Because Super Mario World wasn't beaten fast enough already, we decided to further optimize this category to save an additional 8 frames over the previous run.
Video with ghosts of previous runs:
Video with commentary:

General Information

  • Emulator: lsnes rr2-β23
  • Version: U
  • Objective: Reach the credits as quickly as possible
  • Categories:
    • Heavy glitch abuse
    • Corrupts memory
    • Genre: Platform

The Trick So Far

The primary catalyst for this credits warp is unchanged from when Masterjun discovered it: having Yoshi eat a specific Charging Chuck.
Normally they're immune to Yoshi's tongue, so how? A null sprite is left on Yoshi's tongue by grabbing a coin with Mario after Yoshi starts to eat the coin. If the Charging Chuck spawns at this moment, it ends up being the target of Yoshi's ravenous stomach.
Since Charging Chuck was never meant to be eaten, when the game tries to apply the effect of eating one, the assembly jumps to the garbage location $14A13. $14A13 is located in Open Bus.

Open Bus

Open Bus isn't so much a location as it is a lack of one: the last value in the Data Bus is used instead of what's at that location. In this case, the Data Bus is 0x01, so the assembly run is 01 01, or ORA ($01,x).
X is a register that will be 0x09 thanks to the previous assembly, but 0x0A (0x01 + 0x09) is a temporary. What temporary, you may be asking? Since the current object being processed is Yoshi, the last thing it was used for was calculating the high byte of Yoshi's X position. In order for the trick to work, this needs to be 0x0107, which is tile information that happens to be 0x17 for this level.
With a pointless ORA complete, the program counter moves forward two bytes and reads from $14A15, which is (surprise) still Open Bus. The Data Bus is now 0x17, however, which results in 17 17, or ORA ($17),Y. Conveniently, $17 and $18 contain a copy of the controller data, which makes it possible to perform a miracle...

The Miracle

This part was glossed over in Masterjun's original explanation, so let me explain in more detail just how unlikely this thing is.
We want to get to somewhere between $4218 and $421F because that's where the raw controller data is stored. This is no simple task, since we started at $14A13, which is both later than our target and in the wrong bank. To make it even harder, the area just before $4218 is various CPU registers, many of which will cause a BRK instruction that will send us right back to $4A13 if interrupts haven't been disabled. The only thing we can do is set the Data Bus to something, which has to then not only get us to before $4218, but also disable interrupts before we hit $4xxx.
That's exactly what happens here, albeit in a roundabout way:
  • First, we manipulated the controller data to be 0xE0A0, which causes the game to load 0x06 into the Data Bus.
  • 06 06 is ASL $06. $06 in this case is 0xFF, which is changed to 0xFE and loaded into the Data Bus. Note: $06 is also changed to 0xFE.
  • FE FE FE is INC $FEFE,X. This location happens to be 0x01, which incremented is 0x02.
  • 02 02 is COP $02. This triggers a very brief interrupt that immediately returns to $14A1E, putting 0x01 in the Data Bus again.
  • Once again, 0x01 results in 0x17, which results in 0x06.
  • This time, $06 is 0xFE, which is changed to 0xFC and loaded into the Data Bus.
  • FC FC FC, or JSR ($FCFC,X), is where the first magic happens. The entire area around $FCFC is also Open Bus. Because of the way indirect JSR works, this happens to be the low byte of where the instruction was read. Since this was called at $14A24, this causes the jump to go to $12626 with 0x26 in the Data Bus.
  • 26 26 is ROL $26. $26 in this case is based on the position of Mario, but in this case we'll go with $27, resulting in $4D in the Data Bus.
  • 4D 4D 4D is EOR $4D4D, which occurs in a loop until enough time passes and an interrupt occurs. This interrupt once again jumps back to $1xxxx, putting 0x01 in the Data Bus.
  • For the third time, 0x01 results in 0x17, which results in 0x06.
  • Now $06 is 0xFC, which is changed to F8 and loaded into the Data Bus.
  • F8 is SED, which just sets the decimal flag. As this doesn't change the Data Bus, this happens over and over until we reach $14016.
  • Remember how I mentioned there are CPU registers prior to our target? As it turns out, this location is actually only partially Open Bus. By what can only be described as a miracle, the resulting instruction here is FB, which swaps the emulation and carry flag.
This causes the system to enter emulation mode, effectively disabling interrupts and allowing us to do a few hundred garbage commands before eventually reaching $4219, early in where we were trying to get. Success!

The Payload

In order to warp to the credits, several steps need to happen:
  • Emulation mode needs to be disabled so interrupts work again.
  • Decimal mode needs to be disabled so calculations work as expected.
  • The game mode $100 needs to be set to 0x18.
  • The data bank needs to be 0x00.
  • The current cutscene $13C6 needs to be set to 0x08.
  • The main game loop at $8072 needs to start running again.
If all of the above is done correctly, the game will fade out and start playing the credits!

What's New?

All of the above was already done in the previous submissions, but with better movement and a more efficient payload, further improvements have been made.

