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Jet Force Gemini

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Title Screen

Jet Force Gemini

Also known as: Star Twins (JP)
Developer: Rare
Publishers: Rare (US/EU), Nintendo (JP)
Platform: Nintendo 64
Released in JP: December 1, 1999
Released in US: October 11, 1999
Released in EU: November 2, 1999


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.
PiracyIcon.png This game has anti-piracy features.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

One of Rare's lesser known AAA titles for the Nintendo 64, Jet Force Gemini didn't sell particularly well, only about a million copies and has never had a sequel. It was generally met with very solid reviews, despite being criticized for the somewhat clunky camera and stiff controls. It's also pretty gory for a T-rated game.

Debug Options

Debug Mode

A debug mode can be enabled by pressing C-Left, C-Right, C-Up, C-Down, R, L, L, R, C-Up, R, C-Down, R, L, C-Right at the title screen. A small box will appear at the bottom right corner of the screen, which displays various information such as the coordinates for player 1, current location, and the amount of free RAM.

The debug menu

Alternately, you can apply the following GameShark code for the same effect:

Version Gameshark Code
USA 810A32D0 0001
Europe 800A3540 0001
Japan 800A3194 0001

Debug Cheats

A total of four debug cheats that were a part of the debug menu in the kiosk version of the game also remain in the final version. The unlimited ammo and unlimited health cheats can also be seen used in the E3 demo version of the game. Apply the following GameShark codes to enable them.

USA version codes:

Gameshark Code Effect
800A5078 0001 All Weapons
800A5074 0001 Unlimited Ammo
800A5070 0001 Unlimited Health
800A5068 0001 Unlock All Levels

EU version codes:

Gameshark Code Effect
800A52F8 0001 All Weapons
800A52F4 0001 Unlimited Ammo
800A52F0 0001 Unlimited Health
800A52E8 0001 Unlock All Levels

Debug Objects

JFG-Debugobjects1.png JFG-Debugobjects2.png JFG-Debugobjects3.png JFG-Debugobjects4.png JFG-Debugobjects5.png JFG-Debugobjects6.png

Applying the below GameShark code will display various debug objects in the current map, normally unseen. This will also display red orbs whenever you kill an enemy, display N64 logos in some cutscenes, and render all models during cutscene at once that are normally invisible.

Version Gameshark Code
USA/Japan 8100E138 0000
8100E13A 102D
8100DBA8 0000
8100DBAA 702D
Europe 8100E118 0000
8100E11A 102D
8100DB88 0000
8100DB8A 702D
(Source: Original TCRF research)

Crash Debug Screen

Hmmm...
To do:
Explain this in detail

If the game crashes while debug mode is enabled, it will display crash debug screens. A and B change pages, R zooms in and out, C buttons allow you to view different addresses on page 2, and Z views the different memory regions on page 6.

Hidden Models

JFG N64logowireframe.png

In the Invasion cutscene (the one that King Jeff shows Juno at the beginning of the game), the Nintendo 64 logo appears right as the ship lands on the tribal. It can't be seen normally because it is hidden inside of the ship.

The logo model itself isn't used anywhere else, not even in the logo sequence.

Camera

DKR64-animcamera.png

A camera that is used in cutscenes to represent where the actual camera is. It's never visible in game because it's always off screen. It's also present in Diddy Kong Racing and Mickey's Speedway USA.

Unused HiRes Mode

A high resolution mode appeared to have been planned at one point in development, but unfortunately, the code for the mode was never completed. As a result of being incomplete, the mode does not move objects on screen accordingly nor does it work after a level load, resulting in a crash. If you wish to see the results of the high resolution mode yourself, there are GameShark codes below to enable them. Apply the code, then reset your game if you are on a emulator.

LowRes HiRes
JFG LowRes.png JFG MediumRes.png

USA codes:

Gameshark Code Internal Name Effect
800FF384 0000 Ntsc LowRes Default 320x237 resolution.
800FF384 0090 Ntsc Widescreen Default widescreen resolution.
800FF384 00B0 Ntsc MediumRes 446x331 resolution.
800FF384 00F0 Ntsc HiResWide 446x330 widescreen resolution.


(Source: Punk7890 & SubDrag)

Unused Models

JFG 3DRarelogo.png

An unused 3D Rare logo.

