...Ohhhh. Oh, that actually makes a lot of sense. That also explains why you can't even load the rooms that contain DDD and HMC because those level entrances are ALWAYS rippling. Nice catch!
first thought: The game tries to do the ripple,but fails because of the 42 clones. Clones count as a object. They will fill the vacant slots. Ripple effect causes the game to add new objects onto slots. second thought: The game tries to turn a simple 2 tri(triangle) surface into something that has a bunch of tris but because clones stay rendered no matter what(except if you reopen the game),the game will fail to do this because of the limitation of the renderer.
My guess is that it's the sheer _polygons_ from the objects what corrupt a part of memory that specifically deals with the wavy transformation effect from the paintings. You cansee how HMC and DDD crash instantly, as they immediately turn from a flat surface to doing ripples. (By extension, entering the room of CotMC would crash instantly too.) From my understanding, the paintings really are just two polygons built into the map's walls before then actually turning into the much higher count mesh, so something is going on that breaks that transformation effect. That is the only effect of its kind I can think of in the entire game, too, as anything else that seems to gain complexity is just loading different sets of models or things that are already there. So that'd explain why stuff like cloned coins doesn't trigger this.
@@JanxZ It was correct. In the second video about this corruption someone figured it out and posted a comment. It's related to an overflow of some graphics buffer which is used for various things - like text rendering, and the ripple effect. When the game goes to render text and the buffer is full it just doesn't render it. When it goes to render the ripple effect it crashes. And because of a bug, once the buffer is full it stays full. Or SOMETHING like that.
I studied this back a few years ago with the debug mode on (the one that shows you the level select screen, etc) and "Press L to spawn new Mario". Apparently, if you spawn way too many objects, the "RAM" counter of the debug HUD called MEM, which is a big number that should say how much RAM the game is able to access - I think it starts off with a 4 and it's usually 8 or 10 digits since the N64 has 4MB System RAM - ends up going into negative. When you have like 12 Mario clones on screen, the game gets super glitchy, Mario's Logic starts breaking and inputs get multiplied to warp speed, and as soon as you have all clones on screen and spawn another, the game will get rid of all the textures from the VRAM and you end up with a polygon mess. Not fun to look at, but it's interesting as a programmer or hacker.
DrSavitruc unfortunately I cannot remember the "Press L to spawn new Mario" code, but the Debug info code is in Project64 cheat menu. it's the same option that gives you Mario's animation state, angle, speed and ram usage counters.
It seems to have to do with the liquidy surface of most level entrances, but it doesn't make a lot of sense as to why it only effects that specific entity.
It's because the ripple effect takes a lot of processing power. Since it takes a ton of entities on screen to make the game corrupted, I'm guessing the game is put into a corrupted state when the game forgets to reclaim the resources used to make all the laggy entities - so a "corrupted state" is just the game running with less resources. Because a ripple effect is complex and has a lot of polygons to render, it's too much for the game to process.
Jirt One problem with that theory.Ripples aren't 3D.They are 2D textures that look like they have depth.However,since it swaps texture layers for animations,that could use resources
That's what I noticed. Even in that room where the floor is constantly rippling, it crashes as soon as the rippling happens, and on levels where it starts to ripple after mario steps in, like the clockface, it crashes as soon as it would start rippling.
It looks like the ripple effect is what's causing the crashes, which explains why it happens so far out next to the 30 star door yet only happens to the paintings when you get close
I love how thorough you are with these videos. Showing everything in full and also giving us the viewers enough time to read and understand. Yes, it might be a little bit boring at times but I say that is worth it for the completeness it offers. Long-term quality over entertainment. Love your videos. They remind me of what I love most in the world.
I tested this on an actual console using the hat cloning glitch, and none of the graphical glitches like shadows turning into squares and disappearing HUD happened. It just got laggy and eventually crashed. ):
Reminds me that back in the day, IIRC all of this, in my console with the expansion pack, I'd play turok 2 for a while and the pack would get very warm to the touch, then put in San Francisco Rush 2 and marvel at the junk that would take place, mostly incorporeal cars appearing in the middle of the road.
