubes 7 років тому

    it's amazing how many glitches people find in a game when it's been out for 30 or so years.

  • @ZipplyZane
    @ZipplyZane 7 років тому +4

    I still expected you to discuss what the non-standard powerup states did.

  • @Vykori
    @Vykori 9 років тому

    this was actually really clear for the most part, especially compared to your first explanation video :P

  • @therealohead
    @therealohead 5 років тому +2

    Hey, is this the same guy as Retro Game Mechanics Explained? He sounds quite similar.

  • @nathanisbored
    @nathanisbored 9 років тому +25

    Awesome video! :D

    • @ERROR24016
      @ERROR24016 9 років тому +1

      I've been watching your smw let's glitch videos! which I've been commenting on things like when you glitch a berry, it turns into its beta form!

    • @otesunki
      @otesunki 7 років тому

      ohi

    • @names3904
      @names3904 7 років тому

      are you alive

    • @AustinLineKJB
      @AustinLineKJB 6 років тому

      The Null Sprite Glitch can also update the save file banks.

  • @SeeeeJaaaay
    @SeeeeJaaaay 9 років тому +33

    Are you a CompEng major?

    • @IsoFrieze
      @IsoFrieze  9 років тому +59

      +SeeeeJaaaay Yes, how could you tell?

    • @SeeeeJaaaay
      @SeeeeJaaaay 9 років тому +37

      +dotsarecool Because Im a CompSci major with some assembly experience but I have no clue how you figured all this out! Haha

    • @whimsical2223
      @whimsical2223 8 років тому +6

      +dotsarecool i have a question for you i am very curious, can the game change the color of textures without there being any, extras or were there already a existing texure?

    • @IsoFrieze
      @IsoFrieze  8 років тому +16

      Yes. In many retro gaming consoles, the colors did not come with the graphics, and were assigned separately (palettes). So what's happening to Mario is that his palette is being corrupted, which results in the same graphics, but different colors.

  • @ghb323
    @ghb323 8 років тому

    6:09 I call that "reading in a shifted position", since it jumps to an address where it reads the numbers (ram address $xx, fixed value #$xx) as opcodes and vice versa.

  • @NeroSkate
    @NeroSkate 8 років тому

    cristal clear explanation. amazing as always!

  • @MarioGlitchy9
    @MarioGlitchy9 5 років тому +4

    This is what my OC is based off of

  • @ChrisLeeX
    @ChrisLeeX 8 років тому +3

    I am just in awe. Could you recommend any courses/resources to grok this at the level you do?

  • @potatoonastick2239
    @potatoonastick2239 8 років тому

    So I understood most of this, but I have a few questions.
    1. At around 0:23 you said that whatever Yoshi has in his mouth gets stored in a special table. Why does it get stored in a table, and not just put in a unused RAM adress? (e.g. the next 11141 bytes found after $7F9C7B) (Edit, this question is stupid)
    2. If you execute the null-sprite glitch, 5 values in the stack get changed. At around 4:17, you said "when the routine is called, the stack pointer is 01EB.", which I can still understand. But the other code in the stack, with the 5 memory values changed, must be called some time right? It isn't just sitting there waiting to not be used ever again until it is overwritten. What happens if the code that is currently in the stack (with the 5 modified memory values) gets run?
    3. At 5:38 you said there are 256 different outcomes you can get by adjusting mario's X position. Has anyone run a LUA script yet to test what happens with all these outcomes?
    4. According to the table at 7:30, when mario is at X position #$7A, you can jump to the values located in the OAM (which are easily manipulatable), and execute them as raw code. Could this potentially used for another credits warp? (Although it probably is a lot slower anyway)
    5. Why does the SNES use such a janky memory management system? Where you can easily take values which are supposed to be used as arguments and execute them as actual OPCodes? Didn't the developers of the system at the time realise how unsafe that was? (Edit, this is also a stupid question)

    • @davenorman8632
      @davenorman8632 8 років тому +1

      +Potato on a stick 1. … so the game remembers where it put it?
      2. You might find it instructive and enlightening to disassemble the stack you see in the video. (Gur birejevggra nern bs zrzbel vf hahfrq vs gur fgnpx cbvagre vf zber guna $r3. Gur fgnpx nf n jubyr vf arire rkrphgrq nf pbqr va gur abezny pbhefr bs riragf. Vg vf, vaqrrq, whfg fvggvat gurer jnvgvat gb abg or hfrq rire ntnva hagvy vg vf birejevggra. :-)
      (I won't comment on 3 and 4.)
      5. Nothing to do with memory management, this is a side-effect of using variable-length instructions. The CPU has no notion of the difference between opcodes and operands: it just fetches bytes from memory, addressed by the program counter, and assumes the programmer knows what they're doing.

