Closed GoogleCodeExporter closed 9 years ago
One further note, since I can't edit my original post, silly Google Code.
It does take a short while for the video to lock up, about six seconds or so.
If you
have the game, it should lock up right around when the hourglass is forming.
Original comment by evolutionrevolution@gmail.com
on 31 May 2010 at 3:50
This would be an IPU-related change, most likely. We've had the DMA Ch.2
termination
error in games before, and either rama or Refraction will have a better idea
what
causes them (I'm not an IPU expert).
Revisions that modify ipu.cpp or have IPU in the comment log will be likely
culprits
for causing this breakage. Be warned that there's a good chance that the rev
that
breaks this game may have fixed many others (so often that happens).
Original comment by Jake.Stine
on 1 Jun 2010 at 1:41
Alright. Got my list of culprits. That narrowed it down to 36 revisions. So to
do
simple math, I went with the direct middle of that, r2879. Busted.
Halve it again. r2829. Works, so our problem's now a bit more narrowed.
r2863. Deader than dead.
r2853. Nixed.
r2830. Working.
r2832. Works.
On a hunch... r2852. Working. DING DING DING.
r2853 is what broke it, and our naughty little member who broke it is
refraction.
Please hose him down thoroughly, then rub the lotion on its skin anyway.
And, of course, a fix would be appreciated. :P
Original comment by evolutionrevolution@gmail.com
on 1 Jun 2010 at 5:50
Update time. Got a report that using the "EE Timing Hack" Gamefix solves the
problem,
and indeed it does.
So, the solutions are either a "proper" fix, or this game needes to get added
to the
database.
If you guys are going to go the database route, let me know (if anything) what
else I
need to provide so you guys can add it to it.
Original comment by evolutionrevolution@gmail.com
on 1 Jun 2010 at 10:08
looks easy enough to fix, email me on refraction [At] gmail.com and we will
sort
this for you :)
Original comment by refraction
on 2 Jun 2010 at 1:10
- Removed Voodoo Cycles << I bet a cold one that it's the same issue that rips
DDS
videos :p
Original comment by ramapcsx2
on 2 Jun 2010 at 10:26
you owe me a cold one then ;p the reason the DDS ones rip is due to transfers
being
half done and ipu trying to take the data xD The FFX video fix sorts that (which
forces IPU to wait for GIF and VIF)
Im betting here DMA gets suspended and because its using gif mfifo (which uses a
different interrupt) it doesnt queue it for resuming and never does ;p
thats my initial guess anyway. why the hack fixes it i dunno :P
Original comment by refraction
on 2 Jun 2010 at 10:40
You'll find out soon enough, refraction. Check your inbox for my message and
links to
the dumps.
...I still want some Lucky Charms. :(
Original comment by evolutionrevolution@gmail.com
on 3 Jun 2010 at 1:06
Lucky charms are in the post ;p
Original comment by refraction
on 3 Jun 2010 at 4:39
this happens in gungrave ntsc too
Original comment by serban.a...@gmail.com
on 8 Jun 2010 at 12:34
Bloodindark: That might not be the same issue, though, even though it presents
the same symptoms. If you're getting similar console output, though, it's
possible.
Anyway, Refraction will likely have this fixed when he gets back (We were
communicating before his departure) but just in case he hasn't figured it out,
this might be a hint: The lockup occurs when the movie file ends. The rest of
that intro is, thus, a non-movie effect.
Original comment by evolutionrevolution@gmail.com
on 12 Jun 2010 at 5:01
well yes i have the same console output but i finished the game like using
savestatesover and over again ot doing something different in that part of the
game ehere it hangs like instead of shooting jumping or instead of walking
forward doing it backward:)) ...i know ..a pain in the ass
Original comment by serban.a...@gmail.com
on 12 Jun 2010 at 9:56
As far as im aware (and able to test) the videos work again, so marking this as
fixed.
The flashing is due to it being interlaced, it is presuming it is doing
"alternate line rendering" so its trying to make the "black horizontal line
effect"
Original comment by refraction
on 25 Jun 2010 at 12:50
They did not flicker at all before the changes of r2853. Some interlace modes
will "fix" it but at the cost of either very obvious interlacing changes,
darkening the movie, or both. Obviously, in Progressive mode, which the game
supports, none of these are available.
Using the EE Timing Fix, just like before when they locked the emulator up at
the end of playback, results in them playing fine with no flicker at all.
Original comment by evolutionrevolution@gmail.com
on 25 Jun 2010 at 1:25
Original issue reported on code.google.com by
evolutionrevolution@gmail.com
on 31 May 2010 at 3:44