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- maxStdHeaps
- maxDest
- MaxEntryNum
- zoneCountCheck
- getCreateCount__13daObj_Roten_cFv
- countFile__12JKRFileCacheCFPCc
- g_Counter
- sObjectCount__9daLodbg_c
- countUsed__FP10JKRExpHeap m_Do_main.o
- getUsedCount__9HeapCheckCFv m_Do_main.o
- -ActorAppend creates a 52 byte entry on the Zelda Heap for each actor supposed to spawn
- -At the very end when invisible items no longer spawn it fails the memalign in ActorAppend
- Flow:
- -fopAcM_fastCreate__FsUlPC4cXyziPC5csXyzPC4cXyzScPFPv_iPv returns a 0 ptr if actor limit exceeded or heap exhausted for actor rel data
- -createAppend__FUsUlPC4cXyziPC5csXyzPC4cXyzScUi still succeeds unless heap is entirely exhausted to no longer be able to allocate 36 bytes for the generic actor spawn struct + 16 bytes for the heap slot entry = 52 bytes total
- -fpcM_FastCreate__FsPFPv_iPvPv fails and return 0 if actor limit exceeded or heap exhausted for actor rel data
- -fpcFCtRq_Request__FP11layer_classsPFPvPv_iPvPv fails and return 0 if actor limit exceeded or heap exhausted for actor rel data
- -fpcCtRq_Create__FP11layer_classUlP27create_request_method_class still succeeds
- -fpcBs_Create__FsUiPv still succeeds
- -fpcBs_SubCreate__FP18base_process_class returns 5 instead of 2 if actor limit exceeded or heap exhausted for actor rel data. Leads to fpcCtRq_Cancel__FP14create_request
- -fpcMtd_Create__FP20process_method_classPv returns 5 instead of 2 if actor limit exceeded or heap exhausted for actor rel data. Leads to fpcCtRq_Cancel__FP14create_request
- -fpcMtd_Create__FP20process_method_classPv and after fpcMtd_Method__FPFPv_iPv which returns 5 instead of 2 if actor limit exceeded or heap exhausted for actor rel data
- -Eventually leads to fopAc_Create__FPv which returns 5 instead of 2 if actor limit exceeded or heap exhausted for actor rel data
- -Eventually calls a rel method and fails with return code 5
- -Rel calls fopAcM_entrySolidHeap__FP10fopAc_ac_cPFP10fopAc_ac_c_iUl and returns with 5 if failed (no ptr set)
- -mDoExt_createSolidHeapFromGame fails at last to create a (fishing rod: 0xc9a0 (51616), bomb: 0xEB0 (3760), arrow: 0x810 (2064) ; alignment : 0x20 = 32) byte sized "solid heap" from the Game Heap, because the Game Heap is exhausted
- -Ultimately fails on alloc (bomb: 0xF40 = 3904 bytes, bow: 0x8A0 = 2208 bytes (alignment: 0x10 = 16) from Game Heap
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