✈ Use Code "PKBEATS" to get $5 off for your first #Sakuraco box through this link: team.sakura.co/pkbeats-SC2211 and get a chance to win FREE Tickets to Japan if you subscribe before January 31st, 2023. Giveaway starts December 1st. 🎄Use Code "PKBEATS" to get $5 off for your first #TokyoTreat box through this link: team.tokyotreat.com/pkbeats-TT2211
By the way search up hero in shared contract and go down and you’ll see a stage called lol pikachu save that stage and play it then choose hero then use zoom
I presume that the crash is "intentional". The game most likely raises an error when it tries to create the 65th object to avoid overwriting data next to the item slots. As for the pocketing crashes, the game likely consumes two item slots for a frame during the move. It's an easy oversight to consume two slots in the middle of the process of swapping one item for another.
You have to put the item in the world before deleting it from the pocket, so that you know what item are you even putting in. They probably just left this there because the item cap is so far away from what anyone would naturally hit even in 8 player smash that it doesn't matter if you consume 2 item slots
64 is 2 to the sixth power. In binary, this would mean you have six numbers, being ones and zeros. That would make a total of 64 possible combinations. Fun fact, the Nintendo 64 is named after its 64 bit processor, which was uncommon for the time. That's also why you see flash drives in 16, 32, 64, 128, and so on (in gigabytes).
@@fabiosonhandogrande1697 Yeah like Zelda 1 on the NES having a max rupee count of 255. Which out of context is so oddly specific until You understand how integer limits work. Also Minecraft having 64 as it's item limit for similar reasons
As for the Zelda fact, you can probably begin a grounded move and then perform an attack cancel to get an aerial. You could even maybe combine this with a grab input to get a wavedash, although this is would be really tough
You can’t, an attack cancel which I’m going to use instant back air for this would take multiple frames since you can’t input the c stick, trigger jump and hold a direction in the same frame. A neat concept though.
My guess about Isabelle's pocket grenade crashing the game is due to the pocketed item, for a brief moment, being technically located both in her pocket and in her hand, therefore creating 65 items.
Other items to explore would probably be peach down b, Belmont down b, toon link bomb, young link bomb, banjo grenade, bowser jr. mecha koopa, robin books and sword. Those ones I’m pretty confident would count towards the item limit, I’d me most curious to see how it impacts robin. Some less likely ones to test could be wii fit soccer ball, and Steve blocks/tnt. Those I think would be not impacted, seeing how duck hunt was just fine.
Diddy Kong banana and peanut should be on the list. I'd imagine peanut is similar to gyro and banana is similar to link's bomb. Idk tho cuz he never showed us ☹️
Peach, Toon/Young Link, and Banjo's grenade should work like all the examples in the video: The animation plays out but no item spawns. However, Belmont and Bowser jr. could still work as normal, but I'm not sure if they are pickups or projectiles (Belmont's surely will be normal, but B jr. might look normal until disappearing upon pick up?). I think Robin's stuff would just act normal since they disappear anyways.
@@KangasKong9944 Iirc he can use down B, I don't see why he couldn't in any case. I forgot it could be caught; I don't think I've ever seen that before. Diddy's peanut can be caught? I thought it only could be picked up if it broke on the ground and left an edible nut, but not the peanut shell itself.
Was familiar with the Zelda fact as a Zelda player, mostly see it while setting up phantom off stage and immediately using up-b after. The up-b and phantom launch will happen simultaneously. Sometimes it’s fun to try and do it intentionally, but it is a tough input to time. Another Zelda fact is that you can stick the phantom to a platform while in the air if the timing is right. Usually it passes through platforms and follows you, but at a certain frame in the charging animation, it will interact with the platform and land on it. Also hard to execute consistently, and usually you don’t want it to happen
As a Japanese it's so funny watching all those snacks and treats in your videos. I can see Sakurako and Tokyo Treat are really serious with their products.
64 is definitely a suspicious number - powers of 2 in programming are a lot like powers of 10 in normal life, so it'd be like the item limit being exactly 100 (with items internally numbered 00 - 99 so it uses up two digits of space).
They definitely arranged 6 bits to count up the items on the stage "111111" = 64, so if you have one more item, it would go to "1000000", one more bit long, so it would change the a bit of memory who might have been assigned to any other thing in the game, like the stage, characters, physics, anything... It's risky having it like that so they probably just check and intentionally crash if it happens to stop it from corrupting the game in some way
@@adv78 64 in binary is 1000000, I have a feeling PK may have miscounted the item limit initially, and the actual limit is 63 (as 64 brings it over to the next bit), which would also explain why isabelle throwing the 64th item would cause a crash, and why he counted 63 with a bomb in isabelle's pocket (it probably doesn't count the pocket as he theorized)
@@Zuhukanah this is counting 0, which could make sense but it also could just have a different check/flag for if there is an item there or not and the bytes only count from 1 The Isabelle thing seems like a pretty clean case. The pocketed item is an item and the item she get out is another, but they put the item in her hand BEFORE removing the item on the pocket, since you need to know which item to put in. So for a few frames, maybe even one single frame, there should be 2 items counting towards the item limit instead of one, causing the game crash
With Zelda's frame perfect input, I'm sure it can be an option select. If you miss the window, the input goes into the buffer. If you try to use side B and miss the timing, you can shield, grab, throw an item, (maybe) do a shortcut shorthop aerial, or use a different B move to remove side B from the buffer.
