for the wii u virtual console it usually only freezes so the gamepad is responsive but on rare occasions it does crash and I still don't know how it happens but its crashed like twice out of 10 tries
So I've got a bit of a story, not related to Paper Mario, but it's the only time I've ever crashed a console game. I was playing MKWii and was in the process of unlocking Mii Outfit B. I'd just started, so I was still on the Mushroom Cup. Going into Mushroom Gorge, I started a Time Trial, beat the ghost... then the game crashed. I didn't ever figure out why it happened, because deleting my save data fixed it.
That is one good question. But probably the N64 would use either a 16 bit or a 32 bit integer to keep that kind of value stored. If it was 8 bit, it would be easy but since it would be 16 bit or highher it would be hard as fuck.
The max value in 16 bit is (2^16)-1, or 65535. If it's using a 16 bit number (or higher), you'd have to bounce off of that spring a crapload of times to get something to happen.
Speaking of programming wise, The maximum Value of a 8 Bit integer is FF, But that is hex. Games normally use Hex or Dec. If it goes like 01 02 03 04 05.. 09 0A then its Hex, After that it goes 0B 0C 0D 0E and 0F. Then it is 10 11 and so on.
i played mario paper when i was a kid i replayed it once more then i moved on why i would make a channel in youtube and played it over and over its funny how ppl take it for this far
Odd Wright Pannenkoek2012 is pretty much the same thing, but for Super Mario 64. I guess people are experiencing a high level of nostalgia for old games and are also interested in breaking them.
It's because people will find an interest in RU-vidrs who go extremely in-depth on "just a game" and explain things that can happen with how it was programmed. It's also just the absurdity of the things that people will research such as beating a level while only pressing A a small amount of times or hitting a block for ~500 years to crash a game.
Hey guys, there's been an overwhelmingly positive response regarding the new intro, and a couple of you have asked if I made it myself. I did not, it was made by TheSneakySpy. Give him some love over at ru-vid.com :) Also, I recorded commentary at like 2 in the morning for this, so sorry if I sound tired lol
Translation lookaside buffer (TLB) is a bit of ram portioned that keeps track of what was recently added two the physical system memory. Presumably player stats must be updated two physical memory and this happens at the same time as the boss death animation so we save load times, but also the flag that huffnpuff was defeated must also be set and sent so it just screws up and sends wrong data
I feel bad for any kids that got this crash on this N64. Imagine the frustration of going through this boss, and dropping the controller when using bow on the last turn.
okey That's why I said "dropping the controller". Oh, and if you had the peekaboo badge, you could see its health and jokingly finish it off with bow's uncharged slap.
Well TJ """""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""Grassdigger""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""" Yoshi, hear me out.
VC just seems to "go with it" instead of crashing, nothing I know of is genuinely fixed from a programming perspective. In fact, it allows for more glitches in some cases
Maybe the VC one removed the "shouldn't do" checks. I know that games have some checks that say what the game shouldn't do, and crashing when those checks are met to prevent game/save damage. Maybe the VC version removed those checks, so it only crashes when asked to do something it actually CAN'T do.
yeah Stryder links me most of the unlisted videos when they are first uploaded. He has to wait for the Nintendo Creator's Program to approve it which sometimes takes a while lol
My suspicion is that it crashes because the death animation finishes sooner than the smack animation, causing the game to try to spin a despawned object, which doesn't end well. As for the overload glitch, that I only presume is because the game runs out of memory.
this is the case for this game, but some games do have crashes or just general glitches that can be lethal to a game. such as the og donkey kong country. there is a glitch there that is so bad it actually rewrites the games code and makes it completely unplayable
lol don't worry, we've still got more of those glitches coming up! A lot of people have been asking for some easier glitches they could try, so the next few videos won't all be as ridiculous. The max Tidal Wave is incredibly tough to do, but it is possible in real-time. It'll just take a lot of attempts, most likely. I noticed only A, B, and C-Down appear, and the same button never repeats itself, which might make it easier.
Just glitches that I think would be easy to perform without much practice. Like in this video, the out of bounds glitch is really simple. I also have plans to create a "Top 10 Easiest Glitches"
In general, 3D games in the N64 Era are pretty broken. Have you tried breaking other games like Super Mario 64 and the like? I find it interesting that games like this are so thoroughly broken yet you can easily play through without touching any glitches. Are games on the Wii broken, such as Super Mario Galaxy? What about Harvest Moon games? (those are my favorite games if you were wondering)
As someone focused on Paper Mario, I'm probably not the best person to answer this question, but a few friends that glitch hunt in newer games described it as "new games seem to be easier to break since they're rushing releases and worry about updates later, but because of the more advanced programming languages, the results of the glitches aren't as crazy." Also, I strongly recommend Pannenkoek if you'd like to see Super Mario 64 broken.
