Throwverflow Lab
Order throws and delayed outcomes, inspect the physical list after every event, and see exactly which saved task receives each later counter.
Where the overflow goes
The legal 32-entry list and the neighboring memory it overruns share one map. The list is compressed so overflow records #33 onward stay readable.
C++ backing
GameCube setup finder
Pick the amount of progression you want removed. The lab turns it into exact-zero obligations and checks the current timeline against them. Xbox and PS2 do not place this table after the throw list.
Target shift
Required exact-zero writes
Crash and recovery gates
Route builder
Place each throw, then mark where that object ends. Objects with no end are treated as OOB and remain tracked.
Object timeline
drag event columns to reorder · click a lane cell to move its endMemory inspector
The full GameCube zero ladder and a symbolic byte view of any overflow record.
Task-count alignment ladder
This extends through all 100 task slots. Rows beyond the demonstrated route are layout facts, not claims of recoverability.
Pseudo hex viewer
Task table shifts
Choose a shift and read the resulting destination-to-source mapping directly.