Post subject: Jet Force Gemini crash
W_W
Joined: 3/14/2018
Posts: 2
Hey ya'll, I was running Jet Force Gemini (Nintendo 64, USA) and the game experiences a hard crash late in a particular boss fight late in Vela's campaign, the one that chases you through a tunnel. Basically, I reduce the boss to its last bit of health (all limbs removed), the boss drops one last explosive attack, stops moving, and bizhawk hangs irrecoverably. Throughout the fight before that, the explosive attacks seem to cause some sound skipping, but the fight itself is perfectly fine up to the point of failure. It doesn't seem to be related to boss fights in general, as other fights work fine. Toying with audio and graphics plugins only seems to make the UI terrible and doesn't stop the crash. It happens on two separate roms (roms from two different sources, anyway), and a mupenplus64 wiki page suggests that the fight should mostly work the the settings I have so it may be a bizhawk issue or just my c# install. I'm willing to try: 1) just about any wacky plugin configuration. The options don't have any context for me so maybe I just wasn't using the right ones. I did attempt to use each graphical plugin and most of those for sound. I have also attempted to use each display mode. 2) gameshark warp codes. I'm worried that this might cause me to skip an event flag needed to advance the story (I'm fine with warping to Mizar's Palace, but I need to unlock Lupus in a way that doesn't screw up other levels opening), and the few that I found don't seem to work anyway, but if you know any I'm all ears. I guess the same goes for isolating and overwriting other memory values, maybe I just lucked into two roms with the same overflow error or something. The memory watcher looked a bit overwhelming though. Is there a shortcut to isolate recently changed registers? 3) other emulators. If there's a way to convert the save state to another emulator and then back again I'm open to that. I'd prefer not to play it all over again, though. I can upload the save state if you need it.
Joined: 5/4/2016
Posts: 67
The version of Mupen64Plus in Bizhawk is fairly outdated. If this is just a casual playthrough (that's what it sounds like?), I'd suggest just grabbing the saveram file from your Bizhawk directory (bizhawk/n64/saveram) and playing in a recent version of Project64 with GlideN64 as your graphics plugin. Might want to build PJ64 from source since it looks like there hasn't been a stable release in over a year though.
W_W
Joined: 3/14/2018
Posts: 2
Pj64 doesn't seem to recognize the saveRam format, even if I change the name and extension. EDIT: Just went ahead, used pj64, and played through back to where I was, and it's working fine. I appreciate the response.
GJTASer2018
He/Him
Joined: 1/24/2018
Posts: 303
Location: Stafford, NY
BizHawk 2.2.2 is going to update the GlideN64 plugin used in it, perhaps it would be worth trying the game again once 2.2.2 is actually released?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
Maybe you could also try if the glitch exists in the most recent release of Mupen64Plus, since that's the core that Bizhawk will eventually use.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.