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. 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.
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