Project 64 Jet Force Gemini Error
IRC Chat Advanced Search Forum Nintendo 64 Emulation Project64 Jet Force Gemini core interpreter error Results 1 to 6 of 6 Thread: Jet Force Gemini core interpreter error Thread Tools Show Printable Version Display Linear Mode Switch to Hybrid Mode Switch to Threaded Mode September 16th, 2008,05:27 #1 Syagrius View Profile View Forum Posts EmuTalk Member Join Date Sep 2008 Posts 4 Mentioned 0 Post(s) Jet Force Gemini core interpreter error Hi, First post for me here! So, hello all I would report Jet Force Gemini not working properly. Almost in a matter of seconds, it bugs in the intro or in the very first level, saying there is a break point error with the core interpreter. So here I report! Keep on the good work with this amazing emulator! Syagrius Reply With Quote September 16th, 2008,11:40 #2 MasterPhW View Profile View Forum Posts Master of the Emulation Flame Join Date May 2004 Location come-to-hell Posts 1,976 Mentioned 0 Post(s) So you have probably a bad rom. You should check it with GoodN64 or the No-Intro Dat. IIRC Jet Force should work flawlessly on PJ64 but I don't know exactly, because I've never played, I prefer to play it on my real N64. The Future of Emulation: Emulate a High End Computer on a Low End System Main: Intel Core i7 (Lynnfiled) 860 (@3.802Ghz) | 8 GB DDR3-1333 | ATI XFX HD 5750 PCI-E | ATI High Definition Audio Device | 256 GB SSD + 3 TB Internal SATA2 + 4 TB external | Windows 7 Professional X64 SP1 MSDNAA Netbook: Asus EeePC 1015PEM | Intel Atom Dual Core N550 (1,5GHz) | 2GB DDR3-1066 | Intel GMA 3150 | 250GB HDD | Win 7 Starter Old One: AMD Athlon 64 X2 4200+ (2x2.5Ghz; S939) | MSI KbT Neo2-F V2.0 | 2x1GB Corsair Value VS1GBKIT400 | Radeon HD 3850 512 MB/AGP8x | Creative SB Audigy LS | 2TB (4x500GB SATA2 HDDs Raid0) | Windows 7 Business X64 SP1 MSDNAA Reply With Quote September 16th, 2008,16:01 #3 Agozer View Profile View Forum Posts 16-bit Corpse | Moderator Join Date Jan 2006 Location Nokia Land Posts 6,338 Mentioned 0 Post(s) I've never encountered such an error with Jet Force Gemini. As already suggested, make sure you have a good ROM. ElektroDragon: I hate dying over and over. I don't learn from my mistakes. I couldn't play Dark Souls because of this. I bought the Bloodborne Collector's Edition. Like I said, I don't learn from my mistakes! Reply With Quote September 17th, 2008,01:21 #4 Syagrius View Profile View Forum Posts EmuTalk Member Join Date S
Sign in Pricing Blog Support Search GitHub This repository Watch 76 Star 345 Fork 102 project64/project64 Code Issues 172 Pull requests 10 Projects 0 Wiki Pulse Graphs New issue Jet Force Gemini Glide64 OpCode crash. #346 Open AmbientMalice opened this Issue Mar 31, 2015 · 10 comments Projects None yet Labels None yet Milestone No milestone Assignees No one assigned 4 participants AmbientMalice commented Mar 31, 2015 Trying to configure Glide64 while the game is running displays the following error. LegendOfDragoon commented Mar 31, 2015 Does that error happen with CPU http://www.emutalk.net/threads/46007-Jet-Force-Gemini-core-interpreter-error interpreter? What RSP were you using and are you using HLE audio or LLE? LegendOfDragoon commented Mar 31, 2015 Just noticed your title says 2.2.0.2. You should use latest build. I believe it fixed the garbage text in error messages. AmbientMalice commented Mar 31, 2015 Does that error happen with CPU interpreter? Yes, but the memory address is different. What RSP were you using and https://github.com/project64/project64/issues/346 are you using HLE audio or LLE? 1.7.0.13 LLE Jabo audio. Just noticed your title says 2.2.0.2. You should use latest build. I believe it fixed the garbage text in error messages. Error is the same with 2.2.0.3\latest build. The error only occurs when "Pause emulation when window not active" is disabled. LegendOfDragoon commented Mar 31, 2015 Alright, nice find. The problem seems to be related to Glide64. Doesn't seem to happen with any other video plugin. cxd4 commented Mar 31, 2015 It's just another stupid C++ threading issue, caused by wxWidgets or whatever it's called. You can stop the crashing by commenting out this line 1088 of Glide64 Config.cpp: mutexProcessDList->Lock(); To avoid other crashing that can randomly happen when closing config, also comment out 1156: mutexProcessDList->Unlock(); However I'm not convinced that I should send a pull request to do this, because it's really the plugin's fault for having such a volatile configuration system and wx thread hacking in the first place. It's also quite possible that Gonetz had some reason in mind for freezing the ProcessDList thread calls while configuration is open, like allowing more DLL options to be configured without waiting unti