@@MilesPrower1992 It'd do something. It could be overheating causing memory corruption or it could be that there was leftover data from the few seconds of persistence that the N64's RAM had.
0:45 You truly make these videos like a scientist making a thesis. Before the small percentage of your viewers who know about the Mips door glitch can even wonder if the only underground course thats sealed with a simple door can be loaded using the glitch you immediately throw in the footage. I love it :D
+Whitefright You know how people go on Pornhub and talk about black ops? This is the youtube equivalent. You commented on a Game Corruption video. WTF?
+Tanner S. I saw one guy ask about investing in a 401k because he turned 18. Another guy responded with some really helpful advice. Kinda makes you forget that you're watching a chick getting rammed.
I wonder if the corruption triggers when the routine to activate the painting ripples happens -- it would line up with all paintings crashing and all non-painting exits not crashing.
It's funny that I've watched so many ov these videos but I've barely ever played Mario 64, (despite having the game and console right in my room) I guess that just speaks about how cool your content is.
pretty sure the massive amount of objects causes the game to overwrite the ripple function does this mean that cloning an even larger amount of objects of specific types could be used for ACE?
So, if the ripple effect freezes the game, that means that it will also freeze when you go near the entrance of slide in TTM (since it also has a ripple effect).
So I imagine there's some table that stores all the graphical data for the objects that are loaded, and that table is full so it begins overwriting other graphical data that is nearby in the memory
pannenkoek2012 Thank you! Everything seems to sync except the game crashes as soon as mario enters the room of WF, instead of when mario gets near the painting. I will tell you if I find anything interesting.
nathanisbored Not exactly. The objects are stored in a circular doubly linked list (en.wikipedia.org/wiki/Doubly_linked_list#Circular_doubly-linked_lists). The memory is allocated in a dedicated area in RAM that has room for 240 objects. I will have to find out how the memory allocator works and what happens if it fails. Pannenkoek's video 'SM64 - The Science of Cloning' gives a lot of information about the object list, but to understand this, one probably has to look at the internal memory layout.
Scarlas I assumed that that table only stores their IDs, not their graphics. That's how it works in super mario world anyway. The graphics are stored in a different table, but allocated based on the ID of their object slot. Also, I'm not sure if this would be useful to you, but it definitely needs more documentation www.smwcentral.net/?p=nmap&m=sm64ram
***** Thank you for the information. My investigation got interrupted by some real life stuff and I kind of forgot about it, but I will continue soon. Do you know for which regional version the addresses you mentioned are?
I think this has to do with the data for the objects in ram overflowing past the expected area for objects to be loaded, causing certain things to load incorrect data, meaning the game crashes.
it's the wavy ripple effect causing the freeze. The objects weren't cleared from the games memory so it doesn't have enough memory to create the way ripples in paintings/pools
Prescott no it's a cartridge that it affects and all the Sprites still stay there when you turn it off and turn it back on corruption will still be there
If you save i believe that the corruption will still be there, but i believe that if you dont save then it wont be there. I dont have a way of testing this right now but i could later.
Perhaps the most logical explanation is that, since the paintings are likely animated via vertex animation we can see that they have quite a few frames and every single frame has to be stored separately both in RAM and the model itself, which requires a great amount of RAM, a lot of which isn't freed because the game was never designed to have so many objects in screen at once, thus crashing due to there not being enough memory.
I'm researching memory corruption in another game. This is what I think could be happening: Code that stores entity data (x, y, z, rotation, health, texture, etc.) { 1: 2: 3: ... 600: } code that gets corrupted (after entity data in memory) { } Let's pretend there are 600 lines of empty space, and that an entity takes up 1 line of code. If we create 600 entities, there's no problem. The memory has space for it. However, if we make 601 entities, the game will start to bug out (it could also happen if their AI/geometry data takes up too much space). In the game I'm researching it in, if you get too many stones to drop when you hit enemies, the game crashes because it overwrites memory it shouldn't be able to access. In SM64 it seems like it's overwriting the place in memory that stores how to handle loading the ripple effect near levels (as many have said before me). Unfortunately this is only a guess, and I don't know hexadecimal assembly well enough to understand the corruption well enough.
