cai567890 / pcsx2

Automatically exported from code.google.com/p/pcsx2
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IPU: VQ not implemented #325

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
1) Did the game ever work correctly?

Not implemented...

2) What steps will reproduce the problem?

When loading the first intro logo after the MC and disclaimer screen.

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

This: http://img220.imageshack.us/img220/9137/corrupt.jpg

The console spams "IPU: VQ not implemented" (in red flashing letters) along
with really corrupted graphics and a noticeably framerate drop.

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

PCSX 1533 / Windows XP Pro SP3

5) Please provide any additional information below.

Game title is Hisshou Pachinko Pachi-Slot Kouryoku Series Vol.7 - CR Fever
Powerful Zero. Pressing start allows the game to play normally though it
seems to get stuck at the IPU error if start is not pressed.

This is not an issue at all (which doesn't mean it doesn't exist), thought
the block dump could be useful for implementing whatever is missing, or
just documenting for future testing (if a rewrite of the IPU comes at some
point).

6) Attachments.

http://www.mediafire.com/download.php?n1vdjlwtnym

Game uses RenderWare, MTGS must be On to avoid graphical corruption on more
recent PCSX2 revs.

Though other games published by D3 don't have this issue, the games vary
from developers. VQ is codec related ?, it might be different than the
rest. As I told before, feel free to drop the issue.

Original issue reported on code.google.com by shadow0...@mail.com on 18 Jul 2009 at 6:42

GoogleCodeExporter commented 9 years ago
Just for reference, here's a bit of information about VQ:
http://www.gamasutra.com/features/20010416/ivanov_01.htm

Original comment by arcum42@gmail.com on 14 Aug 2009 at 2:26

GoogleCodeExporter commented 9 years ago
VQ decompression is extremely easy -- nothing more complicated than a palette 
lookup in 
fact (ie, like displaying a 256 color image to true color display). I coded 
some VQ 
compression and decompression algos years ago.  Fun stuff. :)

In any case, assuming PS2's VQ is similar or the same, implementation should be 
trivial.  But I won't be working on it for some time, have many other things I 
have to 
do yet.

Original comment by Jake.Stine on 15 Aug 2009 at 2:22

GoogleCodeExporter commented 9 years ago
Submitted this as a test case mainly, is really redundant and I can't remember 
the
other game developer involved (not D3) to look for possible similar cases. 

Also the game might be the only case since Pachinko games are usually heavy in 
FMV
content while this is really light, due to this the FMV seems to be packed 
inside a
container.

Original comment by shadow0...@mail.com on 15 Aug 2009 at 5:27