Open Voxel9 opened 6 years ago
Very slow rendering of course right now, however I managed to get it up to the first panel prompting to create save data, before it decided to crash randomly (probably my fault as I was forcing the screen to re-draw to make it go a little faster). I'm sure it could get further, but for now, we'll settle for state-interactive.
A quick update; I can confirm the game crashes cxbx right after the CG cutscene when you begin Hero story mode. With HLE, nothing seems to get drawn on-screen at all, causing emulation to be extremely fast, but audio is perfectly normal and unaffected.
LLE brings up no messages when crashing, and just displays a "Cxbx has stopped working" message, however HLE brings up the following message:
Disregard what I said about HLE showing a complete black screen; it just got fixed! Here's a quick video to show you it all getting in-menus and whatnot (Characters from the normal race mode are also rendered at the selection screen!):
This game now crashes with a different error after the FMV:
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Cxbx-Reloaded
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Received Exception Code 0xC0000005 @ EIP := 0x0405B95F
Press "OK" to terminate emulation.
Press "Cancel" to debug.
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OK Cancel
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Now gets in-game after a couple of recent fixes!
When the first real-time cutscene begins though, if playing through Hero Story, the entire game suddenly renders as points for the rest of the emulation; not even toggling through the different render modes with F11 will affect it.
As for gameplay, if you just play a race through normal mode, the whole graphics will stay intact for a little bit, and they look rather nice! (Except for the characters that seem to have some sort of weird culling...):
Unfortunately, after the race countdown ends, a huge black rectangle blocks almost the whole screen, and similarly as before, the whole game renders as points.
The only workaround right now is just to play as wireframe:
So good to see that the framerate counters/timers are working full-time now instead of freezing whenever something goes wrong in-game or even earlier on during the intros or menus. Thanks, Luke.
A question, is this still using the HLE approach? If so, then I'm a little shocked that this LTCG title could get in-game that way and show visual results. I'm sure the programmers will be too...
This is using HLE: The LTCG isn't possible to implement with HLE, just extremely difficult & likely requires many per-game hacks based on how the compiler decided to optimize/inline functions.
Recently, some titles are showing decent results, but it is unlikely to ever become perfect with HLE. (But that's why we are working on LLE too)
With newer builds, the game now fails to detect any controller input whatsoever, even after a reconfigure. (Tested using 2d81b79)
The half black line on the screen is gone! So no framewire needed now! and no controller input issues at all. is working like a charm!
So close! The title id for this is SE-135 v1.09. The game boots fine, and it gets very close to being playable right now. All menus are navigable without issue, and I can enter the story mode where the opening FMV plays without lag. There was an issue with the FMV where by the end of the video the audio was about 20 seconds ahead of the video playback. Once the video ends, and the game starts, the emulator drops to about 2FPS, which is not very fun. :/
LTCG Title, unsupported.
Xbe.txt KrnlDebug.txt
Previous behavior: None reported
Current behavior: LTCG Title, unsupported.
Tested with build 435d6eb1 (Dec 1 2017)