I guess the RCP can't allocate enough memory to render the painting ripple, after you've cloned so many items... or some memory gets overwritten and not reloaded on exit?
Is it possible to get the corruption in Snowman's Land or Tall Tall Mountain using hat duplication, then jumping into the water to get the ripple crash? Or is it only the paintings?
The reason why the game freezes when you get near a painting is the ripple effect requires enough data to process the level and when the data's full (I.e cloning,too many objects) the game cannot load the level.
My first thought: Can this be used for ABC? Can you actually corrupt the game in a way that allows you to clear BitFS 0x? Or, even better, can you execute arbitrary code with this thing?
so i'm assuming the reason it crashes is because the wavy animation on the paintings and the reason those "special" levels don't crash is because they aren't paintings
In which a shitload of Goombas break the very fabric of reality.
XD
'An extensive goomba structure'
That was the name of my first band.
E-102 Gamma Mine too. Our first song was "PPU Alignments (Rocking The Scuttlebug)
That’s what I named my dick
that one made me say
WHAT IN THE LIVING FUCK!?!?!?!?
Pannen predicted Mario Odyssey
That isnt corruption in the thumbnail it's a bunch of kids getting their tests back
Nice
Huh, U NID LAIKS
Some kid convinced the teacher to learn outside
And they all failed.
I too always turn into a goomba upon receiving a test
So, anything that does the ripple effect.
...Ohhhh. Oh, that actually makes a lot of sense. That also explains why you can't even load the rooms that contain DDD and HMC because those level entrances are ALWAYS rippling. Nice catch!
first thought:
The game tries to do the ripple,but fails because of the 42 clones. Clones count as a object. They will fill the vacant slots. Ripple effect causes the game to add new objects onto slots.
second thought:
The game tries to turn a simple 2 tri(triangle) surface into something that has a bunch of tris but because clones stay rendered no matter what(except if you reopen the game),the game will fail to do this because of the limitation of the renderer.
@crimson Destroyer well when you walk close to the door they always loop
So presumably that would also include the Metal Cap stage and the slide in Tall Tall Mountain.
if memory serves, loading the levels via cheats/the debug menu and trying these places does in fact result in the crash
My guess is that it's the sheer _polygons_ from the objects what corrupt a part of memory that specifically deals with the wavy transformation effect from the paintings. You cansee how HMC and DDD crash instantly, as they immediately turn from a flat surface to doing ripples. (By extension, entering the room of CotMC would crash instantly too.)
From my understanding, the paintings really are just two polygons built into the map's walls before then actually turning into the much higher count mesh, so something is going on that breaks that transformation effect. That is the only effect of its kind I can think of in the entire game, too, as anything else that seems to gain complexity is just loading different sets of models or things that are already there.
So that'd explain why stuff like cloned coins doesn't trigger this.
+0022xffffffff64 Bingo!
when a person who knows nothing about computers or consoles or aything tech related makes a guess about them
@@JanxZ It was correct. In the second video about this corruption someone figured it out and posted a comment. It's related to an overflow of some graphics buffer which is used for various things - like text rendering, and the ripple effect. When the game goes to render text and the buffer is full it just doesn't render it. When it goes to render the ripple effect it crashes. And because of a bug, once the buffer is full it stays full. Or SOMETHING like that.
@@JanxZ explain it then genius
@@NY_Mapper literally anything but what this guy is saying lol
Why are there so many goombas protesting and what are they protesting for?
rokcris7 have you seen their white flags? They’re asking for a peace treaty
this comment did NOT age well at all
Thiccy Cheeser
Goddamn i didn’t know protesters were invented in 2020
In all seriousness, this aged fine. Please stop.
To end the war in Bob-omb Battlefield
@@thiccycheeser5866 Never knew protesters were so recent. Shut up, this did not-not age well.
I studied this back a few years ago with the debug mode on (the one that shows you the level select screen, etc) and "Press L to spawn new Mario".
