Open PatrickvL opened 7 years ago
From @blueshogun96 on May 3, 2017 23:43
http://ngemu.com/threads/svn-rev-159-vs-153-and-panzer-dragoon-orta.134298/
I wanted to reference this thread on ngemu, as StrikerX3 has mentioned some things that help diagnose the issues with Panzer Dragoon's threading and audio issues. I'll look into those later and find out what's going on. I hope I'm not the only one who has this game, I could use anyone and everyone's help with it! :(
Shogun.
Thanks for the link - I completely forgot about that. Lots of usefull information in there.
From @RadWolfie on May 19, 2017 17:40
Not sure if @blueshogun96 or anyone else noticed... It's having a problem creating files in Z: drive due to non-existing folders aren't creating it before create files in it. I had done little bit of troubleshooting, it turns out a file is attempted to create in sprite/font folder first, then it just goes in a loop. Aka spam of IoCreateFile error messages.
From @Sarkie on May 20, 2017 5:34
If it's trying to make physical files on your disk, procmon might be useful.
If it's virtual you can ignore me
From @ergo720 on July 25, 2017 18:52
In version 3ca1a354, the game still has the same problems reported above: the tutorial is playable (but with corrupted graphics) and starting a new game will cause an infinite black screen (the log shows the same IoCreateFile function repeatedly called like it was reported by RadWolfie). The input is randomly broken because it selects the options by itself and if I use the xinput option the game doesn't respond at all. The sound works in the option menu and in the tutorial. Keep in mind that I have a promotional version of this game and I don't know if it is PAL or NTSC.
From @LukeUsher on July 25, 2017 19:6
Re: Xinput, are you sure you have an Xinput compatible controller, such as an Xbox 360 or Xbox One pad?
From @ergo720 on July 25, 2017 19:16
Right, I have a ps2 controller with a usb adaptor that is why it doesn't work with xinput. Thank you for let me noticing this.
Shader issue and graphical glitch
[There is no PSDef List since no shader was loaded]
At a quick glance, the following shader issues were encountered by this title:
(31) : (Assembly Error) invalid register 'oB0'
(32) : (Assembly Error) invalid register 'oB1'
Too many arithmetic instruction slots used: 9. Max. allowed (counting any co-issued pairs as 1) is 8.
Total number of instruction slots used too high: 13. Max. allowed (counting any co-issued pairs as 1) is 12.
Hopefully, there is some method that can be used to optimise/shorten the pixel shaders. I believe Patrick had an implementation of this in Dxbx, maybe it would work here.
If this shader cannot be modified (eg. it contains no redundent instructions/operations) this issue would be unsolvable without a port of the HLE to DirectX 9, or OpenGL
I'm going to make this the issue for the retail game, anything specifically involving the demo should go in #97
Regression: now Panzer doesn't display anything and reboots to the dashboard, just like it did a long ago Version https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/commit/05661be44b2d0899727a969d416a3a408605ce16 48be201b.txt KrnlDebug.txt
Unable to reproduce, perhaps your configuration is different from mine?
One difference I noticed is you have the following features disabled:
EmuMain: PCM is enabled
EmuMain: XADPCM is disabled
EmuMain: Unknown Codec is disabled
Where I have them enabled. That shouldn't really cause an impact, but something to try.
Same behaviour with all the audio options activated. I tested Tenchu just to be sure the emu works and it booted fine. My version of this game is a promotional one, I attached the xbe dump of it in a post above Edit: I also cleaned the cache and all the partitions but the first two
Well, maybe I have an idea of what is causing this, I will check it later
Alright, I did the check but it turned out it wasn't the culprit. Instead, Panzer Orta works again with commit https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/commit/8b11cce5b6b0c5d59081cae66891068fbd2b6dea so it really is a regression Edit: I did the bisect: panzer works with commit https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/commit/ff52f93c81e020dbd17713d87924ab4b3026b939 but not with https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/commit/a4fa55519d700735021dc035765de12f3987941c
It works again for me now as well. No idea why the other day it was rebooting...
Hi, I thought I'd post this here, seems to be a rather recent issue. With the latest dev build, menus are OK, and it goes in-game (kind of). It seems to not convert some textures properly and instead displays a garbled mess. The debug console window keeps throwing this one "depth stencil" error as well. Here are some pictures:
Recent builds crash the emu even before the "garbaged" textures appear.
Wow, great improvements on latest builds:
@Aris-t2 that build looks like part of an unfinished pull request, NOT from the main repository
@PatrickvL is right, 4773b6cc revision is from directly pull request build which is not in master branch at the moment.
EDIT: Plus the pull request needs a separate pull requests as well.
Alright, I got the wrong build. Thanks for clarifying. The May 29 and 31 versions don't throw that error/warning.
Is the issue with the invisible enemies already solved and if yes, how to configure the emulator for this?
I saw this video where the enemies are present (not invisible): https://www.youtube.com/watch?v=yLnbDsSrlCI
According to the description "Build 131cc9fc (May 17 2018)" is used, but neither that build nor any other never or older solves the invisible enemies issue like shown above (https://github.com/Cxbx-Reloaded/game-compatibility/issues/113#issuecomment-390421378).
Is the issue with the invisible enemies already solved and if yes, how to configure the emulator for this?
Keep in mind that I used the demo version for this video and the results may differ from the full retail game.
You are right, the enemies are visible when trying PDO demo.
Once again great improvement on recent builds. Enemies are visible now on regular game too (not only on demo). Episode 2 was finishable because fo that.
Found out the missing textures are caused by D3D8to9 apis.
