nathanisbored
Lets Glitch Super Mario World - 33
updated
editing heavily inspired by youtube.com/isocitration who is no longer active
"Hi Nathan, could you post links to your other channels and whatnot? (in the description?)"
okay
twitch.tv/nathanisbored
youtube.com/channel/UCn0Uf1JxWbg55q_W4SOJ8zw
youtube.com/channel/UCVnzGLll_YCt5v2KCITeVgA
JUMP speedrun discord: discord.gg/D6nyctG
I'm very proud of this run. WR as of 10/2/18.
Amaraticando found we can write to the x and y positions and speeds, and licked status of the sprite in slot 0 (or any overslot value) by simply setting $1594 to 1. This makes the game think the sprite is being dragged on Yoshi's tongue, so it modifies its position and licked flag, and sets its speed to 0. With overslot values, this writes to the "Sprite Y Speed", "Sprite X Speed", "Sprite Y Position, low byte", "Sprite X Position, low byte", Sprite Y Position, high byte", "Sprite X Position, high byte", and "Licked Flag" columns on the overslot table, which allows for this (among other things): youtu.be/3KY5rcp3V24
$0DC1 - stored yoshi flag
$13C7 - yoshi color
$187A - straddle flag
$18E2 - real yoshi
$18DF - real yoshi setter
Miscellaneous Sprite Tables: docs.google.com/spreadsheets/d/1YuEyTkBXl-BvXyAf6C7EPXo20CdVlbwUttp2RXHoY2U
Overslot Corruption Table: docs.google.com/spreadsheets/d/1VCoiw10TytW35bCWcJ2Ez8oTa8sEe8C54FtIN56yebU
controlled by $18E2:
yoshi's graphics
$1570 - animation timer (updated constantly if $C2 is 0 or 1)
$1602 - animation frame (updated if $1570 is 0)
$151C - tongue length (only updated if $1594 is 1 or 2)
$1558 - tongue cooldown (updated constantly, even after yoshification ends)
$18AC - swallow timer (updated if nonzero)
$18AE - punch timer (updated if nonzero)
values you can write:
$151C - tongue length (possible values: 0, current+3 if $1594 is 1)
$1558 - tongue cooldown (possible values: 15)
$1570 - animation timer (possible values: 0,1,2,3)
$1594 - mouth routine pointer (possible values: 1,2,3 if $C2 is 1)
$1602 - animation frame (possible values: 0,1,2 if $C2 is 0 or 2, 4 if $C2 is 0, other values if $C2 is 1)
$160E - mouth-linked slot (possible values: 255, 0-11)
values that are read:
$00C2 - mounted flag
$1594 - mouth routine pointer
$160E - mouth-linked slot
Thanks to Amaraticando for research into this glitch and Kaizoman for the misc ram map!
One thing I didn't mention in the video is that throw blocks only interact with Mario on every other frame, but they actually have the same tall hitbox size as keys!
(if it doesnt work, try this link): discord.gg/NT7bw7g
Other Youtube channel: youtube.com/channel/UCn0Uf1JxWbg55q_W4SOJ8zw
This also means action swap anywhere I guess. Light torches without bow/magic using stick on B hype?
EDIT:
Example without explosives: youtube.com/watch?v=lo_PVJxfH7U
As child: youtube.com/watch?v=3aGEV_LhcHE
Setup with one bomb: youtube.com/watch?v=4nULkpwxOU8
This glitch only works on v1.0, due to a not well-documented oddity with putting away items. In version 1.0, you can use items for one frame as you are putting away an item. Since crawlspaces force you to put an item away, while swordless you can use a deku nut for one frame as Link begins to put the deku stick away in the crawlspace. Deku nuts reset Link, so you can move around while in the "crawlspace state". This causes you action icon to be permanently blank, and Link will stick to the ground. This also causes unrestricted items just like Down A, it makes you completely invincible, even to recoil, and it changes Link's collision.
This same put-away trick can be used on a ladder to easily do Down A as well.
