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dram55

smw Credits Warp

Jul 29th, 2014
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  1. Bizhawk movie file of the glitch: http://www.mediafire.com/?yap7j7menhpwhb5
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  3. A few things to know:
  4. - For the block breaking part, the goal is to set RAM address 7E1805, 7E1806 to be anywhere in the range 00d8 to 00e5, this will be the address that the code jumps to.
  5. - After the block-breaking part you must not collect any coins or the midway point, or allow any moles to break out of the ground, or allow yoshi's shell to break while on screen or it will mess up the values.
  6. - The positioning of the p-switch is what initiates the jump
  7. - RAM address 7E00E4 to 7E00EA is the X-position of the koopa shells in the video and contains the code for doing the credits warp
  8. - Since the code may jump to addresses as low as 7E00D8 (based on how you do at the block-breaking part), which is the start of sprite Y-position table, it is important that this code not crash the game. To do this, make sure to destroy the shells while they are in the air and not resting on the ground. This will usually be good enough not to crash the game but occasionally you can get some bad code there anyway, so if you find you can't get the glitch despite positioning everything properly try redoing the koopa shell part.
  9. - The stuff with the mushroom is mainly for safety to reduce the likelihood of the sprite Y-position table causing a game crash. So collecting the mushroom exactly as I collect it in the video is important.
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