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[BUG]: Tokyo Xtreme Racer Zero - Replays which are saved on console desync on PCSX2 #5597

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Tokman5 opened this issue Mar 4, 2022 · 6 comments

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@Tokman5
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Tokman5 commented Mar 4, 2022

Describe the Bug

in Tokyo Xtreme Racer Zero , when you play the demo replays or the replays brought from console on PCSX2, replays cannot be played correctly.
The player's car goes through a slightly different route, so the car tends to crash into walls or mob cars.
replays generated on PCSX2 are played correctly on PCSX2.

Changing the EE round mode leads the different behavior, but all of them still cause desync.
Changing EE clamp mode / VU clamp mode does nothing.
Enabling every gamefix doesn't help too.

demo replay on PCSX2 (NTSC-J version)
https://youtu.be/TarqGjH-mZs
(NTSC-U version)
https://youtu.be/DLix4V4hvu0
https://youtu.be/mE88cl5TaRI

demo replay played on console
https://youtu.be/C5Yhv0ZGIng

Reproduction Steps

Wait in the title screen until the demo replay starts. You can skip the intro FMV.

Expected Behavior

GT-R shouldn't crash into the toll gate.

PCSX2 Revision

v1.7.2411 - maybe all revision

Operating System

Windows 10 (64bit)

If Linux - Specify Distro

No response

CPU

i7-8700

GPU

GTX 1070

GS Settings

No response

Emulation Settings

Default
Changing round mode or recompiler / interpreter mode will change car movement, but no setting makes the correct behavior.

GS Window Screenshots

gs_20220304161125
Screenshot from the second demo replay

Logs & Dumps

I brought replay files of Japanese version from console.
ReplayFromConsole.zip
outr


Block dump for the first demo replay:
Shutokou0BlockDump.zip
Shutokou0SaveState.zip

@Tokman5 Tokman5 added the Bug label Mar 4, 2022
@refractionpcsx2
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refractionpcsx2 commented Mar 4, 2022

Changing EE clamp mode / VU clamp mode does nothing.

What are you talking about? Changing the EE rounding mode to Nearest COMPLETELY changes the behaviour! Not for the better as such because he start driving in to walls, but I would wager it's related, this game seems to be very sensitive to EE FPU results. Not something that's going to be fixed easily, I Imagine.

Edit: On reflection it seems to be COP2 (which the rounding mode is governed by the EE Setting

@seta-san
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seta-san commented Mar 4, 2022

it looks just like stuntman and driv3r

@Tokman5
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Tokman5 commented Mar 4, 2022

I found the addresses of velocity of 3 axis in the NTSC-J version, I'm still searching the addresses of the coordinates though.
These may be useful for VU calculation.
007519D0=X velo
007519D4=Y velo
007519D8=Z velo

When the game finishes loading the first demo replay, the values on PCSX2 are:
X velo = 0x3EF2B214 (≒0.4740148783)
Y velo = 0xBE82E81F (≒-0.2556771934)
Z velo = 0x41D60663 (≒26.75311852)

@FMecha
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FMecha commented May 14, 2022

Any relation to #2316 since it's also an autodemo bug?

@MrCK1
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MrCK1 commented Dec 18, 2022

Any change in this on latest master?

@Tokman5
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Tokman5 commented Dec 19, 2022

On v1.7.3738, the behavior is the same as what I reported above.

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