Wrong warp is at 1:30
(READ DESCRIPTION)
This wrong warp is only possible on PAL or Shindou Virtual Console releases (Wii VC, Wii U VC, 3DAS). This video was played on PAL Wii VC. The stuttering audio is due to trying to play a PAL Wii VC game on my NTSC Wii; it doesn't affect the result.
Several things were hacked in this video to allow me to pull it off with human gameplay:
- I hacked the teleporter's coordinates so I wouldn't need to clone it
- I hacked it so that when Mario grabs Chuckya he enters freefall landing allowing me to hold Chuckya handsfree earlier
- I hacked the a2 register to be 0xF8 at the moment of the warp
All these things are proven to be achievable in practice, so hacking them doesn't change the viability of the strat. It should also be noted that this glitch could also be used to wrong warp to the JRB ship, but this is untested.
What's happening here is that we execute the loading zone teleport crash, where Mario enters a teleport and unloads it by going over a loading zone (making the game not know where to warp him to), which obviously crashes on N64 and on most emulators. However, Wii VC prefers to skip over instructions that cause null pointer exceptions rather than actually crashing, and so the registers that determine where Mario should warp to have stale values. Through careful manipulation, it is possible to get the game to perform a wrong warp. Specifically, Mario attempts to warp to the credits, but fails because he spawns out-of-bounds and dies.
This idea was conceived in December 2019, but until recently we didn't realize 2 things:
1) The value of the a1 register at the time of the warp is not always 0; if Mario reads a sign before entering WDW, it will be 2 on PAL and Shindou (if it's 0 the game will crash)
2) The value of the a2 register at the time of the warp on PAL and Shindou is not a fixed pointer, but a manipulatable pointer
Because we didn't know 2), it was thought that PAL and Shindou were useless for this glitch. But further investigation revealed 1) and then 2), leading to this discovery.
The goal of this investigation is to try to perform a credits warp. There are 2 main barriers to getting a credits warp:
1) If Mario spawns out-of-bounds, he will die instead of starting the credits sequence
2) If Mario spawns in-bounds, he will start his credits animations, but will eventually try to spawn in Peach; because Peach's data isn't loaded in WDW, the game will crash
If these barriers can be avoided, we will have a credits warp.
Thanks to MMMMMMMMMMMMM for helping with reverse engineering: [ Ссылка ]
Thanks to ds273 for discovering the loading zone teleport crash that makes this possible, and helping out throughout the process: [ Ссылка ]
Ещё видео!