Other related 1.0-only put-away stuff:
Use an item while grabbing a block (found by skater):
youtube.com/watch?v=7wqIVwPP0Bo
Use an item while manually putting an item away (found by zas):
youtube.com/watch?v=Sb5W8pf_3tg
(can be used to do "Quick PutAway" as well)
Quick PutAway action swap to "nothing":
youtube.com/watch?v=DqRCb--3_B8
You can use items on a ladder with the same method (found by sockfolder?). FPS items softlock.
You can also use this to use items while crawling in a crawlspace. FPS items softlock.
You can use items while swimming on any version, by WWing into an area with water (found by r0bd0g?)
EDIT: You do not need an external explosive if you have at least one chu!
youtube.com/watch?v=0hPBmyPMLlc
youtube.com/watch?v=w17IZgvaJC0
There is a limit of 3 explosives that can be loaded at a time. Explosions (even from an external actor/object) also count toward this limit, but they do not obey the limit themselves.
So if you begin to pull a new explosive just before a 3rd explosion appears (2 frame window?), it will cancel the draw and you will quick draw the chu. Combine this with an action swap from charged hookshot to chu, and you can store a ground jump.
Interestingly, chus produce an explosion before they unload completely, meaning you can can reach the limit with only 2 chus (or a bomb and a chu). Bombs actually seem to turn into the explosions they produce, so 2 bombs will not fill the limit when they explode like chus do.
Unfortunately, due to the window size, it's hard to read most of the script's text on screen. It was either that, or have a bunch of overlapping text. Oh well. Anyway, find it here if you want to use it github.com/rodamaral/smw-tas
Here's an in depth explanation of how the block snake end sprite works: youtube.com/watch?v=GIN1To_Nwqg
1. Make sure you have a fish or bugs or fairy loose
2. Bottle in hand
3. Jump in shallow water toward a shore (the water needs to be shallow enough that Link bounces off the bottom instead of sinking too deep)
4. Press B to Quick Draw the sword just before you hit the water (2-frame window)
5. Do NOT hold forward in the water, just let Link's momentum glide him to the shore
6. If done correctly, you should still have the bottle in your hand
7. Shieldswipe (hold Z+R, hold bottle, release R) to catch fish/bugs/fairy
setup made by moltov: http://youtu.be/W9Y4XERd-4w
setup made by slask: http://www.twitch.tv/slask2prask/c/4653112
setup made by sva: http://youtu.be/Z7CYsWB-RNE
setup made by sera: http://youtu.be/Tf9rHPJTc6Y
setup made by speedfrog: http://www.twitch.tv/speedfrog/c/4647246
EXPLANATION:
When you perform Quick Draw the "last button activated" index is updated to the B button, but if you do it right, Link doesn't put away the bottle in his hand. The shieldswipe technique lets you use the item in your hand without updating the button index. Both of these combined means you can dupe over the button you used for Quick Draw, even if it's a sword.
Quick Draw is the only action that sword items can do that updates the index without actually drawing the item, so this will likely be the only way to dupe over sword without first getting another item on B. Second best action is crouching, but you can still draw sword items while crouching unfortunately.
I'm sooooo sorry about this btw :(
shoutouts to fox for .zfg-ing shieldswipe to inspire me to find this
btw, quick plug: check out this awesome Super Demo World TAS by panga! youtube.com/watch?v=HCr0EKuxTbk
(It's a ROMhack of SMW if you didn't know)
youtube.com/watch?v=qU6UyjVhpHM&list=PL7195269BE54CC3CF
it starts out simple and silly but it gets really convoluted and glitchy by the end.
While invincible (this may require nayru's love) hold Z and shield while in first person mode from the slingshot/bow/hookshot/etc, and then take damage. As child, this has a chance to crash the game.
If you release Z after shielding in slingshot mode, you can actually "store" the slingshot camera until you take out another item or take damage or something.
It's worth noting that regular weirdslides can crash the game as child too, depending on your analogue input. This method seems to crash more often though.
Idk if you can use the slingshot during the glitchy animation to do a weirdshot or something.
This is useless, obviously.


