This memory block is most likely an index to an Array object - in some extreme cases I would assume the index of the Barrel memory sector went above the array length threshold, and caused an overflow issue - which can explain oddity like spawning of Klubba. Therefore the game, instead of presenting a Barrel object, present whatever is currently using that memory block - enemies, objects, etc. It seems like upon picking up the Barrel assign it a reference to memory sector, but for some reason other objects are able to swap to its memory sector while that memory sector is still being used as a Barrel object (probably due to bad collision). Upon creation and deletion the reference pointers are swapped for other objects, therefore achieving low memory usage. Lot of objects are swapped using pointers in SNES, which means each object has a temporary reference.
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The color palette for the entity is also incorrect.ĭifferent button presses among other factors change the outcome of the second part of the glitch, which means the game is executing arbitrary code dependent on what is in the SRAM content at the time.īack in the days games are coded in low level languages, and memory was a luxury. The second part of the glitch involves some sort of buffer overflow, since enemies such as Klubba are not involved in the stage yet the game somehow manages to get those sprite references. The first part of the glitch is caused by a pointer mismatch in the game, as it tries to draw close the nearest entity which under normal circumstances would have been the Barrel that the game thinks is still being held by Diddy. Most of these outcomes will lead to a game crash, although if an enemy defeats the player they may be returned to the map screen instead and able to play normally. Other outcomes that are not transforming into any of the entities above are stretched sprites, monkey noises, or instant game crashes. Dixie Kong (defeated or after jumping on ending pad from a height).Diddy Kong (defeated or after jumping on ending pad from a height).The entities that the player can transform into are (likely to be incomplete): If the player manages to still be carrying the Barrel near the automatic Barrel Cannon encountered further in the stage, if the blast Barrel is moved, the player will not be able to progress any further as the line of path for the Barrel will be incorrect when shooting.Įntering the Rambi Barrel will not transform the player into a normal Rambi when they enter the Barrel instead they will turn into a glitched entity. Only if the Rambi Barrel is drawn close and entered activates the second part of the glitch. Depending on the location of the player, it can pull other entities close including enemies, Barrels, projectiles and banana bunches. Once the Barrel is "thrown," a myriad of things can happen. If done correctly, the Barrel will break but Diddy's character will look like he is still holding it. After picking up the Barrel, the player should move over to the far left side of the screen, place the Barrel on the moving floor then instantly pick it up again. Diddy needs to be the leading character and pickup the first DK Barrel.