Open GoogleCodeExporter opened 9 years ago
Could you tell me what's alpha-dithered in Super Mario 64?
I know that tha hair of Peach, Lakitu's cloud and the dust raised by Mario
running are all rgb-dithered, not alpha-dithered.
>rdp.acmp == 3 is the only way for me to detect alpha dither usage
OK, but that is a coincidence and won't work for Star Fox. But you know that,
so again, it's fine by me, I'm not going to push my idea.
Original comment by spovali...@gmail.com
on 24 Aug 2010 at 12:35
Does your LLE emu detect noise dithering(2) for rgb_dither_sel &
alpha_dither_sel in Mario Tennis? Glide64 detect it throughout the replay after
you win/lose a point but I could not visualize it onscreen.
Original comment by pokefan0...@gmail.com
on 24 Aug 2010 at 1:44
Could you provide a savestate?
Original comment by spovali...@gmail.com
on 24 Aug 2010 at 1:50
see attached - I think it is the same scenario as StarFox64.
Original comment by pokefan0...@gmail.com
on 24 Aug 2010 at 2:38
Attachments:
Yes, I have alpha_dither_sel = rgb_dither_sel = 2 in this case.
dither_alpha_en = alpha_compare_en = 0, so the condition used in r165 will not
work, too.
Funnily enough, dithering is applied to the whole scene by transparent texrects.
Original comment by spovali...@gmail.com
on 24 Aug 2010 at 2:55
Attachments:
True. It is not very visible unless you slow down the frame speed. Anyway, the
dithering effect is not very useful.
Original comment by pokefan0...@gmail.com
on 24 Aug 2010 at 3:05
I tested dithered text in Paper Mario. I was wrong that alpha_dither_sel bits
are never set.
Paper Mario DO set them:
(c0:e3001a01, c1:00000020): uc0:setothermode_h: alpha dither mode: Noise
(c0:e2001e01, c1:00000003): uc0:setothermode_l alpha compare DITHER
However, alpha dither also used Super Mario 64 dissolve effect (see my screen
shot), and this game sets only dither_alpha_en bit:
(c0:b9000002, c1:00000003): uc0:setothermode_l alpha compare DITHER
I don’t know, how it looks on LLE level, but HLE looks like this. The
question is: what can I do with that? rdp.alpha_dither_mode==2 will kill
dissolve effect in SM64 and probably will broke such effects in other games.
Without this check alpha dither emulation is incomplete and can be used in
wrong places.
Original comment by gon...@ngs.ru
on 24 Aug 2010 at 3:25
Attachments:
Could you attach a savestate for Super Mario 64?
Original comment by spovali...@gmail.com
on 24 Aug 2010 at 3:33
Attached is 1964 save.
Jump to hit the blue block and take the cap.
Your plugin shows alpha dither here.
Original comment by gon...@ngs.ru
on 24 Aug 2010 at 4:17
Attachments:
My test shows that there is no alpha dithering(see attached).
My condition check will prevent alpha dithering in this case.
Original comment by pokefan0...@gmail.com
on 24 Aug 2010 at 4:58
Attachments:
That's not the alpha dithering in play here, it's a case of alpha comparison
with dither_alpha_en bit set. On top of normal Mario they put transparent
triangles with alpha hardcoded to 0x80, that, due to the meaning of
dither_alpha_en, have exactly 50% chance to blend Mario's pixels with their
zero-value RGB pixels in 50/50 proportion (see the blender equation), hence the
dithering-like looks.
Original comment by spovali...@gmail.com
on 24 Aug 2010 at 5:06
Attachments:
I erred in the previous statement a bit.
They draw a normal Mario but assign 0x80 alpha to its pixels, so, due to the
conditions explained above, pixels have exactly 50% chance to blend with the
framebuffer.
Anyway, alpha_dither_sel = 3, so no alpha dithering, only a clever use of alpha
compares.
Original comment by spovali...@gmail.com
on 24 Aug 2010 at 5:14
I guess my condition check is good enough for me since it has passed my test
cases for valid & invalid dithering.
I am done with dithering.
Original comment by pokefan0...@gmail.com
on 24 Aug 2010 at 5:16
@Gonetz:
It would be best to split these two unrelated things:
1. alpha dithering (affects combined alpha andhappens after alpha_cvg_select
and cvg_times_alpha had affected it) and
2. common/special case of alpha compares(alpha compares happen right after
alpha dithering).
