Super Mario World - Pipe Counter Overflow [FLASHING LIGHTS]
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- Опубликовано: 19 дек 2023
- The code I used for infinite time, coin counter, and Yoshi in item box (use with jailbreak):
A9 FF 8D 31 0F AD 1A 14 8D BF 0D A9 C2 8D C2 0D A9 02 85 19 6B - Игры
What actually happens is that the game thinks you're entering a level from the OW when the counter overflows to 0. So it looks for which level you're entering by- get this- checking for the tile ID of a certain tile in the level. Usually this tile is air, 0x25; you're on a submap, so this corresponds to level 0x125, which is #1 Iggy's Castle. This level has a no-yoshi castle entrance so that's why the cutscene plays out, albeit it's buggy. But the castle entrance also knocks you back to your original level, which is why it restarted.
Oh, that makes sense, thank you!
Thank you, that explains it much better than I ever could, haha
that's pretty cursed ngl
What does it use the pipe counter for?
It's used to remember which level is the original, since sublevels are technically different levels. Without it, dying/winning in a sublevel would glitch the game out
Interesting! You'd think they could just store that once rather than keeping a stack, though.....
@@RavenWorks It's not a stack, it's a one-byte variable that starts at 0 when you enter and increases by 1 when you enter a sublevel. Why it keeps increasing past 1 is beyond me because anyone who spent any amount of time thinking knows it can overflow, but apparently it didn't.
least patient gamer girl
#killyoshi is beyond glitches lol XD
man, didn't know Nintendo expanded hex numbers from just A-F to A-P /s
lol