Crash end of level Kinshasa #31

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opened 2026-11-13 00:12:16 +00:00 by gitlab-sync · 4 comments
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Synced from GitLab: opened by SMV on 2026-11-09 · view on GitLab

scda.log

000700090031000b00270164fda8c0f3.zip

> Synced from GitLab: opened by [SMV](https://gitlab.com/SMVSVR) on 2026-11-09 · [view on GitLab](https://gitlab.com/octagram-labs-group/SCDA360pcport/-/work_items/31) [scda.log](https://gitlab.com/octagram-labs-group/SCDA360pcport/uploads/e96e1b63a7fffa6eca19327cdb2e58fe/scda.log) [000700090031000b00270164fda8c0f3.zip](https://gitlab.com/octagram-labs-group/SCDA360pcport/uploads/2693c244a421d38ab88bb72cd2a7e687/000700090031000b00270164fda8c0f3.zip) <!-- gitlab-issue:31 -->
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SMV commented on GitLab on 2026-11-09 · view

scda2.log

> [SMV](https://gitlab.com/SMVSVR) commented on GitLab on 2026-11-09 · [view](https://gitlab.com/octagram-labs-group/SCDA360pcport/-/work_items/31#note_4189194185) [scda2.log](https://gitlab.com/octagram-labs-group/SCDA360pcport/uploads/d2daf07c90ecab79dcd01aa16fc0ea4e/scda2.log) <!-- gitlab-note:4189194185 -->
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8gram Labs commented on GitLab on 2026-11-11 · view

Thanks for the logs and the save. Both crash logs stopped at the same spot, and that let me find the cause.

When the recompiler translated some of the game's switch statements, the C++ it produced looked at all 64 bits of a register. The original Xbox 360 code only checks the low 32 bits. At the end of Kinshasa, the AI pathing code reads a "no neighbour" value (-1) and adds 1 to it. On the console that gives 0. In the PC build it became 2^32, so the port jumped to a bad address and crashed. I fixed how the recompiler writes these jumps, which affects all 529 of them in the game, so this could also fix other rare random crashes.

The fix is in v0.1.16 (F1 > Update). Could you replay the end of Kinshasa on it and tell me whether it gets through?

> [8gram Labs](https://gitlab.com/ThatCaliKid760) commented on GitLab on 2026-11-11 · [view](https://gitlab.com/octagram-labs-group/SCDA360pcport/-/work_items/31#note_4207373780) Thanks for the logs and the save. Both crash logs stopped at the same spot, and that let me find the cause. When the recompiler translated some of the game's `switch` statements, the C++ it produced looked at all 64 bits of a register. The original Xbox 360 code only checks the low 32 bits. At the end of Kinshasa, the AI pathing code reads a "no neighbour" value (-1) and adds 1 to it. On the console that gives 0. In the PC build it became 2^32, so the port jumped to a bad address and crashed. I fixed how the recompiler writes these jumps, which affects all 529 of them in the game, so this could also fix other rare random crashes. The fix is in v0.1.16 (F1 > Update). Could you replay the end of Kinshasa on it and tell me whether it gets through? <!-- gitlab-note:4207373780 -->
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SMV commented on GitLab on 2026-11-11 · view

I tried replaying from this save file, and I was able to complete the mission without any crashes. Thanks for the fix. That said, the frame rate still drops noticeably in this part of the level.

> [SMV](https://gitlab.com/SMVSVR) commented on GitLab on 2026-11-11 · [view](https://gitlab.com/octagram-labs-group/SCDA360pcport/-/work_items/31#note_4207856303) I tried replaying from this save file, and I was able to complete the mission without any crashes. Thanks for the fix. That said, the frame rate still drops noticeably in this part of the level. <!-- gitlab-note:4207856303 -->
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8gram Labs commented on GitLab on 2026-11-11 · view

Hi SMV,

Thanks for confirming the fix. I'll look into the frame rate drops in that
section of the level to see what might be causing them.

...

On Tue, Nov 10, 2026, 11:50 PM SMV (@​SMVSVR) [email protected] wrote:

SMV https://gitlab.com/SMVSVR commented
https://gitlab.com/octagram-labs-group/SCDA360pcport/-/work_items/31#note_4207856303:

I tried replaying from this save file, and I was able to complete the
mission without any crashes. Thanks for the fix. That said, the frame rate
still drops noticeably in this part of the level.

—
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> [8gram Labs](https://gitlab.com/ThatCaliKid760) commented on GitLab on 2026-11-11 · [view](https://gitlab.com/octagram-labs-group/SCDA360pcport/-/work_items/31#note_4207860426) Hi SMV, Thanks for confirming the fix. I'll look into the frame rate drops in that section of the level to see what might be causing them. <details><summary>...</summary> On Tue, Nov 10, 2026, 11:50 PM SMV (@​SMVSVR) <[email protected]> wrote: > SMV <https://gitlab.com/SMVSVR> commented > <https://gitlab.com/octagram-labs-group/SCDA360pcport/-/work_items/31#note_4207856303>: > > > I tried replaying from this save file, and I was able to complete the > mission without any crashes. Thanks for the fix. That said, the frame rate > still drops noticeably in this part of the level. > > — > Reply to this email directly or view it on GitLab > <https://gitlab.com/octagram-labs-group/SCDA360pcport/-/work_items/31#note_4207856303>. > > You're receiving this email because of your account on gitlab.com. > Unsubscribe > <https://gitlab.com/-/sent_notifications/REDACTED/unsubscribe> > from this thread · Manage all notifications > <https://gitlab.com/-/profile/notifications> · Help > <https://gitlab.com/help> Notification message regarding > https://gitlab.com/octagram-labs-group/SCDA360pcport/-/work_items/31#note_4207856303 > at c1d06a5668b916ce0cde09161dfe623e > </details> <!-- gitlab-note:4207860426 -->
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8gramlabs/SCDA360pcport#31
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