Difference between revisions of "Crash"

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m (Reverted edits by JoshDuMan (talk) to last revision by Ds273)
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! Cause !! Exception Type !! Notes
 
! Cause !! Exception Type !! Notes
 
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| Exceed the [[Objects#Object Limit|object limit]] || style="background-color: #ffb65e"| Infinite Loop || Can be done via a variety of methods including cloning, hat duplication, build-up of monty-mole pellets, or money-bag duplication. Enters an intentional while(1) loop.
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| Exceed the [[Objects#Object Limit|object limit]] || style="background-color: #fffca8"| [[Address Error Exception]] || Can be done via a variety of methods including cloning, hat duplication, build-up of monty-mole pellets, or money-bag duplication.
 
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| Have too many [[Objects|objects]] at once on the screen|| style="background-color: #baffa8"| ||
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| Have too many [[Objects|objects]] at once on the screen|| style="background-color: #baffa8"|  
 
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| Send the camera into a [[Parallel Universe|PU]] || style="background-color: #ff9696"| Floating-Point Exception ||
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| Send the camera into a [[Parallel Universe|PU]] on N64 || style="background-color: #ff9696"| Floating-Point Exception ||
 
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| Walking at PU speed for only a portion of the 4 quarter steps on a [[frame]] ||  style="background-color: #baffa8"| ||
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| Walking at PU speed for only a portion of the 4 quarter steps on a [[frame]] ||  style="background-color: #baffa8"|  
 
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| Moving at PU speed with no joystick input for all 4 quarter steps on a frame ||  style="background-color: #baffa8"| ||
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| Moving at PU speed with no joystick input for all 4 quarter steps on a frame ||  style="background-color: #baffa8"|  
 
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| Moving at PU speed directly into a wall ||  style="background-color: #baffa8"| ||
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| Moving at PU speed directly into a wall ||  style="background-color: #baffa8"|  
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| Walking with a speed greater than or equal to 2^31 / 170 (~12.632M) || style="background-color: #ff9696"| Floating-Point Exception ||
 
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| Turning during a walking action such that speed times change in yaw is greater than or equal to 2^31 * 12 (~12.583M with dyaw = 2048) || style="background-color: #ff9696"| Floating-Point Exception ||
 
 
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| Bully Knockback dividing-by-zero || style="background-color: #ff9696"| Floating-Point Exception ||
 
| Bully Knockback dividing-by-zero || style="background-color: #ff9696"| Floating-Point Exception ||
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| Deleting a non-existent file on the File Select Screen<ref>[https://youtu.be/-N5OQPgA6YI "How to crash Super Mario 64 in 20 seconds" by rattleman123456]</ref>||  style="background-color: #baffa8"| ||Go to "Copy" right when you get to the file select, then press "Score", press on any file without save data, go to Erase, and click on yes.  
 
| Deleting a non-existent file on the File Select Screen<ref>[https://youtu.be/-N5OQPgA6YI "How to crash Super Mario 64 in 20 seconds" by rattleman123456]</ref>||  style="background-color: #baffa8"| ||Go to "Copy" right when you get to the file select, then press "Score", press on any file without save data, go to Erase, and click on yes.  
 
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| Moving a shadow above [[surface]] 12 while it's over OOB || style="background-color: #baffa8"| ||
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| Moving a shadow above [[surface]] 12 while it's over OOB || style="background-color: #baffa8"|  
 
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| Killing a Monty Mole remotely || style="background-color: #fffca8"| [[Address Error Exception]] ||  
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| Killing a Monty Mole remotely || style="background-color: #fffca8"| Address Error Exception ||  
 
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| Killing an uninitialized Monty Mole || style="background-color: #fffca8"| Address Error Exception ||  
 
| Killing an uninitialized Monty Mole || style="background-color: #fffca8"| Address Error Exception ||  
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| Going out of bounds in a room with a painting || style="background-color: #fffca8"| Address Error Exception ||  
 
| Going out of bounds in a room with a painting || style="background-color: #fffca8"| Address Error Exception ||  
 
