Triggering “Data Over Flow” in Mario Paint

A while back I linked to a video showing the obscure “Data Over Flow” error in Mario Paint. Here’s the post, and here’s the video (1 minute):

It occurs because Mario Paint’s SRAM is only 32K in size, which isn’t large enough to store every possible creation. The cartridge uses data compression to squeeze everything in, but the thing about data compression is, it can never be guaranteed to work. Every possible compression format has data that will cause it to take up more space. It’s a fact about the universe we live in. It just is.

If you only use the canvas, or only use the “Animation Land” motion option, then there is enough RAM, but using both in one composition means the software relies on compression to make everything fit, meaning, some kinds of data won’t fit, and that’s when Data Over Flow happens.

But as it turns out, while if you’re using Mario Paint in the way most people it’s unlikely you’ll trigger the error, it isn’t actually difficult to cause it. Creating a random mess of all the colors of pixels in a stamp, then filling the whole canvas and all the animation frames with that stamp, seems to be enough to do it. Mario Party doesn’t use a particular complex compression format. Maybe if it used something lossy like JPEG it might be able to do it, but rather it uses bit-perfect compression. That kind likes repeating patterns and areas of solid color, and doesn’t like what I’m going to call rainbow snow.

So here, watch a user start from a blank project, on real SNES hardware recorded through video capture, and go directly to the Data Over Flow error. Sorry! Our RAM is too sick to contain your masterpiece, it has vomited it all up, please try again (3 minutes):

Leave a Reply

Your email address will not be published. Required fields are marked *