![]() total_ did a lot of work in getting the glitch in question to work on SMB3 I had no idea which games it would work in, and was happy to see it working in such a well-known game. If the game isn't designed to expect that to happen (and if the code in question isn't really laggy, why would it?), bad things happen, and it was a case of finding a game in which the bad things in question would happen to let us win instantly. I realised that such a thing would be possible in many games as a result of reading NES documentation ( this is the page that got me thinking along those lines) if you're reading the controller repeatedly until you get two values the same (in order to work around the DPCM/controller conflict), then if the controller reads a different output each time (because you're mashing the controller really fast), it's going to get stuck in a loop, potentially allowing for the code that handles the start of a frame running recursively. In more detail from the Reddit comment ais523 posted: I actually started looking into the basic glitch behind that a few days ago (I had the idea months ago but forgot to investigate it or tell anyone about it), and let the TASvideos community know about it. 3 reacts by taking you straight to the winning final screen. Many games react in many different ways to this glitch, and it turns out Super Mario Bros. Games of the 90s don’t expect this kind of high speed input, which essentially breaks the game by turning simple controller inputs into memory-manipulating code that can be influenced. ![]() ![]() So how the hell was this pulled off? Put simply, the bot was pressing buttons really fast – 6,000 times a second to be specific.
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