Sign in Pricing Blog Support Search GitHub This repository Watch 39 Star 140 Fork 48 gonetz/GLideN64 Code Issues 226 Pull requests 2 Projects 0 Wiki Pulse Graphs New issue Jet Force Gemini: Crash during intro cutscene in Project 64 using Recompiler Core https://github.com/gonetz/GLideN64/issues/377 #377 Closed Mushman opened this Issue Apr 10, 2015 · 4 comments Projects None yet http://www.1emulation.com/forums/topic/27552-project-64-problems/ Labels invalid Milestone No milestone Assignees No one assigned 3 participants Mushman commented Apr 10, 2015 In Jet Force Gemini's introduction cutscene, Project 64 will crash when using GLideN64 if the Recompiler core is being used. The exact moment the crash happens is in the shot after Vela gets the alert with the grid on her monitor where Lupus runs from project 64 the front of the ship (before Juno throws his mug). The crash does not occur with other video plugins and is avoided if using the Interpreter core. The Recompiler core is used by default in Project 64 and is much faster than the Interpreter core. It is present on all versions of GLideN64 I could test, from the Week 21 Bug Fix 05572b0 25 February build to the Week 27 Second Fix 277ff95 9 April build. Earlier builds project 64 jet are no longer available, so I could not test them to see if this bug is a regression. Changing GLideN64's settings does not affect the crash. LegendOfDragoon commented Apr 10, 2015 It's most likely the emulator's fault tbh. There's a general problem with Protect memory in certain games like this one, Mickey's Speedway, Zelda OOT, and even Super Smash Bros. I say most likely just incase there may coincidentally be a bug in the graphics plugin. Anyway, the problem I encountered in JFG (with protect memory + cpu recompiler) was with SP_DMA_WRITE. For whatever reason, there's a memory access violation. The weird thing is that when using LLE gfx with cpu recompiler + protect memory, there's some undefined behavior going on and most people won't see any error messages (but pj64 is supposed to show them). One way to get the error messages to show is to use _try{} __except(). I'm sure try catch would work too, just never tried it. Mushman commented Apr 11, 2015 Thanks for the info. If @gonetz finds that this is Project 64's fault too, I will log the issue on their tracker. LegendOfDragoon commented Apr 11, 2015 I reported the issue a while back, so zilmar is aware of the problem. You're welcome. project64/project64#17 Mushman commented Apr 11, 2015 Heh, well never mind then. ;) Nice work. Mushman referenced this issue May 7, 2015 Closed OOT crash #458
New Content Welcome to 1Emulation.com Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. This message will be removed once you have signed in. Login to Account Create an Account Javascript Disabled Detected You currently have javascript disabled. Several functions may not work. Please re-enable javascript to access full functionality. Project 64 problems Started by ToxicPoison , May 30 2008 07:03 AM Page 1 of 2 1 2 Next This topic is locked 12 replies to this topic #1 ToxicPoison Posted 30 May 2008 - 07:03 AM ToxicPoison Newbie Poster Members 4 posts Whenever i start the emulator get an error message saying "direct3d failed to intialize error: 8876086c d3derr_invalidcall" and after i press ok another error message appears which says "the default or selected video plugin is missing or invalid. check that you have atleast one compatible plugin file in your plugin folder." and then a plugin setting window appears but whatever i do i get the same error as before after a while i closed the window because nothing was happening and when i closed it the emulator started but when i tried to start a rom i get another error message saying "cannot open a rom because the plugins have not successfully intialised." So what do i do? I have windows XP my Direct X is 9.0 but i jsut dunno what to do >.< help please! Back to top #2 gavin19 Posted 30 May 2008 - 09:20 AM gavin19 a.k.a G19 Ultra Members 1,111 posts Location:Belfast, N.I Try poking about with your Gfx card's settings to see if you have Direct3D disabled. Also you could launch dxdiag from Start>Run>dxdiag, and have a look in there to see if you have anything disabled (Display t