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