diff --git a/soh/src/code/z_bgcheck.c b/soh/src/code/z_bgcheck.c index 91d3951caad..6b5c2f61379 100644 --- a/soh/src/code/z_bgcheck.c +++ b/soh/src/code/z_bgcheck.c @@ -1584,9 +1584,19 @@ void BgCheck_Allocate(CollisionContext* colCtx, GlobalContext* globalCtx, Collis BgCheck_SetSubdivisionDimension(colCtx->minBounds.z, colCtx->subdivAmount.z, &colCtx->maxBounds.z, &colCtx->subdivLength.z, &colCtx->subdivLengthInv.z); -#ifdef _SOH64 // BGCheck needs more memory on 64 bits because it crashes on some areas +// OTRTODO: Re-enable when the below DynaPoly workaround is removed. +// #ifdef _SOH64 // BGCheck needs more memory on 64 bits because it crashes on some areas +// colCtx->memSize *= 2; +// #endif + + // BGCheck needs a higher polygon and vertex count due to removed object dependencies. + // Otherwise Forest Temple checkered room will crash due to the hallway actor being killed a frame late. + // + // OTRTODO: This is a workaround. The proper solution to fix this crash is to manage object loading / unloading + // the same as N64. colCtx->memSize *= 2; -#endif + colCtx->dyna.polyListMax *= 2; + colCtx->dyna.vtxListMax *= 2; memSize = colCtx->subdivAmount.x * sizeof(StaticLookup) * colCtx->subdivAmount.y * colCtx->subdivAmount.z + colCtx->colHeader->numPolygons * sizeof(u8) + colCtx->dyna.polyNodesMax * sizeof(SSNode) +