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Crash: Difference between revisions

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(Thanks to UnclePunch for finding the P2 crash handler!)
 
(Added softlocks too, and correct some wrong info about the symbol map.)
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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.
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 "soft-locked". 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.
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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=== ''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 ==
Although not proper crashes, some glitches, exploits, or hacks could make the game be responsive and keep playing, but make the player unable to make any progress, and essentially, get stuck. The solution in these cases is usually to reset the console or shut the game down and turn it back on.
=== ''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.
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'' ===
* [[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.
=== ''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.


== Crash handler ==
== Crash handler ==
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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 information about what function crashed, and where in the code it is. Because the code map file in the game's data is outdated compared to the final build, this can sometimes point to the wrong parts of the code. 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.
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 ==

Revision as of 12:25, August 4, 2018

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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 Pikmin series also have a few glitches, exploits, and hacks that allow the player to crash the 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 "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

The following are ways to make the games crash without using any hacks.

Pikmin

If the player's saved game data is corrupted, and the game attempts to repair it, the player can end up with save data that does not make any sense, and leaves the game in a state where many things can cause it to crash. An example would be to play on a day past day 30, and waiting for the day to end.

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 here.

Pikmin 2

Pikmin 3

Ways to softlock

Although not proper crashes, some glitches, exploits, or hacks could make the game be responsive and keep playing, but make the player unable to make any progress, and essentially, get stuck. The solution in these cases is usually to reset the console or shut the game down and turn it back on.

Pikmin

  • 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 a softlock, it is also possible for some ship parts to 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

  • 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 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

  • 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

The following article or section is in need of assistance from someone who plays New Play Control! Pikmin 2.
Particularly: Figure out if there's any crash handler in the New Play Control! version.

In Pikmin 2 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.[1] The code should be pressed one button at a time, and with ample time between each button press:

GCN A.png GCN B.png GCN X.png GCN R.png GCN L.png GCN Dpadleft.png GCN Dpaddown.png GCN Dpadup.png GCN Dpadright.png GCN Z.png

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. GCN Dpadup.png and GCN Dpaddown.png scroll the report up and down, while GCN B.png goes to the start and GCN A.png goes to the bottom.

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

  1. ^ YouTube video of the crash handler in action, published on August 3rd, 2018, retrieved on August 4th, 2018

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