JFG 3DTitle.png

An unused 3D model of the game's logo. This was used in the E3 1999 demo. Footage of this demo and its logo can be found here.

Ammo Clip

JFG-ammoclip.png

An unused ammunition pickup.

Annode

DKR64-animation.png

A multicolored arrow that can also be found in Diddy Kong Racing and Mickey's Speedway USA.

Ant Buggy

JFG-antbuggy.png

A vehicle for the ant enemies.

Ant Transporter

JFG-anttransporter.png

Another vehicle for the ant enemies.

Dragonfly

JFG-dragonfly.png

An unused dragonfly enemy.

Early Floyd Pad

JFG-sidekickpad.png

An earlier version of the Floyd pad that can be seen in earlier versions of the game. Only the collision model still exists in the final game.

Hoverboard

JFG-hovboard.png

A hoverboard.

Present Text

JFG-present.png

3D PRESENT text intended for the intro.

Sea Creature

DKR seamonster.png

An unused model of a sea creature. This is also present and unused in Diddy Kong Racing.

Sekhmet Map

JFG-alphasewermap.png

A 3D map of Sekhmet.

Ship

JFG Unused ship.png

An unused ship.

Sewer Test Map

JFG Sewertest.png

The unused Sewer Test map. Most of the textures won't load in-game, so the full layout can't be seen.

Target

JFG-targetmodel.png

A target that would've fit in the target practice mini game.

Yellow Token

JFG-yellowtoken.png

A yellow version of the tokens that appear in the racing mini game. Only the red, green, and blue tokens are used.


(Source: Ferrox)

Unused Graphics

JFGDebug1.pngJFGDebug2.pngJFGDebug3.pngJFGDebug4.pngJFGDebug5.pngJFGDebug6.png

Various level editor related graphics.


JFGUnused1.png

A green texture with a red X and "SHOOT ME BIG BOY" written on it.


JFG RocketPad.png

An unused pad with a rocket on it.


(Source: Ferrox)

Unused Levels

Use the level modifier 810A323C 00??.

XX FRONT END

Mickeys-Speedway-USA-Frontend.png

Value: 00

A multicolored cube. This map is actually loaded into memory during menus.

XX FRONT END 2

Value: 01

An identical copy of the above map.

CHARACTER TEST

JFG UnusedMap1.png

Value: 21

A small circular room with a single enemy, a box, six Mizar tokens, and two transformation pads.

CANYON SPIRAL2

JFG UnusedMap17.png

Value: 38

An unused section of Rith Essa.

ALPHASEWER WESTTOP

JFG UnusedMap15.png

Value: 47

An unused section of Sekhmet which only contains a few flying enemies.

ALPHASEWER MAP

JFG UnusedMap16.png

Value: 49

Only displays a space background. Judging by the name of this level, it was likely meant to be a map of the Sekhmet level.

OLD CHARACTER SELECT

JFG UnusedMap4.png

Value: 4F

A very early version of the character select.

DUNE TOP DOWN

JFG UnusedMap18.png

Value: 5A

A room only containing a single enemy.

ALIENCAVE TWO NOT USED

JFG UnusedMap3.png

Value: 69

An unused area that cannot be explored since the spawn point is right above a bottomless pit.

B MAN

JFG UnusedMap2.png

Value: 6C

A small circular room with three Lupus models floating in the air.

SEWER TEST

JFG UnusedMap5.png

Value: 6D

An unused room where most of the textures don't load.

CANYON JETPAC MOUNTAIN TEST NOT USED

JFG UnusedMap6.png

Value: 74

An unused area with a single jetpack pad floating in the air.

CANYON JETPAC MULTI TEST

JFG UnusedMap7.png

Value: 75

An unused multiplayer map with many platforms that have weapon pick ups and jetpack pads.

TERMITE MULTI TEST

JFG UnusedMap8.png

Value: 89

An empty multiplayer map that only contains weapon pickups.

WORLDMAP TEST

JFG UnusedMap9.png

Value: 8C

An empty circular room.

ALIEN PIPES

JFG UnusedMap19.png

Value: 94

An unused section of Eschebone. This area can be seen in an early screenshot. Exiting this area brings you in front of the entrance that leads to Eschebone's Floyd mission.

