Open GoogleCodeExporter opened 9 years ago
I can confirm this has never worked right, and that it affects the PAL version
as well
as NTSC. I'm honestly not sure what causes it. I tried all manner of
roundmodes and
clamp modes, Full FPU mode, etc. Nothing seemed to affect it at all. And it's
pretty
much been consistent between sVU, mVU, and many of Refraction's VIF/GIF changes
(tho I
hardly tested them all).
If anyone could shed light on the origin of this bug, it'd be swell ;)
Original comment by Jake.Stine
on 20 Dec 2009 at 12:07
Thanks f or shining some light on this.
I'm using D3D9 btw. I haven't tried 10.
I've tried different renderers too, so it could just be the game. I'm using an
ISO, I
haven't tried booting from the Disc.
Original comment by samurai...@gmail.com
on 20 Dec 2009 at 1:00
I'm no expert on any of this stuff, but the port of Grandia II for PS2 was well
known
for weirdness, even on a real console. Stuff like characters occasionally not
even
having textures applied to them in battles (This happened to Roan quite a bit
for
some reason) and things like that.
It might be possible, therefore, that the emulation is doing things "correctly"
if no
emulation bug is causing this, and it's simply the game's glitchy programming
rearing
its ugly head. However, I can't say I ever remember a place where the floor
textures
were missing. Character textures, definitely.
Original comment by evolutionrevolution@gmail.com
on 20 Dec 2009 at 6:07
That is what I assumed too, evolution.
The character's lost their textures and were just all black outside of battle
when I
tried to use GSdx.
Original comment by samurai...@gmail.com
on 20 Dec 2009 at 12:49
Good point. If the game is coded in a way that doesn't follow the
synchronization
rules of the PS2's DMAC/GS/IOP interfaces, then it's going to end up having
glitches
that PCSX2 can never emulate exactly the same (in much the same way the
behavior of
the game would likely differ on a PS2 Slim, due to the changes in sync caused
by the
upgraded EE chip speeds).
On the other hand, it could end up that PCSX2 ends up being less glitchy,
because it
doesn't do true parallel execution of the PS2 subsystems. This in turn
actually
limits games' ability to violate sync rules. Go figure ;)
Original comment by Jake.Stine
on 21 Dec 2009 at 3:15
On that note, I was playing Shadow Hearts 3 Covenant earlier, and the same thing
happens in that. In battle, the floors go black at some points. less annoying
than
Grandia 2, if it can't be avoided then I can still play through it :P
Original comment by samurai...@gmail.com
on 21 Dec 2009 at 4:57
I have problem with character's texture at first, but when I enable Logarithmic
Z in
GSdx9 that problem's gone. Hope that this will help.
Original comment by storager...@gmail.com
on 15 Mar 2010 at 10:14
Hey there. Just wanted to pop in and say that this is still occurring in the
game as of r5265, even with the GSdx plugin. I only tested GSdx (in DX11
Hardware mode), I didn't check out the other video plugins.
By the way, this game also uses a debugger similar to the one used in Grandia
Xtreme and 3, but as it was stated before, this port is kinda messy. I don't
have a code to activate the debugger at the moment, but you can do it easily by
modifying the game's configuration files to turn the DEBUG from OFF to ON. You
can check out the battle debugger to see if anything changes the problem.
Here are some videos of the debugger in action on the Dreamcast version, the
PS2 version works the same way but some of the features are broken:
http://www.youtube.com/watch?v=BPh_jUITYnc (BATTLE)
http://www.youtube.com/watch?v=eWfqeD6g9nQ (IN GAME)
Maybe this might help iron out the problem some more.
