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Joined: 9/7/2019
Posts: 10
WhiteHat94 wrote:
I don't know if this is known, but GameGlitchGuy had a video of some glitches and there is a stair glitch in the FDS version he was doing, no clue if it's also useful, this new stuff just reminded me. https://www.youtube.com/watch?v=nJYESJPcG1s
I believe that the Dracula staircase glitch is already known, and it's documented on TCRF here. https://tcrf.net/Bugs:Castlevania_(NES)#Staircase_Glitch
Joined: 8/30/2020
Posts: 1
Two glitches I've found recently. First is a stopwatch glitch that renders enemies motionless after the timer expires. The enemies will begin moving again after you leave the screen or use the stop watch again. This was done on a US PRG1 rom- https://youtu.be/xwe9uYylsRU Secondly a strange glitch involving potions and doors. Most are aware that using a potion through a doorway will crash the game, however on the 1993 Japanese version and also VS CV the crash will not occur. Oddly, a hidden block will appear in the next room that can be stood upon using a damage boost. You are seemingly trapped here though. I have fallen off when taking damage- https://youtu.be/7rxdW34CKBE
Joined: 4/29/2018
Posts: 3
Figure I'd show off the wrong warp I found https://www.youtube.com/watch?v=FTVBhxZTUqM The area where I found this is the stairs going down in Stage 02 with the fish monsters. Since scroll glitch was found I've been interested in removing blocks to take stairs where you shouldn't go. The stairs in that section probably can't have blocks removed via scroll glitch, so I hacked the ROM and removed them myself. The result is as you see above. Even if that area likely isn't accessible via regular scroll glitch I think it's worth sharing, and is at least proof that wrong warping to later stages is possible. Was done on PRG1 as well.
Editor, Skilled player (1404)
Joined: 3/31/2010
Posts: 2086
Link to video Stairs have some weird properties when it comes to camera scrolling. The best I can explain it, when Simon climbs up a step, you need to push Right for at least two frames to get Simon moving. The scrolling engine is already enabled on the first frame, allowing us to manipulate it as we would any other camera scrolling, and despawn blocks with well timed pauses and turnarounds. This also lets Simon turn around in place on a step, which is the wiggling you see at the start. I cannot think of any places that would be affected by this off-hand. Input File
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