I like how you do all this with natural glitches that exists within the game! I also like exploring, but I use Game Genie to do it (which is much easier, but less exciting), also the way you do it makes sure that you don't actually mess with the game mechanics (except for exploiting glitches of course), this is something I always have to be careful about when designing GG codes.
6:28 how come the parallel universe here is mostly intact after the wall of junk tiles but on a vertical level if you go past the boundaries it keeps making junk tiles that vaguely resemble the level and don’t work right at all (such as in 7-1)
Horizontal levels and vertical levels are "loaded" using different methods while the screen scrolls. The method for horizontal levels overflows after the 16th screen, so it repeats. Bumping/breaking blocks or collecting a coin out there malfunctions in a similar way to the vertical levels though. The method for vertical levels overflows after the 256th screen, and player collision is specifically ignored for the final 128 screens (so you don't interact with anything if you were to fly over the top, which can be done in 5-2)
It's pretty much the exact same info as this video. The PU's grab blocks from different places, but the effects are about the same. The game doesn't crash though, as writing to ROM does nothing in the SNES version. I don't know anything about the GBA release though, and I'm not planning on covering it any time soon.
*P A R A L L E L U N I V E R S E S* something something half an A Button press something something 0:50: IT'S STILL GOING TOO SLOW. 1:26: He crossed the death plane. 7:37: "DENIED." -Nintendo, 1988-ish 7:55: But our Princess is in another (very broken) castle... 9:39: Goomba: "So, how'd you get down here?" Mario: "I dunno-a. I just used-a some Koopas to break-a the laws of physics-a!"
I am surprised SM3, for all its apparent sophistication, still uses the SM1 method of one warp per 'screen'. Simple to implement, but seems both wasteful (lots of unused space) and tight (little data per warp).
@@alexanderforselius It doesn't matter which version of the game you use, all of them use address $22 to determine the length of the level. The emulator I use is called Bizhawk, and it has built in tools, like the Hex Editor. At the top of the emulator, there's a little dropdown menu labeled tools, which contains the Hex Editor. Once you're inside a level, click on address $22, and type FF. That will manually change the value of that byte, and set the length of the level.
@@100thCoin I use Fceux and it displays addresses in 000000 and when I search for 0022 I get to 0x0000020 and I edit the fourth hex to FF but it makes the horizontal scrolling stop...
The pipe glitch is incredibly precise, and it took me a couple dozen rerecords to make the footage I show in the video. It's a lot easier to do the pipe glitch on the bottom of pipes, like with the 7-1 wrong warp setup.
8:48 mario accidentally summons a demon while breaking the fundamental laws of the universe
that noise tho
Koopas need HUGS
I like how you do all this with natural glitches that exists within the game! I also like exploring, but I use Game Genie to do it (which is much easier, but less exciting), also the way you do it makes sure that you don't actually mess with the game mechanics (except for exploiting glitches of course), this is something I always have to be careful about when designing GG codes.
Cna you tell what GG code you used? 😊
Wow this is insane, genuinely Such good quality content holy
no way kriller
i took inspiration from you for my pfp :D
I took a crack at doing the 1-3 softlock. It was a neat trick to learn!
I can't stop binging your videos
3:40 actually sounds good for some reason. 😂😂😂😂
This was incredible!! I love your videos :D
This is super cool! Keep it up!
6:28 how come the parallel universe here is mostly intact after the wall of junk tiles but on a vertical level if you go past the boundaries it keeps making junk tiles that vaguely resemble the level and don’t work right at all (such as in 7-1)
Horizontal levels and vertical levels are "loaded" using different methods while the screen scrolls. The method for horizontal levels overflows after the 16th screen, so it repeats. Bumping/breaking blocks or collecting a coin out there malfunctions in a similar way to the vertical levels though. The method for vertical levels overflows after the 256th screen, and player collision is specifically ignored for the final 128 screens (so you don't interact with anything if you were to fly over the top, which can be done in 5-2)
We need to go even further beyond just pArAlLeL universes, we need to learn about *parallel worlds and parallel collisions or parralel levels*
An a press is an a press. You can’t say it’s only a half
8:48 holy shit
7:50 NEW WORLD RECORD!
Can you make a video doing this on the SNES and GBA version?
It's pretty much the exact same info as this video. The PU's grab blocks from different places, but the effects are about the same. The game doesn't crash though, as writing to ROM does nothing in the SNES version. I don't know anything about the GBA release though, and I'm not planning on covering it any time soon.
that was extremely engaging, nice video!
Terminal montage never lied before…
*P A R A L L E L U N I V E R S E S*
something something half an A Button press something something
0:50: IT'S STILL GOING TOO SLOW.
1:26: He crossed the death plane.
7:37: "DENIED." -Nintendo, 1988-ish
7:55: But our Princess is in another (very broken) castle...
9:39: Goomba: "So, how'd you get down here?" Mario: "I dunno-a. I just used-a some Koopas to break-a the laws of physics-a!"
great videos, wow!
To answer this we need to talk about pareall universes
I am surprised SM3, for all its apparent sophistication, still uses the SM1 method of one warp per 'screen'.
Simple to implement, but seems both wasteful (lots of unused space) and tight (little data per warp).
Awesome
7:36 8:38 8:52 Super Mario Bros 3 stop working
What game genie do you use get past the exit to the garbage?
It was done through hex editing, not game genie. I set address $0022 to a value of 0xFF
@@100thCoin OK Great can you give instructions step by step? Which ROM?
@@alexanderforselius It doesn't matter which version of the game you use, all of them use address $22 to determine the length of the level.
The emulator I use is called Bizhawk, and it has built in tools, like the Hex Editor. At the top of the emulator, there's a little dropdown menu labeled tools, which contains the Hex Editor.
Once you're inside a level, click on address $22, and type FF. That will manually change the value of that byte, and set the length of the level.
@@100thCoin I use Fceux and it displays addresses in 000000 and when I search for 0022 I get to 0x0000020 and I edit the fourth hex to FF but it makes the horizontal scrolling stop...
How do you go in the black pipe?
The pipe glitch is incredibly precise, and it took me a couple dozen rerecords to make the footage I show in the video. It's a lot easier to do the pipe glitch on the bottom of pipes, like with the 7-1 wrong warp setup.
u just got a sub ur cool
I hate ghost peach
But first we need to make some dumb tired joke about half A presses.
great video this will help alot for level design