    • @potatoonastick2239
      @potatoonastick2239 8 років тому

      +Dave Norman Thanks for answering

  • @MetaKnight68
    @MetaKnight68 9 років тому +2

    Incredibly clear explanation? Now, can you explain why the different powerups do what they do? (Especially Powerup 106 and its crazy, level-ending effects.)

    • @ncamen68
      @ncamen68 9 років тому

      +MetaKnight68 why 106?

    • @natnew32
      @natnew32 9 років тому +3

      Buecause 106 is the only one known to have strange effects.

    • @deldeerouge744
      @deldeerouge744 8 років тому +2

      I'll guess that 106 is the value for the orb in the sunken ship (forgot the name of the level sorry)

    • @natnew32
      @natnew32 8 років тому +2

      ...it isn't, the orb's sprite ID is 74. 106 is that weird coin game cloud.

    • @deldeerouge744
      @deldeerouge744 8 років тому

      I was only theorizing. But what cloud are you talking about? I don t remember seeing one.

  • @ASIGOO
    @ASIGOO 7 років тому

    15 seconds into this video and I'm already so lost I had no idea what those glitches were

  • @Zilten_
    @Zilten_ 9 років тому +6

    So, what do the other powerups do other than glitch? Has any experimentation been put into them?

    • @ncamen68
      @ncamen68 9 років тому +1

      +Mr. ROFL act like big mario but with glitched movement

    • @Zilten_
      @Zilten_ 9 років тому

      ncamen68 So, nothing beneficial? No wierd glitched goomba fireballs?

    • @x1g5dj7dh4
      @x1g5dj7dh4 9 років тому +1

      +Mr. ROFL Think about it this way. With Big Mario, the game likely checks if powerup value is greater or equals to 1, which allows him to take an extra hit and break turn blocks. With Cape Mario, the game specifically allows for flying/floating if Mario has that powerup value. With Fire Mario, the game specifically allows for fireballs to be shot if Mario has that powerup value.
      With glitch powerup values, no extra code is assigned to them. They weren't meant to even be accessible, and all they are is junk code. Hence they use (probably) the default sprite, Small Mario, apply a garbage palette, and as its powerup value is above 1, that state's Mario can break turn blocks.
      Next, consider the glitched movement. This is likely just an odd frame in the animation caused by the glitch powerup value.
      Hence, if the game does have such strict rules on specific powerup values allowing for specific properties, the glitched powerup values would have nothing assigned to them, hence there is no special property.

    • @ImSquiggs
      @ImSquiggs 8 років тому +5

      +Mr. ROFL There's a few neat things you can do with the power-ups in this glitch. With the "halloween mario" power-up (first one) you can hit the goal tape with a P-Switch in hand and get a star. The star was never added in the game as an end-of-level reward, but it is implemented and will give you a star power-up when you enter the seventh level (I think) after getting it. You can also use powerup number 37 I believe and collect a 1-Up to put a Yoshi in your item box that you can drop anywhere you want, including inside levels with No Yoshi signs. Just a few examples that I can remember.

    • @x1g5dj7dh4
      @x1g5dj7dh4 8 років тому +4

      Squiggy Seven: First Impressions [NES Reviews] those levels amount to just castle and ghost house levels in the original game.

  • @wannacry6586
    @wannacry6586 Рік тому +3

    Your voice reminds me of retro game mechanics explained

    • @IsoFrieze
      @IsoFrieze  Рік тому +2

      Woah, maybe it's because we're the same person

    • @wannacry6586
      @wannacry6586 Рік тому +1

      @@IsoFrieze weird your voice sounds much clearer here

    • @IsoFrieze
      @IsoFrieze  Рік тому +3

      @@wannacry6586 I had a different mic 7 years ago

    • @wannacry6586
      @wannacry6586 Рік тому +1

      @@IsoFrieze figured but why does it sound cleaner/clearer

  • @danielwgk
    @danielwgk 9 років тому

    Wonderfully made!

  •  9 років тому

    Works with Super Mario All*Stars + Super Mario World or It does something glichy(Edits RAM of the pack code..)??

