Stircrazy69 / pcsx2

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Silent Hill 2 and 3 not displaying fully in window or fullscreen after GSDX update. #526

Closed GoogleCodeExporter closed 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.)

-- Silent Hill 2 and 3 function properly on all of the builds I've tried
when using specifically older GSDX plugins.

2) What steps will reproduce the problem?

--1. Choose the GSDX for r2061 or later (I can only use SSE2, so I can't
confirm for similar issues with SSE3 or 4.
2. Run game.
3. Image will only display in top half of the window or fullscreen.  The
bottom half will be black (blank).  The full picture is there in the top
half of the screen where display is functioning.

3) What exactly happens when you experience this issue (listing any console
errors or screen output you receive)?

-- I don't receive any specific console errors when running either of these
games with any of the GSDX plugin sets.  It appears that between GSDX 2058
and GSDX 2061, the problem occurs.

4) What version of PCSX2 are you using? On what operating system? Plugins?

-- I'm currently using r2409.  I've also tested and confirmed this on the
1888 beta.  Again, I don't know if this is only for the SSE2 version of the
2061 and later plugins or if it affects the SSE3 and 4 versions as well.  I
am operating on Windows Vista Home, with a 2.2 GHz processor and a GeForce
9500GT video card.  I normally use DX10 Hardware with Native Resolution
selected.  

5) Please provide any additional information below.

-- Messing around with any of the GSDX options in 2061 or later seems to
have no effect on this.  Native Resolution, playing with the D3D, switching
between DX10 and DX9, Hardware or Software.  Wasn't sure if any of these
would be relevant to the issue, but at least now you know. :P

These are the only games I've encountered this issue with...I haven't tried
SH4, but I wouldn't be surprised if the same result came about.  Notably,
SH:Origins does not suffer from this specific problem.

Original issue reported on code.google.com by NegFac...@gmail.com on 5 Jan 2010 at 9:38

GoogleCodeExporter commented 9 years ago
Seem to only affect SH2 and SH3 NTSC versions. My PAL copy of SH2 is fine.
The bug is known btw, also what causes it. A fix is in the works, kinda :p

Original comment by ramapcsx2 on 5 Jan 2010 at 10:16

GoogleCodeExporter commented 9 years ago
Any word on this rama? It's been a while now and I was wondering if there's any
progress with the fix you mentioned. It's currently still broken in the most 
recent
revision of GSdx & PCSX2.

Original comment by dekar...@gmail.com on 21 Mar 2010 at 2:43

GoogleCodeExporter commented 9 years ago
None. You'll see when it's fixed, I'm sure :p
(Until then, use the version that works.)

Original comment by ramapcsx2 on 21 Mar 2010 at 3:48

GoogleCodeExporter commented 9 years ago
Any progress or updates on this issue? I'm having the same issue as described 
above
with my NTSC copy of SH2, but the only copy of SH3 I have is PAL and it 
displays just
fine. Playing the game with older plugins works, but it would definitely be nice
playing the game with the latest revision for better speed, and I also like the
scaling and Anti-aliasing options that are availbale in the newer revisions.

On a side note, my SH3 asks before startup whether to display in PAL/NTSC and 
the
screen only displays half if I choose NTSC rather than PAL. Just in case this 
helps
in any way, although you did say you already know the cause of the issue.

Was just hoping to play SH2 again after I finally got to play Origins with the 
recent
fix :)

Original comment by swg1...@gmail.com on 16 Apr 2010 at 9:50

GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago
I just wonder will this code in GetDisplayRect break any games?..
if ((m_regs->DISP[i].DISPLAY.DH==0x37f)&&(m_regs->DISP[i].DISPLAY.MAGV==0)) {
    m_regs->DISP[i].DISPLAY.DH=0x1bf;
}
It fixes Silent Hill games...

There's no vmode 512x896 as far as I know... Either DH reg or MAGV reg is set 
wrong somewhere... The game uses simple NTSC480i which should have (DW=2560, 
DH=448, MAGH=3, MAGV=0)

Original comment by eliotfur on 5 Jul 2010 at 3:50

GoogleCodeExporter commented 9 years ago
It's actually trying to do 512*448, and GSdx picks some interlace flag up (or 
not) and applies hacks (or not).
The whole system is bogus and needs reverse engineering first to actually fix.
Pseudonym is working on it occasionally, so maybe we'll see it fixed some day.

I'd rather not add your hack btw, because it'll most likely break some other 
weird game.

Original comment by ramapcsx2 on 5 Jul 2010 at 10:03

GoogleCodeExporter commented 9 years ago
Issue 819 has been merged into this issue.

Original comment by ramapcsx2 on 27 Jul 2010 at 12:36

GoogleCodeExporter commented 9 years ago
I confirm the issue on SSE3 and SSE4, all right.

Rama, could you please make a test GSdx plugin with eliotful's hack 
implemented, maybe as a checkbox which can be turned on and off in plugin's 
setup?

Original comment by missdonn...@yahoo.com on 7 Nov 2010 at 7:51

GoogleCodeExporter commented 9 years ago
Why don't you just get the code, change some lines and compile your own 
"Special for Silent Hill" version?.. It's not that difficult...

Devs don't want to implement hacks, they aim on perfect emulation WITHOUT hacks 
and trying to get rid of them as much as possible...

Original comment by eliotfur on 7 Nov 2010 at 11:00

GoogleCodeExporter commented 9 years ago
eliotfur, might I ask for a link to some kind of a How-To manual? :)

I agree with the devs' "No Hacks" policy, but unfortunately some of them still 
have to be implemented, a real hack-free emulation would be too slow yet.

