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{{game icons|p=y|p2=y|p3 | {{game icons|p=y|p2=y|p3=y|hp=y}} | ||
In computing, a '''crash''', sometimes also referred to as a '''freeze''', happens when a piece of software stops working properly and can not continue running. This is usually because the code has | {{image}} | ||
In computing, a '''crash''', sometimes also referred to as a '''freeze''', happens when a piece of software stops working properly and can not continue running. This is usually because the code has done something impossible, like trying to divide by zero, or read from an invalid memory position. Ideally, most software will be programmed in such a way that the final user can almost never cause the program to do something illegal, but some [[glitches]] or exploits can allow the user to do so. The {{ps}} also have a few glitches, exploits, and hacks that allow the player to crash the game. | |||
When a crash happens in a ''Pikmin'' game, | When a crash happens in a ''Pikmin'' game, the game stops responding, and the player can do almost nothing except shut down the console and boot it back up. Crashes in ''Pikmin'' games are very rare, and the player will likely need to do them on purpose, but a corrupted or damaged game, [[saved game]] data, or system can all cause crashes. In this case, they should be replaced or repaired. | ||
Besides crashing, some scenarios can also happen where the player is " | Besides crashing, some scenarios can also happen where the player is "softlocked". In these cases, the game continues playing and responding like normal, but it is in a state that does not allow the player to make any progress. | ||
== Ways to crash == | == Ways to crash == | ||
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Besides that, there was also a rumored glitch in ''Pikmin'' that would allow the [[Beady Long Legs]] to walk out of its arena, fall into the [[pit]], and crash the game. More information can be found [[Beady Long Legs#Presumed glitch|here]]. | Besides that, there was also a rumored glitch in ''Pikmin'' that would allow the [[Beady Long Legs]] to walk out of its arena, fall into the [[pit]], and crash the game. More information can be found [[Beady Long Legs#Presumed glitch|here]]. | ||
=== ''Pikmin 2'' === | === ''Pikmin 2'' === | ||
* [[Glitches in Pikmin 2#Treasure delivery crash|Treasure delivery crash]]: If the player pauses the game in the same [[frame]] as a [[treasure]] collection [[cutscene]] starts, and then chooses to quit the cave, the game will crash shortly after. | |||
* [[Glitches in Pikmin 2#Minor|Glutton's Kitchen crashes]]: It is possible for the game to crash when the player is playing on [[Glutton's Kitchen]] sublevel 6. The reasons for this are not known. | |||
* [[Glitches in Pikmin 2#Minor|Cavernous Abyss loading crash]]: For unknown reasons, the game can crash while trying to load [[Cavernous Abyss]]. | |||
* [[Glitches in Pikmin 2#Petrified Volatile Dweevil suicide|Petrified Volatile Dweevil suicide]]: In the Japanese [[region|version]], using an [[ultra-bitter spray]] on a Volatile Dweevil that is about to explode will cause the game to crash. | |||
=== ''Pikmin 3'' === | === ''Pikmin 3'' === | ||
* [[Glitches in Pikmin 3#Hard to reproduce|Cardboard box crash]]: The game can crash some seconds after the [[cardboard box]] at the start of the first day is pushed. | * [[Glitches in Pikmin 3#Hard to reproduce|Cardboard box crash]]: The game can crash some seconds after the [[cardboard box]] at the start of the first day is pushed. | ||
== Ways to softlock == | == Ways to softlock == | ||
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=== ''Pikmin'' === | === ''Pikmin'' === | ||
* [[Glitches in Pikmin#Cardboard box cutscene softlock|Cardboard box cutscene softlock]]: Throwing the tenth Pikmin at the [[cardboard box]] in [[day]] 1, and then [[whistling]] some Pikmin back just as they were about to start pushing it will result in the pushing [[cutscene]] to start, but since there aren't enough Pikmin to do so, it won't move. The game will not advance until the box reaches the destination, and so the gameplay cannot continue. | * [[Glitches in Pikmin#Cardboard box cutscene softlock|Cardboard box cutscene softlock]]: Throwing the tenth Pikmin at the [[cardboard box]] in [[day]] 1, and then [[whistling]] some Pikmin back just as they were about to start pushing it will result in the pushing [[cutscene]] to start, but since there aren't enough Pikmin to do so, it won't move. The game will not advance until the box reaches the destination, and so the gameplay cannot continue. | ||
Although not | Although not a softlock, it is also possible for some ship parts to [[Glitches in Pikmin#Libra glitch|disappear forever]], and make the game impossible to complete, unless the player restarts the story. The [[Libra]] is the most famous example of this. | ||