COOPERATIVE SWAMPMAZE

JFG UnusedMap10.png

Value: A0

An unused version of the castle section in Tawfret. The only difference here is that there are several misplaced enemy spawners throughout the level.

ALPHASEWER BOSS

JFG UnusedMap20.png

Value: A2

An unused boss room meant for Sekhmet. On the platform across the gap is a small object that pushes you away when you touch it.

TRIBAL FAMILY

JFG UnusedMap11.png

Value: AF

A room containing all of the different tribals including King Jeff, who never appears in any of the main levels.

ANT TYPES

JFG UnusedMap12.png

Value: B0

A room containing all of the small ant enemies including an unused flying red ant.

BIG BADDIES

JFG UnusedMap13.png

Value: B1

A room containing all of the large ant enemies, including an unused robotic enemy that makes rooster sounds when it shoots its laser.

GALAXIANS

JFG UnusedMap14.png

Value: B2

A room containing all of the drone enemies.

Unused Cutscene

JFG UnusedCutscene.png

An unused cutscene in Tawfret which shows a zombie ant slowly walking towards the camera. After a few seconds, the screen goes white. It can be seen in game using the GameShark code 810A323C 00EB

Unused Weapon

A unused weapon can be found left within game code. When shot, it will be one green bullet however, when hitting a wall it will branch off into three more bullets. This can go on for about four seconds until it disappears. When a direct initial shot hits a ant, they will explode. The gun has no special icon or sound. The sound is a pistol shot, and the icon is the Grenade. Apply the following GameShark codes to have the weapon:

Add to Juno's Inventory (must have at least 2 weapons first):

Version Gameshark code
USA 811E6214 0064
811E61EC FFFF
Kiosk 811E36F4 0064
811E36CC FFFF

Or replace Juno's current weapon with it:

Version Gameshark code
USA 811E6214 0064
801E6252 000F
Kiosk 811E36F4 0064
801E3732 000F
(Source: Original TCRF research)

Unused Sounds

Instrument Samples

Two drum type instruments which were used in GoldenEye and Perfect Dark can be heard here.

An unused jet pack sound which was only used in Blast Corps can be heard here.

(Source: Original TCRF research)

Rooster

A rooster crowing. This sound is only used by an unused enemy.

Unused Music

Three unused songs remain in the game.

You can apply the following GameShark code to listen to them in game.

Version Gameshark code
USA 800A0698 00??
EU 800A0908 00??

Where "??" is, replace that with one of the following values:

36 Unused song 1
3F Unused song 2
2C Unused song 3

The song "Unused song 3" was originally value 4F in the kiosk demo version of this game, however that value seemed to have moved down in the final release. The first two unused songs remain the same value.

Unused Song 1

Unused Song 2

Unused Song 3

Unused song 3 sounds like it might have been used in Tawfret at one point.

(Source: Original TCRF research)

Unused Text

Leftover Text From Diddy Kong Racing

Present at 0xC36CCD in the ROM is leftover text from Diddy Kong Racing, which was developed by the same team.

MUSIC TEST 
ENTER YOUR INITIALS 
ENTER CODE
CLEAR ALL CODES
CODE LIST 
MAGIC CODES 
Sorry, the code was incorrect 
All cheats have been deleted 
MAGIC CODES LIST ON OFF 
RACE ORDER 
QUIT
OVERALL TIME
RECORD TIMES 
RANKINGS 
ENGLISH 
OPTIONS
GAME A 
GAME B 
GAME C 
NEW GAME 
RESTART RACE 
PAUSE OPTIONS 
GAME PAK BONUSES 
SUBTITLES ON 
SUBTITLES OFF

High-Resolution Mode

Present at 0xC37641 in the ROM among the options text is unused text referring to a high-resolution mode.