As a Zelda main, I knew about that phenomenon but never figured out what caused it. I've certainly made use of it on accident a few times, mainly as a panic "get off me" option. Super cool to know it's actually a frame-perfect input! I'll probably never use it intentionally, but knowing the science behind it is nice. Thanks for sharing!
I want someone to make a custom stage where you do the sheik bomb stack but then make the wall move so they all blow up at once. I really just want to see link explode all at once.
10:15 - Pac-Man's fruit charge actually has two "levels" for each fruit starting from the orange; if you charge-cancel in the second half of apple, you take half as long to charge to melon when you resume the charge, but it's not continuous-charge-cancelling on the last frame of apple doesn't leave you one frame from melon. Apparently the sound effect plays when the fruit isn't the same as the previous fruit, which also happens if there isn't a previous fruit...
Honestly, I now need to know if that frame perfect move on Zelda would mean she’s able to defeat reflected phantom with her own reflect. Or if that would run out to fast for it to matter.
As for the item limit one: 64 is an integer power of 2, which is important for computer programming because computers use binary. Basically, if you have 6 bits, there is 64 possible combinations of 6 things being either on or off. 256, 65536, and 2.147 billion are the limits of 8, 16, and 32 bits respectively, which are the most common limits you'll see when talking about video game glitches. (There's some technicalities involved with different storage methods but that's the most basic one to know)
I personally think that pocketing the item might "duplicate" the item for the purposes of making pocket work, which would make the count go up to 65 for a split second like Wario's bike did.
I thought this was a breath of the wild video, and am disappointed to be wrong, that game has some fun shenanigans, and would be a natural evolution for the channel.
As a Zelda main, I’ve done this before and it’s so so useful. I particularly use it in the air as a mix up and to catch jumpers (for some reason, this includes basically all FE characters)
"I still don't see a difference between this format and wiki" well, the difference is, in this one viewers submit stuff, in the wiki one you just read stuff of off wiki
I have a possibly explanation for something in the item limit section. For the item cap being 64, it makes some sense because every sort of program can be boiled down to binary, the classic 1s and 0s, and the way math works for binary is exponents of 2, so caps of that territory make sense (256 is a commonly used cap/limit, especially in older games). 64 is 2^6, which means Smash Ultimate has 7 bits dedicated to item count it seems (programming and binary start count at 0, not 1). By spawning a 65th item, it is now trying to look at an 8th bit that doesn't exist, causing a crash. I could be way off the mark, but this seems like it makes the most sense to me.
counts starting at 0 is a human thing, we need to represent 0 items, but computers don't care which number we use, for them it's just an offset. 7 bits is still 128 possible combinations (and things to be counted), so Smash is wasting 2/8 bits (8-2=6) of an 8-bit byte . Why ? they could be used as a shortcut to count something else (storing multiple values in a single byte)... such as the items that can only exist as 1 unique item (smash ball for example ?) or as error detection (but that usually takes 1 out of the 8 bits, here 2 are missing). a second bit could be used for sign, if negative item counts were a thing... (that might explain why the game crashes ?) lastly the switch's machine language could just be using 6-bit bytes ;_;
My guess is that it's some sort of intentional failsafe put into the game - in the modern era it's pretty rare to optimize all the way down to the "number of bits" level outside of the standard data types like bytes/shorts/longs/etc, so my guess is that they more-or-less arbitrarily decided on 64 as a limit for items.
Now I’m thinking about if like, Beefy Smash Doods did this item max setup and tried to have actual fights when unable to spawn items Then again maybe it’s not *that* interesting to fight with but I’m just thinking “how could this be made into content outside of the glitch itself?”
I know you’ve tried to do this before in these videos, but I found a way. You can survive sudden death forever by using the Luigi ladder. And there will be multiple final sparks, each zooming in, so eventually the screen will flash black every now and then.
the item cap limit reminds me of the Ghost arrow glitch from Melee you just cant replace the item with whatever you want, you just throw/summon no item
The fact that the item limit is 64 was most likely arbitrarily chosen by a programmer, there is no special property of it other than being a power of 2. If the item cap were 256, it would definitely be a special programming number as it is the amount of things you can store with a byte, which is the smallest unit of measurement we regularly use (excluding the boolean true or false). Any smaller is an unnecessary amount of hassle to work, as internally everything is handled one byte at a time (even a bool takes up a whole byte). All this together leads me to believe that it was arbitrarily chosen by a programmer. The items probably use some sort of pooling system which basically reuses items once you don't see them anymore, and this pool has to be created with some size. The developer in charge probably had to pick a number that would be big enough for all of the items you would ever see, but not so big that it causes any unnecessary performance issues. As we like our powers of two, the programmer probably thought that there could be a scenario where there could be more than 32 items, but 128 items would never really happen in a game, therefore the best-fitting arbitrary number would be 64. Thank you for coming to my TED talk
if the item limit being 64 actually is related to the amount of bits that take up all the data for the amount of items on the stage, that would mean that there are literally only 4 BITS that hold that data. Crazy.
