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Author Topic: What segfaults VVVVVV?  (Read 5147 times)

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What segfaults VVVVVV?
« on: August 9, 2013, 04:00:00 PM »
Gather everything that segfaults VVVVVV here.
Invaild say/reply() numbers
say(+5) in 2.0, say(+11) in 2.1
too many entities
scripts too long

TheJonyMyster

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Re: What segfaults VVVVVV?
« Reply #1 on: August 9, 2013, 04:53:05 PM »
what does segfault mean no im not googling it.

Dav999

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Re: What segfaults VVVVVV?
« Reply #2 on: August 9, 2013, 04:55:11 PM »
what does segfault mean no im not googling it.

It means crashing.

TheJonyMyster

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Re: What segfaults VVVVVV?
« Reply #3 on: August 9, 2013, 04:57:18 PM »
well then why did we need to use such a big word

Dav999

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Re: What segfaults VVVVVV?
« Reply #4 on: August 10, 2013, 01:53:49 AM »
-Too many scripts
-Certain gamestates
-Invalid characters in scripts
-Maps manually edited to be bigger than 20x20
-Invalid song or sound effect numbers
-Using certain internal commands where they shouldn't be used (I think like using untilbars() where there's no cutscene() or endcutscene() before it, or untilfade() without fadeout() or fadein())

Faces3210

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Re: What segfaults VVVVVV?
« Reply #5 on: August 10, 2013, 04:35:42 AM »
-Too many scripts
-Certain gamestates
-Invalid characters in scripts
-Maps manually edited to be bigger than 20x20
-Invalid song or sound effect numbers
-Using certain internal commands where they shouldn't be used (I think like using untilbars() where there's no cutscene() or endcutscene() before it, or untilfade() without fadeout() or fadein())
-Manually editing a map to have a tilecol that has tiles that are not ingame

blue441

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Re: What segfaults VVVVVV?
« Reply #6 on: August 10, 2013, 05:44:03 AM »
say(+5) in 2.0

Are you sure? I think all it does is make a text box with internal scripting show...
Also, say(5) works in 2.0., in case you meant 5+.

too many entities
-Too many scripts

Here's a quote that explains that with more detail:

Limits
* Amount of script lines max before VVVVVV crashes if you try to run it: 198
* Amount of script lines before you can't even insert more w/o running: 500
* Amount of scripts: 500
* Amount of entities (excluding spikes): 3000
* Amount of entities (spikes included) in a single room: 500

Exceeding these limits will make VVVVVV segfault immediately. The same if you load such a level.

Do note that the first one might not be correct...

FIQ

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Re: What segfaults VVVVVV?
« Reply #7 on: August 10, 2013, 11:36:31 AM »
segfault means segmentation fault. Pretty much all VVVVVV crashes is due to this, usually caused by pointers to invalid locations. Caused when exceeding hard limits, too high numbers in numbered functions (say, reply, gamestate, playef, etc), too high entity ID, too high tilecol, too high numbers @ tiles, etc. Making a map have 0 heigh does *not* make VVVVVV segfault - it does freeze the game though.
« Last Edit: August 10, 2013, 11:39:06 AM by FIQ »

Info Teddy

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For example, say(69).
« Reply #8 on: August 20, 2015, 06:57:50 PM »
say() or reply() commands higher than say(43).

Hejmstel

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Re: What segfaults VVVVVV?
« Reply #9 on: August 21, 2015, 12:24:50 PM »
Uh, did you mean say(50)? And we are talking specifically about internal scripting in 2.1 or up, right?

toos tur

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Re: What segfaults VVVVVV?
« Reply #10 on: August 21, 2015, 12:26:13 PM »
gotta bump a thread from fucking 2013


Info Teddy

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I meant to make only one reply to the quote only have a grey font.
« Reply #11 on: August 21, 2015, 03:49:11 PM »
Uh, did you mean say(50)? And we are talking specifically about internal scripting in 2.1 or up, right?
gotta bump a thread from fucking 2013
No, I meant say(43). Anything higher than that makes Windows say vvvvvv.exe has stopped working in 2.2, but I'm not sure about 2.1. Also, the say() command now only shows the last six lines that's after the command. If you try to use say(43) in internal scripting, the operating system will return with a Microsoft Visual C++ Runtime Library error, as shown in this image:
say(43) in internal scripting in 2.2 ↓

In that image, Captain Viridian has a V badge on his shoulder, as you can see.
Fuck you Toaster, I actually added something to the topic. I'm not Kreator. Please don't confuse me with Kreator. And it's about time that we tested what segfaults VVVVVV in 2.2. On an unrelated note, my AMD drivers were temporarily disabled while writing this post.

Kiwi Alexia ♡

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Re: What segfaults VVVVVV?
« Reply #12 on: August 23, 2015, 11:24:43 AM »
When you create an exact copy of the ship and you test it

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Re: I meant to make only one reply to the quote only have a grey font.
« Reply #13 on: August 26, 2015, 12:27:34 PM »
No, I meant say(43).
In Dimension Error the level I am working on I have say(47)

Kiwi Alexia ♡

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Re: What segfaults VVVVVV?
« Reply #14 on: September 20, 2015, 10:47:56 AM »
Dear god triple post
Anyways
bump
In VVVVVV when you run the stats and you do a delay at the same time you segfault

Star

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Re: What segfaults VVVVVV?
« Reply #15 on: September 20, 2015, 12:44:49 PM »
Adding a dozen scripts to Dimension Open

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Re: What segfaults VVVVVV?
« Reply #16 on: October 27, 2015, 12:42:15 PM »
Adding a dozen scripts to Dimension Open
Bump
That is because of the script limit.

Kiwi Alexia ♡

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Re: What segfaults VVVVVV?
« Reply #17 on: May 8, 2016, 10:08:07 AM »
Bump because I have more
Out of bound flags
flag(123219183467,on)
Messing with data.zip
Deleting VVVVVV files
Making VVVVVV larger
Making VVVVVV smaller
Altering memory with gamestates, flags and a whole lot of internal scripting

Info Teddy

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Someone help me figure out how to compile BinaryBlob.cpp, ’kay thanks.
« Reply #18 on: November 1, 2016, 08:42:33 PM »
Uh, did you mean say(50)? And we are talking specifically about internal scripting in 2.1 or up, right?
Doormat was actually right after all this time, by the way. If you use anything higher than say,50, the game will segfault because programming fixed-size arrays is a good idea, am I right?
Bump because I have more
Out of bound flags
flag(123219183467,on)
Messing with data.zip
Deleting VVVVVV files
Making VVVVVV larger
Making VVVVVV smaller
Altering memory with gamestates, flags and a whole lot of internal scripting
You are wrong and/or redundant and/or vague on a few things.

>Messing with data.zip
I have messed with data.zip and VVVVVV has not segfaulted.

>Deleting VVVVVV files
This isn’t wrong, but vague. Which is wrong.

>Making VVVVVV larger
>Making VVVVVV smaller

This happens to literally every binary. This is as obvious as saying “if this person doesn’t breathe oxygen, he’ll die”.

>Altering memory
Seriously? Altering memory doesn’t necessary mean accessing memory that isn’t there. Also, altering memory exactly how? Provide a script or something.
I have another thing to add:
  • vvvvvvmusic.vvv with missing songs.
    • This implies that the game might only allow a vvvvvvmusic.vvv of a fixed size of sixteen songs.

LafondaSaysMeow

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no one has said this yet?
« Reply #19 on: November 2, 2016, 03:20:51 AM »
If you put a checkpoint on a vanishing platform activate the checkpoint then keep dying, I think vvvvvv eventually segfaults.