Original comment by knuckles...@gmail.com
on 3 Jun 2012 at 4:19
I checked it out further, and I think it has something to do with the lighting
of the area (I noticed this problem can occur on field maps as well). With the
battle debug, I was able to slowly get the grey parts of the floor it's
textures back by going to SCENE > LIGHT DATA > and increasing the RNG FAR
value. The higher the number, the more the grey seems to disappear. Here are
some screenshots:
(Note: These are the minimum values that alter the appearance at this angle):
http://i.imgur.com/AcpOB.png (196)
http://i.imgur.com/YrkEj.png (206)
http://i.imgur.com/u11L0.png (316)
http://i.imgur.com/WDqAC.png (646)
I would like to post a code so you can get to the debug stuff, but I'm having
trouble finding out when the game loads FIELD.INI into memory, since I can't
find these values from within memory either. I was only able to set the
SYSTEM.INI's param for debug to 1 with a code, but that doesn't seem to do
anything. So you have to modify your ISO to get it to work. I made a PPF patch
that you can use for the time being.
http://dl.dropbox.com/u/38216/Grandia%20II%20PS2%20(USA)%20debug.ppf
Just make sure to keep a backup of your original copy just in case. To get the
debug stuff to appear, at the title screen after pressing start go to Settings
and press Start/O/X (I forget) and then you'll appear in town. Just use the MAP
JUMP debug feature to warp to a map instantly with monsters on it like 2401 by
pressing and holding down Triangle and press Start to bring up the Top Menu.
Then while Triangle is still being held down, use R1 to go the selected page
and L1 to go back a page. Go to DEBUG MENU1 > MAP_JUMP > and change the CHANGE
MAP value using the D-Pad. Once you selected a value you'd like to try out,
hold down Triangle and press Circle and you'll warp to that map. This is all
done with Controller 1!
Then find a monster and get into battle with it. To access the debugger during
battle, you need to use controller 2. It's not as crazy as the FIELD debugger,
though. Just press X or O I think and browse through the menu like you would on
any kind of menu. You can interact with the menu settings without "pausing" the
game.
Hope this helps. If you need savestates/gsdx dumps let me know.
Original comment by knuckles...@gmail.com
on 3 Jun 2012 at 5:35
Hey, just posting that this is still occurring with r5492 with GSdx. My
previous comment should help you fix the problem, though.
Original comment by knuckles...@gmail.com
on 13 Jan 2013 at 9:18
Thanks for the update but we've already looked into this and there's no obvious
flaw here.
I suspect a problem with either the EE FPU (if the game does lighting in
software) or one of the VUs if it uses those.
The debugger is interesting but not really helping out here, sorry.
Original comment by ramapcsx2
on 13 Jan 2013 at 9:43
Well, one more update I just found:
The game has issues with the PS3 as well. The EE+GS PS3s work
but the ones where they emulate the EE (and VUs) has all kinds of glitches.
Original comment by ramapcsx2
on 13 Jan 2013 at 9:55
Heh, I actually played through and finished Grandia 2 on a EE+GS PS3 and it
does work, but the framerate can get pretty bad in crowded areas. I think that
was always a problem though. I never saw any graphic problems like these
though. Weird about the later PS3 models though.
I tried running the game again with ZeroGS 0.97.1 (not sure if this was ever
updated, I need to clean out my plugins folder)and the texture problem is still
there. Fog has a incorrect color though, it's blue but should be orange.
http://i.imgur.com/ABWul.png
The texture problem itself doesn't happen in all battle scenes though, as far
as I can tell....
Original comment by knuckles...@gmail.com
on 13 Jan 2013 at 10:09
Well, from the cross check with software EE/VU PS3 models, we can tell that
it's not a GS problem at least.
That leaves issues with a FPU or VU command. Either a PS2 hardware quirk that's
not yet known or simply a floating point precision difference again.
Original comment by ramapcsx2
on 13 Jan 2013 at 10:14
Has there been anymore updates on this issue at all?
Original comment by NaesakiS...@gmail.com
on 13 Apr 2013 at 11:34
I believe the problem still occurs as of 1.2.1 (r5875).
Original comment by knuckles...@gmail.com
on 5 Feb 2014 at 8:29
i am running r5878 and the floors are still grey. there is one point that i
keep freezing on right after i return from the moon. Here is a screen,
http://i.imgur.com/eBNsSbm.jpg
I Tried some of the stuff in the Gamefixes section as well as tinkering with
some other options, but really this is the first problem i have had. Any ideas
on how to get it to stop freezing on this one part?
Original comment by surfer5...@gmail.com
on 19 May 2014 at 11:02
Original issue reported on code.google.com by
samurai...@gmail.com
on 19 Dec 2009 at 10:23