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Ape Escape Saru Saru Big Mission graphical distortions #12436

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Kuriatsu2501 opened this issue Oct 21, 2019 · 11 comments
Closed

Ape Escape Saru Saru Big Mission graphical distortions #12436

Kuriatsu2501 opened this issue Oct 21, 2019 · 11 comments
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x86jit x86/x64 JIT bugs
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@Kuriatsu2501
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Kuriatsu2501 commented Oct 21, 2019

What happens?

When I try to boot into Ape escape Saru Saru Big mission, the title screen and all gameplay outside of stages shows an indigo colouring and certain models are pure white.

What should happen?

When booting the game, there should be no graphical distortions.

What hardware, operating system, and PPSSPP version? On desktop, GPU matters for graphical issues.

HP Omen, Windows 10 build 1903, Intel I7-7700 3.6GHz.
PPSSPP version is 1.7.5 and 1.9.3
Graphics card: Nvidia GTX 1070

Screenshots of what it looks like and how its supposed to look:
AESSBM
AESSBM-Working

@unknownbrackets
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Could you try exporting a GE frame dump? These help a lot.

See here for instructions - it's not hard and works on Android too:
https://github.com/hrydgard/ppsspp/wiki/How-to-create-a-frame-dump

You can zip that and then drag and drop it into a reply here.

-[Unknown]

@Kuriatsu2501
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Sure, here it is. I hope it helps to get to the bottom of this. Thanks for the instructions :)

recording (1).zip

@Panderner
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Have you tried opengl, vulkan, d3d9, d3d11?

@Kuriatsu2501
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Have you tried opengl, vulkan, d3d9, d3d11?

Yes, that's actually the first thing I tried, along with various post-render settings such as inverting the colour :)

@Kuriatsu2501
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I took a look around and I had an idea to check the oldest version I could get of PPSSPP.
I got 1.6.3 and it looks like ape escape saru saru big mission works pretty well on there.
Something may have broken for that game between 1.6.3 and 1.7.5. I figured I'd report back.

@unknownbrackets
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This is very similar to #12519. The fog parameters are the same - INF and -NAN, but the color is ffcccc. That's where the solid color is coming from.

UCJS10060_#12436_ape_escape_indigo_blend

Again, in this case the same dump played back on a PSP also renders wrong, so it seems like it may somehow be an issue generating the display list?

-[Unknown]

@unknownbrackets
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Does this look correct on Android? It may be fixed by #12800 if it's only on PC.

-[Unknown]

@unknownbrackets unknownbrackets added the x86jit x86/x64 JIT bugs label Apr 5, 2020
@Panderner
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Does this look correct on Android? It may be fixed by #12800 if it's only on PC.

-[Unknown]

Yes it works correctly when I using Android
Screenshot_2020-04-06-08-01-45-57_2f85358b2198d26f8aca533d68bee793

@LunaMoo
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LunaMoo commented Apr 6, 2020

Found a demo of this:
https://forums.exophase.com/attachments/eboot-pbp.1565/
But I can't reproduce on windows even before the fix was merged(demo will not work in much older versions of PPSSPP without decrypting it first through).

@hrydgard hrydgard added this to the v1.10.0 milestone Apr 6, 2020
@unknownbrackets
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unknownbrackets commented Apr 6, 2020

It looks like someone flagged this issue in reporting with an NVIDIA card:

https://report.ppsspp.org/game/UCJS10060_1.00#report-compat-252681

And Intel:
https://report.ppsspp.org/game/UCAS40154_1.00#report-compat-279600

The demo unfortunately is not drawing the same way - it is drawing a screenshot of that scene, whereas the dump implied that the scene is dynamic in the real game (notice also the Windows and Android screenshots are different.) I think maybe the demo just doesn't reproduce the issue...

-[Unknown]

@Panderner
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Panderner commented Nov 19, 2020

It's now fixed on x86 Windows on all backends
This can be closed now
Screenshot (2)

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