Original comment by missdonn...@yahoo.com on 7 Nov 2010 at 8:22

GoogleCodeExporter commented 9 years ago
Devs whote some for you already: CompilationGuideForWindows

Original comment by eliotfur on 8 Nov 2010 at 8:04

GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago
If you've compiled it, Eliot, then just host it. What's the use of every PCSX2 
user going through the trouble of doing what you've already done?

Your work would be appreciated by the community... and perhaps we'd have a 
better chance finding out if your fix would break any games if you let people 
test it.

Original comment by SlyMaels...@gmail.com on 21 Nov 2010 at 4:17

GoogleCodeExporter commented 9 years ago
I'd like to, but links to modified versions are forbidden...

Original comment by eliotfur on 21 Nov 2010 at 9:36

GoogleCodeExporter commented 9 years ago
eliotfur:
Official forum rules don't strictly apply here.
Feel free to attach your work. As long as it's not piracy / warez related 
anyway ;)

Original comment by ramapcsx2 on 21 Nov 2010 at 7:59

GoogleCodeExporter commented 9 years ago
Okay then...
Silent-hill version of pcsx2 based on r3693
SSE2: http://dl.dropbox.com/u/12388151/GSdx-SSE2-r3693m-SilentHill-fix.dll
SSSE3: http://dl.dropbox.com/u/12388151/GSdx-SSSE3-r3693m-SilentHill-fix.dll

Original comment by eliotfur on 21 Nov 2010 at 8:34

GoogleCodeExporter commented 9 years ago
Very much appreciated... now I will stick to my end of the bargain and try it 
with the dozen or so games I have available. In a week or so I'll grab a stack 
of games from a friend and try all of them out, too.

Original comment by SlyMaels...@gmail.com on 22 Nov 2010 at 2:04

GoogleCodeExporter commented 9 years ago
Silence is a virtue...

Original comment by pg...@yahoo.se on 8 Apr 2011 at 6:06

GoogleCodeExporter commented 9 years ago
Hey, sorry I didn't respond to this... I can confirm that the files posted by 
eliot both fix Silent Hill 2 and 3 on my machine (specs attached) and cause no 
noticeable alteration to the following games: 

Castlevania: Lament of Innocence (NTSC-U), Dark Cloud (NTSC-U), Dark Cloud 2 
(NTSC-U), Devil May Cry (NTSC-U), Final Fantasy X: International (NTSC-J), 
Final Fantasy X-2 (NTSC-U), Final Fantasy XII (NTSC-U), God of War (NTSC-U), 
God of War (NTSC-U), Grand Theft Auto: San Andreas (NTSC-U), Grand Theft Auto: 
Vice City (NTSC-U), ICO (NTSC-U), Kingdom Hearts (NTSC-U), Kingdom Hearts 2 
(NTSC-U), Metal Gear Solid 2: Sons of Liberty (NTSC-U), Metal Gear Solid 3: 
Subsistence (NTSC-U), Prince of Persia: The Sands of Time (NTSC-U), Prince of 
Persia: Warrior Within (NTSC-U), Resident Evil 4 (NTSC-U), Resident Evil: 
Outbreak (NTSC-U), Resident Evil: Outbreak File #2 (NTSC-U), SSX Tricky 
(NTSC-U), Shaddow of the Colossus (NTSC-U), Tekken 4 (NTSC-U), Tekken 5 
(NTSC-U), Tomb Raider Anniversary (NTSC-U), Tomb Raider: Legend (NTSC-U)

Attached are my DxDiag dump and my PCSX2.ini and GSDX.ini files.

Original comment by SlyMaels...@gmail.com on 27 May 2011 at 1:35

Attachments:

GoogleCodeExporter commented 9 years ago
Uh Silent Hill 2/3 shouldn't have that problem with GSdx r4630 and newer, does 
it still have it for yours?

Original comment by shadowladyngemu@gmail.com on 27 May 2011 at 11:13

GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago
I have no idea as I'm only concerning myself with the fact that the latest 
binary distribution is r4600 and this issue has yet to be marked as closed. 
There is also nothing in the r4630 log that would suggest this is fixed.

That said, if you claim that it's fixed then I'll go ahead and compile the 
latest revision tonight and try to confirm it. Then hopefully one of the admins 
will mark this as completed and close it out.

EDIT: Ok, so I tested out the latest revision (r4677 as of this comment) and, 
yes, the issue as described is not currently occurring on Silent Hill 2 or 3. 
In fact, this appears to have been fixed prior to 9.8.0, but in fact, the fix 
implemented in the release and the current revision causes some vertical breaks 
in the graphics similar to what is seen on Tekken 4 and 5 when using anything 
but native resolution. This type of behavior didn't occur in the version posted 
in this issue thread, so the fix would appear to be different in the trunk or 
something else is causing the new issue. Regardless, if everyone is confident 
that the fix done in the trunk is implemented correctly and doesn't need 
revision then I would vote this issue as completed.

Original comment by SlyMaels...@gmail.com on 28 May 2011 at 3:29

GoogleCodeExporter commented 9 years ago

http://dl.dropbox.com/u/15589663/sho-a.jpg

http://dl.dropbox.com/u/15589663/sho-b.jpg

Original comment by Palodelo...@gmail.com on 2 Jul 2011 at 5:21

GoogleCodeExporter commented 9 years ago

Original comment by ramapcsx2 on 3 Jul 2011 at 2:55