I play a lot of Zelda have never seen this before. If I were to guess the only practicality I can think for this is to cancel with side b at kill percents and hit the opponent with side b while they are being hit by phantom. You can probably also do other stuff to cover yourself, but at that point you probably shouldn’t be doing phantom at all considering you are risking missing a frame perfect input.
64 is the amount a single byte can hold, while also being able to tell whether it is a negative or positive number, so it’s possible it’s just 64 to save a little space
My best guess for why it crashes for unpocketing an item is that when you do so the game tries to spawn an item of the same nature of that you pocketed. And since that item IS in your inventory it forces it to spawn, breaking the cap of 64 (Which as a quick note 64 in binary is 1000000 which means there is 8 total bits used to calculate the stored items in the game, or something like that, idk I haven't had a chance to learn how games fully work) and thus breaks the game. and for the spring glitch, its mostlikely something similar to the trophy glitch where your in a state of not having successfully removed the item but being far enough along for the pocket to generate the item being pocketed
FACT: if isabelle or villager get the curry item they will be able to pocket their own fire from their own curry. This is usefull (I guess)for extra damage
64 I think is also a coding limit number type thing since Minecraft has most items stack at 64 as well, which seems like a weird number unless it’s a limitation in the coding
11:31 YEEES THE MUSIIIC What about Paisy's Final Smash? Does that just not spawn the big special healing items, or were those not accounted for? Same for G&W's 7 Judge, but I expect that to be accounted for more-so.
Zelda thing has been known about for quite a while, but due to the frame perfect input with basically no cue it's really not practical. Funny when it happens on accident though.
Hey here’s a random smash fact: Wario’s bike can break the walls of Shadow Moses Island with its back wheel if you turn near them! Why? It can also break the lower ones through the floor if the top ones are broken with the right positioning… w h a t
I wonder what happens when if someone has a final smash ready, hit the item limit, then someone hits the smash ball out of the person, if that despawns the smash ball entirely or possible crash
It's most likely 63 items MAX, not 64. As some other people have already mentioned, 64 is 2 to the power of 6, so 64 unique numbers can be represented in binary using 6 digits. 0 would be the 'zeroth' number represented this way (000000) and 63 would be the last (111111). 64 would require one more digit to represent. It most likely has a 6 digit item counter, and when a 64th item is spawned (being the sixty FIFTH number to be represented, as 1000000), the game has a buffer overflow and crashes.
Just a lil addition to the young link fact, the same thing also applies to kazuya if you throw a bomb during his non idle animation and it also works again when he does his idle animation(wack character to sum it up)
Regarding the new pokemon, my opinion is very similar to yours. It's a lot of fun, I love the new freer exploration formula. There are many things that are a HUGE improvement on previous games for both casual and competitive audiences. The music is great, the character and pokemon designs are pretty good, the design of the cities and even how the story unfolds has been more interesting than many past generations. But, at the same time, the game is terribly optimized, it doesn't seem like a quality product, the nintendo switch has a hard time running it. Visually it's pretty bad compared to other games on the same console, the lighting and how it handle the textures doesn't seem to come from a company as big as Nintendo/Pokemon. The whole engine screams that there was a lack of time to adjust the last details and the game was pushed hard to meet a dead line. pokemon fans are weird, one fact does not invalidate another, for some reason it was divided into two teams, one that feels that the game is very fun and enjoyable and the other that thinks that the game is very poorly designed. AND THEY ARE BOTH RIGHT.
When someone asks I always say it's a pity, cause if it was working properly it would be close to a 10/10. I don't recommend it to random people, I don't think someone who never played pokemon would habe a good impression... Either way guess I'm more on the team that's really enjoying it
does the item limit glitch affect peach's final smash? what about if someone has daybreak parts and then loses them? or picks up an extant final daybreak part? Do pokemon and assist trophies spawn as normal?