Apparently, if you spawn way too many objects, the "RAM" counter of the debug HUD called MEM, which is a big number that should say how much RAM the game is able to access - I think it starts off with a 4 and it's usually 8 or 10 digits since the N64 has 4MB System RAM - ends up going into negative. When you have like 12 Mario clones on screen, the game gets super glitchy, Mario's Logic starts breaking and inputs get multiplied to warp speed, and as soon as you have all clones on screen and spawn another, the game will get rid of all the textures from the VRAM and you end up with a polygon mess.
Not fun to look at, but it's interesting as a programmer or hacker.
Coburn's Domain Do you know a video showing these cool effects ?
DrSavitruc unfortunately I cannot remember the "Press L to spawn new Mario" code, but the Debug info code is in Project64 cheat menu. it's the same option that gives you Mario's animation state, angle, speed and ram usage counters.
Thanks for the info.
Coburn // Coburn's Domain but can you explain why the game crashes whenever the ripple effect happens?
Coburn
These?
PAL
D0309260 0008
80309510 0001
D0309260 0004
80309510 0002
NTSC
D033AFA0 0008
8033B248 0001
D033AFA0 0004
8033B248 0002
Well, it’s d-pad up but close enough.
It seems to have to do with the liquidy surface of most level entrances, but it doesn't make a lot of sense as to why it only effects that specific entity.
+Grayham Grimes
Yeah. BBH and RR are the only main levels that don't have some type of liquid effect (painting or clock)
It's because the ripple effect takes a lot of processing power. Since it takes a ton of entities on screen to make the game corrupted, I'm guessing the game is put into a corrupted state when the game forgets to reclaim the resources used to make all the laggy entities - so a "corrupted state" is just the game running with less resources. Because a ripple effect is complex and has a lot of polygons to render, it's too much for the game to process.
Would a more accurate name for the phenomena be memory leak, then?
Jirt One problem with that theory.Ripples aren't 3D.They are 2D textures that look like they have depth.However,since it swaps texture layers for animations,that could use resources
no ripples are 3d, a SM64 corruption video shows the polygons expanding out of the room.
Fun fact: If you attempt this on the Wii U Virtual Console using the hat cloning method, it crashes the same way the N64 does.
woah
Loading too many Goombas can crash Paper Mario
Nintendo Gaming dang. Here goes Stryder7x. TOO MANY ITEM- Wait, this isn't DanTDM.
Wrong channel...
But even if you were to crash Paper Mario by loading too many goombas in 0.5 A presses, they would be coins.
Yeah but it's actually invisible toads mapped with the goombas that cause the crash
@@MassShadow9935 r/woooosh
Pretty obvious that its the painting's "ripple" effect that activates it
That's what I noticed. Even in that room where the floor is constantly rippling, it crashes as soon as the rippling happens, and on levels where it starts to ripple after mario steps in, like the clockface, it crashes as soon as it would start rippling.
Sounds like some of the data or code for the ripple effect was changed, and it's only loaded once when the game starts.
keep your breath constant and hit it with the ripple from the inside
The only solution is for the Mario 64 ROM to become the Ultimate Lifeform
A Presses = USELESS!
So anything that triggers the ripple effect freezes the game.
in slow-motion the game crash
☢️☢️☢️☢️☢️☢️☢️☢️☢️3:00 TgUDHvgH
@@hgcgggfdftaa3539 What?
It looks like the ripple effect is what's causing the crashes, which explains why it happens so far out next to the 30 star door yet only happens to the paintings when you get close
Oh, you're right! That unifies all the freezes we saw! Now we just need Tyler Kehne to figure out why.
Probably
Sharp observation 1ted59
John Yorson Good hypothesis, even if I feel like water won't be enough to crash...
pannenkoek2012 Check and see if it corrupts next to the CotMC entrance too, maybe by hacking in lots of spiders or something
I love how thorough you are with these videos. Showing everything in full and also giving us the viewers enough time to read and understand. Yes, it might be a little bit boring at times but I say that is worth it for the completeness it offers. Long-term quality over entertainment.
