Open kscorpionx opened 2 months ago
I just tested this using my Super Nt and was able to reproduce it on the first try (Super Mario All Stars + Super Mario World US ROM, 60 Hz mode/NTSC setting).
I then tried it with a real Super Mario World US cartridge and couldn't get it to glitch.
Lastly, I tried it with a real Super Mario All Stars + Super Mario World US cart, and lo and behold, it glitched on the very first try again.
So, this is obviously not an sd2snes issue, but maybe a Super Nt bug (or one affecting FPGA SNES implementation methods in general -- bear in mind that I haven't tested it on an actual SNES console just yet). Or, it is possibly a game software bug that only exists in Super Mario All Stars + Super Mario World but not just plain Super Mario World.
One more down. ;-)
I just tested this using my Super Nt and was able to reproduce it on the first try (Super Mario All Stars + Super Mario World US ROM, 60 Hz mode/NTSC setting).
I then tried it with a real Super Mario World US cartridge and couldn't get it to glitch.
Lastly, I tried it with a real Super Mario All Stars + Super Mario World US cart, and lo and behold, it glitched on the very first try again.
So, this is obviously not an sd2snes issue, but maybe a Super Nt bug (or one affecting FPGA SNES implementation methods in general -- bear in mind that I haven't tested it on an actual SNES console just yet). Or, it is possibly a game software bug that only exists in Super Mario All Stars + Super Mario World but not just plain Super Mario World.
One more down. ;-)
Thanks for the response, and yes, I think this is a technical problem that occurs with that version of Super Mario World, on the Super Mario All Star cartridge. I will try to get my original copy that was left at my parents' house. And I'll try it with real hardware and software.
This glitch: https://github.com/MiSTer-devel/SNES_MiSTer/issues/253 Happens when you fight Ludwin von Koopa when he jumps and rotates in the air. Reset patch for clock phase is ON.