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| Being pushed off of a hangable [[ceiling]] while in the idle hanging or start hanging action || style="background-color: #fffca8"| Address Error Exception ||  
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| Being pushed off of a hangable [[ceiling]] while in the idle hanging action || style="background-color: #fffca8"| Address Error Exception ||  
 
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| Sound glitch (J only) || style="background-color: #fffca8"| Address Error Exception ||
 
| Sound glitch (J only) || style="background-color: #fffca8"| Address Error Exception ||
 
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| Moving the camera immediately when entering [[VCutM]] || style="background-color: #baffa8"|  ||
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| Moving the camera immediately when entering [[VCutM]] || style="background-color: #baffa8"|   
 
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| Getting infinite [[speed]] || style="background-color: #ff9696"| Floating-Point Exception ||
 
| Getting infinite [[speed]] || style="background-color: #ff9696"| Floating-Point Exception ||
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| Teleporting while passing over a loading zone || style="background-color: #fffca8"| Address Error Exception ||  
 
| Teleporting while passing over a loading zone || style="background-color: #fffca8"| Address Error Exception ||  
 
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| Warping out of a level while passing over a loading zone ||  style="background-color: #baffa8"| || Maybe possible in DDD using the Sub Gate warp and whirlpool cloning to reach the instant loading zone. Not yet achieved in Vanilla.
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| Warping out of a level while passing over a loading zone ||  style="background-color: #baffa8"| || Maybe possible in DDD using the Sub Gate warp and whirlpool cloning to reach the instant loading zone.
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| Passing a boo over surface 12 over NULL ||  style="background-color: #baffa8"| || Possibly a non-existant crash if the shadow crashes the game first. Not yet achieved in Vanilla.
 
 
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| Loading Wiggler's Cave (DD Only) || style="background-color: #ff9696"| Floating-Point Exception (Invalid Float)|| Wiggler indexes out of range and reads a denorm as his health, which doesn't exist on console.
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| Passing a boo over surface 12 over NULL ||   style="background-color: #baffa8"| || Possibly a non-existant crash if the shadow crashes the game first. Not achieved in Vanilla (yet).
 
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Revision as of 05:41, 23 November 2019

A Crash, Freeze, or Hardlock is what happens when Super Mario 64's code encounters an error, such as a division-by-zero, that causes the game to stop running and rendering frames. The audio may still play. This is in contrast to a softlock, where the game does still run but is stuck in an indefinite state or a loop where no controller input can change it.

Ways to crash the game

Cause Exception Type Notes
Exceed the object limit Address Error Exception Can be done via a variety of methods including cloning, hat duplication, build-up of monty-mole pellets, or money-bag duplication.
Have too many objects at once on the screen
Send the camera into a PU on N64 Floating-Point Exception
Walking at PU speed for only a portion of the 4 quarter steps on a frame
Moving at PU speed with no joystick input for all 4 quarter steps on a frame
Moving at PU speed directly into a wall
Bully Knockback dividing-by-zero Floating-Point Exception
Failed Bully/Bob-omb angle double-to-int conversion Floating-Point Exception
Deleting a non-existent file on the File Select Screen[1] Go to "Copy" right when you get to the file select, then press "Score", press on any file without save data, go to Erase, and click on yes.
Moving a shadow above surface 12 while it's over OOB
Killing a Monty Mole remotely Address Error Exception
Killing an uninitialized Monty Mole Address Error Exception
Going out of bounds in a room with a painting Address Error Exception
Being pushed off of a hangable ceiling while in the idle hanging action Address Error Exception
Sound glitch (J only) Address Error Exception
Moving the camera immediately when entering VCutM
Getting infinite speed Floating-Point Exception
Going near a painting after getting game corruption Not possible on console, due to the way Emulators and Virtual Console handle addresses.
BitS entry sound glitch 8 known instances, not been reproduced. Not J only.
Teleporting while passing over a loading zone Address Error Exception
Warping out of a level while passing over a loading zone Maybe possible in DDD using the Sub Gate warp and whirlpool cloning to reach the instant loading zone.
Passing a boo over surface 12 over NULL Possibly a non-existant crash if the shadow crashes the game first. Not achieved in Vanilla (yet).

References