Love your videos. They remind me of what I love most in the world.
I tested this on an actual console using the hat cloning glitch, and none of the graphical glitches like shadows turning into squares and disappearing HUD happened. It just got laggy and eventually crashed. ):
Interesting
+pannenkeok2012 If your game is corrupted, is there anyway to fix it? Or is the copy of the game completely screwed?
+Hanz von ShrekyDreckyWeedStain After you turn the game off any game corruption is undone. It can't cause any permanent damage to your game.
Ethan White ahh, ok. Thank you!
So Ethan, did you know it leaves after turning it off and on BEFORE corrupting your game or after?
I was watching gas torch videos...now I'm here.
Thomas J. Tom Welcome to sm64 glitching!
Well i was watching roblox videos
For a second i thought you said gas torcher videos and I was like "what the fu*k?!?!"
The youtube algorithm at it again
Alternative title: “How to personalize your copy of Super Mario 64”
You want fun wario show you fun
god i cant wait for this meme to die
@tails pinga corta they literally make the same joke over and over. The creepypasta isn't even that good lmao
Askon true, true
@tails pinga corta ×3 This meme is very bad :/
Reminds me that back in the day, IIRC all of this, in my console with the expansion pack, I'd play turok 2 for a while and the pack would get very warm to the touch, then put in San Francisco Rush 2 and marvel at the junk that would take place, mostly incorporeal cars appearing in the middle of the road.
The memory pack would get hot and mess up San Francisco Rush?
@@MilesPrower1992 It'd do something. It could be overheating causing memory corruption or it could be that there was leftover data from the few seconds of persistence that the N64's RAM had.
0:45
You truly make these videos like a scientist making a thesis. Before the small percentage of your viewers who know about the Mips door glitch can even wonder if the only underground course thats sealed with a simple door can be loaded using the glitch you immediately throw in the footage. I love it :D
Is it just me or does the corruption have nothing to do with the main/sub-level thing but only wit the 3d-wave-effect the paintings and walls have?
Mario: Corrupts game
Also Mario: I want to go someplace else.
Painting: I'm gonna stop you right there.
Proof that Mario 64 gets personalized based on how you play the game.
Probably because the wavy effect of the painting is corrupted.
That's what I figure because I noticed that all the levels that worked did not require that wave effect.
TheHappyFaceKing what about the crashes that happen when you open a door
@@shady8045 There is still a waving. Look at HMC for example. It's entering uses a wave, even if you don't jump in.
I made this gnarly 1 dollar pizza and now my stomach doesn't feel well...
+Whitefright You know how people go on Pornhub and talk about black ops?
This is the youtube equivalent.
You commented on a Game Corruption video.
WTF?
GET THE FRICK OUTTA TIS HOUSE SPAM BOT!
+Tanner S. I saw one guy ask about investing in a 401k because he turned 18. Another guy responded with some really helpful advice. Kinda makes you forget that you're watching a chick getting rammed.
I’m supposed to be playing Game of War, but this one player keeps kicking my ass!
Sorry I'm late, but how did you make a 1 dollar pizza?
Happy 5 years and Merry Christmas to this video!
Entering a painting crashes Mario 64.
I wonder if the corruption triggers when the routine to activate the painting ripples happens -- it would line up with all paintings crashing and all non-painting exits not crashing.
Now as society we all need to recreate all of pannen's findings on the PC port
It's funny that I've watched so many ov these videos but I've barely ever played Mario 64, (despite having the game and console right in my room) I guess that just speaks about how cool your content is.
pretty sure the massive amount of objects causes the game to overwrite the ripple function
does this mean that cloning an even larger amount of objects of specific types could be used for ACE?
I'm hoping on the very small chance that this leads to some new skip.
John Yorson Maybe it could change whether the endless staircases are endless thus leading to fewer A presses any%?
It wouldn't be valid, memory corruption crashes hardware instantly.
*then why didn't it*
0:18 shadow texture is bugged
So, if the ripple effect freezes the game, that means that it will also freeze when you go near the entrance of slide in TTM (since it also has a ripple effect).