I would agree that newer games tend to be more broken. However, the brokenness tends to subtract from the fun because the bugs prevent progress or in many cases break the whole game. The N64 Era has all these bugs, but they improve the overall experience by not being game breaking or annoying. By the time of the GameCube, most bugs worth noting are game breaking or boring and aren't very interesting. I like to see the science behind the bugs, and as the eras progress, the code gets more complex and little things like clips can be easily patched because the processing headroom is much greater. They don't have to do little shortcuts in the code in new games to make them fit into the cpu instruction budget. That's part of what makes the N64 so interesting; they're kind of at that turning point between having total freedom with what one can do in a game and being bottlenecked by limited storage and cpu and graphics processing. (as can be clearly seen by the crash from a simple overflow of numbers from an attack). The N64 is quite a bit before my time though. That's probably another factor in what makes it so 'cool' to me. I don't find as much enjoyment in pre-n64 games as I do in N64 and post-n64 games. I'm sorry for the wall of text, my mind just started flowing with ideas.
I think most game breaking bugs are removed from older games maybe because of limited space to work with making it easier to find code that goes wrong as well as not having to produce a new game every year to please the masses. Meaning more bug/play testing can be done. This is just my opinion though since i know not enough of the game making industry. You can't ignore some newer games though. The ones that actually have effort put into them can have some glitches or secret data that are quite interesting to see.
As cyclomatic complexity increases, so does the potential for programmer errors. There are no glitches in a program that prints "Hello World" and exits, because there's only one path of execution and zero variables. Testing the program is as simple as testing the single execution path. But in a game as complex as Super Mario Galaxy, with simulated physics and tons of variables, there are millions of execution paths and corner cases. Millions of things that can go wrong. It's impossible to test all of them. So bugs will get through, and people will find them. There actually is a way to counter this, no matter how complex the code is, and that is to be dilligent. Writing functions that are small portions of code that focus on one specific task and are easily unit-testable. Minimizing global variables, scope contamination, and naming collisions. Testing for unexpected values and reacting appropriately, etc. But deadlines, space constraints, manual optimization, poor team management, and market pressures are all things that can compromise good practice. Video Game Software isn't as tidy as General Purpose Software. The latter gets frequent updates and is required to be secure, while the former is allowed to be as buggy and poorly-functioning as the market will tolerate. Someone hacks a game by abusing a glitch? No one cares. Heartbleed? Oh...en.wikipedia.org/wiki/Heartbleed#/media/File:Simplified_Heartbleed_explanation.svg
I love this game, its perhaps my favourite of all time. I have so many fond memories and feelings unlike anything else I've played since. I'm glad I found this channel because it brings back so much.
Really like the new intro, Stryder! Keep up the amazing work in your videos too. Also, if you see this comment, you said that this chapter is one of the most stable chapters in Paper Mario, but which chapter do you think is the most broken/glitchy? Based on your video content, I would think it's between chapter 7 (due to the compilation), or Chapter 5 with how many glitches there seem to be there, plus the one room with the springs that you (I think) said was the "glitchiest" in the game.
I had a bit of a theory: Perhaps the reason why Huff n Puff doesn't crash if the Tidal Wave is fatal is because he won't spawn any Tuff Puffs? Perhaps it's because the death animations for those tuff puffs haven't loaded yet, so therefore the game attempts to load too many tuff puffs than the battle can handle? The fact that the game crashes after Huff n Puff receives damage is what made me come up with this.
Ahh, my favorite new channel returns to bestow upon me a gift yet again :3 Love ya Stryder7x! That intro is also great by the way so good job with that!
+Mr. Mr. The source code of Paper Mario is not available to anyone (in fact, pretty sure it's illegal to have) The closest thing we've got are debugging software to view the game's memory. It's not the same thing as interpreting source code, but it can help explain some of the glitches
I know this one glitch isn't in Paper Mario, nor The Thousand-Year Door, but I think it needs some good attention; There's this one glitch that I only saw happen once when battling Torch Tusk in Donkey Kong Jungle Beat (Gamecube version). I have no idea what causes it, but since you know a lot of fancy stuff, you might be able to get into that glitch's detail. The glitch starts when Torch Tusk's death animation doesn't play right away.
Can we just stop and think for a second that there's a 50k sub channel on RU-vid dedicated entirely to glitching Paper Mario on N64. Actually I don't even know what to think of this.
Watch stryder7x videos crashes the nintendo switch I'm not kidding I was watching this video on my switch and it crashed it and I had to do a hard restart (to anyone who finds and read this comment N64 on this comment )
you know what sir. I like your content. your content is much different from the content I normally watch so I am surprised I like it as much as I do. you have a charismatic voice too. I like it
I love that intro. So many people make such unnecessarily long intros with not a lot of interesting stuff. But your intro is nice, concise and really appropriate.