If it's impossible I'd suggest the following, which is actually quite
inaccurate but may be enough for your purposes:
if (rdp.acmp == 3 || (rdp.alpha_dither_mode != 3 && rdp.cycle_mode < 2 &&
does_blender_use_combined_alpha()))
BUT in that case you should also make alpha_dither_sel computation consistent
with the RSP plugin (Ziggy's debugger may help) to avoid problems with games
like Mario Kart.
Otherwise, feel free to resort to more elaborate hacks.
Original comment by spovali...@gmail.com
on 24 Aug 2010 at 5:45
It's also not so good to keep these two effects merged, because on hardware
they look very differently:
- dither_alpha_en (with alpha compares on) just rejects pixels at random, but
the percentage of rejection greatly depends on the value of combined, possibly
dithered alpha;
- alpha_dither_sel adds random values to combined alpha, which, depending on
the blender equation, may or may not create an effect of "randomized degree of
transparency" for a primitive.
Original comment by spovali...@gmail.com
on 24 Aug 2010 at 5:57
Do you have a link to ziggy graphics debugger?
Or is it meant for developer only.
It would be very useful if there is a download link.
Original comment by pokefan0...@gmail.com
on 24 Aug 2010 at 6:02
http://www.emutalk.net/showpost.php?p=380602&postcount=226
Read that thread at emutalk for usage tips.
Original comment by spovali...@gmail.com
on 24 Aug 2010 at 6:05
Thanks
Original comment by pokefan0...@gmail.com
on 24 Aug 2010 at 6:10
@Gonetz:
As you understand, my condition from comment #64 will break F1 PP64/ Pro
Mahjong K., even if you manage to fix alpha_dither_sel computation, because,
1. although they undergo a special case of alpha compares, they will never fail
alpha compare test, since they feature maximum alpha;
2. alpha compares are valid in copy mode.
This problem is largely unsolvable with hardware rendering, because you have to
check individual combined alpha values before applying a per-primitive stipple
effect.
You actually fixed these two games in r165 by making the inaccurate condition
for that generic 'stipple' effect inaccurate in a different way.
Original comment by spovali...@gmail.com
on 24 Aug 2010 at 6:29
*before deciding whether you should apply a per-primitive stipple effect for
that primitive.
Original comment by spovali...@gmail.com
on 24 Aug 2010 at 6:31
Another important fact:
all differences between my plugin and Glide64 in regard to alpha_dither_sel
bits are the same: I have 3 where Gonetz has 0.
That means that Gonetz just didn't insert setothermodes commands that turn off
alpha dithering into GBI commands that seem to do that.
Original comment by spovali...@gmail.com
on 24 Aug 2010 at 7:22
>Anyway, alpha_dither_sel = 3, so no alpha dithering, only a clever use of
alpha compares.
alpha_dither_sel is 0 on your Debug Values screen shot.
Original comment by gon...@ngs.ru
on 25 Aug 2010 at 3:42
To summarise:
- I have only one way to randomise pixel pipeline output: use 'stipple'
command, which reject pixels from a polygon using random pattern.
Other hardware solutions require using of shaders, which currently is not an
option.
With stipple I can more-less correct emulate the case:
"- dither_alpha_en (with alpha compares on) just rejects pixels at random, but
the percentage of rejection greatly depends on the value of combined, possibly
dithered alpha;" Example: Super Mario 64 dissolve effect looks exactly as on
the hardware.
The second case,
"- alpha_dither_sel adds random values to combined alpha, which, depending on
the blender equation, may or may not create an effect of "randomized degree of
transparency" for a primitive."
can't be correctly emulated. However, with stipple it may look better than
without any randomising. Example: Star Fox intro.
Thus, condition "rdp.alpha_dither_mode == 2 &&
does_blender_use_combined_alpha()" may help to detect this case.
Both conditions: "rdp.acmp == 3" and "rdp.alpha_dither_mode == 2 &&
does_blender_use_combined_alpha()" can cause incorrect use of stipple, just
because actual use of randomising must depend on polygon's alpha and blending
equation.
Thus, where it looks wrong, just set dither alpha emulation off in the ini
file. I guess it's the best I can do for now.
Original comment by gon...@ngs.ru
on 25 Aug 2010 at 4:40
>alpha_dither_sel is 0 on your Debug Values screen shot.
No, that's pokefan's screenshot that shows the state of Glide64. I have 3 here,
as shown on the image attached to comment #61.
>Thus, condition "rdp.alpha_dither_mode == 2 &&
does_blender_use_combined_alpha()" may help to detect this case.