0:54 the game against anymore wario apparitions
0:56 insert wario head
Rip to the cartridge that died for this video.
I wonder if the entrance to the slide in tall tall mountain, with it's ripple effect, triggers the freeze too
You made it into two of the paintings long enough for the music to play
Actually corrupting the game is a good way of telling where hidden paintings are
Does anybody else think the goombas all look like school graduates?
-The console is traumatized on how many Goombas it had to render on the screen so it's trying to prevent you from killing it.-
It seems it freezes before the rippling effect starts or it's about to pop in (Dire Dire Docks).
Would you mind sharing the input file for this? It might be interesting to look at the game's memory during the execution of this glitch.
So I imagine there's some table that stores all the graphical data for the objects that are loaded, and that table is full so it begins overwriting other graphical data that is nearby in the memory
pannenkoek2012 Thank you! Everything seems to sync except the game crashes as soon as mario enters the room of WF, instead of when mario gets near the painting. I will tell you if I find anything interesting.
nathanisbored Not exactly. The objects are stored in a circular doubly linked list (en.wikipedia.org/wiki/Doubly_linked_list#Circular_doubly-linked_lists). The memory is allocated in a dedicated area in RAM that has room for 240 objects. I will have to find out how the memory allocator works and what happens if it fails. Pannenkoek's video 'SM64 - The Science of Cloning' gives a lot of information about the object list, but to understand this, one probably has to look at the internal memory layout.
Scarlas I assumed that that table only stores their IDs, not their graphics. That's how it works in super mario world anyway. The graphics are stored in a different table, but allocated based on the ID of their object slot.
Also, I'm not sure if this would be useful to you, but it definitely needs more documentation www.smwcentral.net/?p=nmap&m=sm64ram
***** Thank you for the information. My investigation got interrupted by some real life stuff and I kind of forgot about it, but I will continue soon.
Do you know for which regional version the addresses you mentioned are?
The wiggling effect of the paintings might be the problem
Interesting that the HUD disappears, except for the Lakitu camera position indicator - what's the reason for this?
Aw, I thought this video would be Pannen channeling his inner Vinny...
2:28 why can't you do a hard restart or something of the such to remove the corruption?
This is how far I watched, so this may be outdated
Outdated by the rest of the video?
Numerous reasons such as the star not counting, the HOLP being reset, you progress run starting from scratch
I think this has to do with the data for the objects in ram overflowing past the expected area for objects to be loaded, causing certain things to load incorrect data, meaning the game crashes.
it's the wavy ripple effect causing the freeze. The objects weren't cleared from the games memory so it doesn't have enough memory to create the way ripples in paintings/pools
Thumbnail be like: PAPERS PAPERS GOTTA GET EM ON TIME
"All paintings and levels for sm64"
Theoretically, if you did make it into HMC, what would happen if you tried to enter Cavern of the Metal Cap, which is a non-main level?
You can still uncorrupt it by turning the power off and on, though, right?
Prescott no it's a cartridge that it affects and all the Sprites still stay there when you turn it off and turn it back on corruption will still be there
If you save i believe that the corruption will still be there, but i believe that if you dont save then it wont be there. I dont have a way of testing this right now but i could later.
Green Cappy Corruption is still there. Ripple is still corrupted in files.
Your cartridge will still work perfectly fine.
@@0x2480 It's permanent corruption of files stored on the cartridge. Works just fine but gl playing the game without entering any paintings.
The game can't handle the painting effect
Wouldn't it be corrupted because it can't render the splash animation that paintings and various other objects?
Perhaps the most logical explanation is that, since the paintings are likely animated via vertex animation we can see that they have quite a few frames and every single frame has to be stored separately both in RAM and the model itself, which requires a great amount of RAM, a lot of which isn't freed because the game was never designed to have so many objects in screen at once, thus crashing due to there not being enough memory.
But why does it crash?
How do you spawn goombas that are not clones?