  • @JediJess1
    @JediJess1 8 років тому +1

    That was very interesting. I'm also interested in what each incrementation can do.

  • @MagnusSkiptonLLC
    @MagnusSkiptonLLC 8 років тому +4

    2:07 What language is that?

    • @randomlambda
      @randomlambda 8 років тому +4

      65c816 assembly

    • @MagnusSkiptonLLC
      @MagnusSkiptonLLC 8 років тому +1

      Were all SNES games written in that?

    • @IsoFrieze
      @IsoFrieze  8 років тому +5

      Most likely. There is a possibility that a compiler was used to compile, say, C into 65c816. Even if so, I'd say the majority was written in assembly. Additionally, some of the external chips like the SuperFX, as well as the SNES's sound processor (SPC700), had their own instruction set as well.

    • @MagnusSkiptonLLC
      @MagnusSkiptonLLC 8 років тому +2

      Dang and I struggle to learn C#...

    • @randomlambda
      @randomlambda 8 років тому +2

      It's just practice, on the beginning everyone struggles with basic concepts of programming.
      But, to understand assembly, you need to have an background of how a computer/processor works in the fundamental level: registers, stack, and so on.
      (I'm trying to get good on it, but for now, all I can do is a Hello World on SNES. :p)

  • @yumemirai4419
    @yumemirai4419 7 років тому +2

    this is way over my head but it's super interesting. and it's fascinating that games made by the holy deities at Nintendo can be comprehended at this level by us mere mortals. it puts things into perspective.

  • @benjaminerickson26
    @benjaminerickson26 9 місяців тому

    @IsoFrieze what address is the current pwerup value stored

  • @MoxieCat
    @MoxieCat 8 років тому

    Is there a specific version that this works in? I'm able to get the black Mario head to appear, but my powerup state doesn't increment.

    • @IsoFrieze
      @IsoFrieze  8 років тому +1

      The setup I described in the video is for the North American version of SMW. It should also work for VC releases. If you're on the Japanese version, you need to be 2 pixels to the right of where the video shows. This glitch should also work on the All-Stars+World cart as well, but I don't know the setup offhand.

  • @TheShinyDude
    @TheShinyDude 5 років тому

    Ah Super Mario World, the game with the most entertaining crashes

  • @animowany111
    @animowany111 9 років тому

    Did you disassemble and comment the SMW code yourself, or is there a reverse engineered version somewhere on the internet? If so, where could I get it? Thanks.

    • @bfgfanatic1747
      @bfgfanatic1747 8 років тому

      It's already been disassembled and the source code is up on smwcentral.

  • @TheLoneAlpaca
    @TheLoneAlpaca 4 роки тому

    What tools are used to interpret/view the snes asm? I’m familiar with some disassemblers (Ghidra/IDA) but are there ones that can emulate the SNES hardware?

  • @nensondubois
    @nensondubois 7 років тому

    Coded by an intern. I love it!

  • @KobeVadillo
    @KobeVadillo 8 років тому +4

    Is there a fast way to get to power up state 0x63?

    • @superpancakebros.8962
      @superpancakebros.8962 8 років тому +1

      Kobe Whon Edit the Powerup state in the game via cheat codes to increment your Powerup on emulators.

    • @XaneMyers
      @XaneMyers 8 років тому +1

      The cheat 7E001963. I remember years ago messing around with that variable, finding strangely-colored Marios that made the game crash when picking up 1UPs (and I have the old video!)

    • @KobeVadillo
      @KobeVadillo 8 років тому +2

      Alright cool! Thanks guys!

  • @GoldenPickaxe
    @GoldenPickaxe 7 років тому +1

    Has anybody made a list of all the powerups marioncycles through? they all have different properties

  • @pacomatic9833
    @pacomatic9833 4 роки тому

    How did you turn off the music?

  • @baadeasd8609
    @baadeasd8609 9 років тому +1

    What happens if you are damaged in one of these special powerups?

    • @IsoFrieze
      @IsoFrieze  9 років тому

      You just return to small Mario.

  • @ObiTrev
    @ObiTrev 8 років тому

    Is there a way to give Mario a "powerup" from an enemy. Such as making Mario throw baseballs, hammers, or etc?

    • @IsoFrieze
      @IsoFrieze  8 років тому +1

      ObiTrev technically yes, but it would involve a ton of arbitrary code execution. it would be easier and more worthwhile just editing the ROM beforehand.

