Stircrazy69 / pcsx2

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See through geometry in Shin Megami Tensei: Digital Devil Saga 1 NTSC #304

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
1) Did the game ever work correctly (i.e. not have this problem) on the
Official PCSX2 build or an earlier version of PCSX2 playground?
(If so, please specify the latest pcsx2-playground or Official revision
that last worked.)
Checked on rev.1451, 1442, 1279, official  0.9.6 with and without ALL 
speedhacks, both on mVU and sVU.

2) What steps will reproduce the problem?
Load the game and get to the first scene where you have control of the 
character.

3) What exactly happens when you experience this issue (listing any console
errors or screen output you recieve)?
The geometry and lights are see-through as can be seen from the screenshots 
1 and 2 respectively. On thhe first one the character is behind the table, 
whereas he looks as if he's standing on it. On the second you can see 
ceiling and wall lights that are supposed to be hidden from view.

4) What version of PCSX2 are you using? On what operating system?
SVN 1451. WinXP SP2, C2D E6850, 2Gb Ram, 8800GT

5) Please provide any additional information below.
This effect is present on both GSdX 9HW and ZeroGS 0.97.1. In GSDx 9SW this 
effect is gone. 

6) Attachments.  
Screenshot 1. http://img3.imagebanana.com/view/eab5d8h4/SMT_DDS1.jpg
Screenshot 2. http://img3.imagebanana.com/view/83m9qdyy/SMT_DDS2.jpg

Original issue reported on code.google.com by Moonra...@gmail.com on 9 Jul 2009 at 6:16

GoogleCodeExporter commented 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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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:

GoogleCodeExporter commented 9 years ago

Original comment by Jake.Stine on 4 Nov 2009 at 1:41

GoogleCodeExporter commented 9 years ago
Patch committed.

Original comment by ramapcsx2 on 4 Nov 2009 at 10:59

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
Issue 548 has been merged into this issue.

Original comment by Jake.Stine on 23 Jan 2010 at 1:28

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago
warlords

Original comment by latencys...@gmail.com on 19 Sep 2011 at 9:00

GoogleCodeExporter commented 9 years ago
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