You know... I did find a way to crash the game on the title screen by waiting for it to loop after doing a trick I called "RAM Storage". Basically I just reload the title screen while skipping the part that clears RAM, (this is done through ACE in 7-1) and I never looked into why the crash occurs. It's possible that due to the whole "storing RAM" of it all, it could be manipulated, though I'm probably not going to look into it. At least not right now.
@@aya-hl5bk I decided to look into that crash. Due to the odd behavior that Ram Storage provides, when restarting the title screen after idly waiting for it to loop, the IRQ happens with the wrong banks loaded in, very similar to what happens in my 13 frame TAS, but a different bank. This makes an "infinite" loop of BRK instructions, which keep pushing things onto the stack until the IRQ mode is overwritten. Since the IRQ mode was overwritten, the game can now properly reach an RTI instruction, but the data being pulled off the stack isn't supposed to be used as a return address, which ends up executing code from $A836, which leads into an unavoidable game crash.
Amazing video, had a blast watching
Thanks! I also appreciate you helping me try to find another way to collect Item 83 back when I was routing this out! I'm glad you like the video!
Thanks those videos are so interesting !
Thanks! I'm glad you like it!
Coming Soon: How 100th Coin ran ace by waiting on the title screen doing nothing.
That would be epic if it actually happened though
You know... I did find a way to crash the game on the title screen by waiting for it to loop after doing a trick I called "RAM Storage". Basically I just reload the title screen while skipping the part that clears RAM, (this is done through ACE in 7-1) and I never looked into why the crash occurs. It's possible that due to the whole "storing RAM" of it all, it could be manipulated, though I'm probably not going to look into it. At least not right now.
@@100thCoin You never cease to amaze me!
@@aya-hl5bk I decided to look into that crash. Due to the odd behavior that Ram Storage provides, when restarting the title screen after idly waiting for it to loop, the IRQ happens with the wrong banks loaded in, very similar to what happens in my 13 frame TAS, but a different bank. This makes an "infinite" loop of BRK instructions, which keep pushing things onto the stack until the IRQ mode is overwritten. Since the IRQ mode was overwritten, the game can now properly reach an RTI instruction, but the data being pulled off the stack isn't supposed to be used as a return address, which ends up executing code from $A836, which leads into an unavoidable game crash.
@@100thCoin So no ACE. Ok
Smb3 is full of ace glitches
Does warping to the end always break it visually?
You really need more subscribers :D I decided to be one, this is quality content!
1:46 What level is that and/or how do I access that part of the level?
That's world 5 level 2. It's where you end up if you fall all the way down the very large vertical section.
@@100thCoin Thanks! I'll look into that.