New Movement

The first improvement to movement comes when landing on Yoshi: by landing when the vertical subpixel is sufficiently high (.a-.f if not holding B), Mario will be able to start moving a frame faster.
The rest of the movement centers around grabbing the coin from the opposite side. This difference allows the fireballs, which move slower than Mario, to be spit out much sooner than before. Accordingly, the shell can be picked up earlier, allowing Mario and the camera to be further to the right.
In order to reduce lag, various objects are only active every so many frames. In the case of the fireball, it can only collide with objects every four frames. The fireballs that can collide on a given frame vary depending on the ID of the fireball. For example, 2, 6, and 10 would collide on one frame while 3, 7, and 11 would collide on the next. By spitting out the first set of fireballs so the right number are out, this frame rule can be manipulated to hit the shell on whatever frame is optimal.
Ultimately, Mario hopped at the maximum 49 speed instead of straddling 47-49 at the end in order to make the shell hit the wall as soon as possible. It touched the fireball on its rightmost pixel on the frame its collision is active.
The biggest thing holding back this new movement is Yoshi's position. As explained above, Yoshi needs to have a certain high byte for his X position or else the trick doesn't work. Unfortunately, Yoshi effectively must bounce off the wall to be far enough left, so going high is not an option. If there was a way to get around this limitation, several more frames would be possible to save.

New Payload

The original payload was broken up into five frames, doing all the things mentioned above directly while sacrificing 5 of the 8 bytes in a frame to loop to the beginning and get new controller data.
The new payload reduces that to three frames by taking advantage of the "intended" logic to start the credits. The new payload looks like this:
(E0) 0A FB 64 10 CB -- --
 D8  0B AB 64 10 CB 80 F8
 CA  20 20 CA 20 72 80 F8
ByteInstructionDescription
0AASL AOnly purpose is clearing carry
FBXCEDisables emulation mode
64 10STZ $10Needed for controller data to fully update during interrupt
CBWAIWaits for the next interrupt (next instruction will be new controller data)
80 F8BRA $F8Jump back to $4218
D8CLDDisables decimal mode
0BPHDPuts 0x00 on the stack
ABPLBSets the Data Bank to 0x00
CADEXDecrements X to 0x08
20 20 CAJSR $CA20Calls a location that sets $100 to 0x18 and $13C6 to X
20 72 80JSR $8072Starts running the main game loop again
Those paying close attention above will notice the last "80" is used by both 20 72 80 and 80 F8. It was the final byte saved to get it down to three frames.

Two Frame Payloads

It's entirely possible to make two frame payloads that work on emulator. These payloads avoid sacrificing bytes for the interrupt and instead loop back to $2000~$4000 repeatedly while hoping the controller data isn't updated at the wrong time.
Unfortunately, none of these worked on console, so three frames is the best we have.

Special Thanks

BrunoVisnadi: He came up with most of the new movement mentioned above.
dwangoAC: I threw a bunch of payloads at him and he happily tried each one until we managed to get one to work on console. He also did the commentary in the console-verified video!
Ilari: Open Bus is a complicated beast, and I was only able to walk through most of it thanks to him.
Masterjun: For making a miracle happen.

Suggested Screenshot


Nach: Not a big improvement over the previous, but it is a nice one. Audience likes it. Accepting to moons.
Spikestuff: Published.