The more correct condition is
(rdp.alpha_dither_mode != 3 && rdp.cycle_mode < 2 &&
does_blender_use_combined_alpha()))
,but, if you don't want to mess with alpha_dither_sel computation, you can use
(rdp.alpha_dither_mode == 2 && rdp.cycle_mode < 2 &&
does_blender_use_combined_alpha()))
,which will work for some games.
Original comment by spovali...@gmail.com
on 25 Aug 2010 at 6:04
>if you don't want to mess with alpha_dither_sel computation
Don't get it. rdp.alpha_dither_mode = (rdp.othermode_h >> 4) & 0x3; that is it
is equal to alpha_dither_sel bits. alpha_dither_sel = 2 in case of alpha
dither, so rdp.alpha_dither_mode == 2 is the correct condition.
Original comment by gon...@ngs.ru
on 25 Aug 2010 at 6:33
Alpha dithering is perfrormed on hardware if alpha_dither_sel == 0, 1, or 2.
Not only if it equals 2.
You're getting 0 where I have 3 in many games. So I meant, if you don't want to
fix this discrepancy, you can use
(rdp.alpha_dither_mode == 2 && rdp.cycle_mode < 2 &&
does_blender_use_combined_alpha()))
, which will work for Paper Mario, Mario Tennis, maybe some other cases.
Original comment by spovali...@gmail.com
on 25 Aug 2010 at 6:44
>Alpha dithering is perfrormed on hardware if alpha_dither_sel == 0, 1, or 2
What the difference between them then? What is the "pattern"? Just curious.
Original comment by gon...@ngs.ru
on 25 Aug 2010 at 7:47
It's all explained in my source code and U.S. patent no. 5699079 assigned to
Silicon Graphics.
'Pattern' means: add the same 3-bit value to combined alpha before
right-shifting by 3 for blending, that (rgb_dither_sel & 1) would add to r, g,
b.
'~Pattern' means an inverse of that value.
'Noise' means pseudo-random 3-bit value.
Original comment by spovali...@gmail.com
on 25 Aug 2010 at 7:54
>However, with stipple it may look better than without any randomising.
Example: Star Fox intro.
Actually, I think, comparing screenshots from comments #36 and #37, stipple
effect doesn't look very correct or beautiful in Star Fox.
Maybe you can save yourself some time and just don't emulate alpha_dither_sel
bits.
Instead, you could create an ini setting to discriminate between two cases:
1. Super Mario 64 (special alpha compares should be emulated, because combined
alpha is much less than maximum);
2. F1 PP64, etc. (special alpha compares must be ignored, because combined
alpha is maximum or close to it).
Original comment by spovali...@gmail.com
on 25 Aug 2010 at 8:36
Even Conker has the same dithering as StarFox64 & Mario Tennis(image1-2).
Not sure why there is dithering on the logo and hand(star, maybe).
Original comment by pokefan0...@gmail.com
on 25 Aug 2010 at 10:05
Attachments:
The dithering effect on StarFox64 actually looks nice onscreen rather than
screenshoot(color blotches issue for screenshot).
The dithering on Mario Tennis and Conker is a bit weird and ugly.
Original comment by pokefan0...@gmail.com
on 25 Aug 2010 at 10:10
Actually Conker dithering is quite good when running at normal speed.
I slowed it down to frame by frame to watch the dithering which makes it look
bad(just like screenshot).
I change my condition check to !=3 and everything is showing up correctly but I
have yet to see a dithering effect other than 2. Anyone of you have a test
case, I would like to try it out.
Original comment by pokefan0...@gmail.com
on 25 Aug 2010 at 10:55
The stipple mode on Conker's gleams looks awful, to the point that an observer
is not quite sure that it's the logo gleaming, much like these 'holes in the
star' in Star Fox.
Compare that to the proper alpha dithering in my plugin as attached.
In Mario Tennis the texrects that have alpha_dither_sel = 2 are transparent and
blended with the framebuffer in approximately 35/220 ratio (as seen in Ziggy's
debugger), that's why the stipple mode looks more or less acceptable.
I'd say don't bother emulating the effect of alpha_dither_sel bits by using the
stipple mode.
Original comment by spovali...@gmail.com
on 25 Aug 2010 at 11:45
Attachments:
I suppose HLE emu cannot do proper job compared to your LLE emu but it is
always better to have something than nothing. And it does look awful if the
gleam comes from a solid white star, not that the dithering star looks
better(just a different kind of sparkle).
As for StarFox64, I would rather have that dithering looks than your
screenshot(can't make out a thing from it). The dithering in Mario Tennis is
hardly visible playing at normal speed(dither or not doesn't make much of a
difference). Also, the dithering text looks awful in Paper Mario(too much black
- doesn't have that heavenly sparkle).