    • @ObiTrev
      @ObiTrev 8 років тому

      Darn, there goes my childhood wish fulfillment.

  • @Whatsthegeek
    @Whatsthegeek 7 років тому +1

    It's weird, when I do it, I get a black mario head under yoshi but my powerup state doesn't get incremented :/

    • @Whatsthegeek
      @Whatsthegeek 6 років тому +1

      I had watched it first. The problem was I was using a weird emulator. On the real console,it worked perfectly

  • @ghb323
    @ghb323 8 років тому

    You can also look up "buffer overflow", like what happens if you made the game index table slot use beyond #$0B (sprite slots are valid #$00-#$0B) during execution of a sprite code?

  • @Joey3674589
    @Joey3674589 7 років тому

    do you have an explanation video on duplicating blocks?

  • @TOASTEngineer
    @TOASTEngineer 7 років тому

    What does having an invalid powerup state actually get you though other than a scrambled palette for Mario?

  • @SwagRum76_
    @SwagRum76_ 3 місяці тому

    Is this a reupload from RGME?

  • @DragonblazeGames
    @DragonblazeGames 8 років тому

    Why do all of the powerup values after Fire use the sprite for small mario, rather than Super, Fire or Cape?

    • @IsoFrieze
      @IsoFrieze  8 років тому +2

      +DragonblazeGames Some of them actually do, they just have higher values. All the animation frames given to Mario when he's above state 3 are garbage, so it's just by chance really.

    • @DragonblazeGames
      @DragonblazeGames 8 років тому

      I see, thank you. :P

  • @Coaster42
    @Coaster42 7 років тому +9

    So this is a side effect of a side effect of a special case of a side effect?

  • @gassug2
    @gassug2 6 років тому

    6:32
    Behind a different postcode, two secret walls and a fire?

  • @damianbilik6281
    @damianbilik6281 3 роки тому +1

    8:05 And now, Mario turns into a chocolate

  • @SuperNikio2
    @SuperNikio2 8 років тому

    why isn't the star effect on the marios on 6:41?

    • @IsoFrieze
      @IsoFrieze  8 років тому

      +SuperNikio2 Star invincibility is its entirely different flag. Mario can be invincible while having any powerup state.

    • @SuperNikio2
      @SuperNikio2 8 років тому

      ***** Oh I see. My reasoning behind it was as follows:
      One state for small + star
      Another for big + star
      Another for fire + star
      Another for cape + star
      You get the idea.

  • @rickavory
    @rickavory 4 роки тому

    So what address controls power up?

  • @acrid8952
    @acrid8952 7 років тому

    Is it possible to use this to jump to the subroutine that decrements the powerup state when mario gets hit? And could you "underflow" the powerup state from small mario (state 0) to state 255?

    • @IsoFrieze
      @IsoFrieze  7 років тому +1

      With the correct setup, this glitch does allow for arbitrary code execution, so yes that is possible. It would just take a lot of work relative to powerup incrementation, since that only happens by chance with hardly any setup. And yes, if you subtract one from Mario's status when he's small, it will wrap around to 255.

  • @ryantv2399
    @ryantv2399 7 років тому +1

    Uh, Dots... I may have just found a HUGE skip with this. I was on YI-3 and did this at the right time, the screen went black. I can walk around and hear Bowser flying AND the fight music.

  • @xclimatexcoldxx
    @xclimatexcoldxx 7 років тому

    Half way through I literally just realized that colors like #ff00ff probably is not only related to this hex stuff but ff probably stands for 255. And I've been making website stuff for 6 years now.

  • @FatMan2539
    @FatMan2539 8 років тому

    I have one small question, how do you make sure Yoshi is in sprite slot 4?

    • @IsoFrieze
      @IsoFrieze  8 років тому +1

      +FatMan2539 When a sprite spawns, it will always try to spawn into the highest numbered slot available. You can use this fact to manipulate which sprites spawn it which slots. If you fill everything up to slot 5 with Koopas and brown platforms, Yoshi will go into the next highest slot, which is slot 4.

