Parallel Universe: Difference between revisions

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== Floating point truncation crash ==
== Floating point truncation crash ==


While in theory the grid of PUs extends indefinitely, the behavior of the truncation operation becomes "undefined" when the floating point value is outside the range -2<sup>31</sup> to 2<sup>31</sup> - 1. The Nintendo 64 versions of the game crash when such a truncation is attempted. The Wii and Wii U virtual console versions of the game do not crash, though it is not currently known whether they wrap around the 32-bit integer range, or cap to the endpoints of the range. Nothing is currently known about the [[iQue]] version's behavior in this case, since the usual RTA-viable methods of triggering this crash ([[BLJ]] and getting a bully stuck out of bounds) were patched in this version. Most emulators do not properly emulate the crash, except for a specific version of Mupen64, modded to crash correctly.
While in theory the grid of PUs extends indefinitely, the behavior of the truncation operation becomes "undefined" when the floating point value is outside the range -2<sup>31</sup> to 2<sup>31</sup> - 1. The Nintendo 64 and [[iQue]] Player<ref>https://youtu.be/_dAGdYd9KUY</ref> versions of the game crash when such a truncation is attempted. The Wii and Wii U virtual console versions of the game do not crash, though it is not currently known whether they wrap around the 32-bit integer range, or cap to the endpoints of the range. Most emulators do not properly emulate the crash, except for a specific version of Mupen64, modded to crash correctly.


While movement to PUs at coordinates this large is rarely useful, this crash can occur due to other instances of truncation in the game, even in PUs close to the main map. For example, when determining Mario's tilt while walking, the game multiples Mario's speed by 16,384 and then truncates this value. This means that the game can crash in certain conditions when Mario has a speed of about 131,000, which is below QPU speed.
While movement to PUs at coordinates this large is rarely useful, this crash can occur due to other instances of truncation in the game, even in PUs close to the main map. For example, when determining Mario's tilt while walking, the game multiples Mario's speed by 16,384 and then truncates this value. This means that the game can crash in certain conditions when Mario has a speed of about 131,000, which is below QPU speed.

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