I released a new heap visualizer tool that builds off of Rena's python scripts. Ported to a C# WPF/.NET 5.0 project
Here is a link to the tool if anyone wants it: https://github.com/zcanann/K5E
The visualization for the memory leak is not really what I was expecting though:
It kinda looks like the memory in TTH is always full, but maybe some of these regions are placeholders?
I mentioned this result in one of my first posts, but now I have a recording. Memory leak can bypass cutscene voids (emulator only, MMU disabled).
Similar to Rocket Boost Warp, this is an emulator only strat. but still worth looking into in case Nintendo releases an emulated version of SFA on a future console.
I've done various testing with MMU enabled (ie console), and as far as I can tell, it's always a soft-lock when the heap memory is exhausted.
Also, it is very hard (impossible?) for the memory leak to effect any other zone except for TTH and CC. Every other map uses considerably less memory as far as I can tell.
As of today, new categories and rules have been added to the leaderboard. The following has changed.
Here are the following new categories and changes added to the leaderboard:
- Spellstone 2
- Spellstone 1 will now be a sub-category under the new category "Spellstones" along with S