Closed karasuhebi closed 1 year ago
I see what you mean, not quite sure where that bug is gonna lie. ZeroGS is massively based on GSDX, so it could be an inhereted bug, or it could be a VIF Unpack thing (the intro relies heavily on skipping writes on this).
Im not sure when the dynarec vif unpack came in, can you try it on 0.9.8 or something to see if the glitch exists there?
0.9.6, 0.9.7 and 0.9.8 all have it.
EDIT: I meant to say that all 3 of those versions have the same bug as the latest nightly.
have what? the pixels or the bug?
Oh sorry, I meant the bug. XD
OK :P Just wanted to check!
So if it happens even before the VIF unpack change, do we still think it might be a core bug then? Or could it be a GS plugin bug?
Still doing it as of the latest nightly, 1.3.1-1198.
Yeh it's not something we've looked in to, 1 pixel being wrong isn't really something which is a priority :p
It's not about the couple of pixels that are wrong, that doesn't really bother me. It's what fixing that (possibly) core issue could fix on other games. Maybe even undiscovered bugs. Who knows?!
well that's it, we dunno what's causing it, it could just be a rounding problem, which may have very little effect on other games, it could be a massive oversight that fixes a ton of bugs, who knows!
if it does it in the software renderer, then I would say it's likely a core issue.
Then I'll mark it as such and see if it ever gets solved :p
it could just be a rounding problem
Should I try changing Round mode on EE/IOP and VUs to see if it fixes it then?
Might worth to check the mmi overflow, who knows!
How do I do that? Or is that something on the developer side?
@gregory38 I was thinking that when I was replying last night lol
@karasuhebi It's something on the developer side mate, something we are actually planning on looking in to shortly.
Oh OK sweet. Well let's hope that fixes this and many other problems then. Keep me posted please. Thank you!
Any news on this one?
Did you test latest git?
Just tried it. It still does it. :(
Do you still get this bug too? https://github.com/PCSX2/pcsx2/issues/995 If not, it should be closed.
This is a GSdx regression, introduced between PCSX2 0.9.4 and 0.9.6.
Just a heads up: This is the bug: http://i.imgur.com/dqIuS2k.png
The bug is also pointed out in the image that comes with the GS dump. ;)
SW or HW or both regression ?
@gregory38 It's broken for both SW and HW renderers.
But was both renderer good on 9.4 ?
Yes, both are fine on 0.9.4.
i don't think the pixils are missing. if you watch it in hardware mode they are clearly rendered but then are covered by some sort of artifact.
It's an EE transfer that is overrunning on that bit of memory where the logo is. Dobie has the same problem.
it looks a bit like an alpha issue that gets more and more opaque
It's not an alpha issue, a rogue write is screwing up the depth for that area causing it not to draw the logo.
using v1.7.4662 still an issue here is a GS Dump https://mega.nz/file/kjY0ERAb#cgl4JAFu2IA9yeddPSvcL3nYQsJNzQKAPhoPJ-sQFEk
There's an issue with FFX's intro sequence; the one that plays when you boot up the game, not the (very) similar one that plays when you start a new game. If you look closely, you will see some pixels missing from Yuna's sleeve. This doesn't happen on the PS2. I think it's a core bug because it happens on GSdx's D3D11 and OGL (hardware and software) renderers, as well as ZeroGS.
Here's what it looks like in PCSX2 (slowed down 50%): https://www.youtube.com/watch?v=-IS79MpQppw
And here's what it's supposed to look like: https://youtube.com/watch?v=ktTu6SGxZt0?t=174