TASVideoAgent
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Amaraticando
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Finally, this game end glitch is valid on console. Hopefully, the last one in this category. Yes vote.
Patashu
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Is it known what the emulator/console difference is that allows two frame payloads to work only on emulator? I would think lsnes is very accurate to console, so this is surprising.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Doomsday31415
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Patashu wrote:
Is it known what the emulator/console difference is that allows two frame payloads to work only on emulator? I would think lsnes is very accurate to console, so this is surprising.
The two frame payload jumps back to Open Bus repeatedly in order to stall until the input is updated. On emulator, there's a few different jumps that work for this purpose. Unfortunately, there's no way to trace what's happening on console to find out why they don't work there.
Spikestuff
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If possible. Can I request an encode with several Marios lua script to see a comparison.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
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Doomsday31415 wrote:
Patashu wrote:
Is it known what the emulator/console difference is that allows two frame payloads to work only on emulator? I would think lsnes is very accurate to console, so this is surprising.
The two frame payload jumps back to Open Bus repeatedly in order to stall until the input is updated. On emulator, there's a few different jumps that work for this purpose. Unfortunately, there's no way to trace what's happening on console to find out why they don't work there.
I'll second that, I tried quite a number of possible versions but none of the 2-frame versions worked on console no matter what we tried. We invested quite a number of hours into it over the course of several different nights of testing it on stream and determined we needed to stick with a 3-frame version to function on real hardware. We even started comparing videos of the emulator compared to the console using negative overlaying techniques to spot differences (and we did spot some graphical differences that way). At the end of the day I can say that lsnes is good, but nothing is going to be completely the same as the original hardware was except for the real hardware which also likes to not be consistent between consoles due to aging components but that's another post. Oh, and Yes vote from me. It was a pleasure working with everyone who put time on this, I had a very good (albeit exhausting) experience with this and it was nice being able to release a verification video at the same time as the submission. I'd like to do that again sometime, it was fun. Thanks all!
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
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Magnificient.
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Has anyone asked byuu if he knows what might be different between emulator and hardware? lsnes is based on the bsnes core, so if anyone's gonna know, it'll be him.
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Amaraticando wrote:
Finally, this game end glitch is valid on console. Hopefully, the last one in this category. Yes vote.
I would love to read one day on what types of payloads are console-able, and what makes them not, especially since a number of popular SNES games (EarthBound, Metroid, Super Mario Worlds, Final Fantasy) have ACE. What do they have in common that makes them not possible (including past movies)? Also do the movement tricks mentioned apply to other categories?
Alyosha
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That's an interesting mystery, maybe the bsnes core within lsnes just needs to be updated. Pretty fascinating whatever the cause. Hopefully it can be resolved some day.
Doomsday31415
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Spikestuff wrote:
If possible. Can I request an encode with several Marios lua script to see a comparison.
I didn't use a lua script, but it is done. I've updated the submission accordingly.
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Awesome TAS. Great improvements to an already amazing TAS. Easy Yes vote (who'd vote no on this?).
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
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It's so amazing that this boundary can be pushed even further. Congrats guys for this excellent run!
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
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What if only Masterjun copies inputs for an expansion game end glitch and more stuff happens? Also can https://www.youtube.com/watch?v=4hKg1J9iuUk be used for ace? besides that method is slower
i think i got banned again... I don't know if I can do TASing at the moment. May in summer or something? Soon-ish... Aka. Chuterix, formerly ChutacoackoTAS (did I even address that name?) Check out my RTA's and TASes here: https://www.youtube.com/channel/UCx6JXd3XDSkJqREaLQDYlDg P.S. I have school on weekdays unless break or something. So I will not read messages until the weekends or until further notice.
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In other words, have this run published because it's awesome!
i think i got banned again... I don't know if I can do TASing at the moment. May in summer or something? Soon-ish... Aka. Chuterix, formerly ChutacoackoTAS (did I even address that name?) Check out my RTA's and TASes here: https://www.youtube.com/channel/UCx6JXd3XDSkJqREaLQDYlDg P.S. I have school on weekdays unless break or something. So I will not read messages until the weekends or until further notice.
EZGames69
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Chutacoacko Playz wrote:
In other words, have this run published because it's awesome!
It has to go through the judging process first.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Amaraticando
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The previous run was console verifiable only when a certain SRAM address ($0101) had a specific value (0xFF). This fact was not known back then and the emulator should crash at this point with other values (like zero). There's a patched version of lsnes, written by p4plus2, that fixes this problem and crashes when Yoshi eats the chuck. This run with the shorter payload might have the same issue, I don't know. This patched lsnes also outputs the open bus execution in a hacky (but readable) way. 08/16/2017:
p4plus2 - Today at 5:16 PM its not the SMW glitch problem -- I did figure that out though Amaraticando - Today at 5:17 PM TASBot problem? p4plus2 - Today at 5:17 PM That was SRAM initialization problems. if SRAM is FF like in emulator no problem, but on console it is less predictable
If you wanna give a try: https://www.p4plus2.com/tools/lsnes_debugger.7z
Doomsday31415
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This run has the same limitation with the SRAM.
Masterjun
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Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Doomsday31415
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Amazing, although the Yoshi's facing the wrong way.
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and its the rta credits warp method https://imgur.com/cTtEFa1 and also the chuck isn't warped into yoshis tongue also if i was a moderator or publisher i would accept this run but too bad im a newbie thats because of my kirby super star tases that can be seen on my yt channel
i think i got banned again... I don't know if I can do TASing at the moment. May in summer or something? Soon-ish... Aka. Chuterix, formerly ChutacoackoTAS (did I even address that name?) Check out my RTA's and TASes here: https://www.youtube.com/channel/UCx6JXd3XDSkJqREaLQDYlDg P.S. I have school on weekdays unless break or something. So I will not read messages until the weekends or until further notice.
EZGames69
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Chutacoacko Playz wrote:
also if i was a moderator or publisher i would accept this run
except a publisher is not the same as a judge.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
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i don't understand lag
i think i got banned again... I don't know if I can do TASing at the moment. May in summer or something? Soon-ish... Aka. Chuterix, formerly ChutacoackoTAS (did I even address that name?) Check out my RTA's and TASes here: https://www.youtube.com/channel/UCx6JXd3XDSkJqREaLQDYlDg P.S. I have school on weekdays unless break or something. So I will not read messages until the weekends or until further notice.
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yay its accepted now i will hope it's published
i think i got banned again... I don't know if I can do TASing at the moment. May in summer or something? Soon-ish... Aka. Chuterix, formerly ChutacoackoTAS (did I even address that name?) Check out my RTA's and TASes here: https://www.youtube.com/channel/UCx6JXd3XDSkJqREaLQDYlDg P.S. I have school on weekdays unless break or something. So I will not read messages until the weekends or until further notice.
EZGames69
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Chutacoacko Playz wrote:
yay its accepted now i will hope it's published
What do you think being accepted means?
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing