The demo mode of this prototype seems to play a lot faster compaired to Retail copies. I hope that somebody can explain the crash details at the end ??
Crash handler relating to an issue in the engine. A strong chance its related to character selection. Maybe memory overflow or crash due to exception. The lack of a character can do it, the failure to load X data for X character/object can do it. I dont know the N64 well, only crash handlers and the cause for em (except hex data since I can't tell what the issue is unless I had the data in front of me).
Strange things happen all the time. Some with and some without explanation. It's like the guy that submerged a gamecube and it repaired it somehow (the 360 however did not do so). No explanation, it just happens.
I have a what seems to be final review copy of aidyn chronicles, the first time I booted it up after a short while it crashed in a very similar way, ever since it hasn't done it.
That's it WHAT EVER YOU DO DON'T hold the PCB by the edges, you have to make sure you get full finger contact over as many bear traces as possible. Remember ESD is a myth and humans don't conduct electrikery or seep out skin oils. Hell the best place to do this would be on a nice shag pile carpet, just like all those people on eBay selling £400 + graphics cards photographed on said shag plie! Remember before putting it back in it's shell to: 1: sniff it. 2: lick it. 3: Remember to give it a good vigarous rubbing!
If you want to win the internet, the trick is pressing 'alt' + 'f4' instead of clicking the "post reply" button. You will be rewarded with a hundred "likes"!
I see what you did there. Clever. Wait, so Alt then F3? Or is it F5? Back to the point, awesome share. I'll take anything THPS related. Thanks!
I love seeing untaped rom chips in the middle of a picture that obviously has the flash on. OP, have you thought about making a new video since it now loads?
The crash was a failed assert while trying to traverse a heap. Based on the directory (EoR/src/common/datastruc/heap.cpp) it looks like an actual binary heap and not "the heap" used for dynamic memory allocation, though it is possible It does however appear to be implemented using a linked list and not an array based on the de-references that were asserted. Given that is explicitly happens in thread two I would say it is a race condition, they can be very difficult to reproduce as their inputs are usually based on runtime non-determinism.
Assuming the thread order is the same as retail, died during a PI request (aka: loading a file). Really cool though! Plus fun to see the game without any kind of framerate control. That does look significantly faster.