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Game Corruption
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- čas přidán 24. 12. 2014
- I show that having too many objects at once can corrupt the game. Even if the game doesn't freeze and the HUD is still there, the game may become corrupted. If it does, then going to most courses freezes the game. I don't know why this happens or if it's emulator only, but it doesn't end until you restart the game.
This may pose a potential problem for the goomba staircase for Mario Wings to the Sky in BoB, since it wouldn't be good to have the game become corrupted during an ABC run.
In which a shitload of Goombas break the very fabric of reality.
XD
'An extensive goomba structure'
That was the name of my first band.
E-102 Gamma Mine too. Our first song was "PPU Alignments (Rocking The Scuttlebug)
That’s what I named my dick
that one made me say
WHAT IN THE LIVING FUCK!?!?!?!?
Pannen predicted Mario Odyssey
That isnt corruption in the thumbnail it's a bunch of kids getting their tests back
Nice
Huh, U NID LAIKS
Some kid convinced the teacher to learn outside
And they all failed.
I too always turn into a goomba upon receiving a test
So, anything that does the ripple effect.
...Ohhhh. Oh, that actually makes a lot of sense. That also explains why you can't even load the rooms that contain DDD and HMC because those level entrances are ALWAYS rippling. Nice catch!
first thought:
The game tries to do the ripple,but fails because of the 42 clones. Clones count as a object. They will fill the vacant slots. Ripple effect causes the game to add new objects onto slots.
second thought:
The game tries to turn a simple 2 tri(triangle) surface into something that has a bunch of tris but because clones stay rendered no matter what(except if you reopen the game),the game will fail to do this because of the limitation of the renderer.
@crimson Destroyer well when you walk close to the door they always loop
So presumably that would also include the Metal Cap stage and the slide in Tall Tall Mountain.
if memory serves, loading the levels via cheats/the debug menu and trying these places does in fact result in the crash
I studied this back a few years ago with the debug mode on (the one that shows you the level select screen, etc) and "Press L to spawn new Mario".
Apparently, if you spawn way too many objects, the "RAM" counter of the debug HUD called MEM, which is a big number that should say how much RAM the game is able to access - I think it starts off with a 4 and it's usually 8 or 10 digits since the N64 has 4MB System RAM - ends up going into negative. When you have like 12 Mario clones on screen, the game gets super glitchy, Mario's Logic starts breaking and inputs get multiplied to warp speed, and as soon as you have all clones on screen and spawn another, the game will get rid of all the textures from the VRAM and you end up with a polygon mess.
Not fun to look at, but it's interesting as a programmer or hacker.
Coburn's Domain Do you know a video showing these cool effects ?
DrSavitruc unfortunately I cannot remember the "Press L to spawn new Mario" code, but the Debug info code is in Project64 cheat menu. it's the same option that gives you Mario's animation state, angle, speed and ram usage counters.
Thanks for the info.
Coburn // Coburn's Domain but can you explain why the game crashes whenever the ripple effect happens?
Coburn
These?
PAL
D0309260 0008
80309510 0001
D0309260 0004
80309510 0002
NTSC
D033AFA0 0008
8033B248 0001
D033AFA0 0004
8033B248 0002
Well, it’s d-pad up but close enough.
My guess is that it's the sheer _polygons_ from the objects what corrupt a part of memory that specifically deals with the wavy transformation effect from the paintings. You cansee how HMC and DDD crash instantly, as they immediately turn from a flat surface to doing ripples. (By extension, entering the room of CotMC would crash instantly too.)
From my understanding, the paintings really are just two polygons built into the map's walls before then actually turning into the much higher count mesh, so something is going on that breaks that transformation effect. That is the only effect of its kind I can think of in the entire game, too, as anything else that seems to gain complexity is just loading different sets of models or things that are already there.
So that'd explain why stuff like cloned coins doesn't trigger this.
+0022xffffffff64 Bingo!
when a person who knows nothing about computers or consoles or aything tech related makes a guess about them
@@JanxZ It was correct. In the second video about this corruption someone figured it out and posted a comment. It's related to an overflow of some graphics buffer which is used for various things - like text rendering, and the ripple effect. When the game goes to render text and the buffer is full it just doesn't render it. When it goes to render the ripple effect it crashes. And because of a bug, once the buffer is full it stays full. Or SOMETHING like that.
