Crash: Difference between revisions

494 bytes added ,  17 March 2020
add info for too many models on screen crash
(fixed misinformation, huge revamp)
(add info for too many models on screen crash)
Line 50: Line 50:
! Cause !! Exception Type !! Notes
! Cause !! Exception Type !! Notes
|-
|-
| Have too many [[Objects|objects]] at once on the screen|| ||  
| Have too many meshes at once on the screen|| style="background-color: #fffca8"| Invalid F3D command || The main display list buffer has two sides, the left side holds F3D commands the game runs, and the right side holds allocated buffers for matrices. When an object's graphics are drawn, 16 bytes are used from the left side and 64 from the right side for each separate 3D model from the object. These two sides overlap when there are too many of these models on screen, leading to both sides being overwritten with garbage data and invalid F3D commands.
|-
|-
| Moving the camera immediately when entering [[VCutM]] || style="background-color: #fffca8"| Invalid F3D command || The object that spawns the rotating checkerboard platforms in VCutM references a model that doesn't exist. Normally this isn't a problem, since it's not on screen so it's culled before any damage occurs, and it despawns 1 frame after loading the level. However rotating the camera on the first frame, right before it despawns, it just barely comes into view. The non-existent model ends up sending invalid F3D commands to the RCP.
| Moving the camera immediately when entering [[VCutM]] || style="background-color: #fffca8"| Invalid F3D command || The object that spawns the rotating checkerboard platforms in VCutM references a model that doesn't exist. Normally this isn't a problem, since it's not on screen so it's culled before any damage occurs, and it despawns 1 frame after loading the level. However rotating the camera on the first frame, right before it despawns, it just barely comes into view. The non-existent model ends up sending invalid F3D commands to the RCP.