Super Mario Bros. 3: Glitch levels and level generation

Описание к видео Super Mario Bros. 3: Glitch levels and level generation

"I have to go now. My planet needs me"
Note: Mario died on the way back to his home planet

In this video I showcase everything currently known about glitch levels. (Or at least everything I considered important enough to document.) It's worth noting that there aren't any known methods to enter any without ACE or hacks, but should one be discovered, glitch levels are a potential entry point for ACE.

I also show levels being generated a single object at a time, as I found it incredibly satisfying. This includes the glitch levels that crash the game.

I also biased this video towards glitch levels that don't crash the game, but it should be known that there are hundreds of levels that crash for every level that doesn't.

The purpose of this video is documentation. You might've noticed I didn't do a full run from console boot to entering a glitch level. Most videos I've made where the topic is a new method of ACE, the full run TAS is the focal point, but I decided to shift the attention to how the glitch levels work and a myriad of ways one could potentially be entered as opposed to going all in and TASing a specific method. In fact, all of these recordings were set up using hex editing and I never created a full run. This shouldn't take anything away from the final product, but I thought I'd openly state that it was done this way.

Despite this being a new entry point for ACE, I glossed over it in the video, but let's talk about it here! For that demonstration, address $0015 had a value of $A7 on the frame the level generation used it to generate an object. As mentioned in the video, we take the jump table at index $50, and execute code from address $008D. On top of that, the bumped block and Toad overwrite any bytes you would have written for address $95 and $97, so writing DEC $7955 and JSR $8FE3 becomes significantly more complicated.

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