Crash: Difference between revisions

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| 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.
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| 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 the teleporter 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.
| 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.
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| 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.
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| style="background-color: #ff9696" | Floating-Point Unimplemented Operation
| style="background-color: #ff9696" | Floating-Point Unimplemented Operation
|When a noise's pan is determined, it uses the position of the object to calculate the pan. When the object's absolute z-position relative to the camera is large (>= 22000 units) and the x-position relative to the camera is very negative (< -66000), an index for the pan will be generated outside of the bounds of the array for the pan. When the value outside of the array is an invalid float, the audio thread will crash (sound glitch). Does not happen when sound mode is set to Mono.
|When a noise's pan is determined, it uses the position of the object to calculate the pan. When the object's absolute z-position relative to the camera is large (>= 22000 units) and the x-position relative to the camera is very negative (< -66000), an index for the pan will be generated outside of the bounds of the array for the pan. When the value outside of the array is an invalid float, the audio thread will crash (sound glitch). Does not happen when sound mode is set to Mono.
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|Casting a shadow on a corrupted triangle
| style="background-color: #ff9696" | Floating-Point Unimplemented Operation
|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>
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|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>
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