I did what you all thought was impossible!

I crashed the GC! I was playing Enter the Matrix and on this one point I was beating up 5 guys and a typical computer error message popped up with hex codes and it said stack overflow (it means that the memory filled up and the game/program didn’t empty it). It made a loud buzz/beep sort of sound and I had to reset. That’s the first time that I’ve had that problem. And the GC is an almight machine. Actually, I just think that it is a programming bug. It’s only happened to me that once so I’m not concerned. And here I thought that game freezings went out the window with these new fangled consoles.

That happened so someone else a while ago, and then they had problems loading discs for a while.

Originally posted by Epicgamer
That happened so someone else a while ago, and then they had problems loading discs for a while.

I don’t think that it is quite the same problem. My problem was mostly software related so it didn’t affect the hardware at all. The only hardware part in my problem is the limited memory of the GC. Reseting the console cleared the memory which emptied the stack, or as it is referred to in progrmming “popping the stack.”

<img src=“http://www.rpgclassics.com/staff/tenchimaru/td.gif”> It wouldn’t surprise me. From what I’ve read, Enter the Matrix had a horribly anal deadline, which is also why the camera is a bit annoying and stuff. At least, so I heard. Didn’t play the game myself yet.

The guy at GameStop said that the PS2 version was full of glitches when using a all weapon hack. I didn’t ask about the Game Cube, becasue I didn’t care, the guy was just rambling anyway, my friend didn’t even have a PS2, he bought the X-box version.

Originally posted by Tenchimaru Draconis
<img src=“http://www.rpgclassics.com/staff/tenchimaru/td.gif”> It wouldn’t surprise me. From what I’ve read, Enter the Matrix had a horribly anal deadline, which is also why the camera is a bit annoying and stuff. At least, so I heard. Didn’t play the game myself yet.

Hmmm…I haven’t found the camera annoying at all. As I said, I’m surprised by the quality of the game. It is the first truly good movie game I’ve played. Spider-man is probably the only movie game that is pretty good too.

Epic: Did your GameStop start out as a FunCo.Land? I’m trying to figure out if they were a franchise.

Nick: I think, “stack overflow” always means it’s a programming error. It sounds like, to my c++ inundated brain, like somone is creating a pointer in a loop and not deleting it (this tells the computer to set aside memory for the variable that the pointer “points” to, then keeps it that way because the program didn’t delete the pointer and deallocate the memory). It’s probably got something to do with the combat system, from your description. Each time you get into combat, it eats up a little more memory, and then, pow! BSoD!

I realize you probably know this already, but I don’t think everyone else really appreciated the true logic-bombness of this kind of thing.

Originally posted by Kraken
[b]Nick: I think, “stack overflow” always means it’s a programming error. It sounds like, to my c++ inundated brain, like somone is creating a pointer in a loop and not deleting it (this tells the computer to set aside memory for the variable that the pointer “points” to, then keeps it that way because the program didn’t delete the pointer and deallocate the memory). It’s probably got something to do with the combat system, from your description. Each time you get into combat, it eats up a little more memory, and then, pow! BSoD!

I realize you probably know this already, but I don’t think everyone else really appreciated the true logic-bombness of this kind of thing. [/b]

Yeah, that’s why I wasn’t afraid to reset the game. I knew that the console was and how to fix it. Fuck, if it happens on a PC, the OS usually does that if it can’t fix the problem itself. That’s why the only real GC fault is the limited memory (if you saw what I was doing you see that the stack filled up pretty fast). The hex things were probably just displaying the memory slots pointed to that were filled up (if I said some wrong things, then I’m sorry, it’s beena while since I’ve programmed).

Pfffft… I’ve managed to crash both my Snes and N64. Beat that! :stuck_out_tongue:

Crashing the N64 isn’t that hard, but I never managed for the SNES, go figure.

Zero: Play Super Street Fighter (or any of the sequels) on high speed, and you can freeze them.

Nicky: I didn’t catch anything wrong; shutting down the machine clears volatile memory, so it would fix your pointer problems. Any mistakes you made were above my level of thinking. Congratulations on sinking your console, though. Most gamers go their whole lives without doing that sort of thing.

I’ve crashed a Mega Drive playing Sonic 2 before.

