Open PatrickvL opened 7 years ago
From @ObiKKa on April 16, 2017 6:52
I tested Turok (US version) on the last build two days ago before the newest PR with libyuv video & pitch fixes that was pulled in just now. And I see that vertex shading or the whole in-game graphics look absolutely rock-solid or at least I think so. No black textures. Tested on Nvidia GeForce GTX 750 Ti (Not recently updated driver). Oh well, I gave up on continuing as the controls are better off with a gamepad. My test of Futurama (US version) cannot be helped as like some others an exception code error message stopped it going past the first intro screen.
From @ObiKKa on April 20, 2017 22:27
I may re-use this issue page if that's OK. But I seem to have a similar problem as Battlestar Galactica. On the first one or two tries the game didn't show the movie video (PR #383 - Overlay fixes?) except for the splash screen and Acclaim intro. But after getting to the menu and ingame I restarted the game again but was never able to enter the menu again, like in BG. I think this seems to be a caching problem introduced by the new PR #384 (Implement HLE cache).
Below is the corrupted video (which seemed to run indefinitely) after the previous time when I was able to reach the menu):
Turok: Evolution (Xbox) Status: Half-Playable / Ingame Realtime Footage"
Pulling in some information from #188:
From @PatrickvL on January 19, 2017 1:17
In Turok, the background images in the Cheats and Artwork gallery menus are garbled differently than before. Possibly happened when I picked up the conversion of paletized textures (for Battlestar Galactica). I discovered during tests when I was disabling most of the XG(Un)swizzle patches.
I've checked in an older (my OOVPA refactoring) branch, that these images were already damaged (although garbled differently) before.
From @BenNottelling on July 30, 2017 20:41
Still partially affected.
On Intel graphics (not too sure about AMD) Turok has major graphical issues; it will only render half of the menu graphics, and won't display any 2D interface at all. When you try to go in-game, the emulator display will just freeze to what the first screenshot below shows, however you can still hear the XMV audio, and in-game audio, when you try to interact with it, but just nothing shows up at all. Nvidia graphics remains unaffected by this, and will render in-game and videos normally.
Old video from JGG before Luke's early introduction of Patrick's DXBX pixel shader conversion. Graphics still are missing some stuff (blacked out textures on parts of the ground). Big running dinosaur in main menu background has render draw problems.
d784ce1f (2018-04-07): tested using HLE mode, Windows 10, Nvidia GPU There's some issues in video
Tested on Cxbx-Reloaded/Cxbx-Reloaded@15335306:
Credits screens showed up properly, but the opening cutscene rendered... strangely (Update: All pre-rendered cutscenes showed up like this):
Menu graphics still broken, but a new error has come up regarding blocks free:
Loading screens look proper:
No other changes to report with in-game rendering or textures. All of the character's animations are rendered and present, and the rest of the environment appears unrendered, with a lot of pop-in.
Using build Cxbx-Reloaded/Cxbx-Reloaded@4513a654: Cinematics still have the odd half-interlacing effect, but more importantly, the main menu is rendering (mostly) correctly again!
Opening in-engine cinematic:
And in-game!
EDIT: Almost forgot the kernel info - KrnlDebug.txt
EDIT # 2: will do more testing later to see if the rest of the geometry is rendering as well. Also, of note, I forgot to capture it, but during the in-game cinematic and in-game, there was a bit of pop-in with textures at the far end of the render distance. I'm not sure if this is was the same on the console, if it's my computer bugging out, or if it it's something the emulator is doing.
Okay, a followup on my previous update: The pop-in I thought I was seeing is the lighting coming in incorrectly in a radius around the player. Once a model (enemy, tree, pickup) comes within that sphere, it gets lit up more than it should:
That picture also shows that all geometry is now loading properly, it just seems to be models that are lit improperly. There's also a weird issue where there will be a half second here and there when a lot of action is happening that the video will freeze, but the background music will continue to play. Since this was also the first time I was able to get past the first section, I can also confirm that the autosaves are broken, just like the New Game save, as previously mentioned:
At this point, the game is rendered unplayable because pressing "OK" loops back to the same screen. Here is an updated KrnlDebug featuring a longer play session (the uncompressed file is 125MB !!!) (I think "RenderStateSimple is unsupported" :P ) KrnlDebug.zip
So... I had an idea. I nuked the original save files in the emulated partition and unfortunately, that only had the change of being able to create a new save, not actually autosave properly. I got the same "Save Failed" message again.
Plus, a new, fun bug! Going underwater causes both the character model and HUD to disappear AND the game slows to a crawl. But only after the point where the "underwater" texture would be applied:
Update for 2b8ba74a:
Underwater textures work now and the HUD doesn't disappear, however, it slows the game to a crawl and the sphere 'o bloom is still there:
And saving still fails, same issue as before.
As of df22c8b, the following update:
This black bit on the menu pops in and out and that used to not happen, once in-game all hell breaks loose :D Xbe.txt KrnlDebug.txt