Super Mario 64:
Bowser finally wins
Bowser was smart for once. He corrupts the paintings to bring Mario to crash land
I'm researching memory corruption in another game. This is what I think could be happening:
Code that stores entity data (x, y, z, rotation, health, texture, etc.)
{
1:
2:
3:
...
600:
}
code that gets corrupted (after entity data in memory)
{
}
Let's pretend there are 600 lines of empty space, and that an entity takes up 1 line of code. If we create 600 entities, there's no problem. The memory has space for it. However, if we make 601 entities, the game will start to bug out (it could also happen if their AI/geometry data takes up too much space). In the game I'm researching it in, if you get too many stones to drop when you hit enemies, the game crashes because it overwrites memory it shouldn't be able to access. In SM64 it seems like it's overwriting the place in memory that stores how to handle loading the ripple effect near levels (as many have said before me). Unfortunately this is only a guess, and I don't know hexadecimal assembly well enough to understand the corruption well enough.
0:55 They Prevent you from seeing Wario again
L0l
0:56 HEY! WHERE IS DA WARIO!?
the game had alot of levels and a good environment for its time
My PC can't handle the intense processing power of Mario 64.
If you get Game Corruption, how do you get rid of it? Please answer this question!
Just exit the game and then enter the game again. You can continue to play (with the same progress of: stars collected, cannons unlocked, etc.). 😀
@@supermarioluigi9053 I’ve been wondering for 3 years. Thank you so much!
The Dark Side Of Mario 64...
No?
eh, i just find glitches just odd and disturbing :\
Yeah, especially when they're unexpected.
+an onion XD
PA PA PAA PA PA PAAAA
love that jingle when you enter a level
looks like all local goombas are doing an event and mario is sabotaging it
The memory was filled by all of the objects on-screen. Memory overloads when the ripple effect is called, and this causes the game to crash.
Sounds to me like a dead-on case of the stack overflowing and clobbering something.
You really need to teach us how are you so damn good at the game.
*every copy of Mario 64 is corrupted*
When Super Mario Bros. gets laggy, the HUD might stick to the character grid.
i had sex
Fun fact: the game also corrupts when Vinesauce plays it.
My RUclips app on my tablet actually crashed when I entered the video
This personalized copy must suck.
Trying To Enter A Painting Crashes Super Mario 64
That means, the twirling effect of the paintings are corrupted, resulting into a crash
0:55 Will you play the game? OR WILL IT PLAY YOU-
This is so complicated, but i like to watch these videos lol
0:30 That timing...
There is a dismembered body on the ground at 2:22
I guess the RCP can't allocate enough memory to render the painting ripple, after you've cloned so many items... or some memory gets overwritten and not reloaded on exit?
Is it possible to get the corruption in Snowman's Land or Tall Tall Mountain using hat duplication, then jumping into the water to get the ripple crash? Or is it only the paintings?
All the non-freeze levels don't have an entrance animation (the waves of regular paintings). The freeze levels do.
looks like only the ripple effect gets corrupted and does not corraspond
0:56 Wario apparition be like:
0:56 I thought of the Wario Apparition
The reason why the game freezes when you get near a painting is the ripple effect requires enough data to process the level and when the data's full (I.e cloning,too many objects) the game cannot load the level.
I can't be the only one who low key wishes he just did those with a voice over, right?
Just imagine someone intentionally corrupting their game, then deleting all the saves, then selling the cartridge.
This is probably what caused the textureless mario anomaly
That's scary if the corruption stayed forever
All i see in the thumbnail are papers from an exam on top of goombas
It looked like the goombas were holding papers
I corrupted the game in a way which would crash it only if I triple jump dived at the top of a painting
My first thought: Can this be used for ABC? Can you actually corrupt the game in a way that allows you to clear BitFS 0x? Or, even better, can you execute arbitrary code with this thing?
2:17-Hey Mario, what's your favorite part of a lady?
someone requested that Bowser is the one that causing the crash on that game
so i'm assuming the reason it crashes is because the wavy animation on the paintings
and the reason those "special" levels don't crash is because they aren't paintings
TheManOf1000Games yup