i dunno if its already been covered or anything, but apparently if you let sephiroth’s fire in the victory screen keep burning (basically not going to the results and letting the animation continue) at some point the flames start to like distort, im not sure when this happens however cause our switch was left on that screen for like 2 weeks straight by accident reminds me of how alot of games dont do well when you make numbers go extremely high like the minecraft farlands
I've had plenty of fun with Scarlet and Violet, this is my favorite pokemon game to date despite the glitches and frame rate. Ironically the glitches has given me some incredible memories of trying to break the game with my little bro and laughing every time we find something jank happen. Regardless, still needs to be patched up later down the line. Overall, pokemon/10 would pokemon again
64 is an odd limit, program wise, since storage space can be found by doing (2^x)-1, where x is our bits, we can see that 6 bits holds 63 bytes, and 7 bits hold 127 bytes, being able to store exactly 64 things, but not 65 seems odd, possibly a joke about the N64 or something? unless im being dumb about programming.
you subtract 1 from 2^x to get the highest number you can represent from that number of bits, but that's different from the number of different values. i imagine that there are 64 "slots" that items can fill. you could think of each one being numbered up to 63... including 0. 64 total slots
Like, Scarlet and Violet have so many flaws (that it is frankly outrageous), BUT... I frankly really dont remember having this much fun with a game 😂, I'm just having the time of my life here. It is also extremely addictive. Also why does the overworld and its texture look like Wii Sport Resorts' Wuhu Island for real 😂. Basically gamefreak had the plans for an absolute gem of a game but probably could have used even twice the development time, and I have no doubt that it then would have been an undeniable banger.
After playing 3 years online zelda mains absolutet know how to do this because they use this to absolutely ruin my fun when playing the game online in quickplay.
My guess for the 65th item is that it causes an overflow error, since the 64th number in computer science is 63 (starting at 0, not 1) and 63 is 111111 in binary in the counter, so going up to 64 (the 65th item) brings the counter to 1000000 but if there’s only 6 bits for the item counter, given nobody anticipated much more than like 12 items, the counter doesn’t store the extra bit and reads 000000 but the game still needs to deal with 65 things on screen that apparently don’t exist, so it causes an error and shuts down. Another thought, pokemon fans: “don’t insult my game! It’s perfect!” Smash fans: *1 frame lag spike eats jump input, inputting tilt instead of aerial* “This game sucks!”
What happens if Pac-Man is charging his item while Sheik uses the 64th grenade? I assume it probably just won’t let you use the grenade at all but who knows. Basically as soon as Pac-Man starts charging have Sheik use their grenade
✈ Use Code "PKBEATS" to get $5 off for your first #Sakuraco box through this link: team.sakura.co/pkbeats-SC2211 and get a chance to win FREE Tickets to Japan if you subscribe before January 31st, 2023. Giveaway starts December 1st.
🎄Use Code "PKBEATS" to get $5 off for your first #TokyoTreat box through this link: team.tokyotreat.com/pkbeats-TT2211
By the way search up hero in shared contract and go down and you’ll see a stage called lol pikachu save that stage and play it then choose hero then use zoom
I really want to try Tokyo treat lol, maybe for the holidays
i would get those boxes, but would probably end up with a bunch of japanese candy that i “saved for later” for being too cool to eat
I presume that the crash is "intentional". The game most likely raises an error when it tries to create the 65th object to avoid overwriting data next to the item slots. As for the pocketing crashes, the game likely consumes two item slots for a frame during the move. It's an easy oversight to consume two slots in the middle of the process of swapping one item for another.
You have to put the item in the world before deleting it from the pocket, so that you know what item are you even putting in. They probably just left this there because the item cap is so far away from what anyone would naturally hit even in 8 player smash that it doesn't matter if you consume 2 item slots
someone should really get examinee a capture card lmao
Trueeeee
Thanks for volunteering
For real tho
64 is 2 to the sixth power. In binary, this would mean you have six numbers, being ones and zeros. That would make a total of 64 possible combinations. Fun fact, the Nintendo 64 is named after its 64 bit processor, which was uncommon for the time. That's also why you see flash drives in 16, 32, 64, 128, and so on (in gigabytes).
I love seeing people being nerdy about binary numbers.
Do you mean to imply flashdrives took their naming scheme from the N64 or just that they share a remote trait?
@@velvetbutterfly No they just share the same trait
Neat. Reminds me of the 8-bit format of numbers, and how it's limit is 256, and a bunch of games having a limit of, or glitching into 256 or 255
@@fabiosonhandogrande1697 Yeah like Zelda 1 on the NES having a max rupee count of 255. Which out of context is so oddly specific until You understand how integer limits work.
Also Minecraft having 64 as it's item limit for similar reasons
As for the Zelda fact, you can probably begin a grounded move and then perform an attack cancel to get an aerial. You could even maybe combine this with a grab input to get a wavedash, although this is would be really tough
In other words, carpel tunnal
You can’t, an attack cancel which I’m going to use instant back air for this would take multiple frames since you can’t input the c stick, trigger jump and hold a direction in the same frame. A neat concept though.
My guess about Isabelle's pocket grenade crashing the game is due to the pocketed item, for a brief moment, being technically located both in her pocket and in her hand, therefore creating 65 items.
Isabelle found a way to crash the game again 💀
What if you taunt as snake in the item limit glitch?
