Open GoogleCodeExporter opened 9 years ago
It's a GSDX bug, that appeared around 1200 and ZeroGS have the similar one
(depth
targets was not updated). I fix this in ZZogl, so I think this bug should be
GSDX
specific.
Original comment by Zeydl...@gmail.com
on 9 Jul 2009 at 8:30
It's caused by GSdx r1412, before that it's the shadows that are see-thru.
Original comment by shadowladyngemu@gmail.com
on 9 Jul 2009 at 10:40
Zeydlitz you've made my day! I didn't think of checking it with ZZogl, since
I've
checked ZeroGS and it had the same problem. Will be playing the game with your
plugin.
Just wondering though does the cause of this in GSDx lead to problems in other
games?
Should Gabest take issue with this or is this a standalone problem not worth
the time
tinkering with?
Original comment by Moonra...@gmail.com
on 10 Jul 2009 at 2:35
This bug still occurs in current svn head, r2116. Windows 7 x64, GTX 260. No
speedhacks, all non-crashing combinations of settings in the GSDX setting
window.
Bug present on GSDX hardware, but not software. It's not present on ZZogl,
though
other bugs and performance issues prevent me from playing it that way.
The partial fix posted here by ShadowLady: http://forums.pcsx2.net/thread-10322-
page-2.html is effective, though at the cost of producing another, lesser bug
as
described (shadows are drawn in incorrect Z order, but everything else is
okay). To
make this report more concrete, I have attached a .patch file of this partial
fix.
In short, it applies a fix for SMT Nocturne, another game using the same
engine, to
also work on this game.
I don't know how useful "me-too!" comments are to you folks, but hopefully
attaching
a patch helps. While this change does not make the game perfect, it does make
it
playable.
Thank you so much for all your hard work. If there is something else I can test
for
you, I will be happy to do so.
Original comment by laki...@gmail.com
on 3 Nov 2009 at 12:00
Attachments:
Original comment by Jake.Stine
on 4 Nov 2009 at 1:41
Patch committed.
Original comment by ramapcsx2
on 4 Nov 2009 at 10:59
How do I apply the attached ddspatch.patch to my Nocturne ISO for use in PCSX2?
Original comment by seth.hu...@gmail.com
on 5 Dec 2009 at 6:57
Issue 548 has been merged into this issue.
Original comment by Jake.Stine
on 23 Jan 2010 at 1:28
thank you.
I am sorry for the mistake the usage of good and the forum too much my English.
It is a patch by which this source code corrects the issue of software for
Japanese.
Could you apply to "GSCrc.cpp"
{0x44865CE1, SMTDDS1, JP, ZWriteMustNotClear}, // SMTDDS1
{0xE47C1A9C, SMTDDS2, JP, ZWriteMustNotClear}, // SMTDDS2
{0xD60DA6D4, SMTNocturne, JP, ZWriteMustNotClear}, // SMTNocturne
{0x0e762e8d, SMTNocturne, JP, ZWriteMustNotClear}, // SMTNocturne Maniacs
{0x47BA9034, SMTNocturne, JP, ZWriteMustNotClear}, // SMTNocturne Maniacs
Chronicle
Edition
Original comment by passion8...@gmail.com
on 23 Jan 2010 at 1:39
Re-opened, because this really isn't even fixed. The patch is only a partial
fix with
other negative side effects. So this needs better attention.
Original comment by Jake.Stine
on 23 Jan 2010 at 1:42
If you do keep adding CRCs, all the EU versions of Nocturne (Lucifer's Call in
the
EU) and DDS need to be done also.
Nocturne EU is 0xF0A31EE3
I don't know the DDS EU CRCs.
Is giving you guys CRCs even helpful or do you have a big database someplace
anyway?
Original comment by laki...@gmail.com
on 23 Jan 2010 at 6:01
I don't experience object depth bugs in DDS(PAL), but sometimes the shadows
from a
character model clip through themselves. I guess that's the trade-off from the
hack
in Gsdx, as my CRC is listed in GSCrc, right?
CRC: 0x1683A6BE
A couple of shots:
http://img8.imageshack.us/img8/3607/snapsgsdx20100212164928.jpg
http://img718.imageshack.us/img718/2625/snapsgsdx20100212164926.jpg
Original comment by tborsj...@gmail.com
on 12 Feb 2010 at 8:52
Right.
The issue may be that VIF downloading data from GS ram thing. Dunno yet.
Original comment by ramapcsx2
on 13 Feb 2010 at 4:53
I just want to highlight this clearly, I'm not sure if tbor has stated this
clear enough: The problem with the geometry has been solved. I'm able to play
Lucifer's Call/Nocturne without graphical glitches now (at least with none
related to this issue). The only thing left are the clip-through-shadows, as he
already stated.
Original comment by marius.h...@googlemail.com
on 31 Aug 2010 at 3:28
[deleted comment]
The geometry clips if using Codebreaker codes with the Codebreaker .ISO. I've
never gotten pnach files to work for some reason, so I don't know if it's that,
too.
Original comment by deletion...@gmail.com
on 4 May 2011 at 7:39
same problem on onimusha, with treasure chests and other things.
only concerned about the chests though. kind of ruins it a little bit
Original comment by latencys...@gmail.com
on 19 Sep 2011 at 8:58
[deleted comment]
warlords
Original comment by latencys...@gmail.com
on 19 Sep 2011 at 9:00
I'd like to add that the shadow clip doesn't happen in software mode rendering
(that appears to be ok, although quite slow). With ZeroGS there is still the
see through bug.
Original comment by lkm...@gmail.com
on 14 Apr 2013 at 9:33
Original issue reported on code.google.com by
Moonra...@gmail.com
on 9 Jul 2009 at 6:16