Newly discovered Super Mario Bros 1 glitch

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cubeboy
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Newly discovered Super Mario Bros 1 glitch

Post by cubeboy » Wed Jun 18, 2014 6:43 pm

Has anyone else seen this yet?
http://www.youtube.com/watch?v=aSL3og5--uE

Can you link to .nsX files? I have save states while hanging onto the beanstock, and just after dieing on the beanstock.

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koitsu
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Re: Newly discovered Super Mario Bros 1 glitch

Post by koitsu » Wed Jun 18, 2014 11:03 pm

You can "link" (using the link/url capability) to anything you want, you just can't upload files to the forum outside of the list of allowed extensions. I'll add attachment support for .ns[0-9].

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tokumaru
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Re: Newly discovered Super Mario Bros 1 glitch

Post by tokumaru » Wed Jun 18, 2014 11:16 pm

koitsu wrote:You can "link" (using the link/url capability) to anything you want
Technically, yes, but in a forum where commercial ROMs and other copyrighted material are not allowed, that's a valid question to ask.

Saved states should be fine, although states for CHR-RAM games (not the case of SMB1) might contain some of the games' graphics.

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cubeboy
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Re: Newly discovered Super Mario Bros 1 glitch

Post by cubeboy » Thu Jun 19, 2014 8:02 am

I added some Nestopia save state files for use with the mario, duck hunt, track and field game. I figured I would post it hear in case any one is into tested out these things to see why it's behaving like this.
ns5: Luigi is hanging onto the vine waiting to be hit by the hammer. Make sure you are moving up the vine while getting hit for it to work.
ns6: The moment right after Luigi gets hit by the hammer.

Side note, I have not been able to actually get past 4000 points using this trick. It's pretty clear that a computer is playing the game in this video. But at least it works?
Attachments
Super Mario Bros - Duck Hunt - Track Meet.ns5
(1.89 KiB) Downloaded 170 times
Super Mario Bros - Duck Hunt - Track Meet.ns6
(1.9 KiB) Downloaded 175 times

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Jedi QuestMaster
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Re: Newly discovered Super Mario Bros 1 glitch

Post by Jedi QuestMaster » Sat Jun 21, 2014 7:34 pm

Interesting. I wanted to see what this would do in the water levels...
not the effect I had in mind. :?

Edit:

This one's even weirder.

mikaelmoizt
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Re: Newly discovered Super Mario Bros 1 glitch

Post by mikaelmoizt » Mon Jul 14, 2014 4:18 am

This glitch is confirmed. I took some time investigating how this works.

The game depends on a (unfortunatly misnamed) flag called JoypadOverride (= $0758). This memory gets set to $08 when you start climbing a vine.
If you jump of the vine, this will reset it to 0. However, when dieing you never actually got away from the vine.

For whatever reason, the coders have put the reset of this memory AFTER the level is loaded. Resetting the level and whatever but not this flag.

So for the first frame of the game now $0758 is still $08. There was quite a complex mesh of memory and routines to explain how it all works in detail, so I'll just leave it there. :beer:
I´ve got %01100011 problems but the BITs aint one.

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FinalZero
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Re: Newly discovered Super Mario Bros 1 glitch

Post by FinalZero » Fri Oct 03, 2014 11:43 am

The game depends on a (unfortunatly misnamed) flag called JoypadOverride (= $0758)
How do you know the flag's name that the programmers used?

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tokumaru
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Re: Newly discovered Super Mario Bros 1 glitch

Post by tokumaru » Fri Oct 03, 2014 12:05 pm

That's probably the name used in the disassembly.

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ShaneM
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Re: Newly discovered Super Mario Bros 1 glitch

Post by ShaneM » Mon Oct 06, 2014 10:42 am

This is a fixed glitch in my SMB1/SMB2J SRAM game over at Homebrews. The glitch never occurs on my version whether on regular mode or Hard Mode.

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