@@JanxZ explain it then genius
@@NY_Mapper literally anything but what this guy is saying lol
It seems to have to do with the liquidy surface of most level entrances, but it doesn't make a lot of sense as to why it only effects that specific entity.
+Grayham Grimes
Yeah. BBH and RR are the only main levels that don't have some type of liquid effect (painting or clock)
It's because the ripple effect takes a lot of processing power. Since it takes a ton of entities on screen to make the game corrupted, I'm guessing the game is put into a corrupted state when the game forgets to reclaim the resources used to make all the laggy entities - so a "corrupted state" is just the game running with less resources. Because a ripple effect is complex and has a lot of polygons to render, it's too much for the game to process.
Would a more accurate name for the phenomena be memory leak, then?
Jirt One problem with that theory.Ripples aren't 3D.They are 2D textures that look like they have depth.However,since it swaps texture layers for animations,that could use resources
no ripples are 3d, a SM64 corruption video shows the polygons expanding out of the room.
Pretty obvious that its the painting's "ripple" effect that activates it
That's what I noticed. Even in that room where the floor is constantly rippling, it crashes as soon as the rippling happens, and on levels where it starts to ripple after mario steps in, like the clockface, it crashes as soon as it would start rippling.
Sounds like some of the data or code for the ripple effect was changed, and it's only loaded once when the game starts.
keep your breath constant and hit it with the ripple from the inside
The only solution is for the Mario 64 ROM to become the Ultimate Lifeform
A Presses = USELESS!
Fun fact: If you attempt this on the Wii U Virtual Console using the hat cloning method, it crashes the same way the N64 does.
woah
Why are there so many goombas protesting and what are they protesting for?
rokcris7 have you seen their white flags? They’re asking for a peace treaty
this comment did NOT age well at all
Thiccy Cheeser
Goddamn i didn’t know protesters were invented in 2020
In all seriousness, this aged fine. Please stop.
To end the war in Bob-omb Battlefield
@@thiccycheeser5866 Never knew protesters were so recent. Shut up, this did not-not age well.
Loading too many Goombas can crash Paper Mario
Nintendo Gaming dang. Here goes Stryder7x. TOO MANY ITEM- Wait, this isn't DanTDM.
Wrong channel...
But even if you were to crash Paper Mario by loading too many goombas in 0.5 A presses, they would be coins.
Yeah but it's actually invisible toads mapped with the goombas that cause the crash
@@MassShadow9935 r/woooosh
So anything that triggers the ripple effect freezes the game.
in slow-motion the game crash
☢️☢️☢️☢️☢️☢️☢️☢️☢️3:00 TgUDHvgH
@@hgcgggfdftaa3539 What?
Alternative title: “How to personalize your copy of Super Mario 64”
You want fun wario show you fun
god i cant wait for this meme to die
@tails pinga corta they literally make the same joke over and over. The creepypasta isn't even that good lmao
Askon true, true
@tails pinga corta ×3 This meme is very bad :/
It looks like the ripple effect is what's causing the crashes, which explains why it happens so far out next to the 30 star door yet only happens to the paintings when you get close
Oh, you're right! That unifies all the freezes we saw! Now we just need Tyler Kehne to figure out why.
Probably
Sharp observation 1ted59
John Yorson Good hypothesis, even if I feel like water won't be enough to crash...
pannenkoek2012 Check and see if it corrupts next to the CotMC entrance too, maybe by hacking in lots of spiders or something
I tested this on an actual console using the hat cloning glitch, and none of the graphical glitches like shadows turning into squares and disappearing HUD happened. It just got laggy and eventually crashed. ):
Interesting
+pannenkeok2012 If your game is corrupted, is there anyway to fix it? Or is the copy of the game completely screwed?
+Hanz von ShrekyDreckyWeedStain After you turn the game off any game corruption is undone. It can't cause any permanent damage to your game.
Ethan White ahh, ok. Thank you!
So Ethan, did you know it leaves after turning it off and on BEFORE corrupting your game or after?