HIGHRES OFF 
HIGHRES ON

Build Dates

Present in the ROM is a build date along with the version number that's displayed in the crash debugger.

jpegg		John Pegg, Software Engineer
pmountain	Paul Mountain, Software Engineer
ainnes		Andrew Innes, Software Engineer
Version Hex Address Build Message
Kiosk 0xAD9B0 1.1723 19/08/99 15:26 jpegg 7.2
USA 0xAD0D0 1.1848 04/09/99 20:40 jpegg 9.6
Europe 0xAD3D0 1.1896 24/09/99 12:09 pmountain 0.9
Japan 0xACFE0 1.1908 21/10/99 14:18 ainnes NCL 1.9


(Source: Ferrox)

Debugging Text

No I'm not playing MIDI sequence %d, its over 32K
WARNING: Sync arrived before wait - music will be out of sync with sequence
I'm not playing any ditty over 4K nowadays (%d)
amSndPlay: Illegal sound effects table index
amSndPlayDirect: Somebody tried to play illegal sound %d
Invalid midi sequence index
audio: ai out of samples
OH DEAR - No audio DMA buffers left
Dma not done
OUT OF AUDIO POINTS
am: Unknown OSCILLATOR type %d
am: Out of oscillator states
Objects out of ram(1) !!
Char %d, Disguise %d
Found Boss Control At %d,%d,%d,%08x
ObjSetupObject(1) Memory fail!!
ObjSetupObject(2) Memory fail!!
ObjSetupObject(3) Memory fail!!
ObjSetupObject(4) Memory fail!!
ObjSetupObject(5) Memory fail!!
ObjSetupObject(6) Memory fail!!
ObjList Overflow %d!!!
NoAddObjList Overflow %d!!!
objSetupObject: clone shadow set up failed
objSetupObject: clone blob shadow set up failed
objSetupChild: memory fail
WARNING:%s (%x) already registered its dependancy with %s (%x)!
Error: Model no. out of range on load. !!
TEXTURE ERROR!!
%d,%d
Error: Model table overflow!!
CREATE LOD MODEL :: null model pointer!
WARNING :: createModelInstance called with NULL pointer
MODELS Error: Tryed to deallocate non-existent model!
MODELS Error : cannot free NULL model instance pointer!!
modLoadAnim: Overflowed AnimTab!
modFreeAnim : NULL anim!!
Anim Error: Tryed to deallocate non-existent anim!!
modLoadAnimEvent: Overflowed AnimEventTab!
modFreeAnimEvents : NULL anim event table!!
Anim Event Error: Tryed to deallocate non-existent anim event!
WARNING: Stack overflow/underflow!!!
Camera Error: Illegal mode!
Illegal CAMERA number %d %f
Cam do 2D sprite called with NULL pointer!
CAM Error!! Convlist overflow.
LOADLEVEL Error: Level out of range
levelGetRegionFlags: Ran out of levelRegionFlag structures!!
levelGetObjectID - Out of level flags
jpegg
null
setting up
freeing
processing
exploding
WARNING: couldn't find 'ra=0x666' in function %d
Change: L %d, R %d >> L %d, R %d  (%d)
SYNC
Char Flag %d
Saving Game %d
 %5d  %5d  %5d
FREE %d %d K
*** mmAllocAtAddr: size = 0 ***
*** mm Error *** ---> No more slots available.
*** mm Error *** ---> Can't allocate memory at desired address. (%x, size = %d bytes)
*** mm Error *** ---> Can't free ram at this location: %x
*** mm Error *** ---> stbf stack too deep!
Region = %d loc = %x size = %x, col = %x
FREE
ALLOCATED
ALLOCATED,FIXED
*** SAVING GAME ***
FlashSectorErase failed
*** ERASING GAME %d***
FlashSectorErase failed
*** ERASING FLASH ROM ***
FlashSectorErase failed
Global Flags size = %d
Loaded Globals :: (%04x == %04x) ?
RESET GLOBAL FLAGS
FlashSectorErase failed
Saved Globals :: %04x
osFlashWriteArray failed (%d)
osFlashReadArray failed!
(Audio task)
(Game task)
(DI task)
(DI benchmark test)
(Clone task)