True! That’s an item!
I tested it, the box straight up doesn't spawn, lol
@@TheDukethofPuzzles does snake still sit down?
@@fiendfi7119 yeah, lol
This game rules
Other items to explore would probably be peach down b, Belmont down b, toon link bomb, young link bomb, banjo grenade, bowser jr. mecha koopa, robin books and sword. Those ones I’m pretty confident would count towards the item limit, I’d me most curious to see how it impacts robin. Some less likely ones to test could be wii fit soccer ball, and Steve blocks/tnt. Those I think would be not impacted, seeing how duck hunt was just fine.
Diddy Kong banana and peanut should be on the list. I'd imagine peanut is similar to gyro and banana is similar to link's bomb. Idk tho cuz he never showed us ☹️
What about pyra's sword when she throws it?
Peach, Toon/Young Link, and Banjo's grenade should work like all the examples in the video: The animation plays out but no item spawns. However, Belmont and Bowser jr. could still work as normal, but I'm not sure if they are pickups or projectiles (Belmont's surely will be normal, but B jr. might look normal until disappearing upon pick up?). I think Robin's stuff would just act normal since they disappear anyways.
@@GBDupree Belmont down b can be caught like diddy’s peanut. It’s interesting because if Belmont has an item I’m pretty sure he can’t use down b iirc
@@KangasKong9944 Iirc he can use down B, I don't see why he couldn't in any case. I forgot it could be caught; I don't think I've ever seen that before. Diddy's peanut can be caught? I thought it only could be picked up if it broke on the ground and left an edible nut, but not the peanut shell itself.
What I initially want to try is letting Snake hold an item, like a capsule or something, then max out the items, then have him do his neutral special.
iinm snake, links, peach and daisy, belmonts, etc, can't pull out their items if they're currently holding an item
Was familiar with the Zelda fact as a Zelda player, mostly see it while setting up phantom off stage and immediately using up-b after. The up-b and phantom launch will happen simultaneously. Sometimes it’s fun to try and do it intentionally, but it is a tough input to time.
Another Zelda fact is that you can stick the phantom to a platform while in the air if the timing is right. Usually it passes through platforms and follows you, but at a certain frame in the charging animation, it will interact with the platform and land on it. Also hard to execute consistently, and usually you don’t want it to happen
As a Japanese it's so funny watching all those snacks and treats in your videos. I can see Sakurako and Tokyo Treat are really serious with their products.
64 is definitely a suspicious number - powers of 2 in programming are a lot like powers of 10 in normal life, so it'd be like the item limit being exactly 100 (with items internally numbered 00 - 99 so it uses up two digits of space).
They definitely arranged 6 bits to count up the items on the stage
"111111" = 64, so if you have one more item, it would go to "1000000", one more bit long, so it would change the a bit of memory who might have been assigned to any other thing in the game, like the stage, characters, physics, anything...
It's risky having it like that so they probably just check and intentionally crash if it happens to stop it from corrupting the game in some way
@@adv78 yeah, then it would become Triforce % all over again but this time in smash
@@adv78 64 in binary is 1000000, I have a feeling PK may have miscounted the item limit initially, and the actual limit is 63 (as 64 brings it over to the next bit), which would also explain why isabelle throwing the 64th item would cause a crash, and why he counted 63 with a bomb in isabelle's pocket (it probably doesn't count the pocket as he theorized)
@@Zuhukanah this is counting 0, which could make sense but it also could just have a different check/flag for if there is an item there or not and the bytes only count from 1
The Isabelle thing seems like a pretty clean case. The pocketed item is an item and the item she get out is another, but they put the item in her hand BEFORE removing the item on the pocket, since you need to know which item to put in.
So for a few frames, maybe even one single frame, there should be 2 items counting towards the item limit instead of one, causing the game crash
With Zelda's frame perfect input, I'm sure it can be an option select. If you miss the window, the input goes into the buffer. If you try to use side B and miss the timing, you can shield, grab, throw an item, (maybe) do a shortcut shorthop aerial, or use a different B move to remove side B from the buffer.
As a Zelda main, I knew about that phenomenon but never figured out what caused it. I've certainly made use of it on accident a few times, mainly as a panic "get off me" option.
Super cool to know it's actually a frame-perfect input! I'll probably never use it intentionally, but knowing the science behind it is nice. Thanks for sharing!
What about using Peach’s (or Daisy’s) Final Smash? Since they produce items, would nothing happen or would it crash?
I want someone to make a custom stage where you do the sheik bomb stack but then make the wall move so they all blow up at once. I really just want to see link explode all at once.
I adore this content and really missed watching these. The wiki facts are nice but this is the stuff I love seeing and hope to see more of!
