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fuzziqer >>GameCube Action Replay Simulator and Control Simulator >>Testing for Crashes with Action Replay


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biolizard89- 06-29-2006
Testing for Crashes with Action Replay
I got bored today, so I tried making my Player 1 script for Super Monkey Ball 2 into a big AR code (21 lines long encrypted!) to see if it crashed like it did when playing online in GCARS-CS. I set all the values to 0, encrypted the code, entered it into the AR, and started the game. The codes all appeared to work (at least, the XYZ coords and the menu selections did, although pad data didn't seem to be stuck at 0 like I would expect), but no crash at the Sega screen like I had seen with online GCARS-CS. It did crash after I let it play a couple of replays, but that may be unrelated. I still have to try the P2, P3, and P4 scripts, but since the P1 script doesn't seem to crash the game with an AR, could it be a GCARS-CS bug that triggers the crash?

GKi- 06-30-2006

I remeber from an earlier post the the ar program was built differently from the simulator

biolizard89- 06-30-2006

I remeber from an earlier post the the ar program was built differently from the simulator I wasn't using GCARS; I was using a real AR. I doubt that it would make a difference. Anyway, GCARS and ControlSim use the same hook code; ControlSim just receives AR codes over the network that it then passes to GCARS to handle. Anyway, Fuzziqer, if using the scripts as an AR code doesn't cause a crash, but using them in a ControlSim script does cause a crash, would that be a bug in GCARS-CS?

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