Editing Crash
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The rest of the report is filled with miscellaneous memory locations and their state when the crash happened. Because the code map file in the game's data has been overwritten with garbage in the final release, the handler will be unable to decode some of the addresses in the report and will often simply show "no information". | The rest of the report is filled with miscellaneous memory locations and their state when the crash happened. Because the code map file in the game's data has been overwritten with garbage in the final release, the handler will be unable to decode some of the addresses in the report and will often simply show "no information". | ||
The Interactive Multi Game Demo Disc Version 17 has a ''Pikmin 2'' demo with an intact code map file. This means that if the player crashes the game there, the crash handler will be able to accurately show what points of the code the game was running when the crash happened. Because of the state of the system and how large the map file is, converting the memory locations can take several seconds.{{cite youtube|31B3vF6wkdk|of the crash handler in the Interactive Multi Game Demo Disc Version 17|published={{date|7|August|2018}}|retrieved={{ | The Interactive Multi Game Demo Disc Version 17 has a ''Pikmin 2'' demo with an intact code map file. This means that if the player crashes the game there, the crash handler will be able to accurately show what points of the code the game was running when the crash happened. Because of the state of the system and how large the map file is, converting the memory locations can take several seconds.{{cite youtube|31B3vF6wkdk|of the crash handler in the Interactive Multi Game Demo Disc Version 17|published={{date|7|August|2018}}|retrieved={{14|December|2018}}}} | ||
In {{npcp2}}, the crash handler itself still exists, but cannot be accessed without disabling the check for the inputs. | In {{npcp2}}, the crash handler itself still exists, but cannot be accessed without disabling the check for the inputs. |