07:36 whoo oooh oooh! Whoo ooh ooh ooh ooh
Btw the Krits Dire the Hit at the outro, such a chad move
10:15 - Pac-Man's fruit charge actually has two "levels" for each fruit starting from the orange; if you charge-cancel in the second half of apple, you take half as long to charge to melon when you resume the charge, but it's not continuous-charge-cancelling on the last frame of apple doesn't leave you one frame from melon. Apparently the sound effect plays when the fruit isn't the same as the previous fruit, which also happens if there isn't a previous fruit...
Honestly, I now need to know if that frame perfect move on Zelda would mean she’s able to defeat reflected phantom with her own reflect. Or if that would run out to fast for it to matter.
As for the item limit one: 64 is an integer power of 2, which is important for computer programming because computers use binary. Basically, if you have 6 bits, there is 64 possible combinations of 6 things being either on or off. 256, 65536, and 2.147 billion are the limits of 8, 16, and 32 bits respectively, which are the most common limits you'll see when talking about video game glitches.
(There's some technicalities involved with different storage methods but that's the most basic one to know)
I personally think that pocketing the item might "duplicate" the item for the purposes of making pocket work, which would make the count go up to 65 for a split second like Wario's bike did.
I thought this was a breath of the wild video, and am disappointed to be wrong, that game has some fun shenanigans, and would be a natural evolution for the channel.
As a Zelda main, I’ve done this before and it’s so so useful. I particularly use it in the air as a mix up and to catch jumpers (for some reason, this includes basically all FE characters)
"I still don't see a difference between this format and wiki" well, the difference is, in this one viewers submit stuff, in the wiki one you just read stuff of off wiki
64 unexploded grenades... We'd better call a bomb disposal squad
15:50 Melee fan:No, just no
I have a possibly explanation for something in the item limit section.
For the item cap being 64, it makes some sense because every sort of program can be boiled down to binary, the classic 1s and 0s, and the way math works for binary is exponents of 2, so caps of that territory make sense (256 is a commonly used cap/limit, especially in older games). 64 is 2^6, which means Smash Ultimate has 7 bits dedicated to item count it seems (programming and binary start count at 0, not 1). By spawning a 65th item, it is now trying to look at an 8th bit that doesn't exist, causing a crash. I could be way off the mark, but this seems like it makes the most sense to me.
counts starting at 0 is a human thing, we need to represent 0 items, but computers don't care which number we use, for them it's just an offset.
7 bits is still 128 possible combinations (and things to be counted), so Smash is wasting 2/8 bits (8-2=6) of an 8-bit byte . Why ?
they could be used as a shortcut to count something else (storing multiple values in a single byte)... such as the items that can only exist as 1 unique item (smash ball for example ?)
or as error detection (but that usually takes 1 out of the 8 bits, here 2 are missing). a second bit could be used for sign, if negative item counts were a thing... (that might explain why the game crashes ?)
lastly the switch's machine language could just be using 6-bit bytes ;_;
My guess is that it's some sort of intentional failsafe put into the game - in the modern era it's pretty rare to optimize all the way down to the "number of bits" level outside of the standard data types like bytes/shorts/longs/etc, so my guess is that they more-or-less arbitrarily decided on 64 as a limit for items.
THE ITEM LIMIT!!
THE ITEM LIMIT IS REAL!!!!!
Can we get much higher?
Examinee deserves a free tokyotreat and sakuraco box
Watch PKBeats for the video ❌
Watch PKBeats for the outro ✔️
Now I’m thinking about if like, Beefy Smash Doods did this item max setup and tried to have actual fights when unable to spawn items
Then again maybe it’s not *that* interesting to fight with but I’m just thinking “how could this be made into content outside of the glitch itself?”
I know you’ve tried to do this before in these videos, but I found a way. You can survive sudden death forever by using the Luigi ladder. And there will be multiple final sparks, each zooming in, so eventually the screen will flash black every now and then.
the item cap limit reminds me of the Ghost arrow glitch from Melee
you just cant replace the item with whatever you want, you just throw/summon no item
The fact that the item limit is 64 was most likely arbitrarily chosen by a programmer, there is no special property of it other than being a power of 2.
If the item cap were 256, it would definitely be a special programming number as it is the amount of things you can store with a byte, which is the smallest unit of measurement we regularly use (excluding the boolean true or false). Any smaller is an unnecessary amount of hassle to work, as internally everything is handled one byte at a time (even a bool takes up a whole byte).
All this together leads me to believe that it was arbitrarily chosen by a programmer. The items probably use some sort of pooling system which basically reuses items once you don't see them anymore, and this pool has to be created with some size. The developer in charge probably had to pick a number that would be big enough for all of the items you would ever see, but not so big that it causes any unnecessary performance issues.
As we like our powers of two, the programmer probably thought that there could be a scenario where there could be more than 32 items, but 128 items would never really happen in a game, therefore the best-fitting arbitrary number would be 64.
Thank you for coming to my TED talk
You're an awesome and cool dude, PKBeats! Happy holidays and Merry Christmas!
if the item limit being 64 actually is related to the amount of bits that take up all the data for the amount of items on the stage, that would mean that there are literally only 4 BITS that hold that data.