  • @bombstar1313
    @bombstar1313 2 роки тому

    So I was at Power-Up State 20 or so and I misclicked by accident just as the brown platform was moving to the left and I accidentally think that I just discovered Power-Up State 257. IDK. Is a small Mario with alime torso, a lime hat, and a black face apart of the 256 Power-Up State? Anyways, I crashed the game testing this new state on Power-Ups, used the NSO's timestamp feature to go back to the point before I crashed and I'm in a new Power-Up State?! Just wanted to know if this was ever documented and if I am going crazy over that first Power-Up State is new or not. Thanks! Great video by the way.

  • @Choplogik
    @Choplogik 7 років тому

    Incredible video!

  • @Whatsthegeek
    @Whatsthegeek 7 років тому

    For some reason i'm stuck at powerup level 7 :/ Do you know what's happening ? (I'm playing of the american version)

  • @Chubby_Bub
    @Chubby_Bub 8 років тому

    What were those weird colored small Mario's? How do I get them? What do they do?

    • @DarklinkXXXX
      @DarklinkXXXX 8 років тому +1

      Sir Potato Bottom They're unused power up states. So, just keep incrementing and you'll get them.

    • @neehgurg2111
      @neehgurg2111 7 років тому

      DarklinkXXXX they're not unused. They're just the result of glitched palettes.

    • @neehgurg2111
      @neehgurg2111 7 років тому

      Sir Potato Bottom did you even watch the video?

  • @slap_my_hand
    @slap_my_hand 9 років тому +8

    Great. Now i know, that i will never underatand assembly or machine code :D

    • @ncamen68
      @ncamen68 9 років тому

      +StarTrek123456 assembly is something ik the basics of

  • @JorgeGeorgeD
    @JorgeGeorgeD 6 років тому

    How do people find these things?

  • @skydivertyler
    @skydivertyler 8 років тому +1

    How many powerup increments are possible before the game crashes? Could you make a video trying to get to the highest increment possible?

    • @IsoFrieze
      @IsoFrieze  8 років тому +8

      There are 256 different states. If you do the glitch once more it will wrap back around to 0 and you'll be back to small Mario.

    • @skydivertyler
      @skydivertyler 8 років тому +2

      Wow, cool to know. Thanks

    • @kiefac
      @kiefac 8 років тому +4

      +SkydiverTyler side note: there are 256 different states, so the highest number is 255. 0 counts as one of the states

  • @kikicat123
    @kikicat123 6 років тому

    How long does it take to figure out a glitch to this detail?

  • @nitrox_fox
    @nitrox_fox 7 років тому

    Can you do this on the virtual console for the Nintendo 3ds?

  • @MitchBurns
    @MitchBurns 8 років тому +1

    Never knew any of that. I find it weird that the fire flower is a higher power up than the cape though. The cape is way better than the flower. It is also introduced later in the game.

    • @IsoFrieze
      @IsoFrieze  8 років тому +1

      My guess is that when they started development of the game, they started with the cape/super leaf first, since it was going to be the more iconic powerup. Fire power was "easy" to code since they've had two games with it already, and added it in later like, "now that we know we like this cape powerup, lets implement everything else."

    • @MitchBurns
      @MitchBurns 8 років тому

      ***** That makes sense. The game does treat them like equal power ups. Every player I know likes the cape better though, but that is just me and my friends.

  • @shinobiblake3807
    @shinobiblake3807 6 років тому

    5:45 it also makes shirts appear

  • @ecumber7319
    @ecumber7319 8 років тому

    Where is the table that stores the slot number of the object Yoshi is currently eating?

    • @IsoFrieze
      @IsoFrieze  8 років тому +1

      $160E,X, where X is the slot yoshi is in.

    • @ecumber7319
      @ecumber7319 8 років тому +1

      +dotsarecool Thank you.

  • @segymun1720
    @segymun1720 8 років тому

    Does this glitch work on super mario all stars + super mario world?

    • @superpancakebros.8962
      @superpancakebros.8962 8 років тому

      The two bros Mario and Luigi I think so but since it is emulated differently, it may have different results

    • @elisttm
      @elisttm 8 років тому

      i wouldn't say so, because in the original smw, the whole game takes up a lot of memory, but still has a little left, which is how people code stuff into the game using glitches, but in smas+smw, all of that memory is filled with the games smb 1-3

  • @penguinimptheinsane774
    @penguinimptheinsane774 7 років тому +5

    the challenge that is

    • @parkerrizner4769
      @parkerrizner4769 7 місяців тому

      That text literally appeared a few seconds before you said that

  • @isaacdavis1363
    @isaacdavis1363 5 років тому +1

    4:40 I was going to lose my mind if you didn't collect that coin

  • @bonbonpony
    @bonbonpony 4 роки тому

    How do people even figure out such glitches? Do they analyze the game's machine code or something? Because I doubt they find it totally by accident.

