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Document credits dog OOB access (#1796)
* Document credits dog OOB access * PR review * Add speculation why dog is drawn upside down * typo
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@ -414,6 +414,14 @@ void EnDg_SetupIdleMove(EnDg* this, PlayState* play) {
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} else if (play->sceneId == SCENE_CLOCKTOWER) {
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EnDg_ChangeAnim(&this->skelAnime, sAnimationInfo, DOG_ANIM_RUN);
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} else if (sRacetrackDogInfo[this->index].textId & 0x11) {
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//! @bug: There is no bounds check on sRacetrackDogInfo access.
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//! The dog in the Romani Ranch credits uses params of 0x03FF which means an index equal to
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//! `ENDG_INDEX_SOUTH_CLOCK_TOWN`. Since the above condition just checks the scene not the index, this
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//! results in an OOB access of `sRacetrackDogInfo` in this condition. With IDO, the OOB access results in
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//! this condition evaluating as true and the dog uses the walking animation with morph frames. Due to this,
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//! and since the dog doesn't update in the credits due to being considered an enemy, it ends up being
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//! upside down. It isn't certain but it is speculated its default pose is upside down as well, so when
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//! morphing from no animation it gets drawn upside down.
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EnDg_ChangeAnim(&this->skelAnime, sAnimationInfo, DOG_ANIM_WALK);
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} else {
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EnDg_ChangeAnim(&this->skelAnime, sAnimationInfo, DOG_ANIM_RUN);
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