Closed fzurita closed 7 years ago
Additional info:
so I guess that you encountered the crash in Zelda Majora's Mask and that a proper fix would mean doing something like https://github.com/gonetz/GLideN64/commit/43d281e5bdd433a2bd25464254115d31afc6a6c9
Good call about looking at the other plugins... I should had thought of that. I'll try to backport that ucode from GLideN64 to Glide64.
Ok, done. @Gillou68310 Can you double check this? I tested Zelda OOT and Zelda MM, it didn't crash or anything, but I don't know what expected behavior is with the ucode change.
I'm getting this crash being reported on rare occasions. Here is the backtrace:
It seems like we arr accessing past the array here:
In the line above, the max index is this:
And if I did my math right, that's a maximum value of 2047. Unfortunately, the rdp.vtx array only has enough allocated for 256 elements. I went ahead and made the maximum size allow for 2048 elements.
Unfortunately, nobody has told me which game this happens on. The alternate solution would be to make the mask be 0x1FE instead of 0xFFF, which may have been the intention.