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Super Mario Bros. 3: Swim In Air Via Oscillating Scroll Manipulation 2 года назад


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Super Mario Bros. 3: Swim In Air Via Oscillating Scroll Manipulation

If Mario's sprite can wrap around to the bottom of the screen without leaving vertical screen 1, then he enters a swimming state in oscillating levels that contain water at the bottom. *Correction, In the video I wrote "To replicate this, you need to cause lag every time $0015 holds a multiple of 0x07" which is incorrect. You need to cause lag on the frame before $0015 holds a multiple of 0x08. So, 0x07, 0x0F, 0x17, 0x1F, etc. I haven't seen this trick documented anywhere else, so I figured I would make a video covering how it works. It can't be used to trigger Arbitrary Code Execution, but it looks neat. I demonstrate this trick in 3-3 and 4-2. I wanted to also demonstrate this being done in 8-Navy, though I was unsuccessful. The horizontal autoscroller also appears to update the vertical speed. (See PRG 9, address $BC7C) Additionally, 3-8 doesn't appear to have enough sources of lag to make this work, though perhaps by using ACE to give the player 167 million points, you might be able to make it work.

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