View Full Version : Unusual Crash on Save State Load

8th November 2008, 04:01 AM
For some reason I got a crash on quick loading a save state (F7) in VC64. I have pressed that key a hundred thousand times already, but this time I got a crash in one of my NVIDIA OpenGL drivers? I was using glN64.

Problem Event Name: APPCRASH
Application Name: Project64_1_7.exe
Application Version:
Application Timestamp: 46193957
Fault Module Name: nvoglv32.dll
Fault Module Version:
Fault Module Timestamp: 4578ec00
Exception Code: c0000005
Exception Offset: 00002c55
OS Version: 6.0.6000.

Microsoft(R) Windows Vista(TM) Home Premium 32 6.0.6000.
AMD Athlon(TM) 64 X2 Dual Core Processor 3600+ 1.90 GHz
NVIDIA GeForce GS 6150 LE HAL 7.15.0010.9746
SigmaTel High Definition Audio CODEC 6.10.5343.0001

8th November 2008, 09:37 AM
ummm.. can you recreate this? its not something we can fix if its caused by a 3rd party video plugin, as it seems..

8th November 2008, 11:06 AM
dirty video data in the savestate caused this.

8th November 2008, 05:28 PM
Not that glN64 wrote the save...but definitely I guess that'd have to be it is it not liking something about how Project64 writes the save states

I'm not exactly sure on crashes happening when loading save states with Jabo's plugins unconsistently...it may have happened. I can only think revising the save state writing code would help.

10th November 2008, 02:15 AM
never happened to me... maybe you had something go wrong just before you saved a state, like an Access Violation or a keycode crash, this is just a guess

10th November 2008, 02:27 AM
Hmm. :)

Well recently I've noticed it was more occassional than one-time-only. Since I load more than I do save I often load the same save state around five times before making a new one, and I do know that among the five or so times it happened it did seem to disregard the exact save file Project64 wrote. It might be more tied to the current exact position in game with which Project64:glN64 loads the graphics information.

Of course diversive efforts are needed to focus on these; I'm just not sure if Vista's compliance or Project64's memory is tied to this problem. I used glN64 not because it rendered the game better but because I had a freaky message from D3D initialization I guess only after logging in, but now I'm using Jabo's Direct3D8 1.6 again and this error's gone so far.