Anyway, it boils down to choice & preference. If it can be emulated in HLE
emu, why take it out unless emulating it will ruin the whole game(I can't see
why it would).
Original comment by pokefan0...@gmail.com
on 25 Aug 2010 at 1:13
>I suppose HLE emu cannot do proper job compared to your LLE emu but
It's not an HLE problem, it's a problem of hardware rendering and Glide API, it
can be done properly with the software rendering HLE.
>And it does look awful if the gleam comes from a solid white star, not that
the dithering star looks better(just a different kind of sparkle).
As for StarFox64, I would rather have that dithering looks than your
screenshot(can't make out a thing from it). The dithering in Mario Tennis is
hardly visible playing at normal speed(dither or not doesn't make much of a
difference). Also, the dithering text looks awful in Paper Mario(too much black
- doesn't have that heavenly sparkle).
Sure, you can have different tastes, but not emulating this effect looks much
closer to the real hardware than 'emulating' it by means of the stipple mode.
The hardware *does not* reject any pixels in these games, it just randomizes
their transparency a bit.
By the way, the star in Conkers *is* alpha-dithered on my screenshot. What you
called "the dithering star" is actually, so to speak, a partially rejected star.
Original comment by spovali...@gmail.com
on 25 Aug 2010 at 1:54
I don't think not emulating it will make StarFox64 sunflare closer to real
hardware(which looks horrible), it will even look better but add dithering to
it makes it more "realistic".
I would remove Paper Mario dithering text because it looks horrible on a solid
white bubble. Anyway, it is Gonetz choice.
Original comment by pokefan0...@gmail.com
on 25 Aug 2010 at 3:31
I think it is sufficient to check for rdp.cycle_mode=0 (no test case for 1).
But setting 1 will get a hit in extremeg 1st screen after watching cutscene
which is highly unlikely (same values as Starfox64) except cycle_mode=1.
Original comment by pokefan0...@gmail.com
on 26 Aug 2010 at 7:36
No, Extreme-G is alpha-dithered on hardware:
http://www.youtube.com/watch?v=UxVdOQcS52A
Original comment by spovali...@gmail.com
on 26 Aug 2010 at 9:46
From the video, it looks exactly as my display without dithering. Anyway, I
include cycle_mode=1 and tweak my condition a little. Conker, without
dithering, will get back its solid star sparkle(image1-2 - ignore screenshot
color blotches).
So, Conker should be without dithering to match hardware display(same for
extremeg).
Original comment by pokefan0...@gmail.com
on 26 Aug 2010 at 11:11
Attachments:
>From the video, it looks exactly as my display without dithering.
Of course, it doesn't look like the stipple mode used by Glide64. However, it
looks exactly like my proper implementation of alpha dithering.
Original comment by spovali...@gmail.com
on 26 Aug 2010 at 11:55
From my testing, I find that alpha dithering with acmp=0 has many different
cases that includes ugly dithering and good ones. XG2 intro cutscene is a good
example and just need to filter out all these ugly dithering. Also, I have yet
to find any alpha dithering that is 0 or 1, maybe a good start to stay with 2
for acmp=3 & acmp=0.
So far, it looks good for all the cases that I have tested using my own
filtered condition checking. Can LLE really check alpha_dither_sel only without
further filtering to determine if alpha dithering is valid or invalid for all
test cases?
Original comment by pokefan0...@gmail.com
on 26 Aug 2010 at 3:21
>Can LLE really check alpha_dither_sel only without further filtering to
determine if alpha dithering is valid or invalid for all test cases?
Alpha dithering is applied whenever alpha_dither_sel < 3, on hardware and in my
plugin, without further conditions. I don't think that I have errors in this
respect.
Original comment by spovali...@gmail.com
on 26 Aug 2010 at 4:16
If the ugly dithering is a by-product of stipple, then the only way is to
filter them out from the good ones. I guess I have to stick to my filtered
condition checking unless there is better way to apply alpha dithering using
glide64.
Original comment by pokefan0...@gmail.com
on 26 Aug 2010 at 4:27
Should be this issue closed?
Original comment by oliviery...@yahoo.fr
on 6 Oct 2010 at 5:36
Well, the reposted issue is fixed, but alpha dithering emulation is not
complete yet.
Original comment by gon...@ngs.ru
on 11 Oct 2010 at 6:01
Original issue reported on code.google.com by
oliviery...@yahoo.fr
on 6 Dec 2009 at 3:37