  • @that1bushy
    @that1bushy 3 роки тому

    I wanna know the address of the power up value

  • @Amaraticando
    @Amaraticando 9 років тому

    Nicely spoken!

  • @Alex-ffeeb2
    @Alex-ffeeb2 7 років тому

    Great explanation

  • @filmsbuildsngaming307
    @filmsbuildsngaming307 5 років тому

    Is this possible on wii u?

  • @xcvsdxvsx
    @xcvsdxvsx 8 років тому +4

    Mario was written in assembler? I would have guessed something low level like C but not THAT low level. When did game developers move away from assembler and into higher level languages? And am I right in guessing that C would come next once they started moving away from assembler?

    • @warlock415
      @warlock415 8 років тому +10

      ASM might not have been the language they developed in, but remember, everything becomes ASM when compiled. (Technically, everything becomes machine language, but that can be rewritten as ASM...)

    • @brianlu3098
      @brianlu3098 8 років тому +2

      I might have been made in assembly or hand compiled, cause the SMW asm is ridiculously efficient for a compiler of the time. even now.

  • @kabuto3907
    @kabuto3907 8 років тому

    So cool, it's a very fun kind of brainteaser (quite difficult too but who said that brainteasers have to be easy)

  • @anticherrybro
    @anticherrybro 9 років тому

    nicely explaned

  • @themeeman
    @themeeman 9 років тому +20

    Who came here from SethBling?

  • @RosemaryTheEpic
    @RosemaryTheEpic 2 роки тому

    I come back to this every year. This is year 7. And. Nope. I still don't get it

  • @MathewGuest
    @MathewGuest 4 роки тому

    Holy cow, you go deep.

  • @angryscientist01
    @angryscientist01 9 років тому

    Why does the system change the color code for Mario?

    • @IsoFrieze
      @IsoFrieze  9 років тому +5

      +jonas knochelmann (angryscientist) There is a table of pointers that correspond to Mario's palette colors. When this table is indexed out of bounds (greater than 03), a junk pointer is loaded which results in junk colors.

    • @angryscientist01
      @angryscientist01 9 років тому

      Ok that makes sense

  • @Littlefighter1911
    @Littlefighter1911 7 років тому

    Uh sorry, but is that explanation right?
    "A desynced address comes from treating an argument as an opcode"
    Aren't those normal opcodes as well where you're pointing at?
    It's just that instead of pointing to E2 20 you instead point to 20 68 9D.
    But 20 68 9D isn't an argument, is it?

    • @Littlefighter1911
      @Littlefighter1911 7 років тому

      Ah I think you meant because an argument in this specific case changed the Return Address.

    • @IsoFrieze
      @IsoFrieze  7 років тому +1

      The 19th Fighter the byte 20 was intended to be an argument to the SEP instruction. when the program counter points to this byte, it is interpreted as an opcode which results in the instruction JSR.

    • @Littlefighter1911
      @Littlefighter1911 7 років тому

      Yeah, I got it right then. The first time I somehow understood that the opcodes that are being shown is what's on the stack (once you interpret those as opcodes).
      Thank you!

  • @proxy1035
    @proxy1035 5 років тому

    why and how do you sound almost the exact same as Retro Game Mechanics Explained?

    • @IsoFrieze
      @IsoFrieze  5 років тому

      same guy

    • @proxy1035
      @proxy1035 5 років тому

      @@IsoFrieze really? so you just made a second channel specifically about these mechanics because of how well they were doing on here?

    • @IsoFrieze
      @IsoFrieze  5 років тому

      @@proxy1035 mainly so people could see these kinds of videos without having to wade through my other crap

    • @proxy1035
      @proxy1035 5 років тому

      @@IsoFrieze ah i see, persoanlly think it was a good decision and people seem to enjoy it. including myself.
      can't wait for the next parts of the SNES Features series. at the end of it you should hvae a pretty amazing playlist that serves as starting point for anyone who wants to write an SNES Emulator, or start to develop games for it.
      so i hope the same kind of series can be done for the NES as well sometime in the future, it's much simplier but there still is a lot to learn about the system.
      anways, great videos, keep up the good work and the Quality > Quantity policy you got!