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Doom crash after 2.5 years of real-world runtime confirmed on real hardware

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Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#32

Earlier quoted context omitted.

So the invisible 12h timer runs during cutscenes. During Excalibur 2 runs, I used to open and close the PS1 disc tray to skip (normally unskippable) cutscenes. Never knew why that worked. (I also never managed to get it)

I’m going to wager that the cutscenes are all XA audio/video DMA’d from the disc. Opening the disc kills the DMA and the error recovery is just to end the cutscene and continue. The program is in RAM, so a little interruption on reading doesn’t hurt unless you need to time it to avoid an error reading the file for the next section of gameplay.

That’s a solid guess. And if that’s the case, that’s actually pretty good error handling!

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#33
post #15

Earlier quoted context omitted.

Is this a joke because the site isn't loading at all?

Came back to check this since the tab never loaded. I'm guessing traffic caused some issues?

I’m guessing HN hug of death. Probably smarter than just auto scaling to handle any surge traffic and then get swamped by crawlers & higher bills.

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#34

Literally unplayable, someone should fix that. Doom is actually such a good game, I always go back to it every few years. The 2016 reboot is also pretty fun, but the later two in the series didn’t do it for me.

Same. And love those brutality mods.

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#37

2038 is going to be a fun year.

Everybody is sleeping on 2036 for NTP. That's when the fun begins.

Assuming correct implementation of the NTP spec and adherence to the "eras" functions, NTP should be resistant to this failure in 2036.

The problem being so many micro-controllers, non-interfaceable or cheaply designed computers/devices/machines might not follow the standards and therefore be susceptible although your iPhone, Laptop and Fridge should all be fine.

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#38

Literally unplayable, someone should fix that. Doom is actually such a good game, I always go back to it every few years. The 2016 reboot is also pretty fun, but the later two in the series didn’t do it for me.

Fun fact: Doom is now a Microsoft property, along with Quake, StarCraft, WarCraft, Overwatch, all of the adventure games from Infocom and Sierra, and of course Halo. Microsoft pretty much owns most of PC gaming. Which is what they've wanted since 1996 or so.

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#39

About a year ago I was looking at Crash Bandicoot timer systems and I found that Crash 3 has a constantly incrementing int32. It only resets if you die. Left for 2.26 years, it will overflow. When it does finally overflow, we get "minus" time and the game breaks in funny ways. I did a video about it: https://youtu.be/f7ZzoyVLu58

I think many games were that way. SotN definitely has a global timer. On a native 32-bit system it makes sense, especially when the life of a game was a few months to a few years on the retail shelf. No player is going to leave their system running for 2.27 years so what’s the point of even tesing it? Who knew at the time they were creating games that would be disassembled, deconstructed, reverse engineered. Do any o…

Can be more than timers too. There's a funny one in Paper Mario where a block technically can be hit so many times it'll reset and award items again. Hit enough times it'll eventually crash. Of course it'd take around 30 years for the first rollover and 400 or so for the crash. https://n64squid.com/paper-mario-reward-block-glitch/

Re: Doom crash after 2.5 years of real-world runtime confirmed on real hardware

#40

About a year ago I was looking at Crash Bandicoot timer systems and I found that Crash 3 has a constantly incrementing int32. It only resets if you die. Left for 2.26 years, it will overflow. When it does finally overflow, we get "minus" time and the game breaks in funny ways. I did a video about it: https://youtu.be/f7ZzoyVLu58

Great video, just subscribed
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