Ankouno / SMW-Data

Various SMW/SNES-related information I've compiled over the years.
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new glitch found: springboard plays SFX for multiple frames #9

Open GhbSmwc opened 3 years ago

GhbSmwc commented 3 years ago

When the game is lagging, and you bounce on a springboard, the SFX is being played multiple times each frame, during the animation.

This even happens in the GBA remake, but without the need of a lag (sounded noticeably different than the wall springboard).

Proof: set a breakpoint at $01E6A9, jump on the spring board, the breakpoint should fire, and press “run” and the breakpoint should fire again on the next frame.

When the game is NOT lagging, and a SFX port is being written every frame, each sound gets replaced by another on the next, this does not happen on the GBA as SFX are handled differently.

fix: https://www.smwcentral.net/?p=section&a=details&id=26912

rodamaral commented 3 years ago

MP4 showing this https://cdn.discordapp.com/attachments/707975114028744705/838485685769601064/springboard-sound.mp4

GhbSmwc commented 3 years ago

Something like this happened with that layer 2 on/off switch controlled generator, which I also fixeed, that should already be documented. When a different SFX plays, it gets replaced by the bullet bill SFX and it is audible. Looks like two different SFX breaks the SFX from overwriting itself.

It rapidly plays the bullet bill SFX every frame, unnoticeable if the game isn't lagging, but sounded like a machine gun if it was. Interestingly enough, the GBA half-fixed this by removing the SFX, but the quake effect is still written every frame.