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Posted on 10-31-14, 03:37 pm (rev. 3 by  Hiccup on 10-31-14, 04:31 pm)
Birdo


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These are the different 'area overflow' tricks that exist.
  • The feature that toads house use to send you to the world map (which has an unused sub-feature that can send you to any level dot, not just the current dot).
  • The original area overflow bug(?) where you enter an area that doesn't exist and it overflows into the next level, but with lack-of-sound loading and proper progress paths.
  • The bug(?) where you enter a connected pipe number (for the level you want to go to) without ticking 'connected pipe'.


What I want to know is, which are really bugs and have I missed any 'overflow tricks'?

Posted on 10-31-14, 11:16 pm (rev. 1 by  MarioFanatic64 on 10-31-14, 11:17 pm)
Roy Koopa
The guy who does things.

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I believe the connected pipe bug also allows you to travel back to a previous area in the World you're located, whereas the classic bug will can only place you in a following area.

I would argue that the second and third tricks are by definition a bug, but the first one seems to be intended by the developers.
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Posted on 11-01-14, 09:44 am
Birdo


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I think I agree with that.
Posted on 11-01-14, 10:45 am
Death by cuteness

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Ditto.

Except I would disagree that the third one is a glitch though, devs definitely coded this feature on their own free will but went unused in the RTM version.

This becomes evident when you realize that the destination world byte (byte 12 for each entrance) serves absolutely no purpose but to enable the player to load areas from any world.
Posted on 11-01-14, 11:22 am
Birdo


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Unless I'm missing something here, isn't it used for the connected pipe?
Posted on 11-01-14, 12:11 pm
Death by cuteness

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Block 6 from level 7-A area 2:



Bytes 1-2 (dark blue): X position
Bytes 3-4 (blue): Y position
Bytes 5-6 (green): Camera X
Bytes 7-8 (dark green): Camera Y
Byte 9 (red): Entrance ID
Byte 10 (yellow): Destination Area
Byte 11 (orange): Connected Pipe ID / Destination Level
Byte 12 (pink): Destination World
Byte 13 (brown): Destination Entrance
Byte 15 (black): Entrance type
Byte 16 (purple):
            bit 0: Bottom screen
            bit 3: Connected pipe
            bit 4: Fading screen transition
            bit 7: Exit only
Byte 19 (grey): View



TL;DR byte 12 is not used at all.
Posted on 11-01-14, 04:35 pm
Birdo


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So your talking about a 4th thing which is a 'non-glitch' like the first one on my list?
Posted on 11-01-14, 05:12 pm
Death by cuteness

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More like the third one, in fact for all intents and purposes this is (the complete form of) the 3rd trick, not a new 4th one
Posted on 11-01-14, 05:58 pm
Birdo


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oh, okay.
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