301
edits
(added denorm crash after today's discovery) |
m (Reverted edits by Oyion gaming (talk) to last revision by Meatball132) Tag: Rollback |
||
| (5 intermediate revisions by 3 users not shown) | |||
| Line 36: | Line 36: | ||
| Sound glitch || Unknown || "Sound glitch" refers to when the audio thread encounters an exception (usually an address error exception), therefore causing the sound to cut out. When the game thread next tries to interface with the audio thread on a level load, the game thread crashes as well. Sound glitch is often treated as one singular glitch even though it is really a class of glitches in the audio library. Sound glitches are usually J-exclusive, however some instances such as the [[BitS]] sound glitch are not. | | Sound glitch || Unknown || "Sound glitch" refers to when the audio thread encounters an exception (usually an address error exception), therefore causing the sound to cut out. When the game thread next tries to interface with the audio thread on a level load, the game thread crashes as well. Sound glitch is often treated as one singular glitch even though it is really a class of glitches in the audio library. Sound glitches are usually J-exclusive, however some instances such as the [[BitS]] sound glitch are not. | ||
|- | |- | ||
| Teleporting while passing over a loading zone || style="background-color: #fffca8"| Address Error || Since the area changed, there is now no teleporter with the same ID as the one Mario used to warp. Thus the game returns NULL when trying to find | | Teleporting while passing over a loading zone || style="background-color: #fffca8"| Address Error || Since the area changed, there is now no teleporter with the same ID as the one Mario used to warp. Thus the game returns NULL when trying to find an associated warp node to warp to, and crashes when trying to access information about its destination. Under certain conditions, this can cause a Wrong Warp on PAL or Shindou VC. | ||
|- | |- | ||
| Warping out of a level while passing over a loading zone || style="background-color: #fffca8"| Address Error || Similar to above, but only hypothetical. Maybe possible in DDD using the Sub Gate warp and whirlpool cloning to reach the instant loading zone, but not yet achieved without hacks. | | Warping out of a level while passing over a loading zone || style="background-color: #fffca8"| Address Error || Similar to above, but only hypothetical. Maybe possible in DDD using the Sub Gate warp and whirlpool cloning to reach the instant loading zone, but not yet achieved without hacks. | ||
|- | |- | ||
| Entering Wiggler's Cave on the Disk Drive version || style="background-color: #ff9696"| Floating-Point Unimplemented Operation || When Wiggler is initialized, his health value is 2048 for a single frame before being reset to | | Entering Wiggler's Cave on the Disk Drive version || style="background-color: #ff9696"| Floating-Point Unimplemented Operation || When Wiggler is initialized, his health value is 2048 for a single frame before being reset to 4. Wiggler uses his health to index into a table to get his speed (to move faster when at lower health); 2048 causes it to index out of range and read a denormalized floating-point number as his health, which causes an unimplemented operation exception since the N64 does not implement any operations on denormalized floats except comparisons. | ||
|- | |- | ||
| Having an object too far away from the camera make a noise (JP only) | | Having an object too far away from the camera make a noise (JP only) | ||
| Line 48: | Line 48: | ||
|Casting a shadow on a corrupted triangle | |Casting a shadow on a corrupted triangle | ||
| style="background-color: #ff9696" | Floating-Point Unimplemented Operation | | style="background-color: #ff9696" | Floating-Point Unimplemented Operation | ||
|The limit | |The limit of surface triangle loaded at once in the game is 2300. However, in [[Hazy Maze Cave]], when using [[Mario's Platform Adventure]], it is possible to load more triangle than this limit. This causes the surfaceList to overwrite part of the face table. If the game tries to cast a shadow on one of the "triangles" created by this situation, the normalX of the triangle will be a pointer and be processed as a denormalized float, which crashes the game when used for arithmethic.<ref>[https://www.twitch.tv/videos/1951116583?t=00h48m42s HMC Denorm Crash]</ref> | ||
|- | |- | ||
|Having the same position as the camera's position || style="background-color: #ff9696" |Floating-Point Division-by-Zero||When Mario stands in the same position as the camera, the game will crash due to a division by zero error.<ref>[https://www.youtube.com/watch?v=vK16L2J0la4 "Faster fastest crash in BoB" by Madghostkek]</ref> | |Having the same position as the camera's position || style="background-color: #ff9696" |Floating-Point Division-by-Zero||When Mario stands in the same position as the camera, the game will crash due to a division by zero error.<ref>[https://www.youtube.com/watch?v=vK16L2J0la4 "Faster fastest crash in BoB" by Madghostkek]</ref> | ||
edits