Crazy.
Should have tried snakes box taunt at the item limit because you can interrupt his taunt.
You know it's a PKBeats video when there are little extras after recorded segments, like a funny hero hatchet man or hocus pocus.
You should've seen my reaction to the crash, I physically popped off!
nice shiny maschiff!
I play a lot of Zelda have never seen this before. If I were to guess the only practicality I can think for this is to cancel with side b at kill percents and hit the opponent with side b while they are being hit by phantom. You can probably also do other stuff to cover yourself, but at that point you probably shouldn’t be doing phantom at all considering you are risking missing a frame perfect input.
Outro had some juicy direct hit kritz action
The tiny hit of sheiks grenade physically hitting you does like 2 or 3% i think
Link took 62% when he touched all those grenades🤣🤣
64 is the amount a single byte can hold, while also being able to tell whether it is a negative or positive number, so it’s possible it’s just 64 to save a little space
It explains why it crashes at 65 since it has an integer overflow error and can’t read that amount so it just gives up
My best guess for why it crashes for unpocketing an item is that when you do so the game tries to spawn an item of the same nature of that you pocketed. And since that item IS in your inventory it forces it to spawn, breaking the cap of 64 (Which as a quick note 64 in binary is 1000000 which means there is 8 total bits used to calculate the stored items in the game, or something like that, idk I haven't had a chance to learn how games fully work) and thus breaks the game. and for the spring glitch, its mostlikely something similar to the trophy glitch where your in a state of not having successfully removed the item but being far enough along for the pocket to generate the item being pocketed
FACT: if isabelle or villager get the curry item they will be able to pocket their own fire from their own curry. This is usefull (I guess)for extra damage
64 I think is also a coding limit number type thing since Minecraft has most items stack at 64 as well, which seems like a weird number unless it’s a limitation in the coding
7:33 THE ONE PIIIIIIIECE THE ONE PIECE IS REAL
11:31 YEEES THE MUSIIIC
What about Paisy's Final Smash? Does that just not spawn the big special healing items, or were those not accounted for? Same for G&W's 7 Judge, but I expect that to be accounted for more-so.
Zelda thing has been known about for quite a while, but due to the frame perfect input with basically no cue it's really not practical. Funny when it happens on accident though.
maybe the crash is because the pocket spawns the item before its technically removed from the pocket , thus you briefly have 65 items
Hey here’s a random smash fact: Wario’s bike can break the walls of Shadow Moses Island with its back wheel if you turn near them! Why?
It can also break the lower ones through the floor if the top ones are broken with the right positioning… w h a t
I wonder what happens when if someone has a final smash ready, hit the item limit, then someone hits the smash ball out of the person, if that despawns the smash ball entirely or possible crash
Thanks for the video :)
Another idea for Close to Item Cap: if you get to like 63 or 62 items, then *destroy* wario's bike, what happens with the 3 bike parts?
It's most likely 63 items MAX, not 64. As some other people have already mentioned, 64 is 2 to the power of 6, so 64 unique numbers can be represented in binary using 6 digits. 0 would be the 'zeroth' number represented this way (000000) and 63 would be the last (111111). 64 would require one more digit to represent. It most likely has a 6 digit item counter, and when a 64th item is spawned (being the sixty FIFTH number to be represented, as 1000000), the game has a buffer overflow and crashes.
Ah TokyoTreat, still need to try it
AWWWWWH TINKATON IS SO CUTE
im very disapointed that you didn't set off all of the bombs with fire 😭I was waiting for it
The item limit is a stack because they added Steve.
Today I learned that Sheik's bomb is an item
Just a lil addition to the young link fact, the same thing also applies to kazuya if you throw a bomb during his non idle animation and it also works again when he does his idle animation(wack character to sum it up)
The best part was when he said "it's smashing time" and smashed all over the place
the 64 item limit is just 2^6
i suppose it is closely related to bits
I wonder what will happen if Villager’s tree tries to spawn wood
(11:00) That's kinda bad design. As a fail safe, they should have a timer on such items so they eventually explode.
the item limit is like the scratch clone limit
How about Diddy Kong's peanuts? They only become an item when picked up.
Regarding the new pokemon, my opinion is very similar to yours.
It's a lot of fun, I love the new freer exploration formula. There are many things that are a HUGE improvement on previous games for both casual and competitive audiences. The music is great, the character and pokemon designs are pretty good, the design of the cities and even how the story unfolds has been more interesting than many past generations.
But, at the same time, the game is terribly optimized, it doesn't seem like a quality product, the nintendo switch has a hard time running it. Visually it's pretty bad compared to other games on the same console, the lighting and how it handle the textures doesn't seem to come from a company as big as Nintendo/Pokemon. The whole engine screams that there was a lack of time to adjust the last details and the game was pushed hard to meet a dead line.
pokemon fans are weird, one fact does not invalidate another, for some reason it was divided into two teams, one that feels that the game is very fun and enjoyable and the other that thinks that the game is very poorly designed. AND THEY ARE BOTH RIGHT.