(Refract task)
(Blur task)
(Unknown task type %d)
RCP TASK INFO-------------
type                    = %u
flags                   = %u
ucode_boot              = %p
ucode_boot_size         = %u
ucode	                = %p
ucode_size              = %u
ucode_data              = %p
ucode_data_size         = %u
output_buff             = %p
output_buff_size        = %u
data_ptr                = %p
data_size               = %u
framebuffer             = %p
Branch DisplayList Crash gfx ptr = %x
*** CHILD DISPLAY LIST
Crash gfx ptr = %x
Surrounding traces:
Previous:%s:%5d gfx=%x
Next:%s:%5d gfx=%x
No traces available
scheduler: Looks like the SP has crashed %s
scheduler: Looks like the DP has crashed %s
9.6
SP CRASHED, gfx=%x
DP CRASHED, gfx=%x
** GFX overflow **
** MTX overflow **
** VTX overflow **
** POL overflow **
Version %s
CRITICAL ERROR: objSetupObject() returned NULL
GFDS:%d ???
**** WARNING: Duplicate squadron ID:%d ****
WARNING:Can't lock to node, no nodes
WARNING: Unimplemented linkage operation %d
ERROR:MIPS_HI16 without matching MIPS_LO16
REALLOC: %08x (%d)
unknown
Error: Texture no %x out of range on load. !!
Restore to %x
Restore1 to %x
TEX Error: Palette memory overflow!!
TEX Error: TexTab overflow!!
texFreeTexture: NULL tex!!
TEX Error: Tryed to deallocate non-existent texture!!
SRPBUF overflow!!
Error: Sprite table overflow!!
texFreeSprite: NULL sprite!!
TEXSPR Error: Tryed to deallocate non-existent sprite!!
SCREEN: No out of range!!
loadFrontEndItem() - Item no %d out of range 0-%d
>333
Triangle
Rectangle
Sprite
Points
Models
Unknown trigger type in partInitTrigger %d, Max %d.
Unknown particle type in partInitTriggerPos %d, Max %d.
Unknown trigger type in partInitTriggerPos %d, Max %d.
particle warning: Object %s has SP emitter, but matrices not generated
allocParticle: Illegal particle type %d
%s particle buffer full
Particle of type %d has been freed twice, this is Super Safe, Honest!
freeParticle: Unknown particle type %d
%s particle buffer is empty
(null)
(nil)
*** diPrintf Error *** ---> Out of string space. (Print less text!)
diRcpTrace: Buffer not allocated!
diRcpTrace: Buffer overflow!
>>>> %x:
%x:
G_SPNOOP
G_TEXDMA
G_RESERVED3
G_RESERVED4
G_NOOP
gDPNoOp
G_SETCIMG
G_SETZIMG
G_SETTIMG
G_SETCOMBINE
G_SETENVCOLOR
gDPSetEnvColor
G_SETBLENDCOLOR
gDPSetBlendColor
G_SETFOGCOLOR
gDPSetFogColor
G_SETFILLCOLOR
gDPSetFillColor
G_FILLRECT
G_SETTILE
G_LOADTILE
G_LOADBLOCK
G_SETTILESIZE
G_LOADTLUT
G_RDPSETOTHERMODE
G_SETPRIMDEPTH
G_SETSCISSOR
G_SETCONVERT
G_SETKEYR
G_SETKEYGB
G_RDPFULLSYNC
gDPFullSync
G_RDPTILESYNC
gDPTileSync
G_RDPPIPESYNC
gDPPipeSync
G_RDPLoadSYNC
gDPLoadSync
G_TEXRECTFLIP
G_TEXRECT
G_DMAOFFSETS
G_CULLDL
G_POPMTX
G_TEXTURE
G_SETOTHERMODE_H
G_SETOTHERMODE_L
G_ENDDL
G_SETGEOMETRYMODE
gSPSetGeometryMode
G_CLEARGEOMETRYMODE
gSPClearGeometryMode
G_LINE3D
G_PERSPNORMALIZE
G_RDPHALF_1
G_RDPHALF_2
G_RDPHALF_CONT
UNKNOWN COMMAND %20s:
gSPVertex(0x%x, 0x%x, %d, %d);
G_VTX   %20s: gSPPolygon(0x%x, 0x%x, %d, %d);
G_POL
GARBAGENOMTXMULT
MTXMULT %20s: gSPMatrix2(0x%x, 0x%x, %d, %s, %d);
G_MTX   %20s: gSPLoadTextureOffsets(%d, %08x);
%20s: gSPDPBlock(0x%x, 0x%x, %d);
G_DP_BLOCK  %20s: gSPViewport(0x%x, 0x%x);
G_MOVEMEM   %20s: gSPDisplayList(0x%x, 0x%x);
G_DL    %20s: gSPBranchList(0x%x, 0x%x);
G_DL    %20s:
Unknown G_DL command
G_DL
%20s: %s(0x%08x);
%20s: gDPSetPrimColor(0x%08x, %d, %d, %d, %d, %d, %d);
G_SETPRIMCOLOR
%20s: %s(0x%08x, %2d, %2d, %2d, %2d);
%20s: gSPSetDMAOffsets(%08x, %08x)
G_MW_SEGMENT
G_MW_CLIP
G_MW_MTXOFFSET
G_MW_POINTS
G_MW_SPRITEMODE
G_MW_FOG
UNKNOWN INDEX %d
%20s: %s offset = %d, data = 0x%08x
G_MOVEWORD  %20s    %s: 0x%08x  0x%08x %20s
%20s: gSetAlphaCompare(%x)
%20s: gSetDepthSource(%x)
%20s: gSetRenderMode(
RM_AA_ZB_OPA_SURF
RM_RA_ZB_OPA_SURF
RM_AA_ZB_XLU_SURF
RM_AA_ZB_OPA_DECAL
RM_RA_ZB_OPA_DECAL
RM_AA_ZB_XLU_DECAL
RM_AA_ZB_OPA_INTER
RM_AA_ZB_XLU_INTER
RM_AA_ZB_XLU_LINE
RM_AA_ZB_DEC_LINE
RM_AA_ZB_TEX_EDGE
RM_AA_ZB_TEX_INTER
RM_AA_ZB_SUB_SURF
RM_AA_ZB_PCL_SURF
RM_AA_ZB_OPA_TERR
RM_AA_ZB_TEX_TERR
RM_AA_ZB_SUB_TERR
RM_AA_OPA_SURF
RM_RA_OPA_SURF
RM_AA_XLU_SURF
RM_AA_XLU_LINE
RM_AA_DEC_LINE
RM_AA_TEX_EDGE
RM_AA_SUB_SURF
RM_AA_PCL_SURF
RM_AA_OPA_TERR
RM_AA_TEX_TERR
RM_AA_SUB_TERR
RM_ZB_OPA_SURF
RM_ZB_XLU_SURF
RM_ZB_OPA_DECAL
RM_ZB_XLU_DECAL
RM_ZB_CLD_SURF
RM_ZB_OVL_SURF
RM_ZB_PCL_SURF
RM_OPA_SURF
RM_XLU_SURF
RM_TEX_EDGE
RM_CLD_SURF
RM_PCL_SURF
RM_ADD
RM_NOOP
RM_VISCVG
RM_OPA_CI
AA |
Z_CMP |
Z_UPD |
IM_RD |
CLR_ON_CVG |
CVG_CLAMP |
CVG_WRAP |
CVG_FULL |
CVG_SAVE |
OPA |
INTER |
XLU |
DECAL |
CVG_X_ALPHA |
ALPHA_CVG_SEL |
FORCE_BL |
%20s: gSetBlender() - UNSUPPORTED
%20s    %20s: %s(
G_ZBUFFER
G_TEXTURE_ENABLE
G_SHADE
G_SHADING_SMOOTH
G_CULL_FRONT
G_CULL_BACK
G_FOG
G_LIGHTING
G_TEXTURE_GEN
G_TEXTURE_GEN_LINEAR
G_LOD
9.6 interrupt
TLB modify
TLB load or fetch
TLB store
addr load or fetch
addr store
bus error
fetch bus error
reference
syscall
breakpoint
reserved instruction
co-pro
unusable overflow
trap
virtual coherency
floating point
>fault<
CORE
%08x:%08x
MEMORY REGION %d
MOD OFFSET
SIZE
ADDRESS
Texture %d
Module %d   %d
%08x %d
Module %d at %08x
%1x %d lines logged
Page %d/%d
Watchpoint exception at %x
Module %d at %08x
%04d: %04d: %s
Fault in thread %d
(%s)
epc NULL
epc %d,%x
epc %08x,?,?,?
ra   NULL
ra   %d,%x
ra   %08x,?,?,?
cause
mmAlloc(%d,%8x)
%s exception
crashed %s %s
crashed %s
type %d
unknown error %s %s error %s type %d
error %s unknown
aborted %s %s
aborted %s type %d
aborted %s unknown
badvaddr
free ram
Level is %s
Position is %.1f, %.1f, %.1f
Track polygon buffer overflow
Track edge buffer overflow
Object polygon buffer overflow
Object edge buffer overflow
Path %d, Obj %d
Before Level Number %d (%d)
After  Level Number %d
Bad soundState: voices =%d, states free =%d, states busy =%d, type %d data %x
playing a playing sound
Nonsense sndp event
Sound state allocate failed - sndId %d
WARNING: Attempt to stop NULL sound aborted
WARNING: Attempt to modify NULL sound aborted
Player hit (soft)
Player hit (normal)
Player hit (hard)
Player Fired
Player Threw Grenade
Enemy hit (soft)
Enemy hit (normal)
Enemy hit (hard)
Killed Enemy
Player Saved a Bear
Player hit a Bear
Player Killed a Bear
Enemy killed a Bear
Player Fired
Player Threw Grenade
800A3944 Ntsc LowRes
800A396C Ntsc Widescreen
800A3994 Ntsc MediumRes
800A39BC Ntsc HiResWide
800A39E4 Mpal LowRes
800A3A0C Mpal Widescreen
800A3A34 Mpal MediumRes
800A3A5C Mpal HiResWide
800A3A84 Pal LowRes
800A3AAC Pal Widescreen
800A3AD4 Pal MediumRes
800A3AFC Pal HiResWide
800A3B24 Ntsc Reset Mode
800A3B4C Mpal Reset Mode
800A3B74 Pal Reset Mode