If you connect the Sonic & Knuckles cartridge to Sonic 2 and really accelerate. you can make Knuckles go so fast he even gets out of the screen! Moving faster than the game itself… now here’s something funny!:slight_smile:

I menaged to make my GCN freeze while playing Metroid Prime, twice over.
Both of them where in a cinematic while taking an elevator

Originally posted by Booken
I menaged to make my GCN freeze while playing Metroid Prime, twice over.
Both of them where in a cinematic while taking an elevator

I read about that on GameFaqs. However, my thing actually showed an error message (similar to DOS).

I guess I should reveal my real reason for telling you this. It is because you guys get a kick out of hearing about the XBOX crash and because you guys say that the XBOX is bad because it is a PC. I’m just posting thsi to show that the GC isn’t too different and gave me the same type of error message a PC does.

Originally posted by Booken
I menaged to make my GCN freeze while playing Metroid Prime, twice over.
Both of them where in a cinematic while taking an elevator

That happened to me too, that’s actually a bug in the game. After it happens twice it’ll never happen again.

Originally posted by Kraken
Nick: I think, “stack overflow” always means it’s a programming error. It sounds like, to my c++ inundated brain, like somone is creating a pointer in a loop and not deleting it (this tells the computer to set aside memory for the variable that the pointer “points” to, then keeps it that way because the program didn’t delete the pointer and deallocate the memory). It’s probably got something to do with the combat system, from your description. Each time you get into combat, it eats up a little more memory, and then, pow! BSoD!

Actually, a stack overflow wouldn’t be caused by dynamically allocated memory. The whole purpose of dynamically allocated memory is it isn’t placed on the stack. And console systems tend to use specially designed allocators for memory management I think, not the normal new/delete operators that an ordinary C++ implementation provides, although I might be wrong about this (the new/delete operators provided by most implementations are general purpose and relatively slow. A special purpose allocator can do better, for example if it is known all allocations will follow a certain pattern in regards to size of the memory allocated).

A stack overflow is usually caused by the call stack getting too deep. Every time a function is called, arguments are passed by placing them on the top of the stack. Also local variables that don’t fit in the registers, and also the stored contents of the registers are placed in the stack. Then when the function returns, it can restore register values to their old values, pop its local stuff off the stack, and push its return value onto the stack. So a stack overflow is caused by the nested function calls going too deep (which can also be caused by an infinite recursion, or one that doesn’t terminate for a while).

If the game crashed because new failed to find memory to allocate (which could be caused by memory leaks as you described) then the error would probably be something like “out of memory”.

And I’m not familiar with the GC’s memory system, but on a lot of systems the stack and the heap (dynamic memory) are both in the same pool. The stack grows from one end of memory (like starting from 0) and has some limited size, beyond which the memory is used for dynamic allocation (possibly starting with high addresses, at the other end of the memory).

I crashed a Sega Genesis (Mega Drive) by just throwing a punch in Mortal Kombat 3. That was pure awesomeness. I’ve actually managed to do it twice, and I don’t know quite how though. :stuck_out_tongue:

That Matrix thing is not a crash. Its the machines breaking through to your head during the game disturbance to steal some BTU’s while your subconsious gazes at the “crashed” screen.

Originally posted by Vorpy
[b]Actually, a stack overflow wouldn’t be caused by dynamically allocated memory. The whole purpose of dynamically allocated memory is it isn’t placed on the stack. And console systems tend to use specially designed allocators for memory management I think, not the normal new/delete operators that an ordinary C++ implementation provides, although I might be wrong about this (the new/delete operators provided by most implementations are general purpose and relatively slow. A special purpose allocator can do better, for example if it is known all allocations will follow a certain pattern in regards to size of the memory allocated).

A stack overflow is usually caused by the call stack getting too deep. Every time a function is called, arguments are passed by placing them on the top of the stack. Also local variables that don’t fit in the registers, and also the stored contents of the registers are placed in the stack. Then when the function returns, it can restore register values to their old values, pop its local stuff off the stack, and push its return value onto the stack. So a stack overflow is caused by the nested function calls going too deep (which can also be caused by an infinite recursion, or one that doesn’t terminate for a while).

If the game crashed because new failed to find memory to allocate (which could be caused by memory leaks as you described) then the error would probably be something like “out of memory”.

And I’m not familiar with the GC’s memory system, but on a lot of systems the stack and the heap (dynamic memory) are both in the same pool. The stack grows from one end of memory (like starting from 0) and has some limited size, beyond which the memory is used for dynamic allocation (possibly starting with high addresses, at the other end of the memory). [/b]

Whoops. Thanks. I keep forgetting that there’s a difference between the stack and the heap.