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Brooktown High broken graphics (depth related?) #7223
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Does #7515 improve this at all? -[Unknown] |
No, it doesn't. more tabs |
Seems like a render-to-texture CLUT, possibly. Texture = 04154000 (and is black, hmm...) If you set a breakpoint on 04154000, does it hit? Does it ever draw anything to 00154000? -[UNknown] |
It does not hit 04154000,and don't see draw anything to 00154000. more tabs |
That texture looks like it's mostly transparent. Alpha test: pass if (a & ff) >= (08 & ff) What if, when it's right there, you disable the depth test (go to the Flags tab, and double click depth test.) If you Step Draw, does it draw? If not, can you try the same for alpha test and blend? That should tell us which test it's caused by. But, that doesn't look like a rendered texture, so not sure why alpha would be wrong... -[Unknown] |
depth test off it draws that thing. |
If you set a breakpoint on the depth buffer at 0x04110000, does it write anything? If not, I wonder if it's depth sharing or just some bugs to do with depth handling. -[Unknown] |
it does not hit 0x04110000 |
Seems nothing draw to 0x04154000 more tabs JPCSP seems always good on the game even on the version 4 years ago 0.6-1980 |
v1.2.2-969-g883b659 still same problem |
v1.3-540-g29739c8 still same problem |
Could you try exporting a GE debugger dump on PC? To do this, open the game and select Debug -> GE debugger..., then when it's displaying the scene, press Record in the top right. After a second or so, it'll finish and save a trace of the drawing activity. After that, check the memstick/PSP/SYSTEM/DUMP folder and it'll have created a file named something like "ULES12345_0000.ppdmp". You can zip that and then drag and drop it into a reply here. -[Unknown] |
Not sure I do right or not Also I forget to mention that the screen is slow. fps 3/60 |
Thanks. Turns out this is a depth sharing issue. Bah. It binds 0x00154000, clears depth, and then switches to the real framebuffer. BlitFramebufferDepth() doesn't happen, because the clear is the last thing in a frame, so NotifyRenderFramebufferSwitched is never even called with the old framebuf. There's also a bunch of unnecessary depth copies here. Oh, also, it's doing that small square rendering from framebuffer thing also. -[Unknown] |
update dump file on v1.9.3-743-gbf6357a53 |
Software Rendering screenshot: Here's a GE dump recorded on software rendering: |
But the game crashed during introduction quiz. Crash log here:
|
Apparently this is a likely branch (beql) with a jr ra inside it. I wrote a hardware test and fixed the interpreter to behave correctly in this case: #15952 Can you check if the artifact from that build avoids the crash in interpreter for the quiz? The branching behavior with a delay slot is still not handled in IR interpreter or jit. -[Unknown] |
I do not enable fast memory so that it does not crash,just the screen don't response. |
Thanks for confirming, #15957 should fix that in jit and IR as well. -[Unknown] |
v1.13.1-745-ga42807ea6-windows-amd64 jit and IR fixed |
Update frame dump to v1.14.4-297-g99d992a00 |
Were you guys able to fix the rom at the end? |
@Yuuuufa Use software rendering with frameskip |
It only works in software gpu,in openGL,it's black and slow,disable slower effects may help the speed.
openGL
software gpu
frame dump(rename jpg to rar)
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