Falsification

Designing tests that could prove a claim wrong.

2 entries

  1. QL-0018

    Tekken 4 ignores a wall whose faces wind against their normal

    A custom wall in a Tekken 4 (PS2) stage only blocks fighters if each face’s corners wind so that (c1 − c0) × (c2 − c0) points the same way as the face’s stored normal. A correctly placed wall wound the other way loads, links into the collision grid, and is walked straight through. All 867 stock wall faces follow the rule.

    Finding RE.4 Reproduced
    Rev. B
  2. QL-0017

    How large can a Tekken 4 stage be? Bigger than predicted

    A desk model of Tekken 4’s stage memory predicted the game would fail once a stage’s main file passed about 7.6 MB. In PCSX2, stages of 6.0, 6.6, 7.4 and 7.7 MB all loaded and played: the game gave up its pose cache and then shrank a second buffer instead of failing. The same run confirmed the crowd budget and the start-region mechanism.

    Experiment RE.3 Observed
    Rev. A

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