I've been working on this improved crash handler for my Star Fox projects to replace the original one that wasn't very helpful. I haven't made something low level like this before and had it work, I think I'm happy with it now. This has helped a lot with debugging crashes!

ALT My new crash handler. Shows the program counter address and register states for both CPUs, and tells you how the crash handler was called. It can be called both explicitly and upon a BRK/COP instruction being executed, which usually happens when the CPU derails.
![The original crash handler used in Star Glider and Stunt Race FX, and normally dummied out in Star Fox. It doesn't tell you very much, other than "Oopps[sic], I think I just blinked [level]". It's only triggered when explicitly called. BRK/COP instructions, which may be executed when the CPU derails, don't trigger it.](https://pbs.twimg.com/media/HVa46oeWYAAzPwS.png?name=small&format=webp)
ALT The original crash handler used in Star Glider and Stunt Race FX, and normally dummied out in Star Fox. It doesn't tell you very much, other than "Oopps[sic], I think I just blinked [level]". It's only triggered when explicitly called. BRK/COP instructions, which may be executed when the CPU derails, don't trigger it.
Enjoying what we cover here? Our #starfox Discord server acts as a archive of materials from all eras of the franchise, as well as a bevvy of channels for mingling, art, hobbies, etc. Our mission's to serve the community & help spread joy to others.βοΈπ¦
discord.com/invite/HcNSVjqkqβ¦
I have opened a Ko-fi page as an alternative to my Patreon, if you'd rather just send me a one-time tip:
ko-fi.com/sunlitspace542
GoldenEye 007 N64 is now available on PC, thanks to Project Midas!
Get your friends together and play some splits-screen multiplayer, or work hard for those cheat unlocks just like back in 1997.
This is a love letter from the whole GoldenEye community, and we hope you enjoy it!
I've been going down the rabbit hole of disassembling Argonaut's assembler again, and I find it funny that there is an error message intended for Giles Goddard specifically.
Debug symbols were left behind in the EXE, so most symbols have their original source code names.
Sunlit retweeted
Hopefully, this gets seen? My electricity is getting shut off on Tuesday the 13th, phone is too and internet is likely after. My area only gets the "assistance program" once a year and I have already used it... been out of food for a day already on top.
ko-fi.com/ryallashanvetay/goβ¦
Sunlit retweeted
Super ZSNES v0.320 now out!
Retroachievements, Input System re-work, Audio Enhancement packs by Milon, OBC1, Fall theme effect, and more!
youtu.be/vOi8_rYMt88
zsnes.com
Star Fox Next Gen Intro Stage preview!
(Characters by @QuickTheButt, programming by Chuckborisnorris and me, music by @randomstunes, models by @Euclidium98, misc. graphics work by @segaretro92)
Fun fact: A decomp, disassembly, recomp, and port are 4 different things. I'm sick of seeing people confuse these terms, so I'll try to explain each of these to the best of my understanding:
(1/5)
A recomp, to my understanding, essentially does what an emulator does, translating the source instruction set to the target instruction set as it runs, ahead of time. I wouldn't necessarily call these 'ports'.
(4/5)
Sunlit retweeted
Super Mario Kart Deluxe : Coming Soon...
#SMKDX
β Original Artwork created for SMKDX by : Cajarito (Instagram: @el_cajarito)
β Original Music from this video composed for SMKDX by : Pinci (@MrPinci19)
Interesting unused Star Fox thing:
The arrows that appear when flying near the edges of the screen were originally going to play a sound. The sound for this seems to be still in the sound driver, but it goes unreferenced as the pointer to it was dummied out. (1/3)
The arrows that appear at the edges of the screen call sound 8A, which points to a dummy sequence that ends immediately. (2/3)