(Source: Ferrox)

Level Select Text

Present at 0x1F3B180 in the ROM is text that was used for the level select in the kiosk demo's debug menu.

Goldwood Forest
SS Anubis
Swamp
Sekhmet Battleship
Spawn Ship
Canyon
Ichor
Alien Cave
Goldwood Caves
Dune
Canyon Mine
Asteroid
Mizar
Sub-Worlds
General FrontEnd
Multi
Old Baddy Test


(Source: Ferrox)

Leftover Build Date

Present at 0xA3DDC in the ROM is a build date left over from something else.

Version 1.1 14/03/98 15:50 The Overlord


(Source: Ferrox)

Anti Piracy

If the game doesn't detect the 6105 or 7105 lockout chip, you won't be able to run, jump, or shoot. Most backup devices usually piggyback off of another cartridge containing a 6102 or 7101 lockout chip which activates the anti piracy function.

Regional Differences

North America/Europe Japan
JFG USAengfont.png JFG JPNengfont.png
  • The English font is different and larger in the Japanese version.
North America/Europe Japan
JetForceGeminiTitlescreen.png JFG JPNtitle.png
  • The game's logo was changed in the Japanese version.
North America/Europe Japan
JFG USAdebug.png JFG JPNdebug.png
  • The debug display is less informative in the Japanese version; however, the code to enable it remains the same.
North America/Europe Japan
JFG USAtxticons.png JFG JPNtxticons.png
  • The button icons have letters on them in the Japanese version.
North America/Europe Japan
JFG USAsfxicon.png JFG JPNseicon.png
  • The SFX icon in the options menu was changed to SE in the Japanese version.

Other Differences

  • The American and European versions allow up to 16 letters for a save file name, while the Japanese version allows only up to 8 letters.
  • The Tribal's blood is red in the American and European versions and blue in the Japanese version.
  • Certain cutscenes can now be skipped in the Japanese version, such as the cutscenes for when the characters' ship descends on a planet.
  • The Japanese version no longer auto saves after getting a new record in a level.
  • The Spacestation level was renamed to UFO.
  • The Japanese version displays seconds on the game time in the file select screen.
  • The Japanese version no longer displays milliseconds in the game timer upon completing a level.
  • When low on health, the indicator will flash in the Japanese version.
  • In the international versions, enemy heads can be collected to unlock cheats. Enemy heads can't be collected in the Japanese version, so the first two cheats are unlocked at the start. The third cheat, ants as pants, was removed.
  • Each region in a level has a unique name in the international version. In the Japanese version, the regions are simply named Zone 1, 2, 3, etc.

Rare Replay Differences

Hmmm...
To do:
Check for more differences.
  • The Nintendo logo is no longer displayed on startup.
  • All N64 controller prompts were replaced with Xbox controller prompts.
  • The noise effect that appears when Lupus uses the night vision goggles is no longer present.
  • All mentions of Nintendo were removed from the credits.