Accident Diagnosis

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Crash screen for the game.

If you're on this page, it's likely that you just saw this screen in one of my video games. It looks daunting, but this page is here to provide additional information about this error.


AF, BC, DE, HL: Registers.
These are the Game Boy's hardware registers. They're places in memory that the Game Boy uses to store values to perform operations on. These could be variables or even CPU instructions.

MODEL: Game Boy model.
$11 (17) is a Game Boy Color / Advance, while $01 is a regular Game Boy, and $FF (255) is a Game Boy Pocket.

SP: Stack pointer.
This is the location of the stack in memory, which usually holds the return addresses of functions.

TRACE: The memory inside of the relevant memory location.
The value that's on the same line as "trace" is the memory area, and the rows underneath are of what was there.

LCDC: LCD controller register.
Controls whether the background, objects or screen is visible, as well as other miscellaneous info. Convert this into binary before reporting.

K1: Key 1.
Should always be either $FE or $FF.

IE: Interrupt enable.
This set of bits determines which interrupts the system is allowed to use. Convert this into binary before reporting.

BANK: The current memory banks.
Rxx is the ROM memory bank, Vxx is the VRAM memory bank, and Wxx is the WRAM memory bank.

If you'd like to learn more, these docs are an excellent resource.