On recent builds those got disabled/removed by default and "previously" missing enemies and other textures reappeared like seen in my previous post. Testing D3D8to9 project ( https://github.com/crosire/d3d8to9/ ) causes those textures to disappear again. However D3D8to9 fixes a few glitches with missing wing textures for example. There is no final solution with/without D3D8to9, but at least the game seems to be (fully?) playable without D3D8to9.
Newest release causes game to boot to dashboard again. EDIT build ver. ec3f97e4 KrnlDebug.txt Xbe.txt
EDIT 2: Did some testing on a lot of previous builds and determined build 739151fb (Jun 26) made Panzer Dragoon stop working. Apparently this build solves dealocking in some games such as Conker but prevents this game from booting.
I can confirm neither the full game nor the demo boot up on current test/dev builds.
its still not working, dashboard error message
The issue has something to do with the input configuration.
Once you delete whatever is under [input-port-0] and replace it with
[input-port-0]
Type = -1
DeviceName =
ProfileName = """
the game boots again.
If you set something for your input, the game boots straight to dashboard again after next Cxbx start.
PDO Demo looks fine, but the "full" game offers menu garbage. Ingame graphic seem to be fine though.
The game is broken again. This time after finishing "first" boss of Episode 4.
Game heavily glitches and it is impossible to see anything.
Testet all possible graphic configurations from everything set to default to FullHD (60-144Hz).
GTX 2070. Tested - CxbxReloaded-Release-VS2019 & CxbxReloaded-Release-VS2017
Edit More tests, more errors:
(Still at the boss of Episode 4)
Actually games compatibility seems to be completely broken now. It even crashes after clearing 1st episode. Emu freezes when loading episode 2.
There are two title IDs from a couple screenshot groups in two recent posts above from Aris-t2.
He suggested that the first post covers the demo version so its title ID might be XK-009 v1.02. And the second post should cover the full game version, if that's correct. I am not sure if it matches with the old 8-digits title ID in the headline. ID is SE-007 v1.01.
Sorry for the confusion, the issue is of course about the full game. The demo screenshots from the 2019th post were about comparing the compatibility between full game an demo by that time, where the emu refused to work.
In fact the reason for my recent tests was this video https://www.youtube.com/watch?v=0d7suVy3zcE I was under the impression the game is fully playable now and wanted to give it another try without setting up my Xbox with the TV again.
The game does not seem to boot at all anymore. No sound, no audio anymore.
@bryce13950 The game boots. Remember to use default.xbe and not pd1.xbe (which also correctly works)
Version f1d09af (Jun 8 2020)
Menus work slow, but render ok. Sound stuttering (issue-audio) 3D renders almost perfect, but I get this error message in game. (CHECK LAST PIC) AKA state-crashes
The game also contains PD1.xbe, which renders and plays without any issue
Do you have any hacks enabled? I am not having any other issues with other games that would make me believe that the issue has anything to do with my computer. Can anyone else recreate your result?
Do you have any hacks enabled? I am not having any other issues with other games that would make me believe that the issue has anything to do with my computer. Can anyone else recreate your result?
You can check the krnldbg.
You have a [0x0640] code and I have a [0x1F24] (I don´t know what this means). You have YUV disabled, I have it enabled. Game´s ID, region, etc. are the same.
I´m using a RX 580 and an I5 4590. Could it be hardware related? Maybe you should ask in the Discord so we don´t spam this section.
The crash that @PipoCrazy mentioned only occurs on AMD GPUs. I get the same result on an RX570, but on a GTX 1050 I can clear the episode.
I have the latest cxbc revolution release (5-oct 20) but the game doesn't start. I can reach the tilte screen, but if I push START, nothing happens
The crash that @PipoCrazy mentioned only occurs on AMD GPUs. I get the same result on an RX570, but on a GTX 1050 I can clear the episode.
i can confirm this. works great, but crashes after a while with my HD 6670. i wonder if fixing issues related with amd cards is in the dev's priority?
From @blueshogun96 on May 2, 2017 8:57
Since @PatrickvL continuously urged me to get some code submitted, I spent all afternoon and evening working on this to make up for what I left unfinished (you guys inherited my mess, sorry about that).
I wanted to make a few comments on these, as I feel it to be necessary. There was a bug in NtCreateEvent's implementation causing the most important event handle never to get created in the first place, causing the game to hang infinitely when you try to select anything in the menus. Since Microsoft was too lazy to error check several driver level APIs (and possibly kernel APIs too), this error was never handled by the OS and hence why in the past this game only worked on Vista (I'll blog about it later; it's a LONG story). I also did a quick texture related hack since X1R5G5B5 formatted textures don't seem to be supported for me and it worked again! Funny how the issue I've been chasing years back suddenly became obvious.
Now, the 3rd image comes from the PD Demo, and the 4th comes from the final released game. I wasn't able to get into episode one for the retail because the game hangs when it tries to play an FMV. No idea why it hangs yet. The demo doesn't have a video to play so it goes ingame with minimal issues. The retail version only allows me to get into the tutorials. In either case, the sound buffer cache fills up rather quickly so you can't play it for very long. Also keep in mind that this game has some of the same visual artifiacts that Turok has (most notably that stencil-like bug) so it's good to keep it in mind.
Lastly, I wanted to state that once again you guys are doing a terrific job. Luke clearly managed to fix the broken geometry issue this game has been suffering from. I'll be submitting a pull request in a moment. Keep up the good work guys.
Shogun
Copied from original issue: Cxbx-Reloaded/Cxbx-Reloaded#418