I was watching gas torch videos...now I'm here.
Thomas J. Tom Welcome to sm64 glitching!
Well i was watching roblox videos
For a second i thought you said gas torcher videos and I was like "what the fu*k?!?!"
The youtube algorithm at it again
I love how thorough you are with these videos. Showing everything in full and also giving us the viewers enough time to read and understand. Yes, it might be a little bit boring at times but I say that is worth it for the completeness it offers. Long-term quality over entertainment.
Love your videos. They remind me of what I love most in the world.
Reminds me that back in the day, IIRC all of this, in my console with the expansion pack, I'd play turok 2 for a while and the pack would get very warm to the touch, then put in San Francisco Rush 2 and marvel at the junk that would take place, mostly incorporeal cars appearing in the middle of the road.
The memory pack would get hot and mess up San Francisco Rush?
@@MilesPrower1992 It'd do something. It could be overheating causing memory corruption or it could be that there was leftover data from the few seconds of persistence that the N64's RAM had.
Is it just me or does the corruption have nothing to do with the main/sub-level thing but only wit the 3d-wave-effect the paintings and walls have?
0:45
You truly make these videos like a scientist making a thesis. Before the small percentage of your viewers who know about the Mips door glitch can even wonder if the only underground course thats sealed with a simple door can be loaded using the glitch you immediately throw in the footage. I love it :D
Proof that Mario 64 gets personalized based on how you play the game.
Probably because the wavy effect of the painting is corrupted.
That's what I figure because I noticed that all the levels that worked did not require that wave effect.
TheHappyFaceKing what about the crashes that happen when you open a door
@@shady8045 There is still a waving. Look at HMC for example. It's entering uses a wave, even if you don't jump in.
Happy 5 years and Merry Christmas to this video!
I made this gnarly 1 dollar pizza and now my stomach doesn't feel well...
+Whitefright You know how people go on Pornhub and talk about black ops?
This is the youtube equivalent.
You commented on a Game Corruption video.
WTF?
GET THE FRICK OUTTA TIS HOUSE SPAM BOT!
+Tanner S. I saw one guy ask about investing in a 401k because he turned 18. Another guy responded with some really helpful advice. Kinda makes you forget that you're watching a chick getting rammed.
I’m supposed to be playing Game of War, but this one player keeps kicking my ass!
Sorry I'm late, but how did you make a 1 dollar pizza?
It's funny that I've watched so many ov these videos but I've barely ever played Mario 64, (despite having the game and console right in my room) I guess that just speaks about how cool your content is.
Entering a painting crashes Mario 64.
0:56 insert wario head
I wonder if the corruption triggers when the routine to activate the painting ripples happens -- it would line up with all paintings crashing and all non-painting exits not crashing.
But why does it crash?
Mario: Corrupts game
Also Mario: I want to go someplace else.
Painting: I'm gonna stop you right there.
I'm hoping on the very small chance that this leads to some new skip.
John Yorson Maybe it could change whether the endless staircases are endless thus leading to fewer A presses any%?
It wouldn't be valid, memory corruption crashes hardware instantly.
*then why didn't it*
Now as society we all need to recreate all of pannen's findings on the PC port
My PC can't handle the intense processing power of Mario 64.
Aw, I thought this video would be Pannen channeling his inner Vinny...
Super Mario 64:
Bowser finally wins
Bowser was smart for once. He corrupts the paintings to bring Mario to crash land
PA PA PAA PA PA PAAAA
love that jingle when you enter a level
pretty sure the massive amount of objects causes the game to overwrite the ripple function
does this mean that cloning an even larger amount of objects of specific types could be used for ACE?
Rip to the cartridge that died for this video.
So, if the ripple effect freezes the game, that means that it will also freeze when you go near the entrance of slide in TTM (since it also has a ripple effect).
Thumbnail be like: PAPERS PAPERS GOTTA GET EM ON TIME
Actually corrupting the game is a good way of telling where hidden paintings are
This is so complicated, but i like to watch these videos lol
the game had alot of levels and a good environment for its time
the reason this is happening is because while the corruption is happening, the physics are wonky as hell judging by the fact it was breaking down when it tried to load 20+ goombas in one plane, the ripple effect in the painting gets bended out of reality because of this corruption and it ends up just dying all together because it can't load that big of a thing
The Dark Side Of Mario 64...