=== ''Pikmin 2'' === | === ''Pikmin 2'' === | ||
* [[Glitches in Pikmin 2#Minor|Debt update softlock]]: If a treasure is recovered at the same time that a debt repayment update message [[cutscene]] starts, the game will enter the treasure analysis cutscene, but with some important aspects missing, like the ability to close the cutscene. | * [[Glitches in Pikmin 2#Minor|Debt update softlock]]: If a treasure is recovered at the same time that a debt repayment update message [[cutscene]] starts, the game will enter the treasure analysis cutscene, but with some important aspects missing, like the ability to close the cutscene. | ||
There is also a minor softlock, the [[Glitches in Pikmin 2#Spray nectar softlock|spray nectar softlock]], but this can be solved by having an enemy attack the leaders, or by having the day end, either with the natural time progression, or by using the pause menu. | There is also a minor softlock, the [[Glitches in Pikmin 2#Spray nectar softlock|spray nectar softlock]], but this can be solved by having an enemy attack the leaders, or by having the day end, either with the natural time progression, or by using the pause menu. | ||
=== ''Hey! Pikmin'' === | === ''Hey! Pikmin'' === | ||
* [[Glitches in Hey! Pikmin#Black screen lock|Black screen lock]]: Losing all Pikmin for the first time in a [[saved game]] at the same time that Olimar falls into a [[pit]] will result in the game staying stuck on a faded-out black screen. Only the music will keep playing. | * [[Glitches in Hey! Pikmin#Black screen lock|Black screen lock]]: Losing all Pikmin for the first time in a [[saved game]] at the same time that Olimar falls into a [[pit]] will result in the game staying stuck on a faded-out black screen. Only the music will keep playing. | ||
== Crash handler == | == Crash handler == | ||
{{game help|npcp2|Figure out if there's any crash handler in the ''New Play Control!'' version.}} | |||
In {{p2}} for the [[GameCube]], if the game crashes, the player might be able to input a development button combination in order to get a crash handler screen to pop up.{{cite youtube|cPqyk5PyL-E|of the crash handler in action|published={{date|3|August|2018}}|retrieved={{date|4|August|2018}}}} The code should be pressed one button at a time, and with ample time between each button press: | |||
In {{p2}} for the [[GameCube]], if the game crashes, the player might be able to input a development button combination in order to get a crash handler screen to pop up.{{cite youtube|cPqyk5PyL-E|of the crash handler in action}} The code should be pressed one button at a time, and with ample time between each button press: | |||
:{{button|gc|a}} {{button|gc|b}} {{button|gc|x}} {{button|gc|r}} {{button|gc|l}} {{button|gc|padl}} {{button|gc|padd}} {{button|gc|padu}} {{button|gc|padr}} {{button|gc|z}} | :{{button|gc|a}} {{button|gc|b}} {{button|gc|x}} {{button|gc|r}} {{button|gc|l}} {{button|gc|padl}} {{button|gc|padd}} {{button|gc|padu}} {{button|gc|padr}} {{button|gc|z}} | ||
This was used by the developers to help figure out what went wrong when the game crashed during development. Because the core game itself is frozen, the handler writes the debugging data directly onto the framebuffer, and as a result, is a bit choppy and slow. When the crash handler is opened, it begins by scrolling down the entire report, line by line, and the user can only control it after it reaches the end. {{button|gc|padu}} and {{button|gc|padd}} scroll the report up and down, while {{button|gc|b}} goes to the start and {{button|gc|a}} goes to the bottom. | This was used by the developers to help figure out what went wrong when the game crashed during development. Because the core game itself is frozen, the handler writes the debugging data directly onto the framebuffer, and as a result, is a bit choppy and slow. When the crash handler is opened, it begins by scrolling down the entire report, line by line, and the user can only control it after it reaches the end. {{button|gc|padu}} and {{button|gc|padd}} scroll the report up and down, while {{button|gc|b}} goes to the start and {{button|gc|a}} goes to the bottom. | ||
The first few lines contain | The first few lines contain information about what function crashed, and where in the code it is. Because the code map file in the game's data has been overwritten with garbage at some point during development, the handler will often be unable to decode the addresses and will simply show "no information". Everything else in the report consists of information about the type of error that occurred, and the state of some important locations of memory when that happened. | ||
== References == | == References == |