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MX vs. ATV Reflex (USA) ULUS10429 graphics problem #9604

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benderscruffy opened this issue Apr 13, 2017 · 18 comments · Fixed by #15907
Closed

MX vs. ATV Reflex (USA) ULUS10429 graphics problem #9604

benderscruffy opened this issue Apr 13, 2017 · 18 comments · Fixed by #15907
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GE emulation Backend-independent GPU issues
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@benderscruffy
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v1.4-80-gd2172c7
it looks like it has the same problem as #7459
happens with both d3d11 and ogl
ulus10429_00001

@sum2012
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sum2012 commented Apr 14, 2017

@unknownbrackets
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Does it look correct in the software rendererer?

-[Unknown]

@hrydgard hrydgard added this to the v1.7.0 milestone Apr 27, 2018
@hrydgard hrydgard modified the milestones: v1.7.0, v1.8.0 Sep 16, 2018
@unknownbrackets
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Unfortunately, this dump didn't work out - I think it may be caused by the recently fixed render-to-texture bug. Could you create a new one? Sorry.

-[Unknown]

@unknownbrackets
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It's not immediately obvious why, but this detects a 1248x272 framebuffer. The stride is 512, the viewport and region are 512. Maybe it draws at some point to it with a weird stride.

  • It starts by drawing white for ground, and then applies black shadows to that.
  • Next it starts drawing brown ground, farther away.
  • After that, it draws brown ground on top of the white. It does this with some stencil and depth testing, plus alpha blend src * dst + 0 (and pass stencil replace 33.) So that's what the white and shadows were for.
  • At this point, the ground looks fine and has shadows.
  • After that, it blends a grayscale texture to add definition to the ground. This again uses dst * src + 0, and only applies to stencil=33, with decrement stencil on pass. This works and stencil decrements.
  • Next some logos, cheering fans, etc.
  • After that it uses some weird texture that doesn't look right at 0x04149c00, and stride 128 but width 512. It doesn't draw anything visible, though, but this seemed odd.
  • Finally, bloom time. It textures from our framebuf onto 0x040883c0. Includes RGBA, but no blending/clut/tests, just copied straight as 8888.
  • This is when things get weird. It textures from 0x042cc000 (depth), again to 0x040883c0 but now as 565. It uses a CLUT to translate shades of blue, green, and black (clut16 >> 1) & ff. I'm assuming this is depth texturing. Again, no tests or blending so... it just overwrites the previous step?
  • It then copies this to the screen, as 565 (not properly 8888), no blending...
  • It keeps doing this in 16px wide bands.

I think I missed something, but essentially this uses:

  • Bit swapping of framebuffer target 565/8888 (Kingdom Hearts hack clears to black in Vulkan.)
  • Depth buffering.
  • Render to offset.
  • Probably some CPU mucking with the depth or temp buffer because even software is wrong, in a way that suggests the dump missed this.

Complicated effects here...

-[Unknown]

@DanteDraconi
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Hey sorry for the bump

Using v1.9.3-355-g3f382ec9d this still happens to MX vs ATV Untamed
I remember some older versions being either all black or showing the sky + black terrain, might be wrong though. But I'm unaware if it helps in any way

PPSSPPWindows64_rKpl0Y6GfZ

ULES00993_0001.zip

Stepping through the GE debugger i noticed there's a point where it looks fine but the 16px bands Unknown mentioned get drawn on top of

@hrydgard hrydgard modified the milestones: v1.10.0, Future Mar 9, 2020
@Panderner
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Panderner commented Nov 3, 2020

v1.10.3-1117-g3e6d12101 Just black screen only sound effects and music

@Panderner
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88e772c fixed menus and fmvs but still black screen in-game only hud.
Screenshot_2020-11-04-07-35-21-25_2f85358b2198d26f8aca533d68bee793

@Panderner
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v1.10.3-1614-g3aa099f2d same happens tried OpenGL and Vulkan
Screenshot_2021-01-23-12-14-14-528_org ppsspp ppsspp

@sum2012
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sum2012 commented Jan 23, 2021

Redo: I get a_dbg_assert_ in v1.10.3-1614-g3aa099f2d
1
2

@MiguelCardonaG
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On Android you also have the same problem/error.

#13993

@hrydgard hrydgard modified the milestones: Future, v1.12.0 Feb 8, 2021
@hrydgard hrydgard modified the milestones: v1.12.0, Future-Prio Aug 29, 2021
@ghost
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ghost commented Oct 9, 2021

ReinterpretFramebuffers ON
Screenshot_2021-10-09-16-05-06-530_org ppsspp ppsspp
ReinterpretFramebuffers OFF
Screenshot_2021-10-09-16-06-04-537_org ppsspp ppsspp

@ghost
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ghost commented Jan 2, 2022

LOL I was about to check if replays recorded from the PSP could work on PPSSPP but the game shits itself for most of the replays.
The only one I got that looked correctly is this one:
image

Also the game is very stuttery and slow in places.

@ghost
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ghost commented Jan 9, 2022

Software
Screenshot_2022-01-09-08-22-58-133_org ppsspp ppsspp

@Panderner
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Software Mode
Screenshot (19)

@Panderner
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Please note that hardware modes hit 100% of cpu usage for my I3-12100F

Hardware mode:
Screenshot (20)

Software Mode:
Screenshot (23)

@Panderner
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Here's a screenshot for Untamed running software mode
PPSSPP v1 13 1-447-g192133878 24_08_2022 8_29_56 pm

@Panderner
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Only MX vs. ATV: On The Edge is playable for hardware modes
Only for Reflex and Untamed is affected.

@ghost
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ghost commented Aug 26, 2022

ReinterpretFramebuffers ON Screenshot_2021-10-09-16-05-06-530_org ppsspp ppsspp ReinterpretFramebuffers OFF Screenshot_2021-10-09-16-06-04-537_org ppsspp ppsspp

This is kinda improved in the latest build.
Screenshot_2022-08-26-19-38-41-032_org ppsspp ppsspp

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