No?
eh, i just find glitches just odd and disturbing :\
Yeah, especially when they're unexpected.
+an onion XD
"All paintings and levels for sm64"
You made it into two of the paintings long enough for the music to play
looks like all local goombas are doing an event and mario is sabotaging it
My video actually froze around the eight second mark during the first glitch.
Bravo.
it's the wavy ripple effect causing the freeze. The objects weren't cleared from the games memory so it doesn't have enough memory to create the way ripples in paintings/pools
Here's a ways to delete this corruption:
1. Soft/Hard Reset on Emulator.
2. Relaunch the Emulator.
3. Load the ROM again.
4. If console, reset.
5. Unplug, then paste the "plug" back into Console.
6. Just... Relaunch the Catridge. Actually.
It's just guesses.
Always great agaib to watch " Unkommentierter Pannenservice". Strange CZcams name but great channel. However, I do ky real life Super Mario Run now.
Bruh his name is UncommentatedPannen (secondary channel of pannenkoek2012).
Der Kanalname wurde anscheinend automatisch übersetzt lol ;)
You really need to teach us how are you so damn good at the game.
2:17-Hey Mario, what's your favorite part of a lady?
How exactly does the corruption work? Is there some out-of-memory issue happening that causes garbage data to break something?
Pretty sure it has something to do with the paintings suddenly turning from two polygons to an incredibly complex mesh. I know someone else explained what was going on near the top of the comments
me, who uses real time corruptor to corrupt sm64: you know, i'm something of a scientist myself
You're not
Would you mind sharing the input file for this? It might be interesting to look at the game's memory during the execution of this glitch.
So I imagine there's some table that stores all the graphical data for the objects that are loaded, and that table is full so it begins overwriting other graphical data that is nearby in the memory
pannenkoek2012 Thank you! Everything seems to sync except the game crashes as soon as mario enters the room of WF, instead of when mario gets near the painting. I will tell you if I find anything interesting.
nathanisbored Not exactly. The objects are stored in a circular doubly linked list (en.wikipedia.org/wiki/Doubly_linked_list#Circular_doubly-linked_lists). The memory is allocated in a dedicated area in RAM that has room for 240 objects. I will have to find out how the memory allocator works and what happens if it fails. Pannenkoek's video 'SM64 - The Science of Cloning' gives a lot of information about the object list, but to understand this, one probably has to look at the internal memory layout.
Scarlas I assumed that that table only stores their IDs, not their graphics. That's how it works in super mario world anyway. The graphics are stored in a different table, but allocated based on the ID of their object slot.
Also, I'm not sure if this would be useful to you, but it definitely needs more documentation www.smwcentral.net/?p=nmap&m=sm64ram
***** Thank you for the information. My investigation got interrupted by some real life stuff and I kind of forgot about it, but I will continue soon.
Do you know for which regional version the addresses you mentioned are?
I wonder if the entrance to the slide in tall tall mountain, with it's ripple effect, triggers the freeze too
I'm researching memory corruption in another game. This is what I think could be happening:
Code that stores entity data (x, y, z, rotation, health, texture, etc.)
{
1:
2:
3:
...
600:
}
code that gets corrupted (after entity data in memory)
{
}
Let's pretend there are 600 lines of empty space, and that an entity takes up 1 line of code. If we create 600 entities, there's no problem. The memory has space for it. However, if we make 601 entities, the game will start to bug out (it could also happen if their AI/geometry data takes up too much space). In the game I'm researching it in, if you get too many stones to drop when you hit enemies, the game crashes because it overwrites memory it shouldn't be able to access. In SM64 it seems like it's overwriting the place in memory that stores how to handle loading the ripple effect near levels (as many have said before me). Unfortunately this is only a guess, and I don't know hexadecimal assembly well enough to understand the corruption well enough.
-The console is traumatized on how many Goombas it had to render on the screen so it's trying to prevent you from killing it.-
The reason why the game freezes when you get near a painting is the ripple effect requires enough data to process the level and when the data's full (I.e cloning,too many objects) the game cannot load the level.
