In the game, Mario can collect coins himself, or Yoshi can also collect them by eating them. The next part of the speed run involves something called the item swap glitch. Each sprite in the game has a flag to tell the SNES that the item is able to act as a power up. Mario can either collect the power up by himself, or he can use his friendly dinosaur Yoshi to eat the power up, which will also apply the item’s effects to Mario. For example, the mushroom will make him grow in size. In Super Mario World, there are special items that Mario can obtain that act as a power up. Once the table was setup properly, needed a way to get the SNES to execute the X table as CPU instructions. It’s a meticulous process that likely took a lot of practice to get right. By moving objects to specific places, he’s manipulating a section of the game’s memory to hold specific values and a specific order. What he’s doing here is manipulating the game’s X coordinate table for the sprites. He then proceeds to move certain objects in the game to very specific places. If you watch the video below, you’ll see visit one of the first available levels in the game. was able to prove that this “credits warp” glitch works on the original hardware. This method of beating the game was originally discovered by Twitch user but it was performed on an emulator. How is this possible? He actually reprogrammed the game by moving specific objects to very specific places and then executing a glitch. He managed to beat the game in five minutes and 59.6 seconds. Both can be found in vSNES' PalViewer.Recently set a world record speed run of the classic Super Nintendo game Super Mario World on the original SNES hardware. The "fixed" version comes from a simple palette swap between the regular (wrongly encoded) palette and the correct one. I used the same procedure on Big Boo & the Boo Buddies from the Sunken Ghost Ship, which also use transparency to fade out/in.ġ1. This also changes the Magikoopa vSNES palette and now we have a custom palette for his transparency. But how to get the palettes? Personally, I use Recolor (v.1.6, a tool by Previous) to swap palettes back and forth between the transparent ZSNES sprites and his normal vSNES version. The outlines for the regular sprite and the transparent versions are both black.ĩ. This is where the vSNES sprite and the copies come into play, put the sprites with the corrupted outlines above the copies and your transparent sprites are complete. Since the background in castles is black, his outlines get eaten. Disable all layers in ZSNES and start screen capturing Magikoopa's transparent sprites (F1). Change the bg colour to something neutral like pink, save the image and put his sprite plus some copies on the same sheet.Ĩ. Doesn't matter, we only need his regular sprite. Same procedure, but Magikoopa's transparency isn't shown within vSNES. Now you start ZSNES again and make a quicksave once Magikoopa starts fading in.ħ. Make a screenshot and put the palette on a sheet.Ħ. Hover over the Magikoopa sprite in SceneViewer and the PalViewer jumps to the corresponding palette which is used by the sprite.ĥ. Open the SceneViewer and the PalViewer within vSNES.Ĥ. Open ZSNES, make a quicksave when Magikoopa is on the screen.ģ.
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