When someone asks I always say it's a pity, cause if it was working properly it would be close to a 10/10. I don't recommend it to random people, I don't think someone who never played pokemon would habe a good impression... Either way guess I'm more on the team that's really enjoying it
If the fruit count towards the projectile limit when being charged, can you pocket them while they're being charged? I assume not, but...
OH GOD THE GAME CRASHES ARE SO FUNNY AND AMAZING TO ME
8:40 apple woods
TIL that you can pick up Shiek's grenades
FACT:
Mii Brawler closes their eyes right as they throw shot put
with the item limit, what happens with greninja's log/substitute? does it just not spawn?
does the item limit glitch affect peach's final smash? what about if someone has daybreak parts and then loses them? or picks up an extant final daybreak part? Do pokemon and assist trophies spawn as normal?
I love random smash facts I find the Wikipedia ones a bit boring
i dunno if its already been covered or anything, but apparently if you let sephiroth’s fire in the victory screen keep burning (basically not going to the results and letting the animation continue) at some point the flames start to like distort, im not sure when this happens however cause our switch was left on that screen for like 2 weeks straight by accident
reminds me of how alot of games dont do well when you make numbers go extremely high like the minecraft farlands
Bruh nobody plays Zzzmash anymore LOL LOOOOOL
@@0008loser Zzzmash ia DEAD and boring WHO TF plays that shit in early 2023 BRUH EPIC LOOOOL EPIC LMAO
I watched the whole advertisement section because it u have good voice I think
I've had plenty of fun with Scarlet and Violet, this is my favorite pokemon game to date despite the glitches and frame rate.
Ironically the glitches has given me some incredible memories of trying to break the game with my little bro and laughing every time we find something jank happen.
Regardless, still needs to be patched up later down the line.
Overall, pokemon/10 would pokemon again
Of course you can reach the item limit with BotW Link.
Edit: Aww nvm it's Sheik
64 is an odd limit, program wise, since storage space can be found by doing (2^x)-1, where x is our bits, we can see that 6 bits holds 63 bytes, and 7 bits hold 127 bytes, being able to store exactly 64 things, but not 65 seems odd, possibly a joke about the N64 or something? unless im being dumb about programming.
you subtract 1 from 2^x to get the highest number you can represent from that number of bits, but that's different from the number of different values. i imagine that there are 64 "slots" that items can fill. you could think of each one being numbered up to 63... including 0. 64 total slots
Like, Scarlet and Violet have so many flaws (that it is frankly outrageous), BUT... I frankly really dont remember having this much fun with a game 😂, I'm just having the time of my life here. It is also extremely addictive.
Also why does the overworld and its texture look like Wii Sport Resorts' Wuhu Island for real 😂.
Basically gamefreak had the plans for an absolute gem of a game but probably could have used even twice the development time, and I have no doubt that it then would have been an undeniable banger.
The item limit thing was super interesting, so I don't mind the less individual facts. Cool video!
Gud times
After playing 3 years online zelda mains absolutet know how to do this because they use this to absolutely ruin my fun when playing the game online in quickplay.
Huh. I thought the 64 was just an Easter Egg related to the Nintendo 64.
Would Yoshi neutral B make the other character an “item”? Like would it crash the game, work normally, or what?
Curious about Megaman up-B (or Sonic too) with Item Cap. Would they just dissappear?
My guess for the 65th item is that it causes an overflow error, since the 64th number in computer science is 63 (starting at 0, not 1) and 63 is 111111 in binary in the counter, so going up to 64 (the 65th item) brings the counter to 1000000 but if there’s only 6 bits for the item counter, given nobody anticipated much more than like 12 items, the counter doesn’t store the extra bit and reads 000000 but the game still needs to deal with 65 things on screen that apparently don’t exist, so it causes an error and shuts down.
Another thought,
pokemon fans: “don’t insult my game! It’s perfect!”
Smash fans: *1 frame lag spike eats jump input, inputting tilt instead of aerial* “This game sucks!”
7:33 Can we get much higher
Wonder if the crash is a hardware limit or software.
CAN WE GET MUCH HIGHERRRRR
What happens if Pac-Man is charging his item while Sheik uses the 64th grenade? I assume it probably just won’t let you use the grenade at all but who knows. Basically as soon as Pac-Man starts charging have Sheik use their grenade
Or if two characters create 64th item at the same time.
What would happen if the count was at 63 and two players spawn a projectile at the same frame?
Hey pk are you going to stream pokemon scarlet/violet soon ?
Wow PK Beats!! How many unique ways do you think you’ve crashed this game?
What happens to Duck Hunts Can when you reach the item limit? It’s kinda in the middle of being a projectile and item