The goombas looks like they have their school lunch
Theoretically, if you did make it into HMC, what would happen if you tried to enter Cavern of the Metal Cap, which is a non-main level?
It seems it freezes before the rippling effect starts or it's about to pop in (Dire Dire Docks).
I'd like to see more of these on the Commentated channel.
*every copy of Mario 64 is corrupted*
Perhaps the most logical explanation is that, since the paintings are likely animated via vertex animation we can see that they have quite a few frames and every single frame has to be stored separately both in RAM and the model itself, which requires a great amount of RAM, a lot of which isn't freed because the game was never designed to have so many objects in screen at once, thus crashing due to there not being enough memory.
"I CAN'T TAKE IT ANYMORE! FUCK YOU FOR ABUSING ME AND MY MANY FLAWS!"
-Super Mario 64-
Interesting that the HUD disappears, except for the Lakitu camera position indicator - what's the reason for this?
When Super Mario Bros. gets laggy, the HUD might stick to the character grid.
i had sex
0:30 That timing...
I think this has to do with the data for the objects in ram overflowing past the expected area for objects to be loaded, causing certain things to load incorrect data, meaning the game crashes.
I dub it as the "vampire" glitch because ripple effects on paintings crashes the game.
goomba jamboree
The reason your game freezes when touching a painting, is probably because your game corrupted or invalidated the streching property for the painting. When the game tries to load an invalid or nonexistant animation, it will freeze. Sometimes an animation can become so corrupt that the game cannot recognize the data, and will crash because of that.
I can't be the only one who low key wishes he just did those with a voice over, right?
All i see in the thumbnail are papers from an exam on top of goombas
When Rainbow Ride was entered and I heard that hissing sound in my left headphone ear I thought
CREEPER!!!!!!
I think I play too much Minecraft...
ah yes. The extensive goomba structure
It would appear that when you corrupted the game that the wavy effect made by the portraits when you hop in is probably what's failing to load. Notice how it's supposed to show up for Bowser's submarine level, the entrance to that level starts out waving. In your version as you go in the room it fails to do this, and each time you try to enter a painting it appears to attempt loading that effect again.
This is probably what caused the textureless mario anomaly
The tumbnail looked like the goombas were doing a School exam
JOEL HAS DONE IT AGAIN
If there's anybody who's an expert on game corruption, it's Vinny.
This hurts me to see mario freeze right before the paintings
0:18 shadow texture is bugged
You are basically TheZZAZZGlitch version of Super Mario 64. You both do very similar styles of observations.
Fun fact: the game also corrupts when Vinesauce plays it.
One time in Mario 64 I got shot out of a cannon and bounced on a goomba
At the start with the Goomba Jamboree though.
That's scary if the corruption stayed forever
Sounds to me like a dead-on case of the stack overflowing and clobbering something.
Wild guess: spawning too many characters may overflow the RAM beyond the pool of data that is meant for characters, like in Pokemon where Missingno. overwrites and corrupts Hall of Fame or something like that, SM64 could be trying to allocate character data onto memory that is supposed to be for textures or materials or other models and when the player approaches any painting the game tries to load the corrupted data but is unable to because of garbage data overwritten onto that file and simply crashes, at least that's what could be happening to other games like sims 2 after texture memory runs out or gta 3 after messing with cheats
The memory was filled by all of the objects on-screen. Memory overloads when the ripple effect is called, and this causes the game to crash.
Is it possible to get the corruption in Snowman's Land or Tall Tall Mountain using hat duplication, then jumping into the water to get the ripple crash? Or is it only the paintings?
It's not the emulator only. I remember this happenning to me once. I was just about to enter the Whomp's Fortress,and all of a sudden,the game froze!
that could be literally anything else that can cause crashes
I know that the BoB strat has been improved and doesn't corrupt anymore, but really you could just get that star last, and the star counter would still say 120. It just wouldn't save.
my CZcams crashed while watching this video, strange.
Well the reason BBH dosnt crash is because its far away from the lobby and the corrupted Level. And the same can be said to RR but insted of being far away its just placed at the